Docks, Industry, Farming, Hunting amp; Trading

These are general answers to the most Frequently Asked Questions. For more information on the finer points of game play and strategy, please consult the Game Help Forum rather than e-mailing Angels and Cherubs directly for help as they will direct you back to the Forum. Click on a question below to read the answer or return to the Index.


My ferry will only carry people one way. What's wrong? Is this a bug?
It's not a bug. To work in both directions a ferry must have access to labor on both sides and be fully staffed. Without labor only immigrants can cross, in some cases that maybe all you need. In other cases, if you want things to go both ways-- the ferries have to be staffed.
Why won't ships stop at my dock?
The first thing to check is whether the dock is fully staffed and connected by a road to a storage yard that has the goods you want to trade. If your importing, you need to have a storage yard set to accept the goods your importing. Be sure that the accepting storage yard is fully staffed, too.
What are "industries" and where do I put them?

Industries are things you can make or mine. It's best to build your water trade import/export industries close to the docks if possible. Or build a dock near the industries. If it's not possible, for example, if you are exporting stone and the stone mines are far from any possible dock, then be sure to have a storage yard set to accept the export goods close to the dock. This will allow your dockworkers to service the ships quicker, quicker service means more trade is possible.

There are several different ways to do industries. Some industrial areas can be placed near housing blocks for the consumer goods the blocks will need. But sure to leave space because you will have to put up statues and gardens to make the area desirable for housing. Another way is to make one central industrial area for manufacturing. In that case you need to be sure you have labor access for the industrial area. This can consist of a very small housing block since any labor will draw from the entire city's unemployed labor pool. There will have to storage yards placed near to your housing blocks to hold the goods that the houses need to upgrade.

List of goods needed to upgrade houses in order of use:

  1. Pottery
  2. Beer
  3. Linen
  4. Luxury goods (Luxury goods turns the citizens living in those houses into "Scribes" who don't contribute to your workforce, but pay very high taxes).
My clay pits won't deliver to the pottery workshops. Why?
There are a couple of reasons this could happen. Check to be sure your pottery workshops are fully staffed and have a road connecting the clay pits to pottery workshops. Another cause could be a disconnected piece of road touching the clay pit. The cart puller is exiting on the disconnected piece of road thus not delivering the clay. The final thing would be if the pottery workshop already has a full supply of clay --until they need more clay none will be delivered.
My clay pits are delivering to a storage yard but the storage yard won't deliver to the pottery workshops.
This problem is much the same as the question above with much the same solution. Be sure of labor and road access. One other thing if the storage yard is accepting other goods that needs to be taken to other workshops the cart pusher maybe busy delivering those goods. Be sure the finished pottery has a storage yard accepting it.
How come the traders just pass by my storage yards and don't buy anything? Or worse, they won't even come on to the map, I can see them stuck right on the edge!

Traders must have a clear path to a storage yard with full labor before they will even come on to the map. If the storage yard with linen is across the Nile and the ferry they have to ride doesn't have labor, he won't trade.

When the trade caravan does enter the map, he has a storage yard picked out to visit. If it doesn't have goods in excess of what you have set to export with the Overseer of Commerce, at that moment, then he considers the trip a waste and passes on by. It doesn't matter that you filled it up with 3 cartloads before he got to the area of the storage yard.

Traders can buy 800 units maximum each trip. They can buy more than one kind of item on each trip. The number of caravans allowed on the map at one time is limited, so it is more profitable to design your city so as to maximize the number of trips the caravans will make a year. Each city has a trade quota that can be determined from the World Map. Cities that have met that quota will stop trading with you until the New Year.

What kind of animals can I hunt?
Ostriches, waterfowl and antelope. You have to build hunting lodges to train hunters who then take the meat to storage yards or granaries. You only have one type of game in a mission.
Are there any other kinds of meat available to feed people?
There sure are! Other types are fish but not all rivers support fish and you can build cattle ranches. Fishing has some special requirements. You need to build a shipwright to build fishing boats and you have to build fishing wharves for the boats to bring the fish. The fishing wharves need direct labor access to work. The fishing boats don't need wood like your military ships; the shipwrights build them from materials on hand. Cattle ranches, where available, require direct labor access and plenty of straw to feed the cattle.
What are the different types of farms and how do they work?
Flood Plain Farms
The first type of farming you will come across is the flood plain farms. The way they work is with indirect labor from work camps. Work camps train farmers and provide labor for monument building. Flood plain farmers only work for part of the year during non-flood times. They require roads that are connected to the work camps for the laborers to reach the farms. The closer the work camps are to the flood plain the quicker the farmers can get to the farms. Also building the work camps close to the flood plain allows them to train more labor. Work camps require direct access to labor. Flood plain farms can be irrigated to increase productivity.
Meadow Farms
The second type of farm is the meadow farm. They can only be put in areas with little yellow flowers. Usually you can click on the ground and it will say it's meadow but if that doesn't work just hold a farm over an area you believe to be meadow. If it turns green then you can build a meadow farm. Meadow farms require direct labor access like any other building and work camps don't provide it. This type of farm is not usually as productive as flood plain farms but has the advantage of different harvest times from the flood plain farms. To make meadow farms more productive you can irrigate the land. To irrigate the land you need a couple of things. A straight piece of coast or edge of flood plain, build a water lift and irrigation ditches a meadow farm only has to have one corner touching an irrigation ditch or to be with 2 squares of a ditch to be irrigated. If you click on the farm it will say if it's irrigated.
How do I build irrigation ditches and is there a limit on how far the water will go?
Like roads you just drag the irrigation ditch as far and whatever direction you want. Be sure that it's connected to the water lift, you can tell because you will see water in the ditch. The ditch will go under roads without doing anything special. There is no limit on far the water will go. If you build the water lift on the edge of a flood plain you will have to put an irrigation ditch from the river to the water lift. Water lifts required direct labor access and a road.
Do Market Buyers go to Storage Yards like Granaries?
The short answer is "Yes," but....
Grumpus explains: "Market Buyers will only take food from a storage yard if that food is being imported. Once you start importing a food, you can also grow it at home,(if that is possible) and you will not need granaries for that food."
Ironrodiken of Impressions further explains: "As Grumpus said, in most missions, your people will need Granaries if they're to eat homegrown food at all. Bazaar buyers will only get imported food types from Storage Yards. Even in those missions where you can supply your Bazaars from SYs, though, remember that Bazaars employ a Granary buyer, who sits idle if there aren't any Granaries to buy from. While the Granary buyer probably enjoys her early retirement very much, her sister the SY buyer now has to get all the food, and has correspondingly less time to shop for pottery, beer, etc. (p. 86 of the US manual) Bazaars work most efficiently when the food comes from a Granary, and the SYs supply only non-food items."
Do Storage Yards take priority over Granaries?
Nixon of Impressions says: "Yes, Storage Yards take priority over Granaries. This was done to help you when you needed to stockpile food for a request. So if you allow a Storage Yard to accept food then your cart pushers will want to bring food to the Storage Yard until there is no more room. Basically, you should just set the Storage Yard to fill up to 1/4 (or 1/2 or 3/4), however much room is needed to store your extra food. That way your cart pushers will only bring the required amount to the Storage Yard and then concentrate on the Granary."
What's the point of Low Fertility Grain Farming?

Oh the joys of low fertility grain farming! A low fertility grain farm produces maximum straw output which is essential to feed your Cattle Farms and build Mastabas!

Take Itjtawy for example. Make use of the few tiny patches of meadow that are available. You can fit about 9 grain farms sitting on that tiny strip of land, with about half the farms under 10% fertility (no room for irrigation). These farms do a great service. Even though they produce under 2000 grain per year, each farm produces a full load of straw with every harvest, regardless of the fertility or staffing. With 18 loads of stray every year, you have more than enough for several cattle ranches (which produce more food than the farms themselves) and to keep your brickwork's fully stocked at all times, while leaving the floodplains open for the other varieties of food that keeps your people happy and healthy. They also provide a good source of employment.