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Bigbelly
23.11.16, 22:26
Hi, and thanks for viewing.

This is my guide to help you harvest like a boss.
You might also find this useful if you need to manage building licenses or save resources on upgrading buildings.

To illustrate this technique (which I call BCNS or Bigbelly's Collapsing Node Strategy) please consider the following layout.

Logically speaking this layout shouldn't work as there are just 3 foresters supporting 16 cutters.
Whats going on? 3 foresters wont make enough trees for 16 cutters. That wont work you are probably saying.
But it does, and not only does it work, but it works better than normal.
How ?
Because this isn't the real world, this is a game, and the game follows the rules laid down by the developers.
No real foresters or cutters actually exist !!!!
Duhhh thats obvious. Yeah it is but most people forget it - they make assumptions about what is happening based upon what they know to be true - but this isnt the real world, and these are not real cutters/foresters - they are code routines. Keep saying that over and over to yourself as you read through this.

So... how does it work?
http://forum.thesettlersonline.com/attachment.php?attachmentid=6897&stc=1&d=1479939790

First consider this question:
Presume you have a pinetree node, and that node has just 1 pinetree resource left in it.
You also have a level 5 pinetree cutter.
Your cutter enters the node, his timer runs down, and then he exits and returns to his base.
How many pinewood resource does he return to his base with?

You are probably going to say 1, because there was 1 left in the node. This is wrong. He returns with 5 (because he is a level 5 cutter)
So when your pinetree node collapses you actually get from it more than it contained.

Now consider a second question:
Presume you have a pinetree node, and that node has just 1 pinetree resource left in it.
This time you have 2x level 5 pinetree cutters.
Your 2 cutters enter the pinetree node, the timer runs down, and then the cutters exit and return to their respective bases.
How many pinewood resources did they gather?
Just 1? because there was only 1 in the node? Nope the answer is 10.
You just got 10 pinewood from a node that had only 1 in it.
Bonus !!!!
Additionally you also make a time saving that will speed up your harvesting.
How?
Assume that the cutters came from bases that were at different distances from the node.
When the first cutter exits the node, the node will collapse and all harvesters will be ejected from the node *** no matter where they are in their harvest cycle *** with full loot. So even though the second harvester may only be 30 seconds into his 90 seconds of production time he is ejected will full loot.
Not only did you gather loot that didn't exist, you also got sped up by 60 seconds.

Sweet !!!
So how do I get it to work on my island ?

This is what you need to do...
(I will use pinetree to illustrate)

1) turn off all your pinetree foresters and wait until all nodes on your island are empty.
2) move your cutters such that they are all bunched up together. The win here is getting the free loot from the collapse so you want as many foresters in the same node at the same time so that it collapses with them all inside.
3) put a forester at each point of a triangle around the cutters
4) turn the 3 foresters on (allow a small break between each one)

Important points to remember.
1) you are not harvesting a node - you are exploiting its collapse. It doesnt matter that it only has 1 resource in it.
2) you dont want multiple foresters loading up the same node. If you load up the node it wont collapse and that is our goal remember.
2) 3 foresters seems to be optimal. I have tried with 2 and with 4 but 3 works best.
3) Dont be put off if you see a ! occasionally. this will happen, but not very often, due to variances introduced by the travel time of your foresters. Remember that each time a node collapses every cutter that is ejected after the first is sped up so you are getting a win every cycle.

The last and to some the most important gain with this strategy is the resources you DONT need.
You dont need to build 1:1 foresters to cutters. This allows you to either save the resources you would have spent on building and upgrading the extra foresters OR use those licenses and resources to build more cutters.
My friend has 10 foresters and 10 cutters in a traditional layout.
I have 3 foresters and 16 cutters - easy to see who gets more loot isn't it ?????

What does this strategy work with?
As described this strategy only works with wood since the wood nodes dont die like a copper mine for example that has to be rebuilt
However....you do still get the collapsing bonus from any node that collapses and you can exploit this using part 2 of the BCNS strategy (Bigbellys Cascading Node Strategy)

To implement the BCNS part 2 you take what you learnt in BCNS part 1 and apply it to nodes that cant be refilled.

For example Marble.
On my island my marble harvesters are not placed one outside each mine. They are all together in one bunch. This is so that they all attack the same node together. The node dies with the maximum number of masons inside it, and I get a free loot bonus on each collapse.

This bonus depends on how much was left in the node and nodes can be of different sizes based on location and on geo bonus so its hard to give it an exact value but I would estimate that each night while I sleep I get the equivalent of one full extra marble node worth of loot.

The additional benefit of this method is that when I log off each and every marble node on my map (except the first one in the chain which they are active in) will be 100% full. Over night I get maximum harvest because all nodes are full to start with.
If I had a mason outside every node then even though the nodes would be there and active they would all be in diminished states. eg 20% full or 75% full. It doesnt matter what - just that they are not 100% full.

This can obviously be extended to granite.

I hope this makes sense.

Good luck and enjoy all the extra loot !!!!

Bigbelly
23.11.16, 22:47
Note : You should be aware that the economy overview window does not include the collapsing bonus or account for speed ups so dont go there expecting to compare before and after. Use your brain instead ;)

lordloocan
23.11.16, 23:40
[QUOTE=Bigbelly;323119]Hi, and thanks for viewing.

This is my guide to help you harvest like a boss.
You might also find this useful if you need to manage building licenses or save resources on upgrading buildings.

To illustrate this technique (which I call BCNS or Bigbelly's Collapsing Node Strategy) please consider the following layout.

Logically speaking this layout shouldn't work as there are just 3 foresters supporting 16 cutters.
Whats going on? 3 foresters wont make enough trees for 16 cutters. That wont work you are probably saying.
But it does, and not only does it work, but it works better than normal.
How ?
Because this isn't the real world, this is a game, and the game follows the rules laid down by the developers.
No real foresters or cutters actually exist !!!! QUOTE]

Well that's the end of that feature I guess very soon with some game update..!! Most of us have been using that for many years - I have 11 foresters with 2 cutters - oh and works with hardwood too by the way. So not new but shall we place bets on how quickly the devs 'fix' this now it is on the forum Bigbelly?

Faststriker
24.11.16, 06:57
This is a well known trick and have been for ages.
And it have also been tried to change from BB´s side. So doubt it will ever change.

Ilyria64
24.11.16, 08:08
I think its a good guide. I am a new player so i did not know about this. Asuming "everyone" knows something just coz you played for 4 years doesnt make it so :)
Also building your game on something you know is a bug is well your risc. Calling it a feature does not change that :D
Being a new player i like these little tips and tricks guides. So good job bigbelly.
Just my two cents

OleGit
24.11.16, 10:21
'Well that's the end of that feature I guess very soon with some game update..!! Most of us have been using that for many years - I have 11 foresters with 2 cutters - oh and works with hardwood too by the way. So not new but shall we place bets on how quickly the devs 'fix' this now it is on the forum Bigbelly?'




Well if the developers fix this you will lose your unfair advantage over other players who don't know the trick, if they don't other players will be on the same playing field as you. What's your beef?

TheVictorious
24.11.16, 10:42
Hmm, OK I think BB should fix this now, thanks for reporting this, I suggest to move this post to Bugs forum :D


I love trees, I don't like to clear island from trees, trees FTW, hey BB please save the world stop cutting trees :D.

Areop-Enap
24.11.16, 14:26
::tree::::tree:: #SaveTheTrees ::tree::::tree::

:p

lordloocan
24.11.16, 14:47
Well if the developers fix this you will lose your unfair advantage over other players who don't know the trick, if they don't other players will be on the same playing field as you. What's your beef?

No beef just pine logs, beef comes from deerstalkers. Just hope that Bigbelly has the 13 to 16 extra licences he will be needing.

Re even playing field the game has never had that, if you think it has you might want to do some basic research.

Dorotheus
24.11.16, 19:52
Is this as good as it sounds ? Well as the OP has not provided any evidence to back his claims up I'm filing this with all those Nigerian e-mails.

Ilyria64
24.11.16, 20:15
you can try it easily enough with marble. Just move all to one place and see :) doesnt really cost much

Bigbelly
27.11.16, 06:01
lordloocan : sorry if you feel this is an exploit, i dont. I consider it optimizing game mechanics. There are several other game mechanics that are "exploited" by players on a daily basis that were not intended by the developers. Blocking and Loot spot selling come to mind.
Whaaat you only have to kill one enemy to get the loot? That's got to be an exploit ???!!!!???

When i found this loop hole i tried to put myself in the developers shoes to decide if it was a bug and should be reported or if it was just a beneficial side effect. I concluded it was the latter because the developer would have done this on purpose. He wouldnt want to direct 15 cutters into a node that he knew only had 1 resource in it. The alternative would be to write a lot of code predicting and allocating resources which would be heavy on your cpu. For example he would have to (to be fair) send the first cutter to the closest node, then work out where the next most available one was, then check to see if any other harvesters where in it, if there were would the combined extraction of the sum of allocated harvesters exceed the node deposit? How would buffing factor into this? What if the user zzzz a harvester who was enroute or within a node?
The list goes on - what if a harvester leaves a node, and it becomes free, yet has contents remaining and a harvester is allocated and travelling to it, but another harvester has also come free yet he is closer? Do you send the first harvester back? The list goes on.
The choice is a simple and easy system like we have or a very complex worker allocation that would bog down your computer and people might find confusing.

So...because it is not a bug and because there is no "fix" for it I thought I would share it to try and give back to the community.
I have been benefiting from it for years and my coffers and star menu are over flowing.
I wish you the same.

Bigbelly
27.11.16, 06:02
OleGit : love your name :)

Bigbelly
27.11.16, 06:18
Dorotheus : What evidence would you like? I walked you through explaining each step. You should give it a try and see for yourself. What do you have to lose?

To test all you need to do is find a node - any node - that is about to empty and die. Lets say for example you have a stone mine with just 2 granite in it. This is a good one to test because its only a 5 min cycle.
What you want to do is pause every single stone mason you have - we dont want the results being affected by some mason exiting a mine elsewhere.
Select your mason. He needs to be in the mine that is about to die and have a level in excess of the mines contents. For example a lvl 5 mason and only 2 stone in the mine.
Then when you are satisfied that all the masons are paused you go and check what your inventory is for stone. Write it down. Then go and check your mason and see what his Total Production time progress bar is at. You want it to be in the middle somewhere (not just about to finish)

Unpause him and let him work. Pretty soon he will exit the node and it will collapse.
You dont get the loot at that point - he has to return to his mason via the storehouse first.
Once he has done that (you can watch him walk it) check what your inventory for stone is now. You should have got 5 stone, not 2 (adjust for buffs)

Dorotheus
27.11.16, 15:25
Bigbelly:

What you appeared to have missed is a fundamental difference between log and rock deposits. Namely that we have a building to refill log deposits we don't have such for rock deposits.

If memory serves we have had one change of how planters/cutters decide which node to use implemented with a second abandoned change on test. From that we can only assume even if it's on the back burner there is another change somewhere in the development pipeline. Therefore you should be telling people that while it works for now it may not do in the future for logs.

However the biggest issue I have is with rock nodes. I'm not going to mention gran as there is a specific bug with gran which I expect to be fixed soon which will change how we quarry it. Also it's a high level resource out of reach of players under level 60 whereas stone and marble are usable to them.

To mine stone and marble using your technique dictates that the masons are centralized on your main island so as to give them equal walking times to all nodes as you can not predict which node is discovered next. This means there is no favoured node, which means you are paying the penalty of longer walk times to gain those free rocks you are claiming. This can lose you as much as one cycle per hour or if you like 2 hours work per day. For players with level 3 masons this could mean a lose of 360 marble per day just to gain 30 free Marble (actually gains and losses will vary due to the random nature of discovery and geo skill levels). The real clincher is the fact that if you don't adopt your methods if your nodes run out which is the case for the majority your going to get those free rocks anyway. This means it makes more sense to set up your masons for maximum production and not for so called free resources.

BTW I have no idea where you got the silly idea that 1:1 is the build ratio for planters and cutters from, A look in the details tab tells us its 3:2. Discounting walk time 1:30 for pinewood planters, 2:15 for pinewood cutters.

Bigbelly
27.11.16, 20:50
Dorotheus : Yep you are right about the 3:2 ratio but what I see on a lot of peoples islands is a desire to fill the island with trees. Not silly I suppose, they are maximizing their store of a resource. All I meant was instead of having loads and going for this approach you can get better results by using a strategy that isnt obvious - and save on upgrade costs.

Re players with lvl 3 masons : If you had only 3 or 4 masons all lvl 3 then yes you are probably best just placing one next to each node. To use the info I suggested for marble you would want to have enough such that you empty all nodes overnight.

Re the Marble : You wouldnt want to put your masons in the middle of the map. As you said this just introduces long walk times. What you need to consider is that there are two types of "play". You are either online or you are not. If you are online and playing then you can keep sending out geos and always have all of your mines full. Maybe you will be slow and one or two or three will empty but for the most part you will always have all of your mines full.
Then you have offline play. What I find here is that I always log on and have all of my mines empty. In that case what difference does it matter how much time they spend walking vs how much time they spend sitting idle cause the mine is empty?
So what matters is - any extra delay during that online period.

I avoid this my locating my 8 marble masons near the mines at the top of the screen in the middle section right next to the marble but on the left side. At this point I am able to channel them all into the same node at the same time. There are 5 mines in this area and 3 of them are really close to this area so there is almost no delay introduced for this period. As they venture further out yes they do get delays but this doesnt matter because all mines have been emptied by the time I get on in the morning.

The real gain of doing it this way is the fact that when i log off all nodes are 100% full. If I had one mason outside each mine then each node would only be partially full.

Norton_C
28.11.16, 20:45
@Bigbelly: I was wondering how the possible longer walking distance of your arrangement for stone/marble affects overall productivity. But now after you've explained the details of usage it seems to make perfect sense. It all hangs on harvest power and length of inactivity spells. I evolved from 1:1 towards sort of semi-centralised setting in a way using advantages of both. Since I can log in quite frequently I nearly always come back with several mines still standing. But if I wanted to increase harvest power or streached breaks between logins then your centralised solution would be an advantage.

Xibor
29.11.16, 21:51
my head hurts

Norton_C
30.11.16, 01:33
my head hurts

From thinking hard or from banging it against the desk? :)

Xibor
30.11.16, 01:37
From thinking hard or from banging it against the desk? :)

A little of both

Norton_C
30.11.16, 11:32
A little of both

I see. You're trying to press down the knowledge like sand in a bottle so that you can squeze in a bit more, right? :)

RotBlutlachen
13.02.17, 06:19
a lot of you is saying this 'feature' is gonna get fixed like a bug. so can I still try it now?

Legenden
12.05.19, 07:25
Does this still work or it is "fixed", as some people have said it will be?

Budgy
13.05.19, 16:43
Still works