Warehouse
Warehouse
id | group | size | technical | name | image | tribe | upgrade | buildcost | dismantle | soldier garrison capacity |
soldier heal per second |
vision radius |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Warehouse | barbarians_warehouse | Warehouse | - | 170 | - | |||||||
Warehouse | empire_warehouse | Warehouse | - | 170 | - | |||||||
Warehouse | atlanteans_warehouse | Warehouse | - | 170 | - | |||||||
Warehouse | frisians_warehouse | Warehouse | - | 170 | - | |||||||
Warehouse | amazons_warehouse | Warehouse | - | 170 | - | |||||||
Warehouse | europeans_warehouse | Warehouse | Headquarters | 16 | 160 | 10 | ||||||
Warehouse | sumatran_warehouse | Warehouse | - | 170 | - | |||||||
03 | Warehouse | romans_building_warehouse | Warehouse | - | 170 | - |
Description
Wares and Workers are stored in a warehouse . Warehouses relieve the busy or large Road networks .
Warehouses can be used to store excess wares and workers in a decentralized manner . This relieves the burden on an economy's road network .
As with Headquarters , a warehouse can be used to specify which wares and workers should be stored in this warehouse .
There are options for : storing wares and workers preferentially , storing them normally , no longer storing them , and removing them .
If there are several warehouses where the same wares should be stored preferentially , then the goods will be stored in the warehouse that is quickest to reach .
Warehouses should only be built in a safe area , far from the front , as building them is expensive and if they are destroyed , all stored wares are lost .
Warehouses , like headquarters and Ports , are the starting point of an economy .
If there is no warehouse , port or headquarters in an economic network , workers no longer have a destination unless their specific building is still linked to the economic network .
Without a destination , the workers leave the economic network and look for an intact , valid economic network nearby .
If they do not find one within 2 minutes*1 , the workers die of exhaustion .
If there is no warehouse , port or headquarters in an economic network, goods are only transported to their specific production locations .
Wares that have no consumers are no longer transported and block flag capacity .
Wares cannot then bypass the blocked roads by building new roads , as there are no carrier workers who could occupy the new road .
If you tear down a road with a carrier and the economic network has no warehouse , port or headquarters , then this carrier is lost , even if there is a road that needs a carrier .
However, with balanced play on small maps, warehouses are generally not needed .
A maximum of <number integer ?> amount of a single ware type can be stored in a warehouse .
Translations
country code |
country flag |
language | name |
---|---|---|---|
EN US UK |
english | Warehouse | |
DE | german | Lagerhaus | |
FR | french | ||
ES | spanish | ||
BR PT |
portuguese | ||
NL | dutch | ||
FRL | frisian | ||
SCO | scottish | ||
PL | polish | ||
CZ | czech | ||
HU | hungarian | ||
IS | icelandic | ||
DK | danish | ||
NO | norwegian | ||
SE | swedish | ||
FI | finnish | ||
RU | russian | ||
TR | turkish | ||
SA | arabic | ||
CN | chinese | ||
JP | japanese | ||
KR | korean |
Redirects
No redirects