Intorduction to Trading and Crafting |
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Cactus
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Posted: 05 Jun 2014 at 23:00 |
So you want to be a
trader! Very admirable of you! Now that you have
established that, let’s get in to the requirements and details of
trade. Some of the information here has been compiled from other
sources and condensed for the purpose of getting it done. However most of
this is from my personal experience over a long period of time. Nothing
matches actual experience. During the time you are focused on the
trade research and requirements you should still have a modest army to attack
the NPC’s. You will read in a little bit why you want to attack
NPC’s. Before I get started here is a link that will be of great
help to you. It covers several different subjects .Including Trade
and Crafting. Do yourself a favor and start researching additional
things as you find time. Your alliance members can help only so
much.
http://forum.illyriad.co.uk/help_forum9.html
Table of Contents Forward Prerequisites Chapters I. Basic
Buildings and Research for Production of Resources II. Additional
Buildings and Trade Research III. Trade
Hubs IV. Harvesting
and Crafting.
Forward You will at some point in this game be involved in trading (buying
or selling) so this information will help you get started. The
common element in all trading is “Gold” you will eventually need, use and
collect lots of it. The items of research that will be in some form
connected to Trading will be found in the Research
Tree under “City, Quest, Trade,
Crafting or Sovereignty”. The research for Magic, Diplomacy and Military
are different subjects and not talked about here. Chapter I. will try to make this easy to understand for the
beginner, so it is broken down to the basics. Chapter II will cover the much of the research required for
trading. This research will take months to complete Chapter III will cover the trade hub basics; choosing a hub;
selling and buying. Using trade Hubs has many advantages; broader
reach for customers; security for your resources (people cannot steal them from
a hub at this time in the game); easier access for your team mates needing
supplies; Normally a lower tax rate than selling out of your town;
and finally, the customer brings the gold and picks up his
purchase. You do not deliver. Chapter IV will cover some of the basics regarding harvesting and
crafting; Research and buildings. I won’t go into
detail on what is best to build or if there is a market for the items you
decide to build. Those will be your choice by trial and
error. Do your own market research for that. There are many buildings and ridiculous amounts of research
required. If you focus on the basic selling and buying for now and
do the advanced stuff as you can fit it in, you will still have good
results. I won’t get into the math or other anal details that some
people find fulfilling. By the time you are at that point you will
know more than me. Enjoy the game and don’t let it control you. Prerequisites 1. As a
favor to yourself, read the “Trading
Guide for Dummies” at http://forum.illyriad.co.uk/trading-for-dummies_topic2648.html You
may go there before continuing if you choose. This link will help you
understand some things about trading but not all applies here. 2. Keep your
basic resources (wood, clay, Iron, stone and food) and gold in the green at all
times. Food and other basic resources are consumed by the citizens
(unseen) that operate the buildings you construct. In turn they
provide gold through taxes for maintaining various troops and trade
transactions. This is all just basic. Change your tax rate as
needed. The higher production levels you have of the basic resources
the higher you can place your taxes to gain more gold. 3. Read
the “POP UPS”! Each item for research has an explanation of
what the research is for and what is needed to do the research. It
shows up when moving your mouse cursor over the research item. Don’t waste
valuable time on unnecessary research. If you are focused on Trade
and Crafting then those will be your main focus for research. That
does not mean to neglect the obvious research needs such as Ward of Intentions
under magic or Exodus under City for examples. However, you don’t
need to research the Biome Warfare (Military) or Assassins Guild (Diplomacy)
and other unnecessary buildings not related to your path of focus
-Trading. If in doubt ASK another experienced trader! 4. If you
see (en) following a research item or building that means it enables the
following item to be completed. If you see (rq) after a
building or research item it means the following item is required before
the building can be completed.
Chapter
I: Basics buildings and Research for Production of Resources
·
Note: If
you plan to move your city before you get heavily involved in the trade
research and building requirements then see F.2 of this section.
·
Here is a link
to the Basic buildings. None of the special buildings are there. arcanum-illyria.com/wiki/Building_Charts
A.
Marketplace
1.
If you want to
be a trader your Market place is your most important initial building to get to
level 20 in reasonable time. This is not saying that your warehouse
and barracks and other buildings are not important, but for trading this
building is a must. (I will talk about Trade office and Merchants Guild later)
B.
Trade Research; view the “Trade” section of the Research tree
1.
Research the five top rows of the “Trade” section of the Research Tree Except
for “Blockade Running” and “Break Trade Embargo” Those can be done
later to fill time and are not necessary at this point.
C.
Build Paddock for making Horses. Keep horses in
production 24/7. Raise to above level 10 when able.
D.
Build Common Ground for making cows. Keep cows producing
24/7... Raise to above level 10 when able.
E.
Quest Items to
Research
1. Brewing (en-brewery) Build a brewery to
start producing beer 2. Wine Making (you will need to produce
mine later when you want more than one trader) F.
City Items to research
which enables building advanced resource items 1. Basic Resource
buildings required for research items; at least one level 7 of each; Farmyard (en-flourmill), Lumberjack
(en-carpentry), Clay pit (en-Kiln), Iron Mine (en-Foundry), and Quarry
(en-Masonry). Do these first. 2.
If you plan to move your city via Exodus a. Note if
you plan to move your city via exodus before concentrating on marketing, then
do Pioneering first. b. Build Storehouse to level 15 and research
Inventory Management c. Build Warehouse to level 20 to Research
Exodus (will take you a couple weeks to complete the items required for Exodus) G.
Research all city
items except Horse Training and Architecture. Only
research Architecture if you are going to build the Architect
Building. If you are a Prestige user, you will not need that
building. Horse training comes later when you get into crafting. H.
Research all 2nd column
items before moving on: 1.
Craftsmanship through Bureaucracy I.
Research Third column
order of importance: 1.
Carpentry (en)
Carpentry shop 2.
Pottery (en) Kiln 3.
Stonemasonry (en)
Stonemason 4.
Smelting (en) Foundry 5.
Saddle making (en)
Saddle maker 6.
Tanning (en) Tannery 7.
Bookbinding (en) Book
Binder\ 8.
Spear making (en)
Spear maker 9.
Safeguard (en-vault)
NOTE: Do not build a vault you will not need it and it wastes building
space 10.
Save Pioneering for last if you do not plan
on moving your city via exodus (see F. 2 above) J. Column four; City Research suggested order of importance 1
Leather Armourer (en -
Leather Armourer) 2
Smithing (rq - Foundry
level 5) (en-Blacksmith) 3
Demolition (for
destroying buildings you don’t want or need any more) 4
Defensive Structure
(en-City Wall) 5
Fletching (rq -
carpentry lev 5) (en-Fletcher) 6
These items you
won’t need until you get into crafting:
Horse training; Spearsmithing 7
Siege Construction (rq
- Stonemason level 5) (en-Siege workshop for siege blocks) K.
Column five; City Research suggested order of
importance 1. Exodus has probably been completed by now, if
not, do it. 2. Forging
(rq - level 10 Blacksmith) (en-Forge) 3. These Boyer, Chain Armourer, Swordsmithing, and Plate Armourer can wait
until you are ready for Crafting. Summary for Chapter I At this point you can make all of the advanced resource items from
beer through siege blocks. Horses and livestock should also be
produced regularly every day. Horses you need for caravans and
cavalry and some diplomacy troops. There is even a crafting phase
that uses horses. That comes later. You can sell excess
horses on the market. Cows you need for saddles, leather armor, and
siege blocks. So hang on to your cows for now and produce the end
items already mentioned. Raise the level of the Common Ground regularly until
about level 12. You may finish it when you have time and the
resources.
Chapter
II: Additional Buildings and Trade Research. NOTE: Again I
must emphasize that you read the Pop-ups when you are
getting ready to research. They will explain what the research is for.
Additionally you should be building a small to moderate army for attacking
NPC's about now. So do that research in between the trade research. Cavalry works
best for NPC’s. In this chapter I cover
a few buildings that you will be constructing for trading and harvesting. A
couple you may not need to build yet and I will explain why. The
worst of this chapter is the research. You have 154 days and 19 hours
of research remaining to do to complete all the trade research. Much
of it will be completed before you move on to Trade Hubs and
Crafting. That means you will need to be doing research 24 hours per
day seven days per week for that long just to finish trade. The bad
thing about that is you cannot just focus strictly on trade
research. There is much more to the game than trade research. I will try to lay
out a sequence of what research to do and the buildings that goes with
it. I am assuming that by this time you have completed all of the
top five rows of the Trade Research Tree except for Blockade Running and Break
Trade Embargo. If you want to do some crafting before
you finish this research you can but it is not recommended. It will
just slow your progress on trade research. It will be up to you on
how fast you progress. You need to choose what you want to do, I can
only help guide.
A.
Research Cotters (en-cotter)
then build a Cottage and a cotter.
(minimum of one per city) B.
Research Foraging (en- harvest herbs, mineral,
and hides) and Grape Picking (en-
harvest grapes for wine making). (Save “Scavenging” for later; en-
cotters to pick up armor left on the field after a battle). 1.
I recommend you find a
source for grapes and harvest them as much as possible (be careful to not
deplete the vineyard of grapes by sending too many cotters). Don’t
sell any or give them away. You need 3960 bunches of grapes for one
barrel of wine. You will need many barrels of wine over time. One
Cotter harvests 100 grapes at a time. Convert your grapes to wine every
chance you get. 2.
Much of what the
Cotters gather (hides, animal parts, minerals and herbs) will be used later in
the game in crafting. Save what you gather. The hides
initially will be used to make Skinners and later for crafting; the grapes for
wine. So now you will be a little ahead by gathering these items
early. 3.
This is why you attack
the NPC’s they drop Hides and animal parts and you want to collect them. C.
Research Guilds D.
SKIP the research on Miners’ Guilds and Herbalists’ Guilds for now. You won’t need them unless
you have lots of rare mineral mines or rare herbs in your area. E.
Research Skinners’ Guilds (en- Skinners’ Guild) 1.
Build one Skinner’s
Guild up several levels. At level 20 you can have 60 skinners in
your city. A second Skinners’ Guild will allow you to have 30
more. It takes 40 hides to build one skinner. Keep your
cotter’s working gathering hides for skinners (and grapes of course for the
wine) 2.
Skinners can gather Rare
Earth Elements and animal parts. Again use your armies to kill
the NPC’s. Hopefully you re building
your armies by now. 3.
Rare Earth Elements are gathered after you kill the escaped essential elements. 4.
Air Salt is easiest to
find, Earth Salt a little harder, followed by Water Salt and finally Fire Salt
which has only been found in the south west area of Elgea so far. Gather
them and hold on to them for the future use. e. NOTE: Don’t
just kill the Escaped Essentials and
walk away. Send your army to camp on the tile for a day or until you
can send in your skinners to gather the spoils. F.
Research Merchants’ Guild (en- trader research,
en-Trader) 1.
Your merchant guild
will take a long time to get to level 20 but for now get it to level 5, then
slowly go up. G.
Research Trader (en-traders) 1.
Once completed build
your first trader but only build it in the city that will be used for your
initial trade center. You can build more traders later in other
cities or multiple traders in one city. But for now pick one city
for your trader. 2.
Your first trader will
not cost you any wine. The second or third will cost one barrel of
wine. Remember to be stocking up on grapes. Additional
traders cost more barrels of wine required. i.e 3rd trader 2
barrels, 4th trader more barrels, etc. Your 8th trader
if you want that many will cost 21 barrels of wine. 3.
Your first trader
should go into your alliance Trade Hub. Will talk more about hubs
later. H.
Research Trade Office
(en-Trade Office) 1.
Build a Trade office 2.
This enables you to
place your trader in a Faction (Trade) Hub. But you are not ready to
put your trader in a hub yet. There’s more on hubs later. I.
Research Trends and Guild administration 1.
Trends opens up more
research options 2.
Guild Administration
allows more harvesters in your guilds (12 days to complete) J.
Research Efficient Trading, (rq-level 5 Merchants’
Guild), Selling (rq – level 1 Trade
Office), and Procurement (rq-level 1
Trade Office) K. Research Trend Analysis, Speculation and Market
ledger 1. You are now preparing
for the Trade hubs L. Research
Traders’ Luxuries, Trade Promotions, Trade Notes and Trade
Reputation (rq-level 10 Merchants’ Guild) M. Now you
can research the Herbalist’s and Miner’s
Guilds. Follow those with Herbalism
and Geology.
1.
Only build the buildings
if you have a reasonable population of rare herbs or mines in your area. You will need various
rare herbs and minerals when you get to Crafting. N.
Research Guild Bureaucracy 1.
If you need some other
shorter research done in other research trees, do them before you start this
because it takes 30 days to complete. Summary Chapter II Once you have reached
this point you are ready to start getting into a trade hub. You can
go to a hub earlier but it will cost you more time and gold to trade. You
can finish up the rest of the trade research in weeks to come. By
the time you finish the research to this point you will probably have three or
more traders if you were diligent to find and harvest the grapes and make the
wine. Chapter
III. Trade Hubs, Selling and buying This chapter might be a
little confusing because you can’t view the instructions and follow them at the
same time. So copy them down so you have them with you the first
time or ask for help. Note: Try to
put your first trader in whatever Hub the Alliance has been using as a transfer
Hub. Usually alliances sell cheaper to their own people than to the
rest of Illy and most times they transfer items for pennies. Continue to do the
research of trade items while you are trading in the hubs. You can
place traders in as many hubs as you want but don’t put two in the same hub. To trade in the hubs you
need to have a trade office and once you have a trader you
will not need the Merchants guild to buy or sell, however, if you have not completed
your research keep it and get it to level 20. You will also want to
keep a few caravans in the trade hub for moving items, and gold A list of Faction Hubs
can be found by clicking on the red fist icon under the Alliance Overview Icon. A.
How to choose a Trade
hub. 1.
Go down the list of
hubs and find a hub that is located in the Region you want to trade in. 2.
Click on the Hub name
and click View Faction 3.
Look at the standings
at the top of the page first. Your standings and the alliance
standings should be in the blue or on the positive side. If it is in
the red, do not trade in that hub. It will cost you more gold in
taxes and people may not buy from you there. 4.
Next see the left
column for how many hubs they control (left top). Check the
coordinates to see how far they are from your city. 5.
If you decide to place
a trader there do so, if not, look for another hub. B.
Once you have located
a hub, send your trader there. C.
Send some items to
that hub so you can place them on the market for sale. 1.
The initial shipment
should be with only 3-5 caravans Include Gold with your
first shipment to pay the taxes on the sales. Usually $500,000 gold
is good for the start, 2.
In the “Orders” window
where you ship out items via caravans click the box in the lower right corner
that says “After delivery stay and await further orders.” This will
keep those first few caravans in the hub to be used to ship items such as gold
or resources back to your city when you need them. Or to pay for
purchases you have made. 3.
You can ship resources
from any of your other cities but do not check that box. Let them
go, drop of the resources and go back home. 4.
If you chose you can
have some vans from your other cities stay at the trade hub and use them to
ship resources too. a.
Example; if you have 5
cities you could send 5 vans from each city to stay at the trade hub to make
larger transactions. It is your choice. I just keep a few
in the hubs. D.
You are now ready to
sell (or place buy order) items in the hub. 1.
To list items for
sale, your screen location must be in the home city from which your trader has
been sent. 2.
Click on the Markets and Prices Icon located
below the Trade Overview Icon 3.
Click on the item you
want to sell/buy. 4.
Go to the location drop down box at the upper right and
find/click on your trade hub 5.
Click on the Place Sell order button to
place a sell order (click Place Buy Order to place an order to
“buy” at your set price) 6.
Fill in the quantity
and the price you want to sell/buy for and click "check". This
will show you how much tax it will cost to place a sell order or how much gold you
will spend on a buy order. 7.
Now click confirm to
post your listing. E.
Buying for the asking
price from another trader works in
similar fashion 1.
Under Sellers, find an
item you want to buy and find the price you are willing to pay, and at a distance you are willing to
travel to get it. 2.
You can normally buy
partials and sometimes they want to sell the complete amount. 3.
You send the gold and
pick up the items. F.
Transferring Traders
or supplies to other hubs. 1. If you want to recall your
traders or transfer them to another hub, make sure you move all your caravans and
resources out first. You cannot move vans or resources without a
Trader present. 2. You can ship from the hub that
your trader is in to another hub or to your cities. If you ship to
another hub that does not have a trader present, the items will remain there
until a trader arrives and you have vans there to transport. 3. You can
do this from the Trade Hubs window
and clicking the Orders tab click on
the items to be sent out and the quantity. Then click the destination and send. Summary Chapter III: You will learn as you
go. It is not too complicated once you are there. You never want to
sell at the lowest prices. When you get to that point and are ready
to sell ask for more direction on what to try to sell for. The idea
is to buy items at a low price and sell for a profitable higher
price. Saddles are one of the most expensive items. They have gone
for 2750 each down to as low as about 1500 each. I never sell for the lowest or
the highest. Another
point; when looking for a hub, Try to keep it within 600 miles
of your city. It costs a lot of time to ship items great distances. Chapter
IV Harvesting and Crafting A.
I won’t go into
details on what you could or should craft I will just try to explain the
processes. By now you should have quite a supply of various animal
parts, herbs, minerals, maybe even some rare herbs, rare earth elements and
special minerals form mines. There many different combinations and I
don’t have a count for you. However here is a link for you to
go to see what you are up against. I am not going to decipher it for
you... 1.
http://www.puzzleslogic.com/illy/crafting.html B.
Take a look at your
Crafting Research Tree. You may pre-choose what items you want to
focus on regarding a special type of armor, or weapon. Those is
okay, but try to ask around to see if anyone is buying or using that special
item you want to build. If not, check out another. The following
link has some info on special armor 1.
https://docs.google.com/spreadsheet/ccc?key=0Ashx1jjra-hfdFVkREFoWUVGdk55U2NoUXhiSURXaXc&pli=1#gid=0 C.
If you have researched
the advanced buildings in the City Research tree such as Plate Armourer, Bowyer,
and Chain Armourer as example. Here is
how I have done my research. You may want to do it differently. 1.
First off, do not
worry about Workshop Specialization. You won’t need it and it can be
researched when everything else is done. 2.
The Special horses
research can be delayed until you feel the need for it or want to build
advanced horses. It Requires the Horse Trainer building. D.
Build a Leather Armourer (for the first level
of crafting research) to level 1 and no higher.
Yu don’t need it any higher for just research. 1.
There are
approximately 16 items to research with this building and each of them takes 8
hours to complete. When they are all completed remove the Leather Armourer. E.
Build a Spearsmith to
level 1 and no higher for the same reason. 1.
There are about 20
varied spear research items in this first section and they too take 8 hours
each to complete. F.
Continue with the rest
of the research in the first and then the second columns which include the
buildings of the Swordsmith, The Chain Armourer, and the Bowyer. 1. Each special weapons or
armor building will have numerous research items to complete. Just keep
replacing the buildings with the next one and complete the research until they
are all done 2. Each Chainmail research will
take 1 day each to complete; Platemail 3
days each, and Bows also 3 days each,
and so on.. G. Before
you are done you will rebuild the Spearsmith and the other buildings a second time
to complete all the research. Summary
Chapter IV You will have 192 days
and 21 hours of constant research to complete all the Crafting Research Tree.
So be patient, it will come. You also have other areas of research that
are more important to complete, crafting should take a back seat to military
and trade. A clue about sovereignty
research; the first two lines and the first three columns are all you need for
now. Columns four and five can wait because the smart sovereignty user will
only use three levels of sovereignty on any tile. The additional
levels are a waste of resources in the long run. That will be spoken of at
another time. This concludes my Trade
outline. I hope you find it beneficial to your game plan. Edited by GM ThunderCat - 06 Jun 2014 at 06:01 |
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Cactus
New Poster Joined: 13 Dec 2011 Location: AZ Status: Offline Points: 32 |
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Sorry folks! The title for Chapter one got printed in white and doesn't show up. This should have been there just above the notes;
Chapter
I: Basics buildings and Research for Production of Resources |
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Cactus
New Poster Joined: 13 Dec 2011 Location: AZ Status: Offline Points: 32 |
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Chapter
I: Basics buildings and Research for Production of Resources
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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wow! lots of work! thanks cactus!
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