Wednesday 18 December 2013

Silos in Sector 8

I received the below layout proposal from Fexno (from Sandycove) to take a look at covering the area towards the left of Sector 8.
Brown numbers are farm locations, yellow are silos, and the black 0 is the proposed field location.
Total time Farms = 340 seconds (48.6 sec on avg)
Total time Silo = 336 seconds (48.0 sec on avg)

This is a pretty good layout. No production building that uses wheat cares for a travel time of lower than 48 seconds, so basically nails the benchmark to go for.

For a small comparison though, I've made up a diagram of the same layout in the same location with the storehouse in the same location, but, I've moved the field over diagonally to the left.
Now, same general layout, but the total walk time for either half (blue or black) is 316 seconds, or 45.1 seconds average per building. This 3 second average will not account for a whole lot of wheat in the grand scheme, but why the difference?

The key comes down to how travel time is calculated.
Settlers need to walk from the storehouse to the workyard (farm in this case), then from the workyard to the deposit (the field), then the actual production occurs, and then they get to perform the return trip (deposit -> workyard, and workyard -> storehouse). It's a lot of walking for the little guys, and it winds up being in your best interest to try to shorten one part of these trips where possible. That is, you want the farm to be close-ish to at least one of the two buildings it needs, the storehouse or the field.
What the initial scenario presents based on this is that for a number of the slots on the right you have your little guy walking from the storehouse waaay over to the farm on the right, which frankly is a bit of a hike for some of the squares, and then once he gets there, he realises he now needs to head over to the field, which is even further away than where he started from.
Depressing.

Pushing the field out slightly like in the second drawing does two things.
First, it helps make a few more of the squares closer to one of what it needs.
Secondly, since since all regular buildings like the silos, farms and storehouses have the exit point being at the bottom/front of themselves, pushing the field slightly lower means more of the buildings can head straight to the field without needing to walk outside, then around themselves to get to the field.

This doesn't mean you want to go separating the field and storehouse by great distances, or you may wind up with scenarios where some other production group nearby has the closer storehouse for one of your farms and messes up your count, or other horrible things.

Good luck settling everyone.

4 comments:

  1. Nice one. I will be using if needed cause I got that space available.

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  2. hey , can you make some farms & silos in s8 but this time with improved storehouse ?

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    1. I'm not sure how well an improved storehouse will fit in there. There's not a lot of wiggle room for the other squares due to trees and bushes at their borders, I'll take a look and see if something works reasonably.
      If you were meaning the improved silo, that will definitely be looked at once they go live.

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    2. no , was about improved storehouse but thx for answer ... about improved silo i'm waiting for your placement with them in s8 ! :D

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