Saturday 9 March 2013

A Few Tips On TAVERN, SILOS, MASON, FORESTER, CUTTER, FISHERMAN

Hi!

Just a couple of tips that bounced around this afternoon on chat but that are probably best kept here for the time being, until the day we have enough material in the blog that will deem it to be properly organised...

TAVERN
We all struggle for building deeds, right?
So why not get rid of the Tavern since, contrary to the Trade Office or the Provision House, it really isn't useful 99% of the time.
And, whenever you do need it, to buy some specialist or other, you simply need to wait for a mine to collapse, build the Tavern, buy the Specialist, destroy the Tavern again (it's quite cheap so, easily doable - and even if you don't have the resources for this, just ask around, someone will happily give them to you), and rebuild your mine once more.
Make that license count!
;)

SILOS
Perhaps most people do not know this (and I was one of them) but Silos CANNOT be buffed! (same with the gem pit... unfortunately...). So, if you try and buff someone else's Silos, you will only be wasting the buffs...

MASONS, FORESTERS, CUTTERS and FISHERMAN
All these buildings have one thing in common: they have two travel times. One is between the storehouse and the shop, another between the shop and the deposit. For this reason these buildings do not need to be placed in the most favourable of placements in relation to the storehouse. They also do not need to be just next to the deposit. These buildings can instead be placed at any point along the shortest route between the deposit AND the storehouse. This is good news because, if you don't have a storehouse nearby the deposit - and you are not going to build another storehouse closer... - you can simply place these deposit-dependant buildings on a position that will free up precious slots around the storehouse (minimum travel time) and instead pick a position further away that, even so, will not affect the production time of the building.

We hope these tips will be useful for you!

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