Chained Crafting Buildings |
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Count Rupert
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Joined: 01 Sep 2013 Location: Lost in Thought Status: Offline Points: 242 |
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Posted: 11 Aug 2014 at 03:00 |
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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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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 11 Aug 2014 at 02:38 |
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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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Count Rupert
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Posted: 11 Aug 2014 at 02:27 |
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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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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 10 Aug 2014 at 23:29 |
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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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