View Full Version : Has anyone found the optimal spot for xmas market
As the title says looking towards tomorrow has anyone worked out the best place to maximize the benefit if fully upgraded to 11x11 zone to place the market also does anyone know if a building has to be fully covered to receive the buff....i wasnt gonna try for this but then i thought +300 buff that i can reuse every 12 hrs for basically free have to try if i can find the best spot to use should cover 20 plus buildings
Some examples in this thread on the test forums; https://forum.tsotesting.com/threads/23226-Christmas-Market
This post specifically; https://forum.tsotesting.com/threads/23226-Christmas-Market?p=50268&viewfull=1#post50268
Personally, I will place it in S9 and fit in 24 buildings; https://prnt.sc/lsn4mx (required to have some mountains destroyed though).
ty yeah i am messing on test server at mo with a empty island
Confused! It would be nice if, when you click on the Xmas marke,t it shaded the area affected.
I've placed my first in what I thought was a good position but it is not clear what is & isn't covered. If there is a previous buff, the Xmas market one isn't stated. One workshop, not otherwise buffed, says Xmas market buff. Another I would have expected to be included based on its relative position & also not otherwise buffed, doesn't & I assume isn't.
I'm also not sure what happens if the workshops aren't strictly adjacent, square by square. Sometimes there is a small gap. I don't want to move things a tiny bit if I don't have to.
It would be nice if when you click on the market it shaded the area affected.
Confused! It would be nice if, when you click on the Xmas marke,t it shaded the area affected.
I've placed my first in what I thought was a good position but it is not clear what is & isn't covered. If there is a previous buff, the Xmas market one isn't stated. One workshop, not otherwise buffed, says Xmas market buff. Another I would have expected to be included based on its relative position & also not otherwise buffed, doesn't & I assume isn't.
I'm also not sure what happens if the workshops aren't strictly adjacent, square by square. Sometimes there is a small gap. I don't want to move things a tiny bit if I don't have to.
It would be nice if when you click on the market it shaded the area affected.Click on the market, move the pop up box to one side then click on the level icon et voila! prnt.sc/lv0m4z
LordCerveau
01.01.19, 15:46
What about placing stores in there ? one of the screenshots didnt have any, wont that destroy some of the advantage ?
Why sacrifice walking times which will increase production times and reduce the affect vs the traditional method ?
Id like to see a plan with stores placed optimally :D
What about placing stores in there ? one of the screenshots didnt have any, wont that destroy some of the advantage ?
Why sacrifice walking times which will increase production times and reduce the affect vs the traditional method ?
Id like to see a plan with stores placed optimally :DPlace storehouses around the outside so you don't lose a space for a resource building. prnt.sc/m1wc6p prnt.sc/m1wcma
Mannerheim
01.01.19, 17:09
What about placing stores in there ? one of the screenshots didnt have any, wont that destroy some of the advantage ?
Why sacrifice walking times which will increase production times and reduce the affect vs the traditional method ?
Id like to see a plan with stores placed optimally :D
It will entirely depend which buildings you place around it. With higher production time building it will have little to no effect compared to the gain. Here is my S2/S5 with high production time buildings (12-40min) so the storages are outside the area. However if the building would have a small production time I would have placed 4 storages to the inner corners (arrows) and still have 26 buildings covered by the market: http://prntscr.com/m1w78b
I also have another one at S3 currently mainly for friaries but also as reserve for possible future additions or economic needs with a tighter storage network: http://prntscr.com/m1wdxm
rathbone93
01.01.19, 19:41
I put mine in sec9. I chose to put one storehouse within the buffing range to decrease production time (this way, only one building has a 14sec walk to a storehouse, and most are 8 or 10). There's still 3 more spots I could fill when I get around to using the demolition thingies, which would bring me up to 29 buildings:
https://prnt.sc/m1xpvh
I found a space where 30 buildings is affected by the buff and possible to place storages on the outside for good walk times!!
Enjoy this s2 setup which asking me is the best possible.
https://prnt.sc/m2byak
I found a space where 30 buildings is affected by the buff and possible to place storages on the outside for good walk times!!
Enjoy this s2 setup which asking me is the best possible.
https://prnt.sc/m2byak
exactly same layout as me which was the best found on the german servers there is another 30 spot but you have to remove rocks/mountains
sec 1 in front of mayor gives 28 spots like this... havent gotten more out off if : http://prntscr.com/m2x0r7
Thanks to TiuBean sec 1 also gives 29 spots buffed like this : http://prntscr.com/m535pg or http://prntscr.com/m51ru2
SettlerPiter
04.01.19, 16:21
1. Basing of known geometry and TSO map grid, you can't do 11x11, 9x9, 5x5 symertical cover starting in 2x2 building.
2. You may see 3x3 squares gap in the middle... why?
1+2. Answer is that BB programers used 6x6, 10x10 and 12x12 coverage which can be seen as corners of each small 1x1 green square. So 5x5 "areas" grid got 6x6 "corners" grid and so on.
You may see it below as CAD drawing:
http://prntscr.com/m31j4h
https://image.prntscr.com/image/Ek7VhcTQQMe7yv1yQcmEgw.png
White - island grid
Green and green dashed - 11x11 squares grid
Dark green hatch - the REAL 12x12 coverage.
Green lines in the middle mark Market placing.
Here is a sample from tsotest with 12x12 area (marked with pavements to make it simple to see):
http://prntscr.com/m31mjs
https://image.prntscr.com/image/NmcOw-oqQfOVEhpMfGTJgw.png
As you see - lvl4 buff covers all buildings placed completely inside 12x12 square. There is nothing like "top-left corner" or anything like that involved. You may see 4 buildings placed partialy out od 12x12 zone - they are not covered.
BTW - friary (and water mill) needs left and middle (4 total as other buildings) squares covered to use buff (two right squares are just a graphic add-on).
And finaly - inside 3x3 gap in green grid becomes only 2x2 in map grid (for squares ocupied by merket itself).
Things I just show are just theory, but upholded with two screens you can see. If you think I'm wrong - feel free to prove I'm wrong ;]
Cheers.
30 buildings covered by the market buffs in s2/s5: http://prntscr.com/m3cggf
Slowest walking time of any of the buildings (the southeast intermediate papermill) is 72s.
Better times, more money !!!
Best positions and times of simulated Buildings and Storehouse on Test Server.
Sector 1 - 29 Spots by RNG-TiuBean
https://prnt.sc/m9kd7k
https://prnt.sc/m9kd7k
29 Coinage Level 6 = 20240,55 Gold Coins in 12 hours.
Sector 2 / Sector 5 - 30 Spots by "Who found this Spot, Thanks!" =D
http://prnt.sc/m9jtkl
http://prnt.sc/m9jtkl
30 Coinage Level 6 = 21013,39 Gold Coins in 12 hours.
Areop-Enap
21.01.19, 10:23
Personally I prefer sector 9 for xmas market production. 29 spots which includes 2 gold mines. Walk time between 3 and 10 flags with storehouses positioned strategically around the square.
Here is a screenshot, not completely set up buildings yet (saving three spots for flowerfarms near storehouses in upcoming event in - I suspect - February & might use the three longest spots for small pumpkin cemeteries) but lined up the important details:
Yellow line = lvl 3 buff | Total of 15 buildings
cyan line = lvl 4 buff | Total of 29 buildings
https://i.imgur.com/jFC1aLM.png
Personally I prefer sector 9 for xmas market production. 29 spots which includes 2 gold mines. Walk time between 3 and 9 flags with storehouses positioned strategically around the square.
do you have a screenshot of yours
Graciethecat
02.03.20, 15:40
Has anyone found the best placement for the Love tree or are you moving the love tree to the S9 location and moving the market elsewhere? (and if moving to where?)
thank you
cheethamhill
03.03.20, 06:34
https://prnt.sc/rap4va s2/5
49 spaces which includes the FT castle plus room for 8 tributes and a fair few storage towers..
cheethamhill
03.03.20, 06:41
Better times, more money !!!
Best positions and times of simulated Buildings and Storehouse on Test Server.
Sector 1 - 29 Spots by RNG-TiuBean
https://prnt.sc/m9kd7k
https://prnt.sc/m9kd7k
29 Coinage Level 6 = 20240,55 Gold Coins in 12 hours.
Sector 2 / Sector 5 - 30 Spots by "Who found this Spot, Thanks!" =D
http://prnt.sc/m9jtkl
http://prnt.sc/m9jtkl
30 Coinage Level 6 = 21013,39 Gold Coins in 12 hours.
got 31 in s2/5 all level 6 coinage and with pfb and love tree its about half of what you claim...even with the 2nd market running with another 20 coinage and pfb its about 170k per 12 hours
got 31 in s2/5 all level 6 coinage and with pfb and love tree its about half of what you claim...even with the 2nd market running with another 20 coinage and pfb its about 170k per 12 hours
the 20-21k per 12 hrs they claim is about right
cheethamhill
03.03.20, 08:45
20/21k for what? per 29/30..for 12 hours? what buff? non buffed? the only way I see 21k is 29/30 with rainbow,no love tree or pfb. ie 174x4x30=just shy of 21k...
mine are 174x22x31=118k for love tree'd market with pfb and tbh I read it as 200k-hence the "about half"
Powered by vBulletin™ Version 4.0.4 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.