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Chained Crafting Buildings

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Brandmeister View Drop Down
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    Posted: 10 Aug 2014 at 23:29
I have been considering how to do efficient crafting on large numbers of items, while still supporting some degree of flexibility. One approach I have considered is 35+specialize. Three level 20 general crafting buildings of the same type are used to provide an effective level of 35 for crafting any item of that type. (35 = 20 + (20/2) + (20/4), since each building is half as effective as the next biggest one. Since basic crafting only advances at 2% per level, not 4.5% like regular buildings, the base item speed curve doesn't really kick in until an effective level of 35 (see Table 1).

Once the basic crafting speed is established, then a fourth building of much lower level is specialized to be the performance 'kicker'. Two kicker buildings can be used to gain +15% and +7.5% bonuses per level, respectively. A single level 7 building will double crafting speed, and two level 7 buildings will increase speed by 2.58x.

This approach allows the specialized fourth (and maybe fifth) buildings to be quickly demolished and rebuilt to accelerate a new crafted item. The drawback is that each city must dedicate four or five building slots to a specific category of crafted items: spears, swords, bows, leather, chain, plate. However, I believe this approach would be effective at meeting market opportunities for crafted items, especially for active traders.






Edited by Brandmeister - 11 Aug 2014 at 03:31
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Count Rupert View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 02:27
Interesting idea.  Have you actually done this?  Because I'm not sure I see where you're getting some of your numbers from.  For example, what is the multiplier numbers from Table 1 coming from?  It appears you're taking the multiplier from Table 1, multiplying against the base values from Table 2 and multiplying that against the kicker multiplier from Table 3 to get the number you show as the crafting speed in Table 4.  The problem is the numbers do not jive with the numbers I obtained doing an experiment on your work.  

I conducted an experiment using the tannery/leather armour.  I took a city with level 20 tannery and a level 20 leather armour and added another level 10 leather armour and a third of level 5 giving me those 35 levels you're talking about.  Now if I take the number showing as the crafting speed (3.44) and multiply it against the kicker multiplier for 7+7, I should get the result you got in Table 4.  I don't, I get 8.87.  I think the problem is you misapplied the way the game actually handles those 35 levels.  They're not really 35 levels because the second building levels are only worth half and the third building's levels are only worth a quarter of a level.  So the effective building level the game is using isn't 35 but 26.25.  So the 2% is being applied not on 35 but 26.25.  

If I'm right, then for your plan to work, that 20+10+5 has to be 20+20+20.


Edited by Count Rupert - 11 Aug 2014 at 02:42
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 02:38
That's exactly what the first chart says. In order to get 35 effective levels, it's 3x20 buildings. Each successive crafting building is half as effective as the last one. Your 20/10/5 of leather armorer buildings would be 20+(10/2)+(5/4) = 26.25 effective base levels.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 03:00
Sorry if I misunderstood your wording but it's not what you seem to imply in your opening paragraph where you lay it out as "Three general crafting buildings of the same type are used to provide a base level of 35 for crafting any item (35 = 20 + 10 + 5)."  Not sure why it was included since it's misleading if everything else hinges on it actually being 20+20+20.  
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 03:28
I will edit it to read effective level, and clarify that the building levels are all 20.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 05:12
Verified with three generic leather armorers at 4,3,2. Kickers at 1,1. The effective base rate was 6.188. 4+(3/2)+(2/4)+(1/8)+(1/16)=6.1875. Specialist building level was 1.5: 22.5%. The final rate displayed was 2.29 units/hour of overpadded leather armor.

Base rate of 1.64 * 1/(1-(6.188*0.02)) * 1.225 = 2.29

So the math works. Technically this can scale to 3x20=35 (effective) exactly as proposed. Whether or not the approach is valid for crafting flexibility is a matter of opinion, but I'd like to hear those opinions.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Miklabjarnir Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 20:53
I do not see the benefit, though. I assume that you want the same return for those armourers (or whatever) as for any other building, since building space is a limiting factors in a city. I have problems keeping a single level 20 building busy all the time for want of raw materials. You must do a lot of harvesting to be able to feed one of those L35-equivalent cities. And to make it cost effective you would need a rather high market demand. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 22 Aug 2014 at 23:11
When I started crafting, I had hoped to make it economically viable. Since then, I've come to regard crafting as a labor of love in Illyriad. You're right, I don't know that I could run the crafting queues 24x7 without running short of materials. I might just pick a particular type of equipment or two, build to 2x20 (30 effective) plus a 5+4 kicker, and see if that resembles a viable approach to crafting. I do think that reasonable market offers exist for certain types of items, but I don't know if there would be much ongoing business at any meaningful volume*. That's why I wanted to generate speed with considerable flexibility.

(* Except for certain very useful, high demand items like pikes, reinforced leather, boar spears, and so forth. Perhaps I could fill empty queue time with those.)
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Brandmeister Quote  Post ReplyReply Direct Link To This Post Posted: 14 Oct 2014 at 23:02
I have begun implementing this approach in one of my crafting cities. I will start with swords, then spears, and see how that works.

This does seem to be a more tolerable approach than maintaining crafting buildings in several different cities. Chained together with 3x20, the buildings function like 3.3 individual crafting queues. This allows me to use the buildings in my other cities to produce standard items. I may try to push all the way to 4x20 of things are going well, to mimic 4 crafting queues.

The downside is that I won't have many typical buildings in that crafting city. But all my others will be standard now.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Count Rupert Quote  Post ReplyReply Direct Link To This Post Posted: 15 Oct 2014 at 05:33
I'm using a slightly different approach.  Instead of using 4 building plots in one city, I use 2.  I have one unspecialized building at level 20 and build a specialized  building to level 12 which is still easily swappable.  For spears that gives 11.67 compared to your 17.02.  Doing it in two cities though uses the same plots you're using in one and produces 23.34.
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