Docks, Industry, Farming, Hunting & Trading
These are general answers to the most Frequently
Asked Questions. For more information on the finer points of game play and strategy,
please consult the Game Help Forum
rather than e-mailing Angels and Cherubs directly for help as they will direct you back to
the Forum. Click on a question below to read the answer or return to the Index.
(1) My ferry will only carry
people one way. What's wrong? Is this a bug?
(2) Why won't ships stop at
my dock?
(3) What are
"industries" and where do I put them?
(4) My clay pits won't
deliver to the pottery workshops. Why?
(5) My clay pits are
delivering to a storage yard but the storage yard won't deliver to the pottery workshops.
(6) How come the traders
just pass by my storage yards and dont buy anything? Or worse, they wont even
come on to the map, I can see them stuck right on the edge!
(7) What kind of animals can
I hunt?
(8) Are there any other
kinds of meat available to feed people?
(9) What are the different
types of farms and how do they work?
(10) How do I build
irrigation ditches and is there a limit on how far the water will go?
(11) Do Market Buyers go to
Storage Yards like Granaries?
(12) Do Storage Yards take
priority over Granaries?
(13) What's the point of
Low Fertility Grain Farming?

(1)
My ferry will only carry people one way. What's wrong? Is this a bug?
It's not a bug. To work in both directions a ferry must
have access to labor on both sides and be fully staffed. Without labor only immigrants can
cross, in some cases that maybe all you need. In other cases, if you want things to go
both ways-- the ferries have to be staffed.
(2) Why won't ships stop
at my dock?
The first thing to check is whether the dock is fully
staffed and connected by a road to a storage yard that has the goods you want to trade. If
your importing, you need to have a storage yard set to accept the goods your importing. Be
sure that the accepting storage yard is fully staffed, too.
(3) What are "industries" and where do I put them?
Industries
are things you can make or mine. It's best to build your water trade import/export
industries close to the docks if possible. Or build a dock near the industries. If it's
not possible, for example, if you are exporting stone and the stone mines are far from any
possible dock, then be sure to have a storage yard set to accept the export goods close to
the dock. This will allow your dockworkers to service the ships quicker, quicker service
means more trade is possible.
There are several different ways to do industries. Some
industrial areas can be placed near housing blocks for the consumer goods the blocks will
need. But sure to leave space because you will have to put up statues and gardens to make
the area desirable for housing. Another way is to make one central industrial area for
manufacturing. In that case you need to be sure you have labor access for the industrial
area. This can consist of a very small housing block since any labor will draw from the
entire city's unemployed labor pool. There will have to storage yards placed near to your
housing blocks to hold the goods that the houses need to upgrade.
List of goods needed to upgrade houses in order of use:
- Pottery
- Beer
- Linen
- Luxury goods (Luxury goods turns the citizens living in those
houses into "Scribes" who don't contribute to your workforce, but pay very high
taxes).
(4) My clay pits won't
deliver to the pottery workshops. Why?
There are a couple of reasons this could happen. Check to
be sure your pottery workshops are fully staffed and have a road connecting the clay pits
to pottery workshops. Another cause could be a disconnected piece of road touching the
clay pit. The cart puller is exiting on the disconnected piece of road thus not delivering
the clay. The final thing would be if the pottery workshop already has a full supply of
clay --until they need more clay none will be delivered.
(5) My clay pits are delivering to a storage yard but the storage
yard won't deliver to the pottery workshops.
This problem is much the same as the question above with
much the same solution. Be sure of labor and road access. One other thing if the storage
yard is accepting other goods that needs to be taken to other workshops the cart pusher
maybe busy delivering those goods. Be sure the finished pottery has a storage yard
accepting it.
(6) How come the traders just pass by my storage yards and
dont buy anything? Or worse, they wont even come on to the map, I can see them
stuck right on the edge!
Traders must have a clear path to a storage yard with full
labor before they will even come on to the map. If the storage yard with linen is across
the Nile and the ferry they have to ride doesnt have labor, he won't trade.
When the trade caravan does enter the map, he has a storage
yard picked out to visit. If it doesnt have goods in excess of what you have set to
export with the Overseer of Commerce, at that moment, then he considers the trip a waste
and passes on by. It doesnt matter that you filled it up with 3 cartloads before he
got to the area of the storage yard.
Traders can buy 800 units maximum each trip. They can buy
more than one kind of item on each trip. The number of caravans allowed on the map at one
time is limited, so it is more profitable to design your city
so as to maximize the number of trips the caravans will make a year. Each city has a trade
quota that can be determined from the World Map. Cities that have met that quota will stop
trading with you until the New Year.
(7) What kind of animals
can I hunt?
Ostriches, waterfowl and antelope. You have to build
hunting lodges to train hunters who then take the meat to storage yards or granaries. You
only have one type of game in a mission.
(8) Are there any other
kinds of meat available to feed people?
There sure are! Other types are fish but not all rivers
support fish and you can build cattle ranches. Fishing has some special requirements. You
need to build a shipwright to build fishing boats and you have to build fishing wharves
for the boats to bring the fish. The fishing wharves need direct labor access to work. The
fishing boats dont need wood like your military ships; the shipwrights build them
from materials on hand. Cattle ranches, where available, require direct labor access
and plenty of straw to feed the cattle.
(9) What are the different types of farms and how do they work?
Flood Plain Farms: The first type of
farming you will come across is the flood plain farms. The way they work is with indirect
labor from work camps. Work camps train farmers and provide labor for monument building.
Flood plain farmers only work for part of the year during non-flood times. They require
roads that are connected to the work camps for the laborers to reach the farms. The closer
the work camps are to the flood plain the quicker the farmers can get to the farms. Also
building the work camps close to the flood plain allows them to train more labor. Work
camps require direct access to labor. Flood plain farms can be irrigated to increase
productivity.
Meadow Farms: The second type of farm is
the meadow farm. They can only be put in areas with little yellow flowers. Usually you can
click on the ground and it will say it's meadow but if that doesn't work just hold a farm
over an area you believe to be meadow. If it turns green then you can build a meadow farm.
Meadow farms require direct labor access like any other building and work camps don't
provide it. This type of farm is not usually as productive as flood plain farms but has
the advantage of different harvest times from the flood plain farms. To make meadow farms
more productive you can irrigate the land. To irrigate the land you need a couple of
things. A straight piece of coast or edge of flood plain, build a water lift and
irrigation ditches a meadow farm only has to have one corner touching an irrigation ditch
or to be with 2 squares of a ditch to be irrigated. If you click on the farm it will say
if it's irrigated.
(10) How do I build
irrigation ditches and is there a limit on how far the water will go?
Like roads you just drag the irrigation ditch as far and
whatever direction you want. Be sure that it's connected to the water lift, you can tell
because you will see water in the ditch. The ditch will go under roads without doing
anything special. There is no limit on far the water will go. If you build the water lift
on the edge of a flood plain you will have to put an irrigation ditch from the river to
the water lift. Water lifts required direct labor access and a road.
(11) Do Market Buyers
go to Storage Yards like Granaries?
The short answer is "Yes," but....
Grumpus
explains: "Market Buyers will only take food from a storage yard if that food is
being imported. Once you start importing a food, you can also grow it at home,(if that is
possible) and you will not need granaries for that food."
Ironrodiken of
Impressions further explains: "As Grumpus said, in most missions, your people will
need Granaries if they're to eat homegrown food at all. Bazaar buyers will only get
imported food types from Storage Yards. Even in those missions where you can supply your
Bazaars from SYs, though, remember that Bazaars employ a Granary buyer, who sits idle if
there aren't any Granaries to buy from. While the Granary buyer probably enjoys her early
retirement very much, her sister the SY buyer now has to get all the food, and has
correspondingly less time to shop for pottery, beer, etc. (p. 86 of the US manual) Bazaars
work most efficiently when the food comes from a Granary, and the SYs supply only non-food
items."
(12) Do Storage Yards
take priority over Granaries?
Nixon of
Impressions says: "Yes, Storage Yards take priority over Granaries. This was done to
help you when you needed to stockpile food for a request. So if you allow a Storage Yard
to accept food then your cart pushers will want to bring food to the Storage Yard until
there is no more room. Basically, you should just set the Storage Yard to fill up to 1/4
(or 1/2 or 3/4), however much room is needed to store your extra food. That way your cart
pushers will only bring the required amount to the Storage Yard and then concentrate on
the Granary."
(13)
What's the point of Low Fertility Grain Farming?
Oh the joys of low fertility grain farming! A low fertility
grain farm produces maximum straw output which is essential to feed your Cattle Farms and
build Mastabas!
Take Itjtawy for example. Make use of the few tiny patches
of meadow that are available. You can fit about 9 grain farms sitting on that tiny
strip of land, with about half the farms under 10% fertility (no room for irrigation).
These farms do a great service. Even though they produce under 2000 grain per year, each
farm produces a full load of straw with every harvest, regardless of the fertility or
staffing. With 18 loads of stray every year, you have more than enough for several cattle
ranches (which produce more food than the farms themselves) and to keep your brickwork's
fully stocked at all times, while leaving the floodplains open for the other varieties of
food that keeps your people happy and healthy. They also provide a good source of
employment.

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