Monday 30 September 2013

Offtopic: Redesign

While I'm not unhappy with the current format of the site, I've noticed that it's going to hit a wall in it's current formatting, so I'd best fix it up now before I get too far.

Some of the earlier Pages I made (stuff to the left) may need to be changed into regular Posts like this, so it may seem to you that it's being reposted time-stamp wise while I'm shuffling it around. Not really sure there's a way around it. Also, if you've saved a link directly to the pages linked on the left they may stop working.

Sunday 29 September 2013

Get your Silo

Quick post to remind people that they should try to get their Silo from the Guild Market soon, or work towards it if you haven't already. The date hasn't been given yet, but we can't be too far away from the Guild Market changing stocks, and the Silo will go away.

Some of you may not be interested in having Silos, or the price of 1500 Guild Coins may be more than you think you can muster (or you're not in a guild at all). None of this is all that important. Since the item is limited to 1 per person, the richer players who DO want Silos will want them, and you can make a good profit.

They cost 1500 Guild Coins to get. Guild Coin prices may vary slightly across servers, but I'd anticipate them to all be somewhat similar, and be worth about half a Coin, so 1500 Guild Coins should set you back around 750 Gold Coins.

Sell some of your resources, whatever, and get the 1500 Guild Coins. Open the Store

Open the Guild Market section of the market, and buy the Silo.

Now that you have your Silo, if you don't want it, sell it on the Market. On Sandycove you should get around 3000 - 3200 Gold Coins. Check the Trade Office on your own server to see if there's any variations (it will be well over 750 Gold Coins).

Saturday 28 September 2013

Copper in Sector 2

For the copper deposits in Sector 2 (bottom centre on your map), a good spot to place your storehouse is between the two mines on the left, so that the front entrance of the storehouse is in line with the mines, as shown below.
In this layout, the walk time for a cycle is 12 seconds to the closest 2 mines, as short as it can possibly be for your miner.

If you get an Improved Storehouse from the Halloween event and place it in the same spot, the travel time will also be 12 seconds. The Improved Storehouse looks like the walk distance should be longer, but it turns out that the Settler enters the Improved Storehouse from the side, so ends up with the same walk time from the same position.

The production time for a regular copper mine is 3 minutes, but if you apply science books to the copper skills in your Geologist, maybe like this guy, you hopefully can have "Quality Copper Mineshafts", and have a production of 90 seconds.

If you've got Quality Copper Mineshafts, you will have "Natural Copper Vein", and these deposits will hold 816 Copper per vein.


 Here's a chart showing how long it will take your mine to deplete, for each level your mine is, and how far away from the Storehouse it is, shown in Hours:Minutes:Seconds
Level 1 Level 2 Level 3 Level 4 Level 5
12 Seconds  23:07:12 11:33:36 7:42:24 5:46:48 4:38:48
16 Seconds 24:01:36 12:00:48 8:00:32 6:00:24 4:49:44
20 Seconds 24:56:00 12:28:00 8:18:40 6:14:00 5:00:40
24 Seconds 25:50:24 12:55:12 8:36:48 6:27:36 5:11:36
28 Seconds 26:44:48 13:22:24 8:54:56 6:41:12 5:22:32

If you only log on once a day at around the same time, you could get away with leaving the mines at level 1 if the travel time is 12 or 16 seconds, and more than that and you'll want to upgrade to level 2 (only 50 tools). If you're going to be online regularly, perhaps a weekend, going to level 3 can let you run them up in the morning (and maybe put a Irma's Gift Basket buff on), and then later in the afternoon repeat the process.
I usually wouldn't go over level 3, not really worth the tools expenditure considering the mine will collapse anyway.

As an extra future goal making the travel distance more important, some of you may be thinking of getting endless copper mines. 20,000 gems is a lot, but it's certainly a nice item, one I can imagine probably getting myself, and the shortened walking distance becomes more relevant there, as unlike the mines that are going to collapse on you, you'll definitely want it to run at level 5 (and on a double-speed mineshaft).

Over the course of 24 hours, unbuffed, your level 5 Endless copper mine will produce:
Walk Distance
Total per day
12 Seconds
4235
16 Seconds
4075
20 Seconds
3925
24 Seconds
3785
28 Seconds
3660

Over time it will add up, so it's important to try to have your Endless Copper mine quite close.

Editted 10/10/13: The Improved Storehouse can be positioned to only be a 12 second walk the same as the regular one, so editted to reflect this.

Tuesday 24 September 2013

Marble and Copper Geologist

Copper and Marble are quite nice/important resources, and can be improved relatively cheaply through your Geologist's Science tree, so wanted to take a look at it with you and discuss it a little. I'll try to have a few more build ideas in the coming days. The thought with this build is that you may want to improve Copper and Marble if easy, but might not have any intention of investing heavily due to cost/time constraints.

Copper is generally a very important resource, and you can almost never have enough of it (unless you can afford 3x Endless Copper mines, in which case you, well,  might have enough). You want it to produce Tools for your buildings and Mine upgrades, and also to produce Bronze Swords for the endless stream of recruits you need for Adventures.

Marble is needed in a number of building upgrades, and after you need it less for that, tends to always be able to be sold for reasonable profit. There will always be other players still levelling up who will need it, and it's nowhere near as easy to stock up on as Hardwood Planks that you use at the same level.

This is the tree I'd recommend:
 
Looking at the skills from the bottom up, and left to right.
 
2 Manuscripts in "Hidden Stone Stash": 20% chance of finding treasure when looking for stone deposit. The best you can find is 25 Marble, which is a pretty poor prize, but you have no choice. You need 5 Manuscripts in the bottom layer to advance.
3 Manuscripts in "Natural Copper Vein": Discover 15% bigger copper veins. This makes the veins in Sector 2 (bottom centre) hold 816 Copper each instead of 710, and the veins in Sector 4 (middle left) hold 827, up from 720.
 
0 Manuscripts in "Two Marble in One": You might be tempted to take this, but is clashes with "Natural Marble Vein covered later. Skip it.
3 Manuscripts in "Quality Copper Mineshafts": 45% chance of producing veins that can be mined twice as fast. Once you have this skill, you can tell if the vein discovered by your Geologist has the Quality attribute by holding your mouse over the copper icon for a few seconds, and seeing if it appears on the popup. Sometimes I find I need to hold the mouse over the copper icon, and then move the mouse away, and *back* onto the icon for the tooltip to display.
If the popup only mentions the increased size of the deposits from Natural Copper Vein, it's not double-speed. If this happens, I suggest destroying the vein and sending your Geologist out again. This is easiest done by starting to build something else, like a well, and then selecting to build the mine (so that it's the second or third thing in your build menu). Then, cancel it from your build menu, and the vein will disappear, and you won't have lost any resources.
2 Manuscripts in "Natural Stone Vein": +16% bigger stone deposits. You need to put 2 Manuscripts somewhere to advance, and 16% bigger stone deposits is alright, certainly better than the alternatives.
 
3 Tomes in "Natural Marble Vein": 24% bigger Marble veins. Bigger marble veins is good, and will allow you to have more level 5 Marble Masons in production harvesting without worrying about running out before you get back from work.
Previously I mentioned this skill clashing with "Two Marble in One". The issue with these skills interaction is that currently if you take the Two-in-One skill, and it triggers and finds a second mine, the second mine will not get the 24% bigger size, only the original found mine.
Also currently, if there is only 1 deposit left to find, and the Two-in-One skill would trigger and find to, the whole thing fails (since there isn't 2 to be found), and the 1 deposit remains unfound.
Both of these things makes "Two Marble in One" not worthwhile.

Monday 23 September 2013

Collectible Items

An upcoming part to the game is going to be Collectible Items, which will spawn on your island in various locations several times a day.

To help keep track of how many have currently spawned somewhere on your island, you will find a quest in your quest book called "Collect All", and if you hold your mouse over the progress bar it will tell you where you are up to. There are no rewards for completing the quest, other than the fuzzy feeling of knowing that you found everything, which I suspect will only last a few days.



The regular collectibles you can find are Kettle, Scarecrow, Banner, Food Cart, Herbs and Bronze Cauldron shown in order below.

Note that out of these, the Cauldron is only found on adventures, and the others are found on your island. Also important, while the general island ones will refresh every few hours (not currently known exactly how often), the Cauldrons spawn when you first visit an Adventure, and do not respawn/change.
 If Cauldrons have spawned on an adventure, you will have a "Collect All" quest present in the quest log while on the adventure, and can again hold your mouse over the progress bar to let you know how many there are to be had.
 
If the Halloween event goes live at the same time, there will also be pumpkins littered on the island. If this does occur, note that in the Collect All quest the counter will also include Pumpkins to be found.

When you click on one of the collectibles, it can add multiple of the item to your stores. I've seen up to 4 for most items (up to 2 for Pumpkins so far)



You will find in the Mayors House a collections tab where you can use these items you find to produce buffs for your island.
 
The buffs are:
Name: Country Saying (required level: 12)
Requires: 12 Herb, 10 Scarecrow
Effect: Adds 200 Wheat units to a Wheatfield.

Name: Harvest Ritual (required level: 18)
Requires: 10 Herb, 12 Food Cart
Effect: Boosts the production of a Farm up to 400% for 12 hours.

Name: Whips and Carrots (required level: 23)
Requires: 30 Herb, 12 Scarecrow, 10 Kettle, 5 Banner
Effect: Boosts the production of a Stable up to 400% for 6 hours.

Name: Drill Sergeant Skunk (required level: 23)
Requires: 24 Scarecrow, 5 Food Cart, 5 Kettle, 15 Banner
Effect: Boosts the recruitment speed of Barracks up to 300% for 12 hours.

Name: A Sip From the Kettle (required level: 24)
Requires: 15 Scarecrow, 10 Food Cart, 14 Kettle, 8 Banner
Effect: Boosts the population growth up to 300% for 8 hours.

Name: Potion of Endless Energy (required level: 26)
Requires: 32 Herb, 20 Scarecrow, 12 Food Cart, 6 Cauldron
Effect: Boosts the production of a work yard up to 300% for 12 hours.
 
You select them one at a time from the Collections tab to be made using the buttons on the right, and need to come back to the Collections tab to pick them up when done.
 
 
On the test server currently it seems like sometimes the items can be stuck in terrain, or may even be under a building, and this sort of thing could potentially make it onto live. As a result, while I would recommend doing scans of your island for new items intermittently when your quest renews itself (indicating the items have respawned), you might drive yourself insane if you actually try to find all of them, all of the time.


Sunday 22 September 2013

Silo Layout in Sector 9

Here's my finished Silo layout I've set up in Sector 9 of the map (top right corner of your island).
I worked out the walking distances and spacing as I went, and this layout results in the exact same walk distance for farms and silos going to the right hand field, and the silos having a 4 second shorter overall journey on the left. On the left this 4 second margin will mean effectively one of your silos does nothing (because the fields are full) less then once a day.




It's 9 Farms and 9 Silos that will entirely look after itself, so you can surround the outer, further away spots with Nobles, and ignore the sector entirely if you wish after that.

If you wanted to trace the same layout out yourself using roads, I'd start with the lone bush sitting on its own down next to the left field. Draw a square out around it, and work your way out from there.

Not included yet, but there's also a spot towards the top centre where a Watermill or Friary could fit in front of the Nobles I've placed at there (the area has been mapped out with a road circling the spot).

Saturday 21 September 2013

Adventure Seeker on the cheap

The science system can be very expensive in The Settlers Online. The prices of Manuscripts, Tomes and Codex's rises over time, capping out eventually at 3 Tomes per Codex, and 5 Manuscripts per Tome (plus the other materials).
This equates to eventually 1 Codex requiring you to make 15 Manuscripts, which you convert to 3 Tomes, and then over to that Codex, so an argument can be made for trying to level on the cheap, and use as few Tomes and Codex's as possible while still getting some of the better skills.
Manuscripts rise in cost too, but it's nowhere near as extreme, and I'd never feel bad about investing in them. The materials needed for the books themselves isn't really the big deal, it's more the time required, for many people making a single book of any type per day is all you can hope for, so one day 1 single Codex taking 19 days is extreme.

With that in mind, I suggest filling out an Explorer (one of your Savage Scouts or Experienced Explorers if available) like the below.
Going through the skills from the bottom to the top, and left to right, and the order I'd place them.
3 Manuscripts in "Fearless Hiker": Shortens search time for Adventures by 15%
2 Manuscripts in anything else. None of them are that useful to your adventure seeker, but this is necessary to unlock the second layer.

3 Tomes in "Wild Determination": Find 90% more map parts on Adventure searches. A long Adventure search that doesn't yield an adventure will now yield 17 frags instead of 9.
2 Manuscripts anywhere back on the first layer. Again, this is just so you have the required +5 books placed to unlock the third layer

3 Tomes in "Travel Expenses": Reduce the cost of all adventure searches by 30%. This will make reduce the cost of sending your guy out on long searches to 42 Coins and 244 Sausages, instead of 60 Coins and 350 Sausages. Every little bit counts.
2 Manuscripts anywhere in the first layer again.

3 Codex's in "Trouble-Seeker": Gives a 99% Chance of finding 2 adventures at once. This will allow your Explorer to (almost) always come back with 2 things. It can be 2 adventures, 2 lots of Map Fragments or 1 of each item. Combined with Wild Determination from earlier, if your guy come back with 2 lots of map fragments he will bring back 34 fragments, where an untrained Explorer would have only brought back 9.

2 Manuscripts anywhere in the first layer again. A case could be made for putting 2 Codex's into Pathfinder at this level to shorten the time for all types of searches by 10%, but it's up to you to determine whether the usage of Codex's here will gain anything for you personally. Will you actually get extra searches out of it? 

1 Codex into "Sophisticated Pillager": Gives a 30% chance of finding adventures with bonus rewards. When this triggers, you will get an additional quest in your quest book asking you to do a certain Adventure, and if you do you'll get a quest reward, some of them make the requested adventure well worth doing. The tooltip for the skill suggests +30% rewards, but this isn't really accurate.

And that's about it. 11 Manuscripts, 6 Tomes and 4 Codex's. 8 of the manuscripts aren't doing anything relevant for your adventure searches, but as Manuscripts are relatively quick and easy to produce, this should be fine.

Friday 20 September 2013

Explorer Skills gone live

Explorer Skills are now up on the live server.
At a glance it doesn't look like anything changed from the Test Server, so my list here -> http://thradetso.blogspot.com.au/p/science-explorer.html should be about right.

Even if you have no plans of spending deep into the science trees, I do recommend a few books in the low level skills to decrease the search time  for Adventures and Treasure Hunts by a few percent. For those of you who log on once a day at around the same time this can drop the search time from 24 hours for the longer searches down to 20 - 22 hours. 

An example of how this is beneficial. Previously, with searches taking 24 hours, at a glance this allows you to do them once a day. But your time in real life may not work that way.
Say you tend to get home after work and and log on at around 6pm. Day 1, you send your guys out.
Day 2, maybe you don't get on until 7pm. You send them at 7.
Day 3, you get home at 6, but they aren't back yet. You get distracted by TV/Dinner whatever. You don't notice you hadn't sent them until 8.30pm, and send them then.
After a few days, you're getting later and later before you send them, until it's too late to send them on a day, and you go to bed just before they get back. They spend the next 20ish hours sitting in your Star menu doing absolutely nothing. Sadly inefficient.

The benefit of dropping a few hours can mean this never happens again. Same scenario.
Day 1, send guys out at 6pm.
Day 2, get home at 7pm, but your timer was 22hours, they got home at 4. Send them out straight away.
Day 3, get home at 6pm. Your guys got back at 5pm. Send them out straight away.
This method may feel a little inefficient since your guys are still sitting around for a while before you get home, but you're still sending them out every day, which is what you wanted all along.

Saturday 14 September 2013

Halloweens Improved Storehouse

The Improved Storehouse in the upcoming Halloween event  is a nice item, offering drastically more storage space than a regular Store, offering 16,000 storage at time of writing as opposed to the regular 6,000 that normal stores have.

As a downside, the Improved Storehouse takes up a space 2 squares across, and 3 down (where most buildings only take up a 2x2 square. This makes the Storehouse tricky to place in any efficient manner.

I've been staring at the map for a while, and have come up with two decent locations for the storehouse.


In Sector 2 with your Copper mines, you can place it between the 2 mines on the left, and end up with 16 second travel times to the Storehouse for the close mines, and 28 seconds for the further one. Generally a good place for a Storehouse anyway, and not much else will fit with a regular storehouse either.
Edit: No longer true -> clicky



In Sector 5 (middle of the map), just below the Marble deposits you can make this setup. It's generally a wonky area of the map to fit things anyway, and the below layout fits the location exactly, and allows for 2 longer buildings (Watermills or Friaries) to fit to the right of the Storehouse.
The other numbers written down are for regular buildings to fit and tell you what walk time there is from that location.

A third good location eludes me for now.

Friday 13 September 2013

Halloween is coming



In preparation for the upcoming Halloween event, introductory information has been released about what will be involved in the event here ->
http://forum.thesettlersonline.com/threads/25508-Dev-Diary-Halloween-is-coming!?p=237919#post237919

Unlike previous events, this time they've decided to make it not matter whether you received the same items last year (previously if you already received the Grim Reaper, you couldn't get him again for example). It all being available regardless is a bit of a shift in feeling of the events, one I think I'm generally happy with.
Previously it seemed that the devs wanted everyone to have access to exactly the same things, regardless of how long you've been playing, so for example only allowing 1 Grim general ever kept things "even".

Resetting things (assuming the trend continues) will allow older players to collect multiples of items, rewarding their long term play, and will continue to give them something to spend resources on. The old becoming new again may also mean the Devs will stop trying as hard to come up with new content, which is less good, but not a problem seen in this event so far.


Now, for the items you can get during the event.
First, you'll need Pumpkins to pay for any item in the Store, you get these from first buying Pumpkin Sematary's (Name borrowed from Stephen King's Pet Sematary novel).
There are :

  • 3x Small Semataries for 50 Stone and 100 Pinewood Planks each. These have 45 Pumpkins and 1 is produced every 8 hours.
  • 3x Common Semataries for 150 Marble and 200 Hardwood Planks each. These have 80 Pumpkins and one is produced every 4 hours.
  • 3x Noble Semataries for 10 Granite and 15 Exotic Planks each. These have 100 Pumpkins and one is produced every 1 hour.
Important Note: Once you place the fields, if you destroy them, they will not go back to your star menu, they will be gone for good, and you cannot buy more from the store.

They can be buffed, but only need to be buffed just when the pumpkin is produced at the end. For the Small Semataries placing a 30 minute Fish platter buff just before it is produced will yield a second Pumpkin. Since they have such a long production time I would tend to not worry too much about buffing the small fields, but certainly try to keep the other two types buffed.
Not counting buffs, you're only going to get 675, and you will also be able to get some from quests. Golems will appear on your home island, and you will be able to use Marble, Wheat and Water in your provision house to produce weapons that you use on the Golem. When he falls, you get some pumpkins.

As far as possible, it may be a good idea to stockpile these resources to help you kill Golems when it's time.


As for the actual items you're spending the Pumpkins on, I generally don't consider Decoration items or limited use buff's/refills worth worrying about, so that leaves a few items.

There's the Grim Reaper general for 1560 pumpkins (cap of 1). If you're starting out acquiring this many pumpkins may be hard, but if manageable is well worth it. He recovers twice as quickly from defeats when on adventures, and travels to and from adventures twice as fast (15 minute trips). This travel speed alone makes him excellent for ferrying troops back and forward.

The Silo for 600 Pumpkins (cap of 3). I'm generally fond of Silos for helping to remove the need to redo fields, but since you can always buy Silos on the Trade Office from players at any time, and for the prices Pumpkins are likely to go for, it's unlikely that buying Silos with Pumpkins will be a good move financially.

Village School for 600 Pumpkins (cap of 3). Produces 1 settler every 2 hours (12 extra per day). This isn't a big boost to your population growth as you already produce 96 per day, but over time it will save you on bread costs when producing an army. If you're able to get the Pumpkins together and have space permitting, a few of these can make a difference.

Improved Storehouse for 600 Pumpkins (cap of 3). These have 3 times the storage space that a regular storehouse provides, so at first seem like excellent investments. However, they are not in the classic 2x2 tile shape like most other buildings, they are 2x3 (2 across, and 3 down), making them the only building in the game to have this shape. Not to be confused with the 3x2 shape (3 across and 2 down) that Friaries and Watermills take up.
3 times the production is generally excellent, but the unusual shape of the building will make placement and arranging buildings around it difficult. I'll be taking more of a look at this later to see what sort of placements I can come up with. It may be a fine idea in the end to just get them and not worry too much about efficient placement, and instead primarily utilizing them for their +16000 storage capacity.

At this stage I consider the Grim general the most useful thing to go for, followed by the Storehouses and then Schools.

This is all subject to change before going live of course.