View Full Version : Q about Chocolate prod and Piers
Warmskin
11-02-2007, 03:08
2 separate questions...
I'm trying to produce chocolate and my home island is unable to make honey. No problem. I settled another island, built a warehouse and apiary and I can ship back tons of honey. My home island *can* however produce cocoa so I set up a cocoa plantation and a confectionary and wait for the honey to arrive so I can start producing chocolate. The honey starts rolling in. I constucted 2 cocoa plantations, the first is working fine, but the 2nd one keeps giving me the exclamation mark and telling me that my internal warehouse is full. So, I upgrade one of my marketplaces. Nothing. I then built another level 3 marketplace. Nothing. No matter how many MPs I build, nothing changes. The cocoa plant justs sits there having produced 5/5 but no one will come take it to a warehouse/MP no matter how many I build. Out of exasperation I found another Island capable of producing cocoa, so I set up a plant there to see if anything might be different. Same problem - It sits at 5/5 and will not send any product to the WH/MP no matter how many I build. And yes, I have roads connecting everything. What am I missing?
2nd question is easier. How does the pier work? What exactly does it do? If it's explained in the annopedia, I can't seem to find it. Is it even in the annopedia 'cause I'd like to read about it?
Thanks very much.
You have the roads built all the way to the plantation building?
Perhaps you can get a screenshot of the area and post it.
The pier can be built to give you another location to unload your ships. I don't know if it is listed in the annopedia or not, I have not used the annopedia, perhaps there is a way to do a search in the annopedia.
Warmskin
11-02-2007, 05:18
You have the roads built all the way to the plantation building?
Perhaps you can get a screenshot of the area and post it.
The pier can be built to give you another location to unload your ships. I don't know if it is listed in the annopedia or not, I have not used the annopedia, perhaps there is a way to do a search in the annopedia.
Well, the one I have on the separate island doesn't even say that a road (or lack thereof) *could* be one of the problems. It simply states that the 'internal warehouse is full'...
I thought that when I first built the pier it said something about trading between ships? Maybe I'm wrong. Is there a way in the game to trade out on the open seas? I mean, I just don't see what is the advantage to having another place to unload ships. It doesn't really matter, does it? I've searched for 'pier' every way I could think of in the annopedia.
Thanks. But, man this game needs a 'gameguide' or better docs, that's for sure. Don't get me wrong, I really love the game. That's part of the problem. I keep feeling I could be enjoying it so much more if I really knew how *everything* worked. I am no 'noob' to this type of game. Children of the Nile and Caesar 3 were similar games (just to name a few) and I played those inside out and I understood *everything*. Perfectly. This seems to be the trend nowadays. Make the game, write up docs that explain the basics only, and let the player sink or swim. Now, I realize that there is something to be said for the thrill of discovery in a game - but *not* for understanding the game mechanics. That should be laid out *in detail*. I know that a lot of companies make some good coin by doing the above and then getting the player to have to buy a strategy guide. Well, I don't really care about the money. I'd buy one. But, there isn't one to buy... Thanks anyway. I guess I'll just have to keep coming here and bugging you guys. I sure do appreciate your help. Just wish that I didn't have so many questions.
The advantage to having the pier would be to place it at another beach on the island(opposite side of the island perhaps), thus shortening the distance some ships would have to travel.
The internal warehouse is the storage space inside the plantation house. When that space is full, that means the product is not being picked up, either because all warehouses are full or there is no road connection to allow for pickup.
Warmskin
11-02-2007, 16:24
Thanks for replying... You said:
"The internal warehouse is the storage space inside the plantation house. When that space is full, that means the product is not being picked up, either because all warehouses are full or there is no road connection to allow for pickup."
I totally understand that. That's why I can't understand if I have 5/5 showing in the cocoa plantation and there is clearly a road right next to it going to the warehouse, and I build a marketplace (also attached to a road), why doesn't the cocoa move to the WH/MP? :bash: This is only happening with cocoa. Every other plantation/mine/etc I have built - when I get the 'internal warehouse full' msg - I build or upgrade a MP and the problem is solved. Well, it's a mystery that I guess I'll have to work around somehow (trade, etc). BTW, is there a way of knowing when the WH/MP is getting full? I see the *individual* bars to the right rising for each good as they increase, but is there no indication of *total* room left? Or do you just have to wait for a msg? Still obsessively addicted at this point. :biggrin: Thanks again.
...
That's why I can't understand if I have 5/5 showing in the cocoa plantation and there is clearly a road right next to it going to the warehouse, and I build a marketplace (also attached to a road), why doesn't the cocoa move to the WH/MP? :bash:
How many marketplaces do you have in the area around this cocoa building?
If you have one, how many other producing buildings are there?
If you have to less market waggons (the little men), then the goods won't be fetched by them.
...
BTW, is there a way of knowing when the WH/MP is getting full? I see the *individual* bars to the right rising for each good as they increase, but is there no indication of *total* room left?
...
klick on a market house or on the warehouse. Then you can see your maxmimum space in the little circle on the right bottom :go:
... 2nd question is easier. How does the pier work? What exactly does it do? If it's explained in the annopedia, I can't seem to find it. Is it even in the annopedia 'cause I'd like to read about it?...
PIER ANNO 1701 » Development » Citizens » Buildings » Pier
A Pier increases the total Warehouse storage capacity on the Island and can be used for Trade.
The Pier becomes available once you have carried out the relevant School research. This Research is particularly useful for large Islands. Besides increasing your Warehouse capacity, this Coastal building, like the Warehouse, is used for Purchase and Sales transactions with other players and can be linked to Trade routes.
However, the Building has no Market wagons and its presence does not increase the construction area of the Settlement. You can only ever build one Pier on an Island.
If your Warehouse has been destroyed or captured by another player, you can convert the Pier into a new Warehouse at no cost.
http://www.anno1701.de/launch/index.php?lg=en&l1=aufbau&l2=buerger&l3=gebaeude&l4=anlegestelle
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Have you applied the patch or not?
Are you aware that the "Market wagons" have a limit on the distance they will go no matter that there is a road?
What looks like a road attachment may not be functional. Have you zoomed a look?
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I thought that when I first built the pier it said something about trading between ships? Maybe I'm wrong. Is there a way in the game to trade out on the open seas? I mean, I just don't see what is the advantage to having another place to unload ships. It doesn't really matter, does it? I've searched for 'pier' every way I could think of in the annopedia. Thanks. But, man this game needs a 'gameguide' or better docs, that's for sure. Don't get me wrong, I really love the game. That's part of the problem. I keep feeling I could be enjoying it so much more if I really knew how *everything* worked. I am no 'noob' to this type of game. Children of the Nile and Caesar 3 were similar games (just to name a few) and I played those inside out and I understood *everything*. Perfectly. This seems to be the trend nowadays. Make the game, write up docs that explain the basics only, and let the player sink or swim. Now, I realize that there is something to be said for the thrill of discovery in a game - but *not* for understanding the game mechanics. That should be laid out *in detail*. I know that a lot of companies make some good coin by doing the above and then getting the player to have to buy a strategy guide. Well, I don't really care about the money. I'd buy one. But, there isn't one to buy. Thanks anyway. I guess I'll just have to keep coming here and bugging you guys. I sure do appreciate your help. Just wish that I didn't have so many questions.
:rofl: Perhaps you might consider investigating the game's web site. There is a lot of information there which comprise the basic building blocks of a strategy guide. You just have to do it for yourself. So sad.
http://www.anno1701.de/launch/index.php?lg=en&l1=home&l2=sitemap
That "sitemap" is quite helpful and free.
:go: :eek: :sad:
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Is there a way in the game to trade out on the open seas? Perhaps in a Multiplayer game, one human player could throw cargo overboard and another human player could fish it out. I suspect other experienced players could help with this concept. It seems not deeply rooted in history.
:lol: :nono:
Warmskin
11-02-2007, 18:25
BaldJim, you wrote:
"Perhaps you might consider investigating the game's web site. There is a lot of information there which comprise the basic building blocks of a strategy guide. You just have to do it for yourself. So sad.
http://www.anno1701.de/launch/index....ome&l2=sitemap
That "sitemap" is quite helpful and free."
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I missed that! Thanks a lot. It looks *very* helpful and I will check it out diligently...
Appreciate your help - thanks again.
This cocoa problem you are having, I would be glad to look at your savegame file if you should be interested in sharing it via email. Just say the word and I will be glad to furnish my email address via PM.
Warmskin
12-02-2007, 00:03
This cocoa problem you are having, I would be glad to look at your savegame file if you should be interested in sharing it via email. Just say the word and I will be glad to furnish my email address via PM.
Well, I have fixed it. :hello: The problem was this: When you pick a building to construct there is a kind of translucent border around it that I assumed was part of the entire building. I closely checked the cocoa plant (as you suggested) and the road I had was right up next to where that border would be. When I then took a piece of road and ran it *right* next to it (without even a pixel in between) it started to work. I know it sounds like a simple dumb mistake, but I assumed that the road next to the 'border' w/b good enough. It seemed to work for other buildings (then again, I'm not quite sure on exactly which bldgs need a road and which don't so I tend to build roads for all of them). :oogle2: Anyway, thanks a lot. :cheers:
That is why I asked if the road went all the way to the building, the building is the building, the area(that is highlighted when clicking on the building) surrounding the building is the crop field. The market men cannot push their carts across palnted fields. The one plantation you were not having that problem with most likely fell within the working area of the chocolatier and was picked up by the journeyman there.
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