I've been toying with gigantic housing blocks in a sandbox lately, and I've found I still don't fully comprehend the differences in how food is handled in storage. I've developed a tendency to disconnect as many industries as possible, then use BSYs in my housing area to distribute beer, linen, papyrus, pottery, and luxury goods (I don't always bother with pottery and luxury goods). As a result I always have plenty of SY cart pushers running around trying to keep every SY and service building stocked, and don't risk industry cart pushers causing a production delay. This helps even distant parts of the map stay well supplied, as if there are shortfalls anywhere, I can just add more SYs tied to distributing that good.
Food continues to be an issue, though, and I'm finally going to take the time to learn the exact nuances of distributing it. Is there a good explanation of how to use BSY "get" tactics with granaries? Tight distribution control can take advantage of the separate food bazaar buyer, avoid lag at highly efficient fishing wharves and hunting lodges, long walking meadow farm pushers causing delays, etc.
Food continues to be an issue, though, and I'm finally going to take the time to learn the exact nuances of distributing it. Is there a good explanation of how to use BSY "get" tactics with granaries? Tight distribution control can take advantage of the separate food bazaar buyer, avoid lag at highly efficient fishing wharves and hunting lodges, long walking meadow farm pushers causing delays, etc.