Send goods along a road without overfilling the town at the other end
Carts leave the farm every few seconds and arrive much later. If the town at the end only looks at what it holds now, it accepts too many, and the last carts arrive to a full storehouse. This entry counts goods on the road as already taken, so nothing is lost or duplicated.
Why this works
Goods on the road have left the sender but still need a place at the end. Counting them as already taken makes the receiving town's free room honest, so late arrivals never meet a full store, and the total of everything stays the same.
When not to use it
Skip it when goods travel instantly or when losing a late cart is part of the game, such as raiders on the road. Also skip it where the receiver may refuse and send goods back; then bounce them instead of reserving room.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 24 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Send goods along a road without overfilling the town at the other end" (read_entry road-link-throughput-with-goods-in-transit) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP