View Full Version : Settlers 7 Micromanagement?
simbadinuk
03-23-2010, 05:22 PM
A question that must be asked...has micromanagement returned in the new Settlers(7)?
simbadinuk
03-23-2010, 05:22 PM
A question that must be asked...has micromanagement returned in the new Settlers(7)?
caswallawn_2k7
03-23-2010, 05:31 PM
it takes a lot more resource management in S7 than it did in S6, there are more manufacturing processes to follow and you need to ship resources between your warehouses to keep your supply lines running.
Volomon
03-23-2010, 05:36 PM
I thought the Store Houses were somehow linked, is this incorrect?
Like I know they can only be filled to such and such capacity. But I was under the impression after they were upgraded so much they became linked, or it seemed that way because when you mouse over them and check their stock they seemed to have everything listed.
Howl-UK
03-23-2010, 05:40 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by simbadinuk:
A question that must be asked...has micromanagement returned in the new Settlers(7)? </div></BLOCKQUOTE>
Yes. In a big way.
It's a lot more like Settlers 3. They have even added food management, instead of just having food supply different mines. You can choose which houses get different types of food, to boost productivity in parts of your economy that need a temporary fix, or to bolster your most important resources.
All I'm missing is a priority system for goods transport, like in S3. It's frustrating to think that you can win within minutes if the Settlers would drop the bloody fish and stacks of paper and all worked together to get that last 25 stone to your church for a final upgrade. There's no way to say to them, "Transport Stone above all else," or, "fulfil the Church's needs above all else."
caswallawn_2k7
03-23-2010, 05:41 PM
if you upgrade them fully you can get control over what resources are brought by a settler (attached to the warehouse) so you can have more say over what items are brought into a area, instead of in the earlier ranks were it is done on demand and can often slow down production if your line is setup badly.
but even at the top rank of the warehouse you still need to keep your transfers down as they still take time meaning it is still possible to use everything before your settler gets back with more.
Howl-UK
03-23-2010, 05:45 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Volomon:
I thought the Store Houses were somehow linked, is this incorrect?
Like I know they can only be filled to such and such capacity. But I was under the impression after they were upgraded so much they became linked, or it seemed that way because when you mouse over them and check their stock they seemed to have everything listed. </div></BLOCKQUOTE>
Nope. Not linked. Just unlimited in capacity. You can however click specific resources when a storehouse is fully upgraded and all goods in your realm of that type will get ferried to that specific storehouse, as long as they are not earmarked for use.
Top Tip! Click your starting storehouse and click wooden planks and stone. Then it doesn't matter if your wood and stone production is elsewhere. Your central storehouse is always going to have plenty of building material. As your construction moves further away from the main city you can select a more distant storehouse for that role.
ryanhnning
03-23-2010, 05:47 PM
There is a way to do that, Howl-UK. But instead of it being a resource issue, pull up the building quie(sp?), and place the Church or whatever at the front of the list. It'll prioritize the construction of that building before all others. Nifty.
Howl-UK
03-23-2010, 06:52 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by ryanhnning:
There is a way to do that, Howl-UK. But instead of it being a resource issue, pull up the building quie(sp?), and place the Church or whatever at the front of the list. It'll prioritize the construction of that building before all others. Nifty. </div></BLOCKQUOTE>
I've been doing that but it only affects which buildings the Constructors will work on, unfortunately. I doesn't even affect the building material transport.
If you set up 10 buildings on the other side of your realm and then ask for a church upgrade, your settlers will send wood and stone off to those 10 buildings and completely ignore your church. Only the Constructor will care that you have prioritised the church but he won't start building until all the materials are in the nearest storehouse.
It's a completely useless feature. I've had to compensate by not queueing up too many buildings at a time.
ryanhnning
03-23-2010, 07:43 PM
It does get alot easier when all of the storehouses are fully upgraded. Keep them close together too vastly helps. In the campaign missions I place them as close as I dare beside each other.
heflys
03-23-2010, 07:46 PM
I just transfer everything to the warehouse that is close to a priority structure, and set that particular building as top priority in the logistics menu.
sramota
03-24-2010, 05:08 AM
Not to mention that beyond what's been said here you'll have technology research in a screen to handle (With proper produce sent to the church in time) and Warfare in another part of the map while at the same time handling trade routes in yet another screen while on top of that, keeping an eye on your opponents to not be caught offguard in any of the areas.
There's micromanagement alright...!
simbadinuk
03-27-2010, 07:43 AM
Played the demo now and i agree there is plenty of micromanagement!
It's still missing the thieves though! It is always fun to bring down an entire empire by stealing their grain...
ldylarke
03-27-2010, 10:07 AM
I didn't know you could transfer goods manually between storehouses. I'll try it.
And I agree with the poster who said queuing buildings to be built is a useless feature - when it comes to upgrading the church like he said. Ask them to build x many buildings elsewhere and then prioritize the church upgrade and they will go off and build the other buildings first.
You have to stop production of the other buidings (x them out) or not build them until the church is upgraded.