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Thread: [Guide] The ratio for building placement.

  1. #1
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    [Guide] The ratio for building placement.

    The ratio of building placement.
    (This list is for level 1 buildings, meaning if u build it like below, u have a balanced production. Even when u upgrade all the buildings)


    Beer:
    2 x Farm
    1 x Well
    1 x Brewery

    Bows:
    3 x Forester
    2 x Woodcutter
    2 x Bowmaker

    Bread:
    4 x Farm
    2 x Well
    2 x Mill
    1 x Bakery

    Bronze swords:
    1 x Copper mine
    3 x Coking plants or 1.5 x Coal mine
    2 x Smelter
    2 x Bronze weaponsmith

    Coal: (when u build more coking plants go back to a 2:3 ratio with cutters/foresters)
    5 x Forester
    3 x Woodcutter
    2 x Coking plant

    Coins: (verry important to buff all buildings for max profit)
    4 x Gold mine
    4 x Coking plant or 2 x Coal mine
    2 x Smelter
    1 x Coinage

    Hardwood planks:
    3 x Forester
    2 x Woodcutter
    4 x Sawmill

    Horses:
    4 x Farm
    2 x Well
    1 x Stable

    Iron swords:
    4 x Iron mine
    5 x Coking plant or 2.5 x Coal mine
    2 x Smelter
    1 x Iron weaponsmith

    Longbows:
    12 x Forester
    8 x Woodcutter
    3 x Bowmaker

    Pine wood planks:
    3 x Forester
    2 x Woodcutter
    4 x Sawmill

    Sausage:
    2 x Hunter
    1 x Butcher

    Steel swords:
    4 x Iron mine
    6.5 x Coking plant or 3.25 x Coal mine
    2 x Iron smelter
    1 x Steel smelter
    1 x Steel weaponsmith

    Tools:
    1 x Copper mine
    1 x Coking plant or 1 x Coal mine
    2 x Smelter
    2 x Toolmaker

    Other buildings:

    Branch office - At level 17 u can build this building to get trade option between players, and a trade tab in the chat window.
    Provision house - to build buffs, settlers, fishfood, deerfood and combine items in your stock to make higher grade items.
    Tavern - Build this to be able to build extra generals, explorers and geologists.
    Barracks - Build this to be able to build an army.


    - More info -

    Wheatfield and Well's don't cost a Building license.
    When it becomes depleted, u can build a new one on top of it.
    When upgrading a Well it does not add more water, it only doubles the production and the needs.
    Farm:wheatfield ratio is 1:2, recommended 2:3, for 1:1 ratio make sure u dont run out in the middle of the night.
    U can place 1 or more Farms at 1 weathfield (like 2 x mason at 1 mine).
    Farm takes closest wheatfield first then it looks for others.

    Have fun with it,
    Cotax.
    Last edited by Cotax; 02.08.12 at 10:16. Reason: typo's

  2. #2
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    Quote Originally Posted by Cotax View Post
    Farm's and Well's don't cost a Building license.
    It's Wheat Fields and Well's that don't take up a building license, not farms, also they're Coking not Cooking (sorry pet hate of mine - a cooking plant implies a vegetarian restaurant). Btw, a Coking plant needs 1 x Pine Wood Cutter if you want to go one level further!

  3. #3
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    Quote Originally Posted by RuneMunki View Post
    It's Wheat Fields and Well's that don't take up a building license, not farms, also they're Coking not Cooking (sorry pet hate of mine - a cooking plant implies a vegetarian restaurant).
    Corrected the text, thanks.

    Btw, a Coking plant needs 1 x Pine Wood Cutter if you want to go one level further
    It's not the travel time that messes it up for u?

  4. #4
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    I have taken the original guide to buildings by Cotax as my guide and compiled this list of buildings you should have by level 18

    BASIC BUILDINGS
    Wood cutter x 8 Wood mill x 4 Pine forester x 12 Mason x 1
    Fisherman x 1 Storehouse x claimed areas Provision house only 1 allowed House x 8

    INTERMEDIATE BUILDINGS
    Copper mine x 1 Coking plant x 3 Smelter x 4 Toolmaker x2
    Barracks only 1 allowed Brewery x 1 Farm x 6 Well x 3
    Weapon smith x 2 Tavern only 1 allowed Mill x 2 Bakery x 1
    Bow maker x 2 Branch office x1 Guild house only if you want to set up a guild Fields I x 6

    ADVANCED BUILDINGS
    Hardwood sawmill x 4 Marble mason x 1 Forester x 3 Cutter x 2

  5. #5
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    Quote Originally Posted by Cotax View Post
    It's not the travel time that messes it up for u?
    Yes and no. Technically none of the ratios are 100% as they will all have travel time added (unless you can get all the times identical). What is quite common is to place a coking plant a little further away from the storehouse (on the 12s or 16s spots) to help offset the difference between cutter and coking times although that will result in lower production times.

    What I actually prefer to do, is to make sure I'm over producing Pine Wood which isn't too difficult to do. I tend to watch what my pine wood level does over a period of an hour and decide if I need more or less buildings. I also do the same for the coal, hardwood and farms. In my opinion these are the "core" buildings that provide you with the basis for the majority of other things - plus they're always in demand on the trade window

    Also, I've just spotted - bowmakers you need 1.1 Wood Cutters


    Quote Originally Posted by arfer View Post
    I have taken the original guide to buildings by Cotax as my guide and compiled this list of buildings you should have by level 18

    BASIC BUILDINGS
    Wood cutter x 8; Wood mill x 4; Pine forester x 12; Mason x 1
    Fisherman x 1; Storehouse x claimed areas; Provision house only 1 allowed; House x 8

    INTERMEDIATE BUILDINGS
    Copper mine x 1; Coking plant x 3; Smelter x 4; Toolmaker x2
    Barracks only 1 allowed; Brewery x 1; Farm x 6; Well x 3
    Weapon smith x 2; Tavern only 1 allowed; Mill x 2; Bakery x 1
    Bow maker x 2; Branch office x1; Guild house only if you want to set up a guild; Fields I x 6

    ADVANCED BUILDINGS
    Hardwood sawmill x 4; Marble mason x 1; Forester x 3; Cutter x 2
    I agree in part.

    I'd drop one of the bow makers for another bronze weapon smith - you need more recruits than bowmen by a huge number as that's where your casualties will generally occur. For your starting island you really won't need any more than 75 bowmen! So once you hit 750 bows you could actually rip any remaining one's down. You will occasionally get them as loot and they're quite cheap on the trade market too.

    Your copper/coal ratios aren't right.:
    4 x smelters & 2 x bronze weapon smiths will consume (4 x 240) + (2 x 480) = 1920 coal = 4 Coking Plants
    4 x smelters will consume (4 x 240) = 960 copper ore = 2 x Copper Mines

    At level 18 you should have sector 5 available which gives you access to 2 Marble deposits side by side - and you want at least 2 if not 4 Marble Masons there. Also I'd only go for 2 hardwood sawmills so that you build up a surplus for when you get your Longbow Maker. Unlike bows, these are slow to produce and consume a lot of wood so are quite expensive on the trade market.

    Extra Breweries aren't a bad idea either, but not a necessity in the same way as the bits I'm mentioned

  6. #6
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    Thumbs up advised update

    Quote Originally Posted by RuneMunki View Post
    I agree in part.

    I'd drop one of the bow makers for another bronze weapon smith - you need more recruits than bowmen by a huge number as that's where your casualties will generally occur. For your starting island you really won't need any more than 75 bowmen! So once you hit 750 bows you could actually rip any remaining one's down. You will occasionally get them as loot and they're quite cheap on the trade market too.

    Your copper/coal ratios aren't right.:
    4 x smelters & 2 x bronze weapon smiths will consume (4 x 240) + (2 x 480) = 1920 coal = 4 Coking Plants
    4 x smelters will consume (4 x 240) = 960 copper ore = 2 x Copper Mines

    At level 18 you should have sector 5 available which gives you access to 2 Marble deposits side by side - and you want at least 2 if not 4 Marble Masons there. Also I'd only go for 2 hardwood sawmills so that you build up a surplus for when you get your Longbow Maker. Unlike bows, these are slow to produce and consume a lot of wood so are quite expensive on the trade market.

    Extra Breweries aren't a bad idea either, but not a necessity in the same way as the bits I'm mentioned
    Thanxs
    I have modified mine to 4 x coking plants and 2 x copper mines and added 1 more bronze weaponsmith.

    I had not considered travel distances from storehouse before but I can see the sense in looking at them as well and would like some advice about that.
    I am thinking those that take longer to produce closer to storehouse?

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    Back to page 1

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    This needs to be sticky.

  9. #9
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    it's enough if this thread is included in important links?

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    Quote Originally Posted by Killste View Post
    it's enough if this thread is included in important links?
    Atleast it would be a lot better than the current situation. This is very useful thread.

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