Sunday 26 January 2014

Outstanding Setups! Hardwood Production! (s7)

Hi,

Been wanting to post this setup for a while now but it was Gobbokin's questions that finally made me do it ;)

Wood production is a not very profitable production as it were. And if it's not placed properly then... it's even worse.

Placing the buildings efficiently close to both Storehouses and Tree Deposits is a simple way to ensure you not only have better production - but that you need less buildings. As you can probably guess, those spare licenses can be better used somewhere else.

I don't have the setup I am posting here because I have chosen to have as few Hardwood Forresters and Cutters as much as possible. As such this first picture shows only how the buildings should be placed relative to the Storehouse (look at the roads and the grid they form as guidance):


Here's the version without any buildings. This is the grid you need to have for the setup I will present below.



Okay. Now the diagram of how to place the buildings:


Okay a couple of options here. I haven't tested them so I will explain what I think will work - and what you should do in case you find out it doesn't.

Setup A - 4 CUTTERS
Place 3 Cutters in the ORANGE squares. Place the 4th Cutter on the YELLOW square. Place a 5th Forrester where the LIGHT BLUE square is. Leave it running. If after a few hours (or days) you start seeing that trees are missing, never really being replaced try the next setup.

Setup B - 4 CUTTERS
Place 3 Cutters in the ORANGE squares. Place the 4th Cutter on the LIGHT BLUE square. Place a 5th Forrester where the PURPLE square is. With a Forrester the Hardwood production should be balanced. Even if the Economy Overview may sometimes show the replanting of trees as being negative you should never really be out of trees, as they will be replanted constantly.

Setup C - 5 CUTTERS
Place 3 Cutters in the ORANGE squares. Place the 4th Cutter on the LIGHT BLUE square. Place a 5th Forrester where the PURPLE square is. Place a 5th Cutter on the YELLOW square. Leave it running. If after a few hours (or days) you start seeing that trees are missing, place another Forrester directly below the bottom-most ORANGE square shown on the diagram or right of the right-most GREEN square in line with the Storehouse. Or anywhere else really. Just add another Forrester and you should be fine. ;)

Anyway, with this setup chances are you won't need as many Forresters and Cutters as you are using now. If you still aren't producing enough Hardwood Logs, consider leveling Cutters and Forresters rather than building more.

Leveling up buildings is really one of the keys to save licenses (that can be then used in other things).

Hope this helps!

Thursday 23 January 2014

A Few Tips On GOLD PRODUCTION Part 2

Hi!

So we saw on the previous post that having LEVEL 2 FAST gold mines is really the way to go. If you can't do it now - you should aim for it in the near future IF you want to go down the gold production route.

So now we have level 2 FAST gold mines.

But what should we do? Buff with BADGES? Or BASKETS?

Well, since both yield more or less the same thing we can have 2 deciding factors:
1 - we do not want to spend masses of hwp, marble and gold ore to make Badges.
2 - we want to save as many licenses as possible...

My personal choice is the second one. I have built my hwp and marble prod as much as I reasonably can. I feel I can do more with the extra license that following the Badge strategy will give me.

Let us examine this strategy more closely (in 3 steps):

Step 1
A Badge is a triple buff, right? So that means that TWO gold mines TRIPLE buffed give out the SAME ORE amount than THREE gold mines DOUBLE buffed (minus the gold ore you will use to make the badges themselves...)

So it's mines to build overal. You're saving not only in the resources to build them - but also on licenses. ;)

So that's step 1. Two gold mines BADGE buffed produce the same as 3 gold mines BASKET buffed (give or take).


Step 2
So what about Gold Smelters?!
Funny thing isn't it? The same thing applies... 2 gold smelters triple buffed produced as many gold bars as 3 gold smelters double buffed...
With two great advantages: you save an extra license (if you were to have 3 gold smelters instead of two) - and all those costly upgrades... BUT you also save LOADS of COAL (and buffs...). As you probably know Gold Smelters soak up coal like nobody's business...

What does this mean?!
This means that with just 2 gold smelters triple buffed (placed in good positions) you can actually keep THREE (yes, that's right, 3!) COINAGES going...

That's Step 2. You BADGE Gold Smelters and you can have more COINAGES running!


Step 3
Step 3, of course, is simply: BADGE COINAGES AS WELL!


This is the second part of gold production. If you get to fast gold mines and you have the resources to back them up, you will be able to have a lot more gold ore, gold bars and coins being produced!

To run 3 coinages, 2 gold smelters and 2 FAST gold mines (all you need to keep the 3 coinages running!) you will need PER DAY:

TWO level 2 gold mines
2x 1400 hwp = 2.8k hwp
2x 1400 marble = 2.8k marble
2x 1500 tools + 2x 500 tools = 4k tools

To buff everything: 2x 7 BADGES = 14 Badges
14x 300 hwp = 4.2k hwp
14x 300 marble = 4.2k marble
14x 50 gold ore = 700 gold ore

The Badges will also take some 7h to produce in the Rarity Provision House.

In TOTAL you will need to be producing:
7k hwp
7k marble
4k tools
700 gold ore

EVERYDAY too keep these going smoothly. So, if you're going down this route, make sure you level up buildings, keep them buffed and boost up your various productions accordingly.

NOTE:
Only run gold production when BUFFED! When buffs run out - PAUSE IT! Then re-buff and restart ;)

Hope this helps!

A Few Tips On GOLD PRODUCTION Part 1

Hi,

NOTE!
2014 01 25
I have just updated some prices on my spreadsheet and there have been some changes on gold prod profitability! Please read on as corrections have been made. Gold prod profitability is highly dependant on TO prices and on how efficiently you buff so, however much we may want, these tips will always be an approximation...


So recently (after a good tip from Greystar!) myself and Nedrakus decided to have a new look at gold production taking into account not only the new Geologists abilities (larger gold mines and faster gold mines) but also the fact that we can now build triple buffs on the provision house. Our goal was to figure out what was the optimum usage for the said badges.

If you want the very short version here it is:
Upgrade your Geologists and get BIGGER GOLD MINES upgrades! These will seriously boost your gold production profitability.

Let's breakdown profitability into the 3 main deposits we can have with gold mines (300, 372 and 400 ore, respectively):

NORMAL Gold Mines with 300 ORE
Keep them at LEVEL 1.  Arrange with a guildie, friend or on Trade channel to keep them BASKET buffed as much as possible. If you can't find anyone - either pause them or self buff with Solid Sandwiches and/or Baskets. Collapse before the mine runs out.

NORMAL Gold Mines with 372 ORE (larger gold deposits Geologist upgrade at full whack)
Keep them at LEVEL 1. Arrange with a guildie, friend or on Trade channel to keep them BASKET buffed as much as possible. If you can't find anyone - either pause them or self buff with Solid Sandwiches and/or Baskets. Collapse before the mine runs out.

FAST Gold Mines with 372 ORE (you will need to upgrade your Geologists for this)
Either keep them at LEVEL 1 buffed with BASKETS - or LEVEL 2 buffed with BADGES (from a friend). If you can't find anyone - either pause them or self buff with Solid Sandwiches and/or Baskets. Collapse before the mine runs out. Remember that if you have the mine leveled to 2 and buffed with badges, you are potentially saving one or two licenses.

FAST Gold Mines with 400 ORE (you will need to upgrade your Geologists for this)
LEVEL 2 buffed with BADGES (from a friend). This is the most profitable setup for gold production. You can only get this last Geologist upgrade with LEVEL 50! If you can't find anyone to help you buff - either pause them or self buff with Solid Sandwiches and/or Baskets. Collapse before the mine runs out. Remember that if you have the mine leveled to 2 and buffed with badges, you are potentially saving one or two licenses.



Okay. We all know that leveling up Geologists (and building the books to do so) is not only time consuming but also expensive. However there is profit to be made, especially if you want to go down the gold production route.

The fact that we can now produce triple buffs has made gold production more profitable than ever - and this is the main reason why so many resource prices went up during the Christmas event - and stayed up.

If you want to see a bit better the net profit associated with each of the various options of gold production (assuming we keep rebuilding mines) please check the chart below:

GOLD MINE 300 ORENORMAL w/ basketNORMAL w/ badge
level 134.93-124.15
level 227.8510.3
level 3-10.711.35
level 4-84-44.8
level 5-296.48-251.7

GOLD MINE 372 ORENORMAL w/ basketNORMAL w/ badgeFAST w/ basketFAST w/ badge
level 185.2-122.8102.853.2
level 279.756.387.18101.18
level 35078.854.477.6
level 4-27.640.4-23.284.4
level 5-228.8-162-224.4-118

GOLD MINE 400 OREFAST w/ basketFAST w/ badge
level 1125.286.4
level 2115.2195.2
level 376155.2
level 4-0.8118
level 5-200.4-82

In RED we have the setups you really should NOT go for, as you will actually lose out if you do level gold mines to 5 and then collapse them. In YELLOW setups that already give you some profit. In GREEN are GOOD setups. In BLUE you have VERY GOOD setups. And in DARK BLUE you have the BEST SETUP currently possible.

Even though for FAST mines the usage of baskets gives a slightly higher profit the fact still remains that if you use badges you need to build less mines and thus use less licenses - which means in effect a bigger overall profit, for these spare licenses can be used to generate further profit.

ASSUMPTIONS:
1 - That each gold mine has at least 372 ore deposit (if you keep rebuilding gold mines you should definitely upgrade the Geologist you use for gold mines with this ability).
2 - That every mine is buffed all the time (for maximum profit).
3 - That the mines are at 24 seconds distance from a storehouse (time influences the results substantially so I just did an average distance time to make things easier).
4 - Basket and Badges buff duration is 9h. We assumed a friend will do most of the buffing in this scenario as this is how you should run your gold production anyway. This is especially important when it comes to badges as they are so expensive to produce.

Some more info that went into the making of this post for the curious ones...

BUFF COSTSFish Platter 0.12 coins eachSolid Sandwich 1.20 coins eachAunt Irma's Gift Baskets 4.40 coins eachEmployee Of The Month Badge 44 coins each

Here you can see the cost values for each of the buffs.

Mine Building Costs (in gold coins)
Mine TypeLevel 1Level 2Level 3Level 4Level 5Collapse Return (in gold coins)
Copper Mine0.602.006.0012.0020.000.14
Iron Mine28.006.0012.0020.0040.006.96
Gold Mine172.0020.0040.0080.00200.0043.00
Coal Mine22.0012.0020.0040.0080.005.48


Here we can see how much it costs to upgrade a mine, level per level. Don't forget that if you are upgrading a mine to 3, it's the level 1 costs + level 2 costs + level 3 costs...

Also note how much coin you get back if you collapse a mine. 43 coins return per gold mine we destroy before it runs out by itself!

MAIN GOLD PRODUCTION TIPS
1 - Keep active gold prod buildings BUFFED as much as possible
2 - Destroy gold mines before they exhaust their deposit completely.
3 - If you have:gold mine with 300 oregold mine with 372 oreFAST gold mine with 372 oreFAST gold mines with 400 ore
Level them to:111 or 22
Buff with:BasketBasketBasket or Badge, respectivelyBadge

We hope you have found this info useful - and your gold production will become more efficient!

ONE LAST NOTE:
Gold production requires a lot of materials to run. with FAST gold mines in particular, the mine at level 2 will last less than one day. Which means you are rebuilding fresh mines everyday. This can be compensated by using Badges instead of Baskets but still... you need to be on your toes ;)

More on this in the next post...

Happy Settlering!

Friday 6 December 2013

Outstanding Setups! Fisherman! (s3)

Hey peeps,

Welcome to a new series of posts about great production setups. The aim here is to examine places where you maximize the efficiency of your buildings.

We are following some very broad rules here - that you may disagree with.

The first rule is that we are trying to save the large areas for farms, silos and wheatfields since this production takes up a lot of space.

The second rule is that we are playing with the so called ortogonal building placement as it is the most efficient in most cases.

The third rule is that we will try and use awkward areas whenever possible to build solid production lines. (the fisherman setup in S3 is a good example of this, you will see it below).

A fourth rule is that we will try and use Improved Storehouses when possible as a means of saving licenses.

This first example follows all of the above rules. It doesn't use a large open area, it uses the ortogonal placement and it is located in an awkward area. But we provide here with two alternatives for you. One with the Improved Storehouse, another with a regular Storehouse.

The times, and therefore the production, is slightly better with the regular Storehouse. Essentially, in the 6 buildings shown around the storehouse, you have 8 seconds more overall production time for the Improved Storehouse setup than for the regular storehouse one. Even if you had all buildings at level 5, buffed twice a day with Baskets you'd only be producing about 120 fish more per day with the regular Storehouse setup.

This first screenshot is for the Improved Storehouse setup - courtesy of Nedrakus! You can thank him, because he was the one who found it! (even though he was tweaking my own setup... that I had conjured up from looking at other peoples islands... no real originality here, I know... :p) We don't have the Improved Storehouse in place just yet - but you can see that the space is there for it ;)


Approximately 5,967 fish per 12h (unbuffed, with six level 5 fishers)

This second screenshot is for the regular Storehouse setup. I did it on the Test Server. I wanted to check if times were better with a regular Storehouse - and they are, just not by much. So this is me tweaking Ned's setup that was the tweak of mine.. etc...



Approximately 6,002 fish per 12h (unbuffed, with six level 5 fishers)

If you are running out of fish or have your fishers a bit scattered and want to have only one deposit being used... this is a good place to try.

If you have a better setup than this - let us know! If it really is better - or simply a good alternative - we will post it here also ;)

Happy fishing!

Thursday 5 December 2013

Incoming! Christmas Event! Treasure Searches!

Hey peeps,

Next week after maintenance the Christmas Event should start. There have been a couple of new Dev's Diary about this:

Christmas Event 2013

Special Shop Items

Do check them out if you can.


In any case, what I would like to tell you now is a bit about the research we did at the test server in relation to treasure searches.

We built a spreadsheet and we asked people to fill in their results in hopes of getting an idea of which Treasure Search yielded the most presents.

As expected the VERY LONG searches give the most presents in one go (up to 50 presents each time). But if you actually calculate the number of presents you get by search hour then it's the SHORT SEARCH that beats the odds.

Here is some data (for normal scout search times - no upgrades)
Search typePresents per hour
Short0.5723
Medium0.4000
Long0.4231
Very Long0.3030

This means, on average, we get 0.57 presents per hour of short searches, versus the 0.3 presents per hour with very long searches.

These numbers may or may not change when things start here on the live servers. This is what we found back at the Test Server.

Still, it seems a good way to get Presents!

For the more curious ones here are the number of searches we did:
Search typeNumber of Searches
Short83
Medium75
Long65
Very Long66
Also, if your scouts are fast and you have treasure hunting special abilities unlocked you may get some better numbers than this.

Here's a few screenshots:

Medium Search



 Medium Search












Long Search





Sunday 1 December 2013

Copper Smelters, Toolmakers and Bronze Weaponsmiths

Hey peeps,

Here is my current setup for my 5 Copper Smelters, 3 Toolmakers and 3 Bronze Weaponsmiths.



As you can see this setup isn't perfectly balanced as there is one Copper Smelter missing. In it's place there is a Stone Mason that will be in the near future destroyed to give room to said Copper Smelter. Still it is a setup that works quite well in this transition shape since i keep some of the Copper Smelters buffed once a day or so - I find it is enough to keep it running smoothly.

Here's a list of things you may want to have a look at:
1 - Each Copper Smelter is positioned in exactly the same slot relative to its Storehouse as are the Toolmakers and Bronze Weaponsmiths to theirs.
2 - I am upgrading one Copper Smelter and one Toolmaker at the same time- as to minimize unbalancing the production too much (one less consuming, one less producing)
3 - I am using only the fast slots in these Storehouses (6secs and 8secs slots) since I want these specific production buildings to produce as much as possible (I use a lot of Tools and Bronze Swords and I do not want to have loads of Toolmakers and Bronze Weaponsmiths - just a few but at level 5, running buffed as much as possible).
4 - I am using this area behind the Mayor's House to do this since it is not a good area to place Farms and Silos. It is also an area not needed for Wood production. Farms and Wood production are the two things that require the biggest sprawls in area in order to have good production values.
5 - The whole setup is marked with roads. In fact my whole island is "gridded". I did this because I wanted to know where best to place things. So, you can use roads to create the places where you intend to place the buildings before you put them there. In this way you can see beforehand if you do actually have the room for everything you had planned or not, without wasting resources moving things there only to find out your setup doesn't have enough room.

I will try to post more stuff like this in the near future.

Happy Settlering!

A Few Tips About Levelling Up

Dear friends,

We start playing a game and, surely, part of the fun is to level up quickly, to reap rewards, to grow stronger to to speak. Right?

It is usually so - but TSO (The Settlers Online) is a game about consequences. Everything is tied in to pretty much everything.

What does this mean?

It means that it is important to be careful when leveling up. My aim here is to examine the two main consequences:

1 - Leveling up your Player Level.
Usually when you level up you don't feel so much difference between the tasks you were given in the previous level and the current one. This is because there are "marker" levels so to speak that herald a new phase (a more costly one) in your gaming.

When you reach level 36 your Guild Quests and Daily Quests and even some Event Quests (the special events that occur a couple of times of year, typically) become a bit harder. You start having to do adventures regularly for GQ and they show up on your DQ as well. In order for you to do this with some ease your economy needs to be somewhat balanced and efficient (even if you are buffing it to keep it going ;) ).

The next step is level 46, and level 46 is really a game changer. Your GQ's and DQ's become quite hard, having to do adventures like Black Knights, Dark Brotherhood, The Nords and so on. You may even have the troops to do them - but they are costly to buy, lootspots are costly to buy and even if you're sending your explorers in medium or long searches, they are not easily found. Your economy needs to be solid at this point for you to be able to tackle them. At this level perhaps the best strategy is if guildies team up to tackle these 2 and 3 player adventures as a combo. Perhaps one guildie has found one through explorer searches and can give the lootspot to someone else. Otherwise you will be stuck with an adventure whose lootspot may cost around 1k or 1.5k coins to purchase. So level 46 is a tough one to get into and, as soon as you do, you're there for keeps...


2 - Leveling up your Production Buildings.
This is something we all do regularly because, after all, we all want those shiny level 5 buildings, right? The problem with this is that our leveling up may be something like: "hey, I need more bread to build settlers and adventures... I know what I will do, I will level up my bakeries." And then you level up your bakeries and suddenly they stop working because they have run out of flour. And then you realize you need to level up the flour mills as well. The problem is you haven't got the resources to do it since you've used them all on the bakeries. So, you find your way around this: you start buffing the mills. The problem with that is that you start running out of buffs as well - that you need to buff other stuff... So you level up a Butcher - only to find out your meat production is now in the red and you need to buff the Hunters too...

You see where this is going. If you level up buildings without looking at your economy overview, without planning it a bit... you may be heading for trouble. After all the aim of leveling up a building is making things more efficient and easy, right? But, as it turns out, it should also make you need to be a bit more careful.

A good thumb rule is to level up production buildings from the bottom of the chain up. The problem with this strategy is that you know it's gonna take a lot of time. But, my friends, this is TSO: time is the name of the game...

Another thing you can do is to level up things in clusters. So you level 4 farms, 2 mills and 1 bakery (and keep things balanced) - rather than leveling ALL the farms, then ALL the mills, then ALL the bakeries.

Have a think about what you have, what you want to have and what is required to make that jump - both in terms of the initial investment (the resources needed to push those level up buttons...) and the long term commitment (the input resources needed to keep those buildings actually operating smoothly at their new level).

So, we can sum all this up into two tips really:

1. At level 36 and level 46 GQ's and DQ's become substantially harder. Perhaps speak with other players  before you collect all that loot and XP to evaluate if your economy is ready for it.

2. Use the Economy Overview to plan ahead your leveling up of production buildings, so that you don't get stuck with missing resources to keep them working!

I hope this helps!

Friday 29 November 2013

A Few Tips About Farms And Silos Placement

Replacing wheatfields can be a bit tiring after a while so, if you have the coins or the gems you may well consider buying some silos and perhaps stop altogether replacing wheatfields.

But how best to place them?

Well, the strategies are many. I will try to post here a few - but I will start with the one I have found, perfectly balanced and with a very decent wheat production rate. The pic you see is taken in S7. As you can see farms and silos are symmetrical to one another as relative to the storehouse. This ensures that the travel times are exactly the same for both. The wheatfield right below the storehouse is also the best placement I could find, ensuring the neighbouring farms and silos don't have to travel too long to get there.


More setups will be added here with some comments as soon as I have time to screenshot them and write some blurb about them! ;)

Hope this helps!


Another Tip About Cauldron Hunting

Hey peeps,

Thanks to Rinswinth, if you wish to gather twice the amount (if it's a two player adventure) or triple the amount (if it's a 3 player adv) of cauldrons now you can!

The idea is very simple: all payers click on the same cauldron at the same time.

This will send a parcel of loot per player, per cauldron.

The tricky bit then is to time it, right?

Well, not so much... simply send a garrison and use it as a timer! I have found that when the garrison is building, when you reach 100%, you can all click on the cauldron and get extra loot!

To do this, of course, you will have to send a general (you don't need to load up with troops). If you're in a hurry you best send your fast general! In any case do remember to check first if the adv does have some cauldrons in there...

A simpler way to do it (thanks again for this one Rins!) is to simply go on Global chat tab and write "go" or "now" there - as all players will see it and they can pick their cauldrons at the same time ;)

I have tried it and it works - just takes a bit more patience and time if you're really keen on going for those caudrons ;)

Happy hunting!

Guild Quests List

Hey peeps,

Thanks to Laslord we can all now see which Guild Quests we are all supposed to do per level. This is a forum post that Fexno and others have been compiling. As such it is not yet complete and the information therein is likely to keep being updated. Still it is a great help in clarifying who has to do what.

Remember, our guild is currently 83 members strong and, as such you need to look at the 56 - 100 members link.

I will also post this link under Important Links.

Click for the Guild Quests Guide.

Hope this helps!

Thursday 28 November 2013

Incoming! Christmas Event! Christmas Event Quests!

Hey peeps,

This is perhaps the last post about the upcoming Christmas Event. Once again may I remind you all that the info contained in these posts is taken from the Test Server - the actual event may differ significantly from what's presented here. ;)

The Christmas Quests are all (as far as I have seen) quite easy to complete and they essentially serve the purpose of showing you a bit how the event works and what you need to do. It seems also that we will have a daily Christmas quest to do for perhaps a standard of 10 Presents reward each. I will try and login on the Test Server everyday and slowly compile their list here.

Here is the list of quests I have found, along with requisites needed to complete and rewards obtained upon completion.

EVENT QUESTS:

Main Quest One: The Advent Calendar
Quest Title: It's Christmas Time
Task: Open the Advent Calendar window.
Reward: 20 Presents

Main Quest One: The Advent Calendar
Quest Title: Getting Started
Task: Reach Level 16
Reward: 20 Presents

Main Quest One: The Advent Calendar
Quest Title: Bells, Candy and Gingerbread
Task: Own at least 25 Christmas Bell. Own at least 25 Candy Cane. Own at least 25 Gingerbread.
Reward: 20 Presents

Quest Title: A Basket Full Of Presents
Task: Produce a Basket of Presents at the Mayor's House. (this takes 1h to produce - but you can pay 30 gems for the instant complete).
Reward: 20 Presents

Quest Title: Searching For Presents
Task: Earn 1 Present through Short Treasure Search
Reward: 20 Presents

Quest Completion Reward: 100 Presents


A total of 210 Presents can be obtained from doing these quests - not counting the 10 Presents you have built by completing the A Basket Full Of Presents Quest. ;)






Main Quest Two: Reindeers Missing
Quest Title: Practice Makes Perfect
Task: Reach Level 23.
Reward: 20 Presents


Main Quest Two: Reindeers Missing
Quest Title: Replacement Reindeers
Task: Pay 200 horses from storage. Pay 600 Pinewood (logs) from storage. Produce 200 horses. Produce 600 Pinewood (logs).
Reward: 20 Presents


Main Quest Two: Reindeers Missing
Quest Title: Horses Can Fly!
Task: Pay 20 Herbs from Storage. Pay 1 Kettle from storage. Pay 300 water from storage. Pay 200 brew from storage.
Reward: 20 Presents


Quest Completion Reward: 100 Presents



Quest Title: Important Wood
Task: Produce enough used Longbows to obtain 10 Longbows. (this is done in the Provision House for those of you that don't already know)
Reward: 10 Presents

Quest Title: Christmas Postcard
Task: Buff at least 5 of your friend's buildings using Aunt Irma's Gift Baskets
Reward: 10 Presents

Quest Title: Help for Mother Holle
Task: Pay 50 sausages from storage.
Reward: 10 Presents

Quest Title: Heavy Gifts
Task: Pay 250 horses from storage.
Reward: 10 Presents

As you can see all these quests are quite easy ;)

Incoming! Christmas Event! Rarity Provision House!

Hello everyone,


The Rarity Provision House is a new building (that perhaps will only be available during Christmas Event for purchase) that will allow you to produce 4 new buffs. Some of the info about them is still missing but I will share here what I found in my test server journey. At this point we do not know if more buffs will be added to it in the future.





Magical Ink (to be applied on Mayor's House)
Cost: 200 simple paper + 150 intermediate paper + 40 nibs per buff produced
Buff building duration: 10 minutes per buff
Characteristics: apply on Mayor's House to obtain 50 Map Fragments.
Buff Production Cost: around 30 coins
Current Buff Value: 225 coins
Advice: if these stats stay as they are, this buff is well worth doing - and may well drop the price not only in map fragments but also in the TO prices of some adventures ;)


Employee Of The Month Badge (production building triple buff)
Cost: 300 Hardwood Planks + 300 Marble + 50 Gold Ore per buff produced
Buff building duration: 30 minutes
Characteristics: This a triple buff (3x) that will last for 6h - so the same duration as a regular basket, but with 3 times output. If you are buffed with it by a friend it is likely the duration will increase the usual 50% (meaning it will last 9h). And if that friend has premium active it should last 9h50m - or thereabout. to be applied on usual production buildings.
Buff Production Cost: around 35 coins
Current Buff Value: 87 coins (half the duration of Exotic Fruits Basket, so I assume it's half it's price as well...)
Advice: This might be something well worth producing - either to use on coinages, gold towers, advanced papermills, ornamentalsmiths and fairytale castels OR to simply sell on TO. Still, it is to be expected that on the first few days, the prices of marble, hardwood planks and gold ore to perhaps climb a bit... The fact that people will be able for the first time to mass produce a triple buff is likely to bring down somewhat the prices of all triple buffs though...

Gamekeeper Snack (meat deposit buff)
Cost: 40 Bread per Buff
Buff building duration: 12min30secs per buff
Characteristics: to be applied on a meat deposit, giving +500 meat per buff.
Buff Production Cost: around 1.08 coins per buff.
Advice: Well worth producing if these stats remain as it will be cheaper to produce 1 Gamekeeper Snack than 5 Musk Deer Fragrance (with a total cost of 1.75 for 500 meat deposit this way).


Fisheggs (fish deposit buff)
Cost: 120 fish + 80 water per buff
Buff building duration: 2min30secs per buff
Characteristics: to be applied on a fish deposit, giving +500 fish per buff.
Buff Production Cost: around 1.4 coins per buff.
Advice: Slightly more expensive to produce than the original Fishfood. 500 Fishfood would cost us 1.35 coin. So probably only worth producing if your Provision House is too full with stuff being built - or if you're in a hurry! Still, these stats may well change as soon as this building becomes available on our server. Everything is still being tweaked at this point - sometimes with drastic changes!

Happy Christmas Event!

Read Christmas Event Post 1 - Collectibles!

Read Christmas Event Post 2 - Merchant Shop Items!

Read Christmas Event Post 3 - Advent Calendar!

Read Christmas Event Post 5 - Christmas Event Quests!

Read Christmas Event Post 6 - Christmas Treasure Searches!