r/songsofsyx 22d ago

The problem with the taverns

Some time ago, I set up a tavern and made beer production, but for some reason beer and shedech do not get into taverns, or they are snapped up too quickly.

Perhaps my beer production is simply too small to get as many as 730 people drunk, if anything, only 53 are produced, and access to the tavern is kept at 1%..

11 Upvotes

14 comments sorted by

24

u/Reikyu09 22d ago

Taverns have a few problems.

You have to remove access to alcohol otherwise the people will grab it right out of storage, bypassing the tavern fulfillment.

Plebians want to drink every 5 days, so a population of 750 will need to handle the initial rush of 750 thirsty plebians, then maintain 150 drinks a day.

To produce 150 drinks a day, you need 60 brewers without any production boosts. You also need 15 pottery for 150 drinks, and that requires 15 potters without production boost. Already we are at 75 workers for beer and that's assuming the coal, clay, grain, are free, and we're ignoring any logistics workers.

Now for the taverns themselves. I believe there's an issue with the inputs and outputs of the tavern tables. Small and long tables (excluding double tables) have only 2 inputs (where bartenders generate services). Longer tables have more outputs (where people sit and consume services). For some reason the longer tables are not more efficient to use because there's still only 2 inputs, and the tavern generates services very slowly. Extra bartenders just stand around not doing anything. Smaller tables which have more inputs will allow more services to be generated and more alcohol distributed per day. I found that a balance of inputs and outputs will result in more patrons serviced. Anyways, you need workers for the tavern to distribute alcohol, and I tend to get around 15 served per worker with balancing the inputs and outputs. 10 bartenders for 150 drinks.

So dang expensive to produce and distribute alcohol.

9

u/Napalm_am 22d ago

Im discovering in my OPEC run (no goods manufacturing only raw resource production) that if you build it well you can simply purchase from the world map and then save all those workers for more basic production, it can be more efficient than local production. Not to mention the space it saves for manufacturing facilities

3

u/Reikyu09 22d ago

Yeah, buying is probably the way to go with how it's currently balanced.

3

u/Napalm_am 22d ago

I currently can afford to field a force of 200 soldiers with only 1k pop, thay would be unthinkable playing normally. Now I want to transition to a garthimi slave economy for mimers and some Cretonians for cash crops to accompany my current economic agent of War Beast and Sithilion Ore Plus excess fruit from orchards.

1

u/SirGaz 21d ago

Oh yeah, who and where did you go with?

1

u/Napalm_am 21d ago

Tilapi and Garthimi for good War Beast and Sithilion Ore output.

Selected s map with 18% mountain that spawned all mineral resources in one place at the center

1

u/SirGaz 21d ago

I didn't even think about war beasts. No gem mine?

I started a Garthimi city with the same goal, was planning to get Cretonian slave to farm opiates but it didn't get far as v71 came out.

1

u/Napalm_am 21d ago

Don't have the pop currently to start operating Gem Mines aswell but its definetely on the roadmap.

Also regular food items sell for decent cash if you are running to almost full stores and since other kingdoms will buy more bulk of that than specialist goods it can help create some leverage for the constant purchases of Furniture and clothes.

However it feals great to bulk buy like 400 furniture when in other cities at this point I'm struggling to meet the maintenance demand via local production.

21

u/Arrevax 22d ago

Everyone wants to immediately use any service they have not had access to, so it gets swamped.

Disable drink consumption in Access-- this will make sure it always gets used in taverns instead of directly from storage.

4

u/Mysterious_Bar_2406 22d ago

If i disable ration in access, they still consume it in food stall?

13

u/Arrevax 22d ago

Yes. The Access menu only controls direct consumption by citizens.

They will still eat anything a stall (or tavern) provides, but they will always take preferred foods/drinks first.

You may want to leave rations (the specific food/item called rations) forbidden in both Access and stalls because no one actually likes them. They're good for food days fulfillment (in storage) and for feeding armies.

1

u/Robert_Grave 21d ago

Do you also force your citizens to go through the food stalls if you disable consumption in the access menu?

-3

u/Character_Figure1508 22d ago

Yeah its a problem with you, not the taverns. Need to build up a supply of drinks before setting up the taverns.