I designed towns to focus on different things: resources trading, GP from trading, and GP from taxes. But if you don't want to manage dead storage and happiness, you can always ignore both and just earn up to 50% less xp. If you want to maximize xp this post isn't for you, all of these examples have 0% happiness. When deciding what kind of town you should think about your goals- xp, gp, resources, and whether you want to min-max and micromanage or be hands off. Other changes: UI rework, resource capping, you can change worship, library buff, and more.This means you can either buy enough cemeteries to constantly clear out storage, or get health to 100% and never need any. Death changes: Dead storage is now cleared by 1% every 12 ticks, and citizens that die at 100 no longer fill dead storage.This means you will need more population to support the same number of buildings as before (except orchards) The 3rd and 4th resource building upgrades now increase worker count.Also, citizens over 70 generate double taxes. If you care about gp at all you probably want to build 160 to max out the tax rate at 80%. Instead they increase your tax rate and lower happiness. Town halls no longer decrease building cost.Essentially this means that resource trading towns will need a few trading posts, while full jellyfish gp towns will want 200 for the full trades.Food also costs five times as much to trade. Each trading post raises your gp limit by 500k, and if you don’t use up your whole limit the extra rolls over to the next visit. The trader has a set gp limit of items you can trade out, up to 100M.I hope to do another beginner or leveling guide later, and hopefully others are working on that too!įirst, a quick rundown on the changes in v1.1.1: For this post I'm focusing on endgame builds using max buildings, astrology and pets. There's a few ways to build your town, depending on your goals. You may want to avoid upgrading some buildings, and when this is fixed these towns won’t be perfectly balanced anymore. TLDR: trading jellyfish for gp isn't worth it imo, instead max out tax rate and then produce whatever items you want to trade, or just max population for ez money and xp.Įdit: Currently, there is what I believe to be a bug which removes the biome production bonus from t4 buildings. If you are brand new to the skill I wrote up a beginner's guide here. The changes make the skill much more balanced, although some issues remain. I've been testing out different towns after the trader nerf and other changes.
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