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DreySA
13.06.17, 07:09
The following is a simple guide I have used for getting a balanced setup for the new Settler
This guide is primarily for levels 1 to +- 21.

It will be to your advantage to have a look at this link for Production Ratios A big help!:- http://settlersonlinewiki.eu/en/productions/

Buildings

3 Sawmills (of each type)
6 Cutters (of each type)
9 foresters (of each type)
12 Farms
12 Fields
4 Copper Smelters
2 Toolmakers
4 Iron Smelters
4 Steel Smelters
1 Gold Smelters
1 Coinage
4 Bronze Weaponsmith
1 Iron Weaponsmith
1 Steel Weaponsmith
1 Bowmaker
1 Longbowmaker
4 Coking Plants ( get Recycling Manufactory/s when you can)
3 Bakery
6 Mills
2 Stables
6 Breweries

The following buildings will vary as you level. The fish, meat and sausages are used primarily for making buffs.
Do not build more than you need!
Fisherman
Hunter
Butcher

There is a special case for cutters and foresters. Place the cutters adjacent to the storehouse. Place the foresters on the outside of the cutter. See the placement image below.

NOTE: It is not necessary to build these numbers from the beginning. Take your time, and add to the numbers as you go. Remember, it is good to upgrade the buildings when you can.


Masons

Have 1 mason per deposit (both stone and marble) below level 21.
Later you can reduce the number of masons, have one serve 2 or more deposits.
Marble masons are useful throughout the game.

(You can convert stones to marble in the Provision House)

Mines

3 Copper mines, at level 2, and buffed
6 Iron mines, at level 2, and buffed
(See "Buffing" below)
As you level, the number of iron mines needed will fluctuate.

Coal

Coal is important at lower levels. Building coal mines is a waste of a building spot, and resources. Rather keep pinewood cutters buffed, and coking plants buffed. This will give you a steady supply of coal.

Science

One of each should suffice.

I left out wells, as I feel far too many are needed. My suggestion is to add wells as needed.
The following are expensive to build. Most of us can only afford to build one of each.
Titanium Smelter (at level 35), Crossbowsmith (at level 36), Damascene Weaponsmith (at level 41), Cannon Forge (at level 48), Exotic Sawmill (at level 31), Wheelmaker (at level 42), Carpenter (at level 43), Powderhut (at level 47),

Buffing

Buffing a mine increases the output! It does not make the mine deplete faster. Upgrading the mine will make the make deplete faster.
Buffing a production building will increase the production by x2, or x3, depending on the strength of the buff.

Upgrading

This is important! 1 level 3 building produces the same amount as 3 level 1 buildings. On top of that buffing one level 3 is more efficient.
Upgrade as much as you can. Start from the bottom, ie. Basic, then work up the tree.
Most folk upgrade up to level 3 at the early stages. Beyond level 3, the upgrade becomes expensive, using resources you will struggle to obtain. The more you upgrade, the higher is the production.

Building Placement


http://imgur.com/vhGspVr.png



Try not to have a travel time of 40s or greater!



Recommended guides:
I recommend PinkTutuPrincess' Guide for beginners. http://forum.thesettlersonline.com/threads/31942-PinkTutuPrincess-Guide-for-newbies
https://forum.thesettlersonline.com/threads/35760-Home-Island-Sectors-and-building-placement
Rewards for experience points. http://osettlers.com/en/help/points-experience
Settlers Wiki - lots of info http://settlersonlinewiki.eu/en/homepage/
Island clearing is: http://settlersonlinewiki.eu/en/island/conquer-island/
Types of Adventures: http://settlersonlinewiki.eu/en/adventures/types-of-adventures/
List of some Chat Abbreviations: https://forum.thesettlersonline.com/threads/31218-List-of-abbreviations

General:

[The information here was kindly sent by OleDragon of T-G-O Northisle]
Some of the comments below relate to guilds.
Lots of info below that you won't necessarily need immediately - but take a copy and look at it again later, it may help you with a few things.


1. Don't build extra buildings as you will run out of building licenses. Upgrading a building is generally better that building lots of low level buildings. There are also special buildings which don’t use licenses - These can be distinguished by the yellow star in the top left of the building production window. These can be obtained in events, purchased in Market and Guild Market, In Trade Office or gifted. NB not all items can be traded.

2. Any storehouse is Ok - what goes into one storehouse can be used from any other without delay. Building most of the buildings near a storehouse will reduce the time a building takes to produce items. NB: When your storehouse if full your buildings will stop producing that item.

3. Gold Production: This means Gold Mines, Gold Smelters, Coinages. These are expensive on resources and these items along with a few others would only ever be running when the buildings are buffed. I have seen a calculation that said the resources to build a gold mine was worth about 200 Gold coins , but running it unbuffed only produced about 32 gold coins. Therefore run them buffed and upgrade them as you can but unless you can refill the mine but do not upgrade it past level 3 unless required for quest. Alternative is don’t build them at all and just sell any of your Gold Mine Refills in TO say 1000 Refill for the cost of 2000 coin (but check first what current prices are)

4. Collect all the collectibles that turn up a max of 3 times a day. If you look in the Mayors house there is a collectibles tab - and in there you can create buffs etc. Those use the collectibles as ingredients. There is one called a Skunk about half way down the list - I always aim to make him and store in my star as I can - as he speeds up troop production in the barracks and you will need that lots later. I then use up the other items creating some of the other buffs.

5. Gems - Required most items available in the market. Where possible save your gems and use them to buy things which will actually be useful to you and not for items you can get another way like in the Trade Office later.
There are several ways of getting gems.
a. Every 7 days in the game you will get "gifted" 100 gems.
b. The letters Quests out of the Excelsior give 50 gems at the end of the quests. These can be a good way of earning gems.
c. Happy hours - every now and then BB will issue a happy hour where you can spend real life money and purchase packs - and basically buy 1 and get 1 free type things. The gems are then sent to you in-game for use - can take a wee while from purchase to appearing in-game. I don’t like spending my real money for gems if I can help it.
d. Gem pits - they are purchased in market for 20K gems but will produce 40K gems over about 6 months - any player is only allowed to have a max of 10 gem pits all up.
e. Gem Package of 100 gems can be purchased in market for Star Coins, once a week. It will be awhile for you to start earning Star coins in the game.

6. : Special Trades In guild you will find that there are a couple of requests for trades. These are for 2 reasons - to make some space in the storehouse and to complete a quest that which is to gather/sell/buy an item.
a. Star Bounce. Player A's storehouse is full of Pine Logs, they ask for help to Star bounce up to xxx K of Pine logs. Player B sends say 100K of pine logs to Player A. As there is no room in storehouse the excess goes into Player A's Star. Player A then trades back 100K pine logs to Player B, this comes out of Player A's Storehouse leaving room to continue producing Pine Logs. And Player B still has all the Pine Logs he started with.
b. Bounce Trade. This helps with gather/sell/buy type quests. Ask someone to help with trade bounce. Basically you trade them an item then send a second trade that is the reverse of the first trade - that way both parties keep all their own resources - but the action triggers the quest to list as being completed. Ie Sell 100 pine logs for the cost of 1 fish, then sell 1 fish for the cost of 100 Pine logs. So 2 trades in this instance.

7. Generals - there are a lot of generals that can be bought - mostly for gems. When you start clearing island and doing adventures it is very easy to buy a general which is not that helpful. Ask the higher level players in guild chat about what may be best general for the stage you are up to. Generally the most helpful for you will be one of the generals that cost around 7K. Please ask we are happy to help with advise.

8. Once you have completed the clearing of your main island - we have found that a Stealing from the Rich (STFR) adventure is a good starting point. You need to make 200 Cavalry, 190 Soldiers, 35 Longbowmen. If you play the adventure right, you don't lose these. All the rest are Recruits which you will need to keep making. The adventure can be bought for Map Fragments in Market or a guild member may have some available. This is a 2 person adventure - and the 2nd spot loot spot) can be sold for gold coin (about 500) in Trade. Talk to us when it is time and we can help you through this adventure and the processes.

9. Loot Spots (LS): These are on adventures which can have 2 or 3 players (not the co-operation adventures). Basically Player 1 clears most of the adventure and gets the majority of the XP. They invite/Sell the other spot - a person who accepts/buys a loot spot needs to make a kill of at least 1 enemy troop. This is a good way of earning coin or in a loot spot to earn you resources.
a. In the guild we offer LS spots either free or at reduced prices. Once you can makerecruits and cavalry and have your first general - then you will be able accept loot spots. Try them first in guild before you purchase any loot spots in Trade Office (they are what all the people buying a fish (in this case it represents the spot - for lots of gold coin)
b. If you only have generals purchased out of the tavern - ensure the person who offers the spot knows you have a Tavern General (aka a slow general as they take 30 mins to leave your island and arrive at an adventure) that is in case they have a limitation on the time they have available to complete the adventure.
c. For a start I would suggest if you take a loot spot then load your General with 5 recruits and 5 cavalry - this will ensure you can kill at least 1 enemy when you get there.
d. When you get to the adventure ask which camp they want you to attack. Advise when you have made a kill so the person managing the adventure knows when they can complete.

10. Events: These happen throughout the year and gives the opportunity to get special buildings, good generals , explorers and other good things. Some events can seem intense - where you get the item needed to purchase things you may need to do lots of adventures or have loot spots. The ones who have played for a while can be asked what has happened in the past. These quest items are often traded a lot in the trade office. These events run for about 3 weeks or so. Following is a sample of some of the events
a. Christmas - you gather presents - this is not intense but if possible you logon at least once a day to open a door in the calendar, and to do specific quests and send explorers on searches for presents, a few specific Christmas adventures.
b. Easter - gather eggs - perform special quests, get eggs from adventures and loot spots, explorer treasure searches etc.c. Halloween - gather pumpkins - similar to the Easter event but also produce pumpkins in cemeteries that need a bit of management.
d. Soccer World Cup - Collect Soccer balls. I have not done one of these so not sure all the requirements.
e. Some other ad-hoc event type situations may pop up but you will be warned with a window popup in the game.

__________________________________________________ __________________________________________________ __________________________

Comments and suggestions would be greatly appreciated.

Brotherjon
13.06.17, 08:49
Nice list... Recommended buffs to use (or not) might enhance this a little.

BB_Saqui
13.06.17, 09:15
Sometimes a bit of direction like this can help those who are struggling - cheers for taking the time to post it!

topgearfan
13.06.17, 13:35
14 Cutters (of each type)
1 foresters (of each type)

?

Dorotheus
13.06.17, 17:37
I don't see any coal producing buildings in your list.

Fancy_jones
14.06.17, 09:23
nice drey

Brotherjon
14.06.17, 09:27
I don't see any coal producing buildings in your list.

4 coking plants are in there...

Budgy
14.06.17, 09:58
If you have a few non-tavern gens you can almost completely stop losing militia and soldiers. So no more need for iron mines. Your smelters can go to sleep and the weapon smiths too. Just run them with a buff once in a while.

DreySA
14.06.17, 10:16
I changed the number of stables, I had 6 at first. I did add coking plants, as I missed them :)
I know there is a bug concerning the number of foresters needed, but I stuck to the BB ratio.
Concerning what buffs to use, there are too many different types. At early levels, its fish platters, solid sandwiches and later gift baskets. I recommend using fish platters for those balancing quests.
I think iron mines are important for the sub 40 levels, less so for the 40 to 50 levels.

SnowBlizz
14.06.17, 14:44
Funnily enough some of the things I was going to point out are already changed. Got it pretty much spot on.

I do wonder where steel swords are.
Personally I only have 1 iron swordsmith and only 1 steel swordsmith. If kill so those can't keep up you are playing it wrong!
I would also suggest more bronze swords. Think flipping iron and bronze requirements would be more useful considering how the more efficient guides are set up to kil mostly recruits.

I would suggest at least 1 bowmaker and 1 longbowmaker to stock up since as you start doing VLTs and you'll want to last leg from 48-50 ay least you burn a lot of bowmen.

A note on coal, coal useage explodes post 50 so it'll be worth planning for an expansive coal sector. Which means planning for forresters and cutters since coal mines are a bit of hassle.

Can never have enough iron mines, good trade opportunities if you don't use as much yourself.

DreySA
14.06.17, 14:59
Thanks for the comments and suggestions.
I have edited the list as per Snowblizz's suggestions.
I do wonder at the 4 gold smelters. I myself only use 2, and then rarely.
Having 8 Iron smelters seems a tad overkill for me.

As said before, your input is most helpful.

BB_Saqui
14.06.17, 15:49
It's nice to see how a little bit of feedback - which is humbly accepted by the original poster of course - can improve an already good guide. Great work community!

SnowBlizz
14.06.17, 17:40
Thanks for the comments and suggestions.
I have edited the list as per Snowblizz's suggestions.
I do wonder at the 4 gold smelters. I myself only use 2, and then rarely.
Having 8 Iron smelters seems a tad overkill for me.

As said before, your input is most helpful.

Ah yes! I knew I was forgetting something. Yes 4 goldsmelters are overkill IMO. It's hard work having a profitable goldchain so I would (and did) only have 1 each and only run the buildings as needed for quests.
Ofc my island and buildings were extremely lean and geared towards adventuring. Speaking of which I realise I'm propping up my chains with x2 buffs, so I'm slightly "underpowered" in the iron and steel chains (I was wondering why I had so few iron/steel smelters compared to your list).

A lot depends on how intensly one plays adventures. I survived for quite a long time with only 1 each of the weapon buiödings except bronze swords as I rarely killed other troops thna recruits.

t00tie
14.06.17, 18:08
Nice list, here are the few things I disagree with or would just do differently:

You have WAY too many foresters. With all at same level I have exactly twice as many cutters as foresters, that's 2:1 where you have 2:3. You only need more foresters if you consistently see red "!" over your cutters. This is because of how the game works, econ view is wrong here.

For gold chain I only ever had one each of gold smelter and coinage. Depending on how you play there are other way better ways of getting gc, for me the easiest way is to sell ls. Gold mines are expensive and you often get more gc selling the buffs than you get from using them on gold chain, especially at lower lvl buildings. My gold chain is lvl 6 now and I only ever run it for quests. I run gold towers but only with 2x buffs or unbuffed. Gold mines are expensive.

Mines: I always build all iron, copper and coal mines. I take all to lvl 3 and put a feast on. At lower lvl taking to lvl 2 and getting a friend to feast them is an alternative. Both options the mine runs out before the feast. Iron in all forms sells well if you need gc.

Once you start doing Tailors you will need a LOT more bowmakers, worth thinking of when you get your first vlt quest (lvl 46?).

No point in having many masons of any type if you can't send out geos often enough.

Whether you buff everything or not should also potentially double/halve the number of feeder buildings (mines, smelters etc.).

Upgrading: I never upgraded bottom up. Need more steel swords? Upgrade a steel weaponsmith or build another and upgrade it. Then panic and chase red arrows in econ view until it's sorted :D

Building placement against a store is important too, I prefer high value stuff nearest a store but buildings with long cycle time don't need it as much.

All that being said it all depends on your playing style, I typically adventure as much as possible and have crazy high weapon production compared to players who, um, collect decos or whatever it is they do here :D

t00tie
14.06.17, 18:21
Other things relevant but unmentioned:

There is a level 50 quest that needs you to have 200,000 storage, worth planning for.

To do VLT, which you should as soon as you get cannons at lvl 48 (or earlier) about 4000 population is a decent goal. It can be done with less but losses on your first vlt, especially if you don't have lots of fancy generals, are easily 5-7k. You will want more and much more later.

The best way to free up building licenses is to replace nobles with star nobles you buy (either for gems or in TO). Expensive but worth it.

BB_Saqui
15.06.17, 09:48
There is a level 50 quest that needs you to have 200,000 storage, worth planning for.

Yep, this caught me out big time - good heads up!

WanaBSettler
15.06.17, 16:31
Very nice Post Drey. This will surely help guys getting a good working setup island to go into the bigger levels with. As you grow each can add or specialize as they wish.

Thanx for taking the time to post this. will direct all newer guildies here...

Satyr1448
16.06.17, 08:50
nice work indeed - but missing one cruxial point entirely: its talking about buildings ... but what it should talk about is the sum of building-levels (and preferably aquired in as few actual buildings as possible!!!) - 1 building level 3 produces the same amount as 3 building level 1 ... but obviously using only a single building license to do it, and also only a single buff at a time to double production, and less space around your storehouses ... all in all: build tall, not wide!

tomasin
16.06.17, 13:53
3 friaries or 6 breweries ratio is wrong. 1 friary has production equivalent of 4 breweries.

BB_Saqui
16.06.17, 15:37
all in all: build tall, not wide!

This is certainly a good mantra to live by! :)

CenturionSA
17.06.17, 08:44
Thanks! This will be good reference for to 20's to 40's methinks.

maryam1
17.06.17, 11:35
I am noting as I did in global chat several tiles, that this is meant to be EARLY STAGES.

Perhaps you could define what you mean by early stages...for me this is L 1 - 35. Most people who understand the game mechanics have got the principles of a good eco and how to trade sorted by then. Before then is when people need help.
You also mention silos.....silos are not something I associate with early stages.

Maybe there needs to be a note about event buildings like silos and recyclers.....as most people in the early stages wont have enough gems to purchase these, events are the only possible way.

Otherwise, its good and something that has been needed for a while, thank you!

Budgy
17.06.17, 13:58
Don't forget a gem pit. If you are still having fun after lvl 30, you should invest in a gem pit. Save all the weekly gems, do as many excelsior short letters as possible and/or buy gems (when they are on sale).

It's a big investment but so worth it. If you buy 1 gem pit the other 9 are " free" .

Edit: Is lvl 30 the right moment?

EasyTarget1
17.06.17, 22:52
I have 21 pinewood cutters supported by 3 foresters, the cutters are of a much higher lvl too. The need to save bl for pop buildings early on is very strong. So I suggest you take advantage of this feature.

Dorotheus
18.06.17, 09:10
I have 21 pinewood cutters supported by 3 foresters, the cutters are of a much higher lvl too. The need to save bl for pop buildings early on is very strong. So I suggest you take advantage of this feature.

This is something which shows you have a good understanding of the underlying mechanics, this would require players at that level having a mentor willing to explain these underlying mechanics to them.

EasyTarget1
18.06.17, 11:14
Can't find the thread I learnt this tip off of but it's pretty easy. Have a storehouse and around it place 3 foresters with short walks supplying 3 different deposits. Then place as many cutters as you wish. The foresters only need be lvl1 the cutters can be any level. This works for different wood types but have each type in there own area. Do not buff the foresters.

It will take a few days to settle down and will result in most of the trees on your island being removed.

The cutters get there full load off of 1 deposit.

Drey_3
24.06.17, 12:11
Perhaps you could define what you mean by early stages...for me this is L 1 - 35. Most people who understand the game mechanics have got the principles of a good eco and how to trade sorted by then. Before then is when people need help.
Not much can be said to help those before level 1!

t00tie
22.07.17, 23:10
"9 foresters (of each type)"

This is WRONG! For 6 cutters you need 2, maybe 3 foresters.

If you have too many this is easy to test:

Turn off all foresters. Wait until your cutters get a red "!" over them (which means empty deposit). Then turn on 1 forester for every 3 cutters. Wait a few hours/days until it stabilises, delete the remaining sleeping foresters. You can then fine tune by turning foresters off until you get red "!" over them again, turn the last one back on and wait for it to stabilise.

numa
23.07.17, 09:19
Well this depends on what you want your island to look like. Personally, I don't like having no trees on my island, so I have more foresters to keep the production balanced.

TheVictorious
25.07.17, 10:16
"9 foresters (of each type)"

This is WRONG! For 6 cutters you need 2, maybe 3 foresters.

If you have too many this is easy to test:

Turn off all foresters. Wait until your cutters get a red "!" over them (which means empty deposit). Then turn on 1 forester for every 3 cutters. Wait a few hours/days until it stabilises, delete the remaining sleeping foresters. You can then fine tune by turning foresters off until you get red "!" over them again, turn the last one back on and wait for it to stabilise.


it is not "WRONG" at all! what you do people is wrong, and I hope BB fix this soon, it is not really what Forster and cutters designed for.

Budgy
25.07.17, 12:16
it is not "WRONG" at all! what you do people is wrong, and I hope BB fix this soon, it is not really what Forster and cutters designed for.

We are not wrong, we are just using all the options in the game, just like blocking. (Using the game mechanics in a way that was originally not intended by BB)
If BB "fixes" this I want a queue in the bookbinder first ;)

TheVictorious
25.07.17, 14:25
We are not wrong, we are just using all the options in the game, just like blocking. (Using the game mechanics in a way that was originally not intended by BB)
If BB "fixes" this I want a queue in the bookbinder first ;)

Block is just different, as BB said, they consider Blocking but not support it, but this is an issue with production system that they have and people use it as not designed originally, the problem is the "last" 1 resource in deposit need to be fixed anyway, queue is feature not bug.

Bluesavanah
26.07.17, 10:18
it is not "WRONG" at all! what you do people is wrong, and I hope BB fix this soon, it is not really what Forster and cutters designed for.

BB did try to fix it and the changes were reversed, so don't hold your breath.

TheVictorious
26.07.17, 10:29
BB did try to fix it and the changes were reversed, so don't hold your breath.
So they are trying :)

Budgy
26.07.17, 13:16
So they are trying :)

I remember them trying it years ago, but couldn't get it working properly. Same with queue in bookbinder, it's "impossible" that's why we got recipes for rph.

TheVictorious
26.07.17, 14:53
I remember them trying it years ago, but couldn't get it working properly. Same with queue in bookbinder, it's "impossible" that's why we got recipes for rph.

There is nothing impossible, it is all depends on estimation on efforts and how much they cost, if they going to do refactor (or re-write) a block of code, they could do that, the queue is exist on many buildings, so it is not impossible to bookbinder, but if they do that, they need to rewrite bookbinder code, the problem with bookbinder that resources can be easily gone, also the incremental part of it, and recipes for RPH not because it is impossible but because the new content and new skills, planning for game features is not like someone think then apply, it is a study could take months or even years.

DreySA
09.09.17, 09:33
Added some handy links for game information.