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Emperor: Game Help
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Topic Subject: Mill Access point
posted 03-09-22 09:27 ET (US)   
One thing about Emperor is that it all works without having to be too precise in positioning. But it is nice to minimise distances if possible especially as the game is all about logistics.

So with the Mill, I'd like market buyers to walk to the closest part of the Mill by road, and for fisheries and hunters for them to walk the shortest distance.

This is not about where to put the Mill, but the road access point on it.

I expected the access point to be the first tile on the NE side of the Mill and if that didn't have a road then the next available road tile working clockwise from there.

In my current scenario there are roads all along the NW and NE sides. The Mill is set to "accept" Millet, Wheat and Bean Curd from the farms and "get" Fish from a warehouse local to the fisheries. I stopped "getting" from farms so the Mill "getter" was always available for Fish

Counting clockwise from the N corner, (ie NE1-5; SE1-5; SW 1-5 and NW 1-5). my expectation was that everything would go to NE1, which has a roadblock, or possibly NE2 because of the roadblock.

The Market buyer buys from NW1
Bean curd delivers to NW1
Fish is got to NE3
Millet delivers to NE2
Wheat delivers to NW4

Furthermore, they seem to move about with time.

It doesn't matter really where the access point is as it all works, but has anyone analysed it? Searching doesn't help.

[This message has been edited by Serrataur (edited 03-09-2022 @ 09:54 AM).]

Replies:
posted 03-09-22 10:16 ET (US)     1 / 6  
You are correct, even searching historical posts here do not reveal any prior threads on this specific topic.

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posted 03-10-22 03:24 ET (US)     2 / 6  
Thanks.
Thinking about it I could just have a single tile touching the Mill at the point I want it.
posted 03-10-22 08:50 ET (US)     3 / 6  
That is a great idea, especially when we remember that the building inspector walkers have a two-tile inspection radius. So you could have the Mill connected to a road network by one road tile (or two, if you want to use a roadblock too) and still have inspector coverage provided to the Mill by utilizing this two-tile inspection range from other, disconnected roads within that range.

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posted 03-11-22 03:40 ET (US)     4 / 6  
I think I misunderstood this. I tried leaving a two tile gap to a Mill and an inspector won't protect it.

But I do have a solution. Replace the roadblock with a residental gate and allow inspector access. Place the inspector's tower next to the access road so the inspector spawns next to the Mill (inside the gate), goes through the gate, and completes the circuit. You have to be careful to place the inspector so it spawns inside the gate and not on the circuit road.

It won't work if the gate is on the NE side of the building, but you could leave a three tile (or more, gap this way as long as the inspector is next to the mill, or one tile away, and does not touch the perimeter road, and still walks the circuit.

I've been using this method with an internal market in a housing block and only one inspector building for the block:
Internal dimensions 12 x 13 tiles with Grand way on the outside of the road. Place the market road in the middle of the long side. A residential gate on the first tile (set to allow market workers and inspectors) and third tile (set to allow market workers), then the grand market.

Do not continue the residential wall round the market as inspector coverage does not go through residential walls. Instead use a line of small statues. This together with grand way to the outside on the perimeter road is enough to evolve the inspector tower and well.
Do not have the access road on the NE side as the inspector will not spawn on the access road.
In some cases the ancestral shrine will need to be on the other side of the access road, as religious workers can also pass through the gate if you allow it.

Do not block the market rear entrance as migrants or traders could pass through but do not connect by road or you risk random walkers short cutting their circuit.
posted 03-11-22 07:18 ET (US)     5 / 6  
Here is a link to an image of a mill-with-1-tile-connection that I was trying to describe. The range of inspection is only 2 tiles, so the gap can only be 1 tile between the road and the mill. The disconnected road you see that runs 2-tiles away from the mill has a 1-tile gap and will provide inspector coverage.

https://emperor.heavengames.com/wp-content/uploads/sites/10/2022/03/Mill_connected_by_1_tile_for_max_efficiency.jpg

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[This message has been edited by Gweilo (edited 03-11-2022 @ 07:22 AM).]

posted 03-12-22 05:12 ET (US)     6 / 6  
Thanks,

I see what you mean. All is clear. It was a misunderstanding.

As an alternative you could make two tiles of the perimeter road grand way as the only bit touching the mill. That way you don't need a road block. (It has to be two tiles as you can't have just one). I sometimes use this to "straighten" out the roads from fishing quays.
Note though that ferries do not work if touching grand way (even though they report as being connected)

[This message has been edited by Serrataur (edited 03-12-2022 @ 05:41 AM).]

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