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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Topic: Chained Crafting BuildingsPosted: 15 Oct 2014 at 16:01 |
Well, 11..67 is good for 280 spears a day. I usually queue 9000 (like to work using vanfuls). That's 32 days. Yes it is a lot of one item. I tend more to a purpose than for sale, so my needs are different than yours. |
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 15 Oct 2014 at 12:51 |
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Good point. 6 for each one, then. Isn't a month over 10000 spears or 5000 armor? Quite a lot of one specific item. I was thinking more in the 500-1000 range for batch sizes, only a day or three at the speeds on my chart.
I had planned on using an architect's office, not prestige, since I intended to build up and tear down so often. But 3 to finish levels 11/12 could still be worthwhile. |
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Count Rupert
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Posted: 15 Oct 2014 at 06:41 |
Actually the scheme you show in the OP is 6 buildings as well if you include the building the crafting buildings rely on as it uses 3 unspecialized crafting buildings and 2 kickers to achieve that 17.02 rate. My usual item runs typically are for a month or more. Yes, I do use prestige to finish the last two queues.
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Brandmeister
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Posted: 15 Oct 2014 at 06:16 |
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Remember to include the standard building as well, since the crafting buildings depend on it. You are using two standard buildings, so that's 6 slots to my 5. Your method will result in crafting at a higher speed; mine frees up the second item production building for normal usage.
Both methods have pros and cons. I am not sure if I can agree that a level 12 specialized crafting building is sufficiently quick to set up and tear down. It depends on the size of the typical batch, and how often you want to vary the mix. How long are your usual item runs? Do you use prestige to finish the specialized building more quickly? |
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Count Rupert
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Posted: 15 Oct 2014 at 05:33 |
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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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Brandmeister
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Posted: 14 Oct 2014 at 23:02 |
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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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Brandmeister
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Posted: 22 Aug 2014 at 23:11 |
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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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Miklabjarnir
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Posted: 11 Aug 2014 at 20:53 |
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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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Brandmeister
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Posted: 11 Aug 2014 at 05:12 |
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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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Brandmeister
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Posted: 11 Aug 2014 at 03:28 |
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I will edit it to read effective level, and clarify that the building levels are all 20.
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