![]() This mode is very useful when building farms (or other buildings using modules - like zoo or museum). If you have all needed materials you can upgrade the ghost building to a normal one, either by clicking on the blueprint building and on the upgrade button, or by using the upgrade tool (which allows to quickly upgrade many blueprint buildings). In the blueprint mode every building is placed as a ghost version of a regular building, no credits or materials are used, the blueprint building has no maintenance or workforce cost. Of course, if coins are not a problem, upgrading warehouses is always a better choice in the end as it saves up space.Museum modules planned in the blueprint mode īlueprint mode allows you to plan your cities ahead, without using construction materials. In result, when in need of more loading ramps it is important to consider building new warehouses, even though it is less space-efficient. Additionally, construction materials might be better spent on other things than upgrading warehouses. Therefore in Enbesa it is profitable to upgrade warehouses but only once, leaving them at the medium level.Įspecially during earlier stages of the game it might be more difficult to earn enough coins to sustain the expansion. In Enbesa both the small and the medium warehouses have equally low maintenance per loading ramp, while the large warehouse has much higher maintenance cost. In the New World all warehouses have the same maintenance cost per loading ramp so upgrading warehouses does not bring any additional costs beyond the one-time upgrade cost. In case of the Old World and The Arctic, small warehouses have the lowest maintenance cost per loading ramp, upgrading warehouses in these regions always costs more coins than building a new warehouse. The increase of the maintenance cost which occurs with each upgrade of the warehouses can be more expensive than constructing new small warehouses instead. When upgraded a warehouse provides additional loading ramps in exchange for higher maintanance costs.Ĭonstruction/upgrade cost, maintenance cost and unlock condition Each upgrade has its unlock condition and requires construction materials. Small warehouses can be upgraded three times in the Old World (and Cape Trelawney), and twice in the New World, The Arctic and Enbesa. ![]() Any building connected to one of the warehouses from such a chain would function in the same way as if it was connected directly to the trading post. It means that it is possible to establish chains of warehouses by connecting a warehouse to the trading post, and then connecting one warehouse to the other. A warehouse that is already connected, can serve as a source of connection for other buildings as well. In order to function and provide the loading ramps, a warehouse requires a road connection to the Trading Post. To allow a building's carts to interact with a warehouse, the building and the warehouse need to be connected together by a road, and the warehouse needs to be within the distance of the building's range. It is important to note that warehouses do not have their own carts, the buildings which need or produce goods may possess carts and warehouses act only as the place which carts can use to deposit their goods to, or to fetch goods from. ![]() While all ramps are occupied, any additional carts arriving to a warehouse form a queue, waiting until one of the ramps is freed. The number of loading ramps determines how many carts can use the warehouse at the same time, small warehouse provides two loading ramps, upgrading a warehouse increases the number of available ramps. During the loading process, a cart occupies a loading ramp for a specific amount of time (20 seconds in case of horse carts, 2 seconds in case of trucks).
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