Showing posts with label resources. Show all posts
Showing posts with label resources. Show all posts

Saturday, 21 September 2013

GOLEMS AHOY!

Hey Peeps,

Most of us have started saving up resources for the coming Golem battles and, as such, I decided to investigate what is actually needed for each Golem Take-Down.

As it stands, the numbers aren't very inspiring... But, then again, these may change for the actual event and/or these numbers may refer to the WHOLE guild, rather than each of the guildies individually. If this is indeed a guild wide scenario, then ignore the costs calculations for Pumpkins.

In any case, here it is, a spreadsheet with all the necessary info. I hope it is clear enough. If you do have doubts, do not hesitate to ask and I will reply to them here as well.

Click HERE to access the spreadsheet

There is also this POST in the forum about the event. However bear in mind that the table halfway down the page is not correct. The figures I have in the spreadsheet are the correct ones (as things stand now...)

Hope this helps! Enjoy!

Sunday, 24 March 2013

A Few Tips On PRODUCTION LINES

Whatever the level you are at you will always struggle with resources.

If it's not pinewood planks, it will be marble or hardwood planks, or tools, or not enough swords of one kind or another, or bread, or granite and exotic wood planks or, plain and simple, the basis of all trading: gold coins.

This will happen.

And you know why?

Because, if you are playing the game right, you will use up the resources you are creating to upgrade buildings, to go on adventures - to play the game.

So, how to solve this unsolvable problem?

Well, you don't solve it really - you only make it less of a problem.

The main thing to do is to make your production more efficient. This means you will need to buy less in the Trade Office and will in turn be able to sell more instead.

But how do we do that?

The first thing we need to make sure is that our production lines respect building ratios. You can't just have one farm and one mill and one bakery and expect your bread production to be efficient. It won't be. Because you do not have enough buildings to make it so. (so click on the link above and have a good look at what that forum post contains and, perhaps, change a few things in your production lines accordingly)

But even if you have the correct proportions of buildings maybe your production still won't be all that effective.

Why?

Because the distance from these buildings to the storehouse and/or deposits, is also a crucial factor. So if you put buildings too far away or too close, your production will change accordingly. So, click on this link if you want to know more about efficient building placement (it's a series of youtube videos, the link is for the first one).

But perhaps you have already sorted out the ratio of buildings and placed them efficiently in regards to your storehouses. And still you don't have enough...

Well then, you can try and keep those buildings buffed - so that you have more production over time. And, of course, you can build more buildings and increase your production line.

But perhaps you do not have enough licenses to do just that?

Then you need to either purchase gems - or simply save up on the ones you get once a week, if you log in everyday.
Or maybe you can do without some buildings. For instance in the beginning I had several stone masons and pinewood planks sawmills. Now I only have the one stone mason - and even that one won't be staying around for much longer.
But that's because at the higher levels your needs will change somewhat - and you will need to tweak and alter your production accordingly.


The thing with this game is that a lot of things are inter-dependent. To me, that's one of the fun things. And, in fact, it is a bit like life and how we humans are: we do not stand alone - we are a part of the social fabric and interaction is the name of the game.

Of course, Settlers Online is just a game. And you can choose to play it whichever way you want it. But, chances are, if you've read it this far, you are interested in improving the efficiency of your production lines.

Besides all that has been said you can still do a couple of things more:

Check the building ratios for each of the production lines you have (or want to have), and add up the numbers and compare to what you have. See if anything's missing. See if anything's in excess perhaps. Then remove and add accordingly.

Check if a few well placed buffs can sort out your production deficit. Or if the upgrading of a well placed building can smooth your production out. Sometimes the solution can be as easy as that - and the Economy Overview can be instrumental in finding out such things. So use it often - and find out how useful it is.


These are just some ideas on how to direct and adjust your production lines. They are general ideas. Let me know if you want something more in depth at a particular problem and I will try to reply here with a post.

Happy Settlering!

Monday, 4 March 2013

A Few Tips On RESOURCES

We've been seeing a lot of people asking about what they should and should not trade, either inside or outside the guild.

The first thing we would like you to know is that you are free to trade wherever you want!

(but, having said that, and because we are in this guild together, it is important that the deals made inside the guild are agreed upon by both parts and fair)

As you know there are 4 tabs of resources whenever you click on one of your storehouses or mayor's house:

Basic
Intermediate
Advanced
Expert
(and Military, but that's just for your troops, sure they are a resource but... contrary to the other four, you cannot build anything with them... except craters of course... :p)

Each of these more or less map out our development as players.

We all remember in the early stages of the game how stone and pinewood planks were so needed! Then, as we levelled up, it was marble and hardwood planks that became important. Then gold coins and marble. And, finally, granite and exotic wood planks.

These are the basic building blocks of your levelling your production lines.

And, if you remember correctly, at each stage, the levelling of the buildings became more difficult!
And if marble and hardwood were hard to come by in the beginning, gold coins didn't became much easier (at least for me!) and with granite and exotic wood planks... well, you can't even produce them in your island!...
Only through adventures and treasure searches, by solving quests (and getting the rewards) or downright trading can we hope to get our hands on these precious and crucial resources.

Which means that whatever you get that will end up on your EXPERT tab you WILL need sometime in the future. It also means it's EXPENSIVE and hard to come by.

Oldboot is of the opinion that what gets on the Expert tab should stay there until the time to be used. Of course, what you decide to do with your goods is your decision and your decision alone. More than anything we want you to have as much information as possible in order to make a decision you won't regret afterwards.

If you're tempted to trade stuff in your Expert page just because you are desperate of one resource or another, simply ask around first - there might be people that can help you, with you keeping the resources you don't want to get rid off anyway.

And I'll tell you another thing. Building licenses are limited, right? It follows then that it is to our best interest to have each of the buildings we own, that produce resources, generate as much as possible. That means: as high levelled as possible, as close to the storehouse as production line efficiency permits and buffed.

Buffs are easy to do, even if sometimes hard to come by. Having the production line levelled and efficient? Also time consuming and difficult - but you can do it if you look around, chat to people, investigate. But the levelling up can only happen if you have the resources there. And, as said before, these are rarer (and more expensive) than the rest.

I'll give you an example. A few days ago one of my marble masons upgraded to level 5 (max level of upgrading). It cost 200 exotic wood planks and 600 granite (if memory serves...) and the upgrade took 7 days to complete during which its production was stopped.
But what about now?
Now, a level 5 marble mason with a production time of roughly 10 minutes generates 5 marble at each cycle. Buffed it produces twice as much. 10 Marble every 10 minutes. That's 60 marble per hour. Which translates into about 1200 marble per day (since I can't keep it buffed all the time). Of course, in order to do this,  you also have to keep your Geologist going out to find new deposits because they will be exhausted a lot faster.

Nevertheless, in my opinion, it pays off to level up your buildings. And it also pays off to (at the very least) keep a portion of the Expert resources you will obtain throughout the game.

If you want to trade for it, please do - only be mindful of your deals, do some research, look at the market and consider things well so that, whatever your choice, it will be a well thought through one.

Good luck in your trading!


Wednesday, 27 February 2013

Buildings Ratio

Since the number of building licenses we can have is limited, it is good if we can make the best of whatever buildings we have.

In order to do this we need to consider several things:

1 - What type of buildings we need the most
2 - How many buildings within a production line we need to have (ie, building ratios)
3 - What resources do we need to build them
4 - Where should they be placed - and at what distance from storehouses and mining resources

I cannot answer the first question because that depends on what you want to do with the game! But, if you go adventuring a lot, you will need weaponsmiths and smelters and all the bread related buildings and brew!
(and perhaps a few horses and bows on the side...)

The second point is the one that I want to answer here.

For that click on the link below:
http://forum.thesettlersonline.com/threads/18372-Guide-The-ratio-for-building-placement

This link takes you to a page which tells you that, for instance to have a successful brewery (without ever running out of wheat and water...) you need:

2 farms
1 water well
1 brewery

This is the ratio that you need. And if you level everything at the same time you will never incur in the risk of running out of wheat or water.

But, if your brewery is levelled three, should the well be level three as well? Seems like a waste of resources since wells, unlike farms, will collapse after they run out of resources and will have to be built again (and you've lost all those tools that you used for the upgrades...)

Well, wells are cheap, so you can probably put 3 level one wells, instead of 1 level three well... it's as simple as that. Level up your farms and place more wells (or get a watermill... which will be worth levelling up also).

The next thing you will have to consider is the placement of the farms and brewery in relation to the storehouse. Because, if your farms are too far away and the brewery is too close, it might still run out of wheat.

So you need to look at the placement and the production times.

But that's for the next post - which will have some links to some youtube videos that can help you with this!

Hope you are all well!
nim.


On Trading

The first thing you need to know about trading is that you have something called a Trade Calculator!

Here is the link for it:


(our server is Newfoundland, so make sure you select the correct one from the top of the page)

The second suggestion is: you do not need to trade goods into gold coins and then use those gold coins to buy the goods you really need...

You can simply swap one thing for another.

So, instead of selling marble to get bronze swords, perhaps you can simply sell the marble directly for the bronze swords.

There are several advantages to this. First it's a much easier transaction. Second, it is only one transaction.... so less waiting time, hopefully! 

And, to do this you're going to use the Trade Calculator, right?

Only you should be careful in the way you use it! And I say this because the Trade Calculator is not totally reliable...

Whenever you convert one resource into another one, directly, it gives you result which is different than if you'd sell the first resource for gold coins and then used them to buy the second.

Or, in other words:

Always convert the resource you want into gold coins (I use that as a base). Then take that amount of gold coins and see how much of the second resource that corresponds. And use that value to make the trade.

I'll give you an example:

Let us say we're trying to swap 500 marble for bronze swords.
If I use the trade calculator directly, it tells me that:

500 marble corresponds (on average) to 704 bronze swords

But if I convert marble to gold coins, it says:

500 marble corresponds (on average) to 12 gold coins
and that
12 gold coins corresponds (on average) to 454 bronze swords

So here the Trade Calculator is giving us a result for direct trading which is higher than it should be, since gold coins are the basis of all trading within Settlers Online.

Of course, you are free to do as you will. But, more than anything, I just wanted to call your attention to the limitations of some of the tools that we have at our disposal.

Happy trading!
nim.

PS - Any questions, doubts or suggestions, please feel free to post or message me on game chat.