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Feedback Building Dependencies

DeletedUser

Guest
foebug32.jpg


Stone Mason, Vineyard, Dye Works, Alabaster Mason, etc., they all have dependencies. So while I may study the technology to build these buildings, I may not have conquered a region that has such resources. The problem is, I don't have any region containing Rock, and yet I was able to build a Stone Mason. I would like it if you could "include" some type of indicator somewhere that shows what resources we have access to (for example, is "Rock" a default resource we all have access to?). Alternatively, prevent the above buildings from being accessible if the resource is not available, just as it would not be accessible to click on if we didn't have enough gold, supplies, or population.
 

DeletedUser

Guest
you will be able to produce eventhough you don't have the supplies. you will just get a lot less than you normally would get.
See it like this: you don't get any resource you need for talent tree upgrade so you will have to conquer another continent first.. what if the enemies would get too hard? You'd be stuck not being able to upgrade talent tree (better troops)
 

DeletedUser

Guest
Hmm, I came to the above conclusion based on repeated failed attempts to build a vineyard, despite ample pop, gold, and supplies, but no grapes. It was error inclusive. Will test this further. Freaker play, were you able to produce a vineyard despite not having grapes?
 

Nyxx

Merchant
I've built a lot of those, including the vineyard, without having the raw material. You just get a lot less of the product (1 per 4h, 2 per 8h...)
 

DeletedUser

Guest
Have a look at this thread the last post I added an image after finding this out on the forum the other day. I was waiting to capture a sector for the resources I wanted but I was "unlucky" in so far as the sectors I'd captured contained the same goods so all I had was dye despite unlocking the necessary research to be able to build the buildings

The buildings will operate without the goods being available but it is a trickle of them 4 hrs for 1 goods, 8 hrs for 2 (the link below shows the rest, in this case its for alabaster products)

http://forum.beta.forgeofempires.com/showthread.php?88-Goods-Buildings-resources

But yes it would be nice to know that these "trickle" amounts can be produced even without having access to sectors that would mass produce. Currently I'm swapping these buildings around as demands for each goods is required.

I currently have an alabaster yard and a vineyard both producing at "trickle" rates.
 
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DeletedUser

Guest
Hmm, I came to the above conclusion based on repeated failed attempts to build a vineyard, despite ample pop, gold, and supplies, but no grapes. It was error inclusive. Will test this further. Freaker play, were you able to produce a vineyard despite not having grapes?

I build all buildings except stonemason so far while I only have forests :p
 

DeletedUser

Guest
Thank you guys, this thread was very helpful! getting my wine now!

I would like to +1 the suggestion to make the fact you can produce goods without natural resources more visible!
 
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