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Brandmeister
Postmaster General
Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Topic: Brewing Optimized City?Posted: 06 Feb 2013 at 03:01 |
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I've got the Gnome Brew discovery, which cuts the requirement from 25 food to 20 food. The city is on a 7 food spot, but the population really isn't that large. I think a Nature's Bounty, a flourmill and maybe a few food sov should do the trick.
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Anjire
Postmaster
Joined: 18 Sep 2010 Status: Offline Points: 688 |
Posted: 05 Feb 2013 at 23:32 |
+1500 food/hour is needed which is, again, doable even with a 5 food city running ~12000 pop or less. |
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The_Dude
Postmaster General
Joined: 06 Apr 2010 Location: Texas Status: Offline Points: 2396 |
Posted: 05 Feb 2013 at 22:55 |
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How will you supply the food for all that beer?
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Brandmeister
Postmaster General
Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 05 Feb 2013 at 22:46 |
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That's over 1800 beer per day. Pretty respectable output for a single city!
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Anjire
Postmaster
Joined: 18 Sep 2010 Status: Offline Points: 688 |
Posted: 05 Feb 2013 at 21:46 |
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If you were use a 5 food city you could sustain 19200/hr of the basic resources. You'd have to find a different means of gold income because at most you'd be able to have a tax rate of 10% in doing so.
This configuration would net you 8% more production bonus with the same resource consumption: 4x Sov IV @+8% = 128 (4800 Res/hr) 8x Sov IV @+5% = 160 (9600 Res/hr) 8x Sov III @5% = 120 (4800 Res/hr) 76.2 beer/hr so you could probably make up the gold income selling off the beer.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 05 Feb 2013 at 21:17 |
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My target is +400%. Time will tell if that's attainable at Neu Braumeisterburg. Or I suppose I could do the math and model it in advance, which would also be a fun exercise.
:) +240% (16x Sov III @ +5%, 9000 gold/hr, 9600 res/hr) +160% (4x Sov V @ +8%, 2800 gold/hr, 9600 res/hr) I don't think I could sustain 19200/hr of clay, iron or stone. Especially after raising taxes to support the gold/hr requirement. Obviously I'd need to look at some different configurations that reduce the hourly resource cost. |
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Anjire
Postmaster
Joined: 18 Sep 2010 Status: Offline Points: 688 |
Posted: 05 Feb 2013 at 20:37 |
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If you are going pure brewery focused, you should be able to set up your city for a concentrated focus of 250% or greater using 18-20 squares split between level II, III.
Ultimately, one brewery active in most of your cities will produce more than enough beer to fill any military needs and leave you with a large surplus.
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Legoman
Greenhorn
Joined: 20 Nov 2011 Location: Texas Status: Offline Points: 73 |
Posted: 05 Feb 2013 at 20:26 |
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Raise your skinners and herbalist guild to 20, great pop boost. 1497 at level 20. My brewing city makes 25.5/hour with two sovs of 35%ea. (lvl5*7%)each.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
Posted: 05 Feb 2013 at 19:43 |
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It's been about 3.5 months since I started down the road to Neu Braumeisterburg. The town has evolved very nicely to a population of 2500. I incorporated a lot of feedback that I got from this thread, so I thought you guys might like to know that. If anyone wants to check out the town:
http://elgea.illyriad.co.uk/#/World/Map/215/-937 The brewery is about to reach level 20. I completed the Allembine Research and Gnome Brew discoveries. Of course, I prefer to think that my braumeisters reverse engineered the gnomish process to employ dwarven efficiency while still producing great craft beers. The town itself is still fairly sparse. As recommended, I have a high level Mage Tower and a maximum rune for protection, plus a high level Consulate. I also have a fully leveled Marketplace and Warehouse. Neu Braumeisterburg is home to several hunting armies, because there are lots of interesting animal parts to be obtained in Tallimar (I have another city devoted wholly to platemail crafting). For harvesting I have two level 10 Skinners, and two Herbalists at 13 and 9. The other 11 plots are all cotters, who supply minerals and herbs for crafting. Since the brewery is finally at full capacity, I have started claiming sov for Brewer's Yards. There are four +3% Brewing squares at distance 1 (x2), 1.4 and 2. The short term plan is to get these each to Sov II, which will cost about 1800 gold/hr and 1200 res/hr. The final math on this configuration should be 24.6 barrels/hr (15 barrels/hr for level 20, multiplied by +64%). Sov might be limited in Neu Braumeisterburg for a while, simply because there aren't many buildings that raise population. That caps the maximum tax rate. I may experiment with a Chancery of Estates and try adding 16 Brewers Yards I at +5% each. That would take brewing to +144%. Of course, that would also drain a lot of basic resources One of the lessons I've learned is that the underlying resource plots can be more important than getting maximum location for the bonus squares. I picked a 5w/4c/4i/3s/7f square for the city itself, and it's pretty obvious that the Chancery of Estates is going to badly strain clay production, especially if I build two. However, since the city has a modest population and a 7 food base, I may end up using a kiln and the Nature's Earth geomancy (+8% clay), plus a Sov V on the 12 clay hill at 213|-936 (2.2 sq). As the city grows towards 5000 population, I will likely end up demolishing more of the 11 cottages. But maybe not. Tallimar is a great place for herb and mineral harvesting, and my armor city is already almost completely full of crafting buildings. Overall I'd call this ongoing experiment a great success. I'm learning a great deal about the game mechanics in Illyriad, plus I'm having lots of fun trying to be the biggest brewer in the game. I'm also quite pleased by all the interesting items I can craft by shooting giant beetles, pumas, baboons and golden monkeys. Thanks to everyone who took the time--both in this thread and in chat--to give me great advice on resource production, city building and sovereignty. Cheers, --Brandmeister P.S. Attention monkeys: you brought this on yourselves. Stop eating my cotters, you little yellow furred jerks! P.P.S. Dear beetles: you've got two strikes against you. You ate 30 skinners in December (EXPENSIVE!), and you are highly useful for making mountain armor. We are obviously going to end up killing a whole lot of you to pay for those skinners. Oh who am I kidding, why am I scolding brainless insects that infest trash heaps? Someone shoot them, and ship the hearts to Centrum.Neu BraumeisterburgNeu Braumeisterburg |
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dunnoob
Postmaster
Joined: 10 Dec 2011 Location: Elijal Status: Offline Points: 800 |
Posted: 12 Oct 2012 at 17:38 |
Beer prices immediately started to rise: 123 was high near the end of tournament IV in January, after trade v2 in summer 200 was cheap. Therefore I switched a sov square to a 2*(5+3)=16% beer bonus in my still growing 5 food capital. Didn't work for me, it's again a 7% food bonus, the beer bonus also did not affect wine. In a town exclusively dedicated to beer it might be better to have +7% food with 2*(5+5)=20% beer bonus than +5% food with 2*(8+5)=26% beer bonus. After all you can't do anything with the common grounds than breeding cows, and cows eat food. For the paddock he could import horses and train them with a horse trainer, otherwise breeding horses also needs food. Doing nothing with common grounds and paddock can't be a good idea, unless it's an experiment, who brews the fastest steamtastic (ugh!) guiness for the Illy's book of records.
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