Why do we ever need storages? Every extra resource spending its time in storage is just dead weight. Even worse, every time resource gets brought to and then taken from storage costs extra time and needs some unit to perform. In efficient economy resources get converted to target product continuously.
Why do we still need storages?
- Firstly we need them for startup resources. Self-sustained town is our goal, but we still have to start somewhere. Growing a town from just a “seed” is a great fun.
- Buffering. No matter how good and balanced the town production chains are, there are still times when resource production is stalling (e.g. when worker goes to eat). For these cases we need to keep supply busy and temporarily buffer resources somewhere – up to 5 items fits in each house, for more, additional storage is needed.
- Avoiding running costs of resulting products. Army is a product of economy in RTS games. Unlike many other games, Knights Province army has a running cost – it needs food. Keeping army in “disassembled” state, in form of warfare and not trained recruits saves us food.
Now let’s see how Knights Province handles that:
- Camp is a startup resources storage – it holds just the bare minimum to get the town-building up and running. Providing buffering for early resources.
- Each house is a small storage in itself, with up to 5 resources in input and output.
- Store is a pure buffer – it smooths out resources production and consumption flow of advances wares.
- Fort and Barracks are resource storages. They hold resources ready to be transformed into warriors.
Could we do better than that? What other kinds of storages we could use?
- Wagon is a mobile/bonus/pickup storage. Basic form is already implemented. Further development might allow for wares transportation by players command (e.g. PvP trade).
- Resources laying on ground, that could be picked up by serfs. This is actually pretty interesting idea that allows for building a town from scratch. Resources could be brought to roads/houses building sites in advance without being lost. Serfs could lay down unneeded wares on ground instead of throwing them away them. Some interesting dynamic script mechanics could appear (e.g. wares spawn in the center of the map and players must compete to collect them with Serfs or Wagons.



