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Agriculture, Food, Walkers and Distribution Questions

Can I grow multiple food crops in my farms?

Can I build farms anywhere on the map?

If a field is irrigated, the fertility doesn't change, is irrigation worth the trouble?

How come I have 4 types of food and Salt in my Mill and it still says Tasty instead of Delicious?

What does a roadblock block?

How far will each of the random walkers walk?

Can market buyers get food from warehouses?

Does everyone need roads to go anywhere?

Why aren't some available goods listed in my warehouse?

My market square refuses to buy hemp/ceramics/... while it's in a nearby warehouse and my houses devolve. What's wrong?

Can I grow multiple food crops in my farms?

Yes you can grow multiple food crops in a single farm, and usually it is better if you do. This is because each of the different crops grows and is harvested in a different season so by having multiple crops you spread your farm workers' workload more evenly over the year and are likely to get greater yields in total.

Can I build farms anywhere on the map?

Yes you can, but the amount of crops you will harvest depends on the fertility of the land. The more grass the higher the fertility; irrigation also increases fertility. You can see a number which indicates the fertility of the land when you place a crop tile.

If a field is irrigated, the fertility doesn't change, is irrigation worth the trouble?

Yes, it's certainly worth the trouble! The crop output is, in fact, increased. If you take a look at the counter on the Agriculture panel (how many people can be supported by the current food-producing facilities), and compare the numbers before and after putting down the irrigation ditches, you will see that after you build them, the food output is almost doubled.

How come I have 4 types of food and Salt in my Mill and it still says Tasty instead of Delicious?

Delicious food always requires Spices as the 5th food type.

What does a roadblock block?

Roadblocks stop random walkers. These include health walkers, market sellers, entertainment announcers, building inspectors, religious walkers, watchmen, water carriers and tax collectors. They do not stop destination walkers, that is those walkers who are heading to a specific destination like cart pushers, market buyers and entertainers going to the market square from the training schools.

In addition in Emperor if you build a gate in a residential wall (by placing road then crossing it with wall) then it becomes a programmable roadblock. These will block all the random walkers as mentioned above but can be programmed to let market workers (the market sellers and the entertainment announcer), religious walkers or building inspectors pass if required.

How far will each of the random walkers walk?

The following distances are in tiles. At this distance they will either turn around or if walking a loop they will continue through the loop if the distance back to their building by continuing is equal to or less than the distance if they turned around.
Acupuncturist - 30
Herbalist -30
Water Carrier - 32
Tax Collector - 32
Building Inspectors - 34
Watchtower -34
Entertainment Announcer -42
Diviners -42
Market Square sellers -50

Can market buyers get food from warehouses?

No they can only buy food from mills.

Does everyone need roads to go anywhere?

No, some people in your city can go "cross country" without roads. Delivery men from a warehouse set to "get" will go cross country to another warehouse to get goods if there is no road connection between them. Other people can also travel without roads, these include immigrants and emigrants, traders, woodcutters going to cut trees, stonecutters going to quarry stone and miners going to dig ore.

Why aren't some available goods listed in my warehouse?

The warehouse list is often longer than what can be displayed, you need to scroll it to see the rest of the list

My market square refuses to buy hemp/ceramics/... while it's in a nearby warehouse and my houses devolve. What's wrong?

Most likely you accidentally stockpiled those goods. Stockpiling a good means no one in your city will use that good until you turn stockpiling off. You may want to do this to get enough goods in your warehouses to meet a request. Setting something to stockpile is easily done by accident, because you only have to click once on one of the goods listed in the Commerce tab to stockpile it.

To stop stockpiling a certain good (and checking if you [accidentally] stockpiles something): Click on the Industry tab (the third tab from the top) and check the list with goods there: if something is listed in red, it means it's stockpiled and won't be used by anyone, including markets, industries and trade. Click on it to stop stockpiling it.

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