#Caravan Cart Capacity

1 messages · Page 1 of 1 (latest)

prime chasm
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Hello, I'm new to this Discord and I don't know if this has already been discussed. The amount a caravan cart can transport seems far too low to me. Equipped with a backpack, I can carry more than a caravan with a cart. This should be improved, in my opinion.

fickle crater
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There is a mod for it, but yeah I agree, it needs to be triple the amount to make sense.

outer anchor
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Bigger carts of higher tier will be added in close future! 🙂

prime chasm
prime chasm
fickle crater
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go on Steam workshop and do a search

outer anchor
prime chasm
outer anchor
radiant anchor
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New carts are supposed to come with animals carrying them instead of Npcs that's why it takes longer 🐴 🐂

prime chasm
ocean jungle
# prime chasm OK. But dispite it the carts that villagers use are too small.

How is it too small? You get 5 carts per building which 250 space. I have 750 space and 3 buildings. Build more buildings I recommend as right now it’s the Tier 1 of carts then another tier and likely a third is coming that will like have 500 space or whatnot.

The game for sending by things in carts around the map is suppose to be risky no? I’m fine with the carts and I know a lot of the others are too.

If you are really concerned about this, there is likely a mod for it. If not then you can request 1 here: #1463336518709149769

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They are also very very close, sadly Tier 2 carts got a last minute no go because of the technical issues due to animals I’m guessing (I’m not a dev) but they will 90% probably come within the next update

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What is the recommended size you wish to increase the cart space could I also ask?

prime chasm
prime chasm
ocean jungle
# prime chasm I think the size should be 50 + what you can carry without the cart

To be fair, I will agree with you on this. I could see that working and being in the realm of reasonable realism. However, I think from a technical aspect it be pretty hard as they will likely have to rework how the storage works and what items not take out the bag packs and hot bars and stuff. Especially the self defending carters, wouldn’t want them to sell their swords as in the inventory.

I wouldn’t mind that be added but from a technical aspect it will be unlikely for a little as it’s a lot of work

prime chasm
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I didn't mean that they should calculate the size each time... 90 to 100 could be a size that makes more sense than 50.

ocean jungle
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I can see that too. It’s interesting but I think for now mods will be your best bet. I don’t think it will change, if any, until the next carts are introduced

prime chasm
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I'm going to look for a mod that rises the size just a little bit... often modders go to extreme

calm umbra
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The backpack is tier 2. At tier 1 the villagers have two 3x3 grids with the first bag. So that's 18 slots.

The current carts are meant to be tier 1 carts. I think 50 slots is fine here. It's the most sad looking cart. It's put together with a handful of wood and 1 copper bar. No mention of a wheelwright needed in medieval times though.

The player can carry more, but the player also can't trade their items on the market. It has to go through the villagers' trading system.

The real power though is to setup automated routes. Set it and forget it. That is worth a thousand inventory slots.

prime chasm
eager knot
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An example (please correct me if my estimate is far off):

  1. You are at the end of tier 2, Normally that means first 4 perhaps even 5 towns liberated.
  2. you will need at least 1 outpost for iron (min 1 worker) in the south and a steady caravan at least 1 cart but probably at least 3 guards (bc its unlikely to have all bandits cleared a the end of tier 2). [5-8 worker]
  3. you are probably having at least 2-3 other outposts on the safer northern region (Tin, Copper, Hardwood, or different). That's like 1-2 worker per outpost + 1xcaravans without guards is about 4.5 worker + 3 caravans ppl. [~ 7 worker]
  4. Just running you farms, animals, hunter, and crafting: probably at least 30 ppl in main base? [30-40 workers]

so you get a total of 42 - 55. The renown cost for the last workers should be around 10k. I'd say it will be tough at that stage of the game to even find recruits. I feel that scenario is realistic. So now if you would like to create a bit more outposts, or expand your routes to more (3 carts) it will be tough as @prime chasm says....

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To be a biiiiit more free in your middle-game it would be nice to have just a bit more freedom. Either worker wise or cart capacity wise.

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So you could design your play for more outposts, be more distributed (which I think the game want's to encourage?).

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And think about this: just increasing cart capacity would be even be a small giveaway compared reducing the recruitment renown curve

calm umbra
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hmm, I have 44 villagers and new recruits cost about 6.5k from the village that I have the most recruits from (Padstow).
And you don't have to have caravan workers at each outpost lol. That would not be very smart. Your main village can have 4 or 5 workers that handle all routes.

eager knot
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well of course the cart drivers would all be from one village but you are right: I simply assumed that they would be dedicatedly serve just one route. It's the case though for almost half my routes... depending on the distance

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but let's say 5: how many rountes do they handle in your setup?

calm umbra
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For safe routes, here is my 2 cooks that cook for I think 35 of my 44 total villagers. This is handled by 1 caravan worker.

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And then here is my main village. Most routes go with 2 Caravans workers at a time, and any routes south of the river have 1 guard with them. Any runs to Horndean are done manually as they need to have all men on deck for safety.

eager knot
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woah efficient! okay. might then be more of a skill issue 😄

calm umbra
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I mean, I'm not sure how efficient it is. But I think people over estimate things?

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At least, from a gameplay balance perspective; for tier 1 carts. There is no reason that I can see that they would need to be any better.

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Also choosing your villagers to run carts is important. My cart runners mostly have cloth gear with rugged boots and gloves (0% speed penalty) and I try to have only 3 agility or higher villagers. Traits with speed boosts are particularly good. I think in the main branch that is Nomad and in the Preview branch it is Tireless.

eager knot
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Might be: oc there is always player pressure: more movement speed, faster building, more storage. But these limitations also have good reasons from gamplay perspective. at least I'm sure of as a gamer not professional designer. So I seeing your setup I admit I might have been wrong.

eager knot
calm umbra
eager knot
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uhhh: yeah there are some cool npcs with high str and high agi + some combat. give those guards medium armor and the str should eat I suppose all speed reduction. with heavy armor str. seems not able to compensat all speed reduction

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then you get super agile fighters... perhaps a scenario for the sabre weapon class

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I like it!

calm umbra
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I have a few that can fit that role, but since they are my best fighters I want them always available to defend or snuff out any surprise bandit migrations

eager knot
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that's always a crazy trade you do with caravans: you basically lose these npcs and you might want them for fighting, or special ops

calm umbra
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Just waiting for mroe recruits. Blackridgepool and bradford should both level up soon so I can build more houses there.

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with more houses, we can build a small city there

eager knot
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👍 I'm curious about the comming changes. also regarding carts!

calm umbra
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I had an idea that has worked out great, since I cleared the right side of the map of bandit camps, I put an outpost there with 2 workers than is self-sufficient on dried mushrooms and berries. They exist soley to gather and craft things to trade with Bradford. Two guys, 1 trade station, 1 gathering hut, a couple stockpiles, 1 wood gathering pit, 1 crafting bench, 1 loom.

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Bradford went from growing like 0-10 points a day to growing 100+ points per day.