I'm in Sawu and importing sandstone from Dunqul Oasis in order to build the Mausoleum. From time to time, the carvans from Dunqul will deliver some gold in addition to the sandstone.
This is not really a problem since I can always replace the SY, I was just curious if anyone else has seen this.
Author
Replies:
Baltic Pleb
posted 03-20-00 17:58
ET (US)
1 / 13
I have not seen this, but had a similar problem with imporing goods that don't exist in the mission in Serabit Khadim. It happens sometimes... don't know why.
Cherub Baltic
Caesar Constintine Pleb
posted 03-20-00 20:44
ET (US)
2 / 13
Hey look at it this way, you have something your not paying for and its helping your city
Grumpus The Elder Pharaolympics 2000 Competitor
posted 03-20-00 21:00
ET (US)
3 / 13
If it was any other commodity other than gold, it might be useful, but what do you do with gold in a storage yard?
Vriesea Pleb
posted 03-20-00 22:05
ET (US)
4 / 13
The only problem is that when the caravans are delivering gold they are not delivering sandstone.
And in Sawu, sandstone is more valuable then gold
Regards, Vriesea
Da Pharaoher Pleb
posted 03-21-00 01:37
ET (US)
5 / 13
Now, this is funny but how can the traders deposit a non-trade good? DaPharaoher From the Field of Reeds
Traders can everything . They have once deposited a material called "Unused12" in the SY of Tomek's city (one of the Dahshurs, I guess). It looked like a limestone, but it wasn't limestone... and it kept coming over time, now and then. This is kind of democracy - everyone can do what he wants... and especially the traders .
Unfortunately, even if it is other commodity than gold, it can create the same problem. I was receiving barley this way in Serabit Khadim, and because barley was not available at all, I couldn't use it, move it to another SY - nothing!
Second thing I was receiving was flax - that was better, I didn't need to import it by another route... but I couldn't stop the imports, it was coming in with flax set to not importing - and I had two blocks of hungry people, because barley was a substitution for chickpeas, and flax for fish... I managed to win before the situation got worse, but in the long run I wouldn't be able to feed the city.
I don't know what is "gold in SY bug", but I guess it is precisely this situation - I didn't hear of any other possibility how gold could get into SY (maybe except gift).
Cherub Baltic
[This message has been edited by Baltic (edited 03-21-2000).]
ToutEnCarton Pharaolympics 2000 Competitor
posted 03-21-00 07:37
ET (US)
8 / 13
"This is kind of democracy - everyone can do what he wants... and especially the traders"
That's what I call anarchy! Especially if it's at the expense of others: "I couldn't stop the imports... I wouldn't be able to feed the city"!!!!!!!!!
Cleo Pleb
posted 03-21-00 10:44
ET (US)
9 / 13
I think the whole Granary/SY issue has not been resolved.
It's driving me nuts, specially when you import expensive luxury goods. as it so happens one of the accepting SY is unstaffed, so the stuff gets dumped there, but is not reflected, so nothing can go to the people. I have even seen goods being delivered to a hunting lodge, which was standing on a spot where I deleted a SY.
I've also noticed that exports don't always get paid (that will throw a spanner into your calcs Grumpus ).
I fail to understand why SY/Granaries suddenly lose their workers, despite unemployment deluxe and no change in the layout whatsoever. But build something else in place of these buildings and the new ones are staffed immediately.
Pity that gold is a useless commodity when it appears like magic from a city, unless of course it should be stockpiled now already so that you have enough of the stuff for King Tutis tomb in the forthcoming Cleopatra Game
A bit off the subject, but I just had to get this in
Brugle HG Alumnus
posted 03-21-00 16:53
ET (US)
10 / 13
Last night, playing Buhen, traders from Abu put 100 "Unused 12" into two different storage yards. This took up space meant for 8 granite blocks, making it difficult to store enough granite for the obelisk.
Cleo, A granary or storage yard that sends both guys out to "get" from a long distance may lose labor access because the building, with only two walkers, cannot send out a recruiter to look for housing. Apparently this was fixed in the "patch".
SenetEr Pleb
posted 03-21-00 17:08
ET (US)
11 / 13
So that's why! During the last contest, I believe I saw the 2 SY guys, each to get a different good. I'm not 100% sure so I was wondering if anyone could back me up on that.
I'm playing with the downloaded EP Version, and nothing has changed, this was always like that. i.e. problems with labour, getting goods etc.
No matter which pc I'm playing this on, am using my son's laptop Pentium 300, used his desktop pc Pentium III, 600 MHz, bought myself a desktop pc which is basically identical to the one he's got, with a Matrox G 400 32 MB Ram Video Card (like I need that for these games), it's the same on all machines.
This is very frustrating, specially when one really needs the goods.
I think I'm going to play a game and watch all the comings and goings like a hawk, mind you that's also a bit boring, like very
Cleo
Baltic Pleb
posted 03-22-00 15:16
ET (US)
13 / 13
ToutEnCarton You are perfectly right! Unfortunately there are many people who think that democracy works that way, and that if there is democracy, they can do anything they wish to - so this was kind of joke on them.
I stopped having problems with "labor lost while getting" long before the patch was out, thanks to the known remedies (leave the new SY/Gr set to Accept nothing until the message about bad labor access goes out, then get only 1/2 or max. 3/4, and have another SY/Gr at hand that is accepting the same goods). Therefore I can't tell whether the situation is better after the patch or not... but imports of unusable materials are really annoying, I agree.