A purchase slot should make use of multiple suppliers
If one supplier is not enough, an additional supplier is used. (Using preferences/settings/rules)
Atm, this is done by merging supply streams via warehouses. But this is a very annoying method and can become insanely micro-intensive.
A purchase slot should make use of multiple suppliers
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Re: A purchase slot should make use of multiple suppliers
This aspect of the game is pretty hardbaked into it from what I understand. It would require a lot of rewriting of the code to achieve this.
The firm game is largely focused around setting up the business units in a 3x3 grid. In general there are always a few situations you can create where you can get multiple suppliers for the same resource.
Let's take the setup for a refrigerator for example. Where P1 = Aluminum, P2 = Steel, P3 = Electronic Components, P = Purchasing Unit, M = Manufacturing Unit and S = Sales Unit.
P1-P2-P1
M-M-M
S-P3-S
As you can see in this setup, you can still assign two different suppliers to P1 if necessary. You can switch P1 with P2 or P3 around and instead have two different suppliers for Electronic Components or Steel, if that product is the one that is the bottleneck.
''Atm, this is done by merging supply streams via warehouses. But this is a very annoying method and can become insanely micro-intensive.''
It's not nearly as micro-intensive as having to go over 30 different retail sources and having to balance out each ones purchasing volume by the factories output that they are drawing from. Really warehouses are a godsend. You just got to use standard layouts, and do batch selecting, this saves you sooo much time and frivolous micro.
The firm game is largely focused around setting up the business units in a 3x3 grid. In general there are always a few situations you can create where you can get multiple suppliers for the same resource.
Let's take the setup for a refrigerator for example. Where P1 = Aluminum, P2 = Steel, P3 = Electronic Components, P = Purchasing Unit, M = Manufacturing Unit and S = Sales Unit.
P1-P2-P1
M-M-M
S-P3-S
As you can see in this setup, you can still assign two different suppliers to P1 if necessary. You can switch P1 with P2 or P3 around and instead have two different suppliers for Electronic Components or Steel, if that product is the one that is the bottleneck.
''Atm, this is done by merging supply streams via warehouses. But this is a very annoying method and can become insanely micro-intensive.''
It's not nearly as micro-intensive as having to go over 30 different retail sources and having to balance out each ones purchasing volume by the factories output that they are drawing from. Really warehouses are a godsend. You just got to use standard layouts, and do batch selecting, this saves you sooo much time and frivolous micro.
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- Posts: 7
- Joined: Sat Jun 17, 2017 7:26 pm
Re: A purchase slot should make use of multiple suppliers
"t's not nearly as micro-intensive as having to go over 30 different retail sources and having to balance out each ones purchasing volume by the factories output that they are drawing from. "
What are you talking about? This is neither in the current system or in my suggestion?
My suggestion is that "purchase" automatically pulls enough goods using a preference setting stoping it from being limited to a single supplier.
So it is about "WHAT" you want to buy and not "WHERE" you want to buy it.
Warehouses are such a great thing, because the current system is stupid. Warehouses do not fix the system. They just treat an issue that it is not so annoying in most games. But once the supply system becomes complex, the warehouse system has still the original problem. Inflexible and micromanage intensive and the AI can not handle it.
What are you talking about? This is neither in the current system or in my suggestion?
My suggestion is that "purchase" automatically pulls enough goods using a preference setting stoping it from being limited to a single supplier.
So it is about "WHAT" you want to buy and not "WHERE" you want to buy it.
Warehouses are such a great thing, because the current system is stupid. Warehouses do not fix the system. They just treat an issue that it is not so annoying in most games. But once the supply system becomes complex, the warehouse system has still the original problem. Inflexible and micromanage intensive and the AI can not handle it.