Thursday, 21 August 2014

Halloween 2014 approaches

Hi Settlers,

The Halloween event is up on the test server now, so I thought I'd do a write up for the goodies you can expect this time around. I'll be comparing with last years event, and you can get a summary of the goodies from then here -> linky.

The resource for Halloween is the pumpkin. You'll get pumpkins from quests, destroying golems on your island, harvesting pumpkin fields and of course you can purchase directly for gems from the shop.
Unlike most of the events, your Explorer's can't help you with this one.

Buying the Pumpkins
Pumpkins (60 gems, unlimited): contains 50 pumpkins
A Basket of Pumpkins (360 gems, unlimited): contains 300 pumpkins

Growing your own
Small Pumpkin Cemetery (50 stone, 100 pinewood planks, limited to 3): contains 45 pumpkins. Produces 1 pumpkin every 8 hours.
Common Pumpkin Cemetery (150 marble, 200 hardwood planks, limited to 3): contains 80 pumpkins. Produces 1 pumpkin every 4 hours.
Noble Pumpkin Cemetery (10 Granite, 25 Exotic Wood Planks, limited to 3): contains 100 pumpkins. Produces 1 pumpkin every 1 hour.

All of the fields can be buffed by regular buffs. Given the extremely long production time on the small cemetery, it may be not worthwhile worrying about buffing it very much, although if you can time it properly (ie, log on at the same time every day and coincidentally around when you built it), you should be able to apply a fish platter just when the pumpkin would come out. You only need the buff to be there at the moment the pumpkin is being produced. Noble Cemetery's are certainly worth your better buffs.
Without buffs, your total pumpkin harvest would be 675 for the event. You aren't going to get a whole lot of pumpkins from quests, so if you're low on gems, I'd suggest stocking up on some of the better buffs available with the intention of using on your nobles.
Important Note: You can only get 3 of each type of field total. If you destroy a field, it will NOT return to your star menu, and cannot be replaced. Place them carefully.

Compared to last year, the Nobles have gone up by 10 exotic planks each, nothing too significant.

The Specialist
Grim Reaper General (1560 Pumpkins, limited to 1): The Grim Reaper holds 200 units like regular generals, but travels to and from adventures twice as fast (15 minute trips), and, recovers twice as quickly if defeated in combat (2 hours).
1560 Pumpkins is a lot, but if you're just starting out Settling, may be well worth aiming for. Early on when you're low on Generals, his ability to quickly ferry trips to and from adventures can help out a lot.
His price and quantity is the same as last year, but he has recently received a new look garrison to stand out when on your island or out adventuring, which I've added an image of above.

The Production Buildings
These are listed without including walk times, just production times.
Village School (600 Pumpkins, limited to 3): Pops out a settler every 2 hours. Upgradeable to level 5 for 5 settlers every 2 hours.
Fish Farm (600 Pumpkins, limited to 3): Produces a fish every 4 minutes without using any resources. Note that your regular fisherman you currently use produce every 3 minutes, so this one is a fair bit slower really, but if your fish needs are low, utilising these can mean you never need to fill fish deposits again.
Improved Storehouse (600 Pumpkins, limited to 3): Has 3 times the storage of a regular storehouse, and upgradeable to level 5, at which point it's +18000 storage. If you haven't seen them before, they're shaped differently to most buildings, and you can take a look at them here.
Silo (600 Pumpkins, limited to 3): Refills a wheatfield at a rate of 1 per 12 minutes, and upgradeable to level 5. This is the same rate a farm depletes a field, so is intended to equal out production (and not really new information to most of you).

Compared to last year, the fish farm is entirely new, but the other items, costs, and quantities are unchanged.

The Buffs & Enhancements
Frank and Stein (90 pumpkins, unlimited): Adds 1000 marble to a deposit.
Mr. Myers (24 pumpkins, unlimited): Quadruples production speed in a barracks for 1 hour.
Solar Flare (1 fish, limited to 99): Removes snow or the night from your island.
Sandman's Powder (50 pumpkins, unlimited): Night-time will fall over your island for 1 week.
Omniseeds (90 pumpkins, unlimited): Adds 250 to a deposit (Note: does not work on pumpkin fields)
Zombie (96 pumpkins, unlimited): Quadruples production on a workyard for 12 hours.
Grout (170 pumpkins, unlimited): Gives 200 grout, used to upgrade various buildings. As of Halloween, will be able to upgrade the Mill and Bakery from level 5 to level 6. Previously Grout could be used on masons, marble masons and farms from 5 to 6. The cost to upgrade mills and bakeries to level 6 is 300 grout and 1000 granite.

Pumpkins will be a fairly precious resource, so I'm not sure these buffs are really worthwhile, although an argument could be made for grout if you like the idea of your mills and bakeries going to level 6.

The Decorations
Collapsed Wall (west) (96 pumpkins, unlimited)
Overgrown Ruin (264 pumpkins, unlimited)
Collapsed Wall (north) (96 pumpkins, unlimited)
Tomb (420 pumpkins, unlimited)

Not much to say about these, they're entirely decorative, offering no actual function to your island, just prettiness. I've included above an image of what they look like in action on your island.

Pumpkins feel like a more finite resource than most of the other ones since Explorers can't help you, and the quests don't particularly give you a lot. Some adventures had them in their loot tables during the event, so getting in on loot spots may also be a good option, but I'd expect the price of those loot spots to increase for the duration of the event.

It's hard to make recommendations for this one. If you're new and low on generals (especially if you don't have a Veteran or better), the Grim Reaper is excellent, and of course, has a pretty great looking tent whilst lazing around. If you have more generals, he's probably not a good investment for your pumpkins.
All of the production buildings are good, and really depends on the state of your island, and where you'd like to cut some corners.
> A few improved storehouses go a long way towards ensuring you never cap out on important materials, and of course, assisting to complete the "have 200,000 coins" quest during later levels.
> The fish farm is nice for the idea of never needing to refill a fish deposit again, but if you have the rarity provision house you shouldn't be getting rsi from keeping a field filled anyway really. It's solving a problem that really isn't a big deal anyway.
> The village school doesn't sound like much, but having a few around and levelling them up can massively drop the amount of bread you need to produce and use to make more settlers, which also frees up your provision house and repetitive clicking there.
> And silos of course can help never replace a field ever again. If you're still working towards building a layout, an easy choice, but you do of course hit a point where there's no value in getting any more.

Personally I'll pick up the fish farms, I've got lots of room still for buildings, and the small convenience of never worrying about deposits again will be enough to justify their slower production. I also don't need a whole lot of fish day to day anyway, so 3 farms should suffice.
I might pick up some more schools if pumpkin stocks permit. I have 4 schools at level 4 currently (the 800 exotic wood planks and 1000 granite to move them to level 5 is hard to justify for what you get).
I don't need silos or improved storehouses very much (264,200 storage currently), so will probably skip.

Phew, that was a long one.
Happy Settling.


  1. Long and good. Sneak peek at test server suggests copper, iron and titanium plus water as weapon components against golems. Do you think it will hold in final version? Maybe start stockpiling the resources?

    1. I probably wouldn't stockpile titanium, or at least, not for intended use yourself.
      For the golems, if you're a high enough level to have the biggest golem you can use the titanium buffs on him, but you can also use the iron buffs on him (which are only half effective).

      Assuming on your server iron ore is at least half the price of titanium ore, you might consider grabbing up some of that as being far more cost effective.
      Other people may also realise that iron is the way to go once the event is live (but not be reading up beforehand), so perhaps gathering a large stockpile could allow you to sell off your excess at a nice profit.

    2. My previous comment might not be accurate. My golems are a bit busted, so I was taking someone elses word about lower level buffs being usable on the bigger golems (similar to last year). I don't think that's the case anymore, in which case if you're above level 37, I'd certainly consider stocking up on titanium.

  2. by chance, do you know, how we are going to defeat golems thid year?
    what kinds of buffs will be needed and how many "hearts" do we have to produce for each golem?

    1. My golems are a bit busted on my test island, but what info I have.
      There's 3 types of golems, and which one you see depends on your level. Level 19 - 26 is the rock golem, 27 - 36 is the greater rock golem, and 37+ is the ancient golem.

      You break them with:
      Purified Water: 20 water + 20 copper each
      Enriched Water: 40 water + 20 iron each
      Holy Water: 60 water + 20 platinum each

      After killing a golem, another will spawn in 24 hours. The amount of resources needed to kill the golems increases with each kill. For example the smallest golem needs 10 purified water the first time. The second time he spawns, he will need 12.
      The amount of pumpkins you get will also increase as you go though. Eg, the first stone golem gives 5 pumpkins upon killing, and the second killing gives 10.

      I haven't paid a lot of attention to the golems to give much more detail than that. They certainly aren't going to give a whole lot of pumpkins.