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
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
Last edited by Nolyka; 09.01.19 at 20:51. Reason: added new links
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
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
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.
Last edited by SettlerPiter; 04.01.19 at 18:03.
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.
Last edited by Madorosu; 05.01.19 at 13:14.
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
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
30 Coinage Level 6 = 21013,39 Gold Coins in 12 hours.
Last edited by TiuBean; 20.01.19 at 09:04.
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
Last edited by Areop-Enap; 21.01.19 at 17:27. Reason: Fixed typo and added screenshot
There is a world of imagination
Deep in the corners of your mind
Where reality is an intruder
And myth and legend thrive
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
https://prnt.sc/rap4va s2/5
49 spaces which includes the FT castle plus room for 8 tributes and a fair few storage towers..
...