Saturday 31 August 2013

Constructing a Silo cluster

Hi all,

I've now finished a guide for constructing a Silo cluster, and placed it here
http://thradetso.blogspot.com.au/p/silo-cluster.html

Silo placement can be a bit tricky generally, as due to the entrance of the buildings being at the bottom of the buildings, Silos/Farms placed above fields have a shorter travel time than those placed below.

For example, if you placed a Storehouse with fields next to it somewhere, the travel times for your workers would be as below

The workers in the building above the Store get to only travel 28 seconds, while their counterparts immediately below the store have to travel for 36 seconds.
Over time, this would mean that if you just placed only Farms in the quicker squares above the store, and the Silos in what *look* like the matching squares below, the fields will eventually run out as the Silos can't keep pace.
If you reversed the situation with Silos at the top, you're going to have wasted cycles during the day where the Silos aren't doing anything because the Farms aren't keeping up.

Hope you find it useful.

Friday 30 August 2013

For Science!

Hiyas,
Welcome to my new blog where I'll be looking at and discussing various TSO related thingy's.
First I'm going to look at the Science system, and when time permits, I'll be working on a guide for proper Silo/Farm arrangements which the Help channel makes me think might be useful.

First off, an initial look at the bookbinder, and the cost increase levels along with the points in which it caps out
Bookbinder -> http://thradetso.blogspot.com.au/p/detailing-bookbinder.html
Also, a look at the trees in place and in the works.
Geologist Tree -> http://thradetso.blogspot.com.au/p/science-geologist.html
Explorer Tree -> http://thradetso.blogspot.com.au/p/science-explorer.html

Looking forward to the Explorer tree.
Even just placing a few Manuscripts into "Fearless Hiker" to decrease the search time for Adventures by 9% will be huge. This will mean for Savage Scouts that looking for Long Adventures drops from 24 hours to 20 hours 24 minutes.

Sometimes with differing logon times, I've found that there are days where I have to skip sending out the scouts. They return at an inconvenient time, which slowly drifts later and later, until I need to skip a day to get them back in line (and can send them out as soon as I log on).
This change will mean that I can send them out, and when I log on the next afternoon, without needing to worry about specific hours, they will be back. I'd like to think this will help a lot of people.