Warehouse
Warehouse
id | group | size | technical | name | image | tribe | upgrade | buildcost | dismantle | soldier garrison capacity |
soldier heal per second |
vision radius |
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Warehouse | ![]() |
barbarians_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
Warehouse | ![]() |
empire_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
Warehouse | ![]() |
atlanteans_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
Warehouse | ![]() |
frisians_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
Warehouse | ![]() |
amazons_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
Warehouse | ![]() |
europeans_warehouse | Warehouse | ![]() |
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Headquarters | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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16 | 160 | 10 | |
Warehouse | ![]() |
sumatran_warehouse | Warehouse | ![]() |
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- | 170 | - | ||
03 | Warehouse | ![]() |
romans_building_warehouse | Warehouse | ![]() |
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- | 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 |
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EN US UK |
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english | Warehouse |
DE | ![]() |
german | Lagerhaus |
FR | ![]() |
french | |
ES | ![]() |
spanish | |
BR PT |
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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