'Needs' needs explanation :)

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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poesel71
Sergeant - 7.5 cm FK 16 nA
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'Needs' needs explanation :)

Post by poesel71 »

Example:
None of the named provinces have papyrus.
'A' builds the Preceptors house which 'needs' papyrus.
B is neighbour to A. If B builds the preceptor after A will it need to buy papyrus or get it from A?
After B has build the preceptor (and got papyrus from A), C builds the preceptor, too. Will C get papyrus through A & B? (C is neighbour only to B).

Thanks!
loki100
Major-General - Tiger I
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Re: 'Needs' needs explanation :)

Post by loki100 »

For needs, trade doesn't link onwards. So lets say region A has the range/acumen to import your Papyrus but region B is one region to the west and out of trade range. Then region B can't get papyrus unless you either create a nearer production site or improve your trade range (either for your nation or region B).

For bonus goods, there is a sort of spread. As above, region A imports something, in this case if an adjoining region has a building that uses that good for a bonus, then it gets it as its in a neighbouring region. The issue for bonus goods is you don't import just for the bonus, any inward trade has to be linked to an existing need (or local production)
rilos
Lance Corporal - Panzer IA
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Re: 'Needs' needs explanation :)

Post by rilos »

loki100 wrote: Wed Jan 08, 2020 7:51 pm For bonus goods, there is a sort of spread. As above, region A imports something, in this case if an adjoining region has a building that uses that good for a bonus, then it gets it as its in a neighbouring region. The issue for bonus goods is you don't import just for the bonus, any inward trade has to be linked to an existing need (or local production)
I thought only produced goods spread to adjoining regions. Imported goods (via building with need) only benefit that specific region. And you get bonus from both with no "spread"
loki100
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Re: 'Needs' needs explanation :)

Post by loki100 »

no, the bonus is available to all adjoining region regardless of how it arrived. So being traded in is the same as being locally produced.

In part this is why a rich state can get very rich. You can choose a bit more carefully your building layout and set up import (or production) centres for some of the more useful potential bonus goods and then these can be shared fairly widely.

Its also one of the ways that 1.04 really changed the dynamics around slaves and the early release mindset of avoiding unrest by keeping your cities relatively small.
rilos
Lance Corporal - Panzer IA
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Re: 'Needs' needs explanation :)

Post by rilos »

Yes, you are correct. Btw, a custom trade goods overlay, where one could see both produce and import and with filter on which goods to show (to avoid clutter), would be awesome for quick overview.
poesel71
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 225
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Re: 'Needs' needs explanation :)

Post by poesel71 »

So the preceptor will import papyrus and will spread the bonus to its neighbours. But this bonus isn't helping with 'needs'.
For 'needs' it MUST be imported on produced locally.

Thanks @loki100!
rilos
Lance Corporal - Panzer IA
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Re: 'Needs' needs explanation :)

Post by rilos »

Yes.

Needed goods - need to be available* locally
Bonus goods - need to be available locally OR in the adjacent regions.

* available as in manufactured locally or within the trade range

EDIT : here is an illustration: Image
Kriegsspieler
Corporal - 5 cm Pak 38
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Re: 'Needs' needs explanation :)

Post by Kriegsspieler »

Along these lines, is there an easy way to see on the map which provinces produce a widely used material such as stone or wood? There are many times when I am presented with the choice of build infrastructure that yields a given resource, but then I need to click around on neighboring region to see whether any of them are next to a region that already produces the resource. You can see the aim here -- to create a spread of resources that make it possible for every region to benefit from a production bonus. This can't be done perfectly, obviously, but it would help if the interface made researching the question easier!

Is there a simple way to do it? I have found none.
loki100
Major-General - Tiger I
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Re: 'Needs' needs explanation :)

Post by loki100 »

you can flip the mapmode to show available trade goods - both natural and manufactured.

One resource can cover multiple trades.

There is a way to amend the trade screen in the reporting tab so that it reports by region/item, you can then go from that to the map with some ease. Helps to see if something is maybe one or two regions beyond your current trade range.
rilos
Lance Corporal - Panzer IA
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Re: 'Needs' needs explanation :)

Post by rilos »

Kriegsspieler wrote: Thu Jan 09, 2020 1:37 pm Is there a simple way to do it? I have found none.
Same here. The 'Trade goods overlay' only shows natural and manufactured goods, not imported. The 'trade details' is very useful, it gives you info on local produce/imports, show trade range, and its tooltips list all need/bonus buildings but it offers local info only. I usually use both and scroll through the regions as I make plans for the future.
Kriegsspieler
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 30
Joined: Thu Aug 17, 2017 3:34 pm

Re: 'Needs' needs explanation :)

Post by Kriegsspieler »

Thanks for the tips, mates. I'll give them a try.
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