that is not possible to say
we don't know your amount of buildings, your number of licenses, did you have free space and million other things. for every player will be different.
i think even one stable we don't need, a lot horses we get in loot. 700 horse per day we need for one elite stable on level 6. some players don't like make production on that way, but for me that is ok,
with rest i agree totally
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this is my calculation how many coal we need to make one unit (be aware maybe i made mistake). calculated with x2 buff every buildings in production line
recruit 12,5 coal per one (90 000 coal for 7200R per day with x3 buff on barrack)
milita 70 coal per one
soldier 130 coal per one
elite soldier 320 coal per one
swordsman 63 coal per one (81 900 coal for 1300 swordsman per day with x3 buff on barrack)
mounted swordsman 71 coal per one (69 225 coal for 975 mounted swordsman per day with x3 buff on barrack)
knight 7,75 coal per one
coal use is not that high as some players think
BB don't understand their own game
Like a lot of things about this game what is needed is not writ in stone and is best defined by each individual player. In my case I have the following check list.
Storage 400k
Population 25k
Building levels Minimum of level 5 with the exception of 1 level 3 wheelmaker.
As many explorers as the game will allow you, a minimum of 16 jolly geo's, obvioulsy until the new stuff goes live it's at best a educated guess as to what would be a minumum collection of generals.
When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's
OK, i found smth that needs change of strategy.
New 48h buff, needs 500 raw meat for 1 buff.
Old 24h buff needs 150fish/100bread/50 sausage for 1 buff. (double that for 48h, i.e. 300fish/200bread/100 sausage)
You could almost say, that raw meat demant stays the same, maybe somewhat more, and you get much lower bread and fish demands.
You could almost tear down butchers.
New 48h buff needs 15minutes per unit, old 24h buff, needed 5minutes per unit (unbuffed)
maybe provision house will not be able to keep up with production needs...
(4b/hour = 100 per day = 200 buildings buffed per 48h)
Yes he does, fishes main use within the high end game were the feasts, remove the need for feasts and where left with? meat top ups? I am going to need around 23 deerstalkers to make this happen (total, not 23more). Thats assuming I pause/demolish all the butchers. I will probably pause them, seeing as no telling what buffs may arrive next year. I like the 48hour buff, But i am not keen on the way it destroys the need for my butchers and fish buildings.
It would be really nice to get a week or two (or forever) of free-building-movement when this new stuff comes out.
I freely admit that my island economy is not very well balanced, there are a large number of buildings that stay perma-snooze zZzZzz.
With maybe 15 (ballpark) new buildings to cover new army, it would be very nice to finally knock some surplus old buildings down and shuffle others around.
I think quite a few people would like all their new buildings in little groups (maybe where current fishers or farms are sitting) yet, without paying movement fees, that basically only leaves archipelago.
One area I really would like to get balanced is farms as wheat use has been steered by recent changes:
Lots of Schools = less need for baked settlers
More settlers in many loots, most now guaranteed drops = less baking
Different buffs = 100 bread per 24hr rather than 60 per 6hr
Probably less horses needed as many use MMA where horses were lost and new stables uses only a few
++ More brew needed
== Less farms than I currently have... even less when some are swapped to the Halloween farms
Plenty of stuff to demolish
Plenty of stuff to move around to make groups
Plenty of cost involved when some of those are high level buildings at level 5+
Anyway, regarding this thread... all that can wait until after new stuff settles the trade economy... just got to find room for those new buildings and maybe some more population.
My planning is fairly simple :-
1. accumulate enough stalks to buy MG, at least one set of sector deeds
2. Make as many bread soldiers as humanly possible.
3. Make 10 days worth of Mayors house buffs (skunks and masters toolkit)
4. buy 300 BK adventures and have a strategy to do them fast (you don't want to be at PC all day)
5. buy arrows, catapults and assasin on cooldown.
6. Accumulate as much granite and exotic wood planks as possible.
7. Take some time to catch up on real life.
8. Have a big adventure rtf and all the troops rebuilt, probably CLT or HLT.
Regarding Island economy not touched anything as such except to add stables x5, IF the Grilled steak is 50 meat to build then 10 fishfarms go back top star menu to free up space for free buildings from events in future. Will buy Improved farms and Improved silo over time for new Islands I presume they will be in merchant after Halloween. Don't really need any more population buildings unless they happen to drop or come from events.
The economy is hard to judge but I don't think much will decrease in value except fish, traditional weapons will still be needed as the rebuilding times on AN adventures is pretty long. Granite will probably spike for a while along with grout but should settle later. Obviously the value of buffs goes up someone will work out a rainbow buff is probably worth 8k gc or something. Until we see the proper loot table for AN adventure can't comment on stuff like saltpetre.
Thought of the day - Maybe we'll see the first 100k gc lootspot in future.