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Buildings and Customizations Empty Buildings and Customizations

Post by Admin Mon Dec 23, 2013 3:49 pm

The Citadel features various buildings and potential customizations. We can discuss customizations later, as I believe they are mostly cosmetic. This is useful information (from the wiki) on Buildings:

BuildingsEdit
To build new structures, there must be enough resources in the pool to pay for upkeep. Every week, the clan may do one each of the following:
Upgrade the keep (Main building) and
Upgrade either the storehouse or the battlefield and
Build or upgrade two skill plots and
Change three customisations
To upgrade, select it from the building interface, and click the upgrade arrow. This shows the costs to upgrade, and if there are enough resources and a build slot, the upgrade button will be lit. Clicking it will mark it for building during the next tick. Structures may not be upgraded beyond the citadel tier, and each structure can only be upgraded one tier per tick.


It defines limits on progress. Basically it will always take a little while to move from one tier up to the next. I like the slow and steady pace, just to make sure we can afford all upkeep Smile On that note, we still want steady progress. In general we have made good progress so far, and if we continue to chip away with usually an upgrade each week, we will have momentum moving forward.

Due to the fact that at each tier we need more visitors to make important upgrades, even with enough resources collected we can stumble.
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Post by Admin Mon Dec 23, 2013 3:52 pm

Regarding skill plots, higher tiers enable faster gathering. That's a good reason for upgrading the plots. It costs a little more, but nobody wants to spend 700 years each week collecting resources Very Happy
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Post by Admin Mon Dec 23, 2013 3:53 pm

Future Plots:

Crafting plotEdit
Main article: Crafting plot (Clan Citadels)
The crafting plot is a skill plot that can be constructed once the citadel reaches Tier 5. It is a loom which generates cloth when interacted with. Cloth is used as an upkeep/upgrade material.
Upgrading the crafting plot adds more looms and generates cloth at a higher rate.

Summoning plotEdit
Main article: Summoning plot (Clan Citadels)
The summoning plot is a large obelisk with several smaller obelisks, and is used to summon minions. It can be 'bought' for the citadel at Tier 5. Several of the smaller obelisks need to be interacted with in order for a minion to be summoned at the large obelisk.
Minions are not required for any specific task in the citadel - instead, they count as any resource where needed.

Players can only use one tenth of their resource cap at the summoning plot (see storehouse below), and completion of Wolf Whistle is required to use it.

Upgrading the summoning plot generates minions at a higher rate.

Cooking plotEdit
Main article: Cooking plot (Clan Citadels)
The cooking plot is an outdoor food preparation area, where rations are generated. Three tasks can be performed here, although unlike the smithing plot, they are not required in any order:
Preparing raw fish for cooking
Cooking fish on the barbecue
Making vegetable stew
Upgrading the cooking plot adds more cooking stations and generates rations at a higher rate.


Last edited by Admin on Mon Dec 23, 2013 3:56 pm; edited 1 time in total
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Post by Admin Mon Dec 23, 2013 3:55 pm

Skilling XP Notes for Nerds:

Skilling bonus experienceEdit
Clan members can claim Bonus experience in any skill for which the citadel has a skill plot by talking to the Quartermaster after collecting resources 500 times from most skill plots. This amount is fewer than 500 mouse clicks, since players collect resources multiple times per mouse click. The amount of resources received by 500 collections is dependent on the type of plot, the tier of the plot, and the player's skill level. To gain access to the Quartermaster, players must have a sufficiently high rank to enter the keep (inner set of doors).
The number of collections is not the number of resources. Players often collect more than 1.00 resources at a time (multiple resources per collection, and multiple collections per mouse click). Also, because of the cap on the obelisk, it is impossible to collect 500 times at the obelisk. The values below for the obelisk are hypothetical projections for comparison.

Plot Collection
"Multiplier" Collections
Required Collections per
Mouse Click Mouse
Clicks
Tree 1.5 334† 5 67
Mine 1.0 500 7.4* 68
Kiln 1.0 500 9 56
Furnace 1.0 500 7‡ 72
Loom 1.5 334† 1 334
Obelisk 1.0 500 3* 167
Barbecue 2.0 250 2 125
† 500 ÷ 1.5 = 334 (rounded up)
‡ 7 from each ore trough, 9 from the mould, 5 from the water (7 average)
* Variable; average value used
The bonus experience is credited toward a 100% experience boost while skilling anywhere (including at citadel skill plots). If they have gathered resources enough times, players get a message to talk to the Quartermaster to claim the experience. The amount is dependent on the player's level and the tier of the plot. The higher each is, the more experience players get.
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Post by Admin Mon Dec 23, 2013 3:57 pm

Storehouse Information:

StorehouseEdit
Main article: Storehouse (Clan Citadels)
The storehouse is where resources are stored during the build tick. All citadels start with a tier 1 storehouse. Upgrading the storehouse both increases the individual resource cap of every player, so that they can gather more items per build tick, and increases the amount of resources that are carried over to the next build cycle.
Storehouse
Tier Individual
Resource Cap Carry-Over
Percentage Maximum Capacity
per Resource Minimum Surplus for
Maximum Carry-over
1 1,000 5% 1,000 20,000
2 1,200 10% 1,200 12,000
3 1,400 15% 1,500 10,000
4 1,700 20% 1,800 9,000
5 2,000 25% 2,100 8,400
6 2,350 30% 2,500 8,334
7 2,700 50% 3,000 6,000
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