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The soul can split the sky in two and let the face of Gods' shine through.

If you guys have noticed, i have been active on beta, alpha and more recently back on eta, theta and zeta. A New Community is being built for Alliances that share the members of my alliances. Currently ONLY the ZETA alliance will be in this alliance, however an extention on beta, and alpha are in the works. from that we should beable to gain some experience and active userbase in which we will be able to expand to theta, eta, and other notable servers. ALL former POG alliances are welcome to Join the New Community.

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    Conservation buildings

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    nolanshields
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    Conservation buildings

    Post by nolanshields on Wed Feb 04, 2009 5:28 pm

    The conservation buildings seem too good to be true. Each expansion reduces resource consumption by 1%. With no soft cap, one could conceivably get a level 100 building (with its 100% discount), effectively eliminating the need for a given resource. Even at reasonable levels (such as a level 21 building, with its subsequent 21% reduction in wood cost, wine consumption, etc), the benefit is huge.
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    yup277
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    Re: Conservation buildings

    Post by yup277 on Wed Feb 04, 2009 6:08 pm

    I'm fairly sure that there is an eventual Hard Cap though, is there not?

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    Poison
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    Re: Conservation buildings

    Post by Poison on Wed Feb 04, 2009 7:42 pm

    I thought the soft cap was 16?

    I don't remember where I heard that though. I think on the forums somewhere.
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    Johnny H
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    Re: Conservation buildings

    Post by Johnny H on Wed Feb 04, 2009 9:10 pm

    Poison wrote:I thought the soft cap was 16?

    I don't remember where I heard that though. I think on the forums somewhere.

    16 is the soft cap. http://board.ikariam.com/index.php?page=Thread&postid=393045#post393045
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    nolanshields
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    Re: Conservation buildings

    Post by nolanshields on Wed Feb 04, 2009 9:42 pm

    There is no such thing as a soft cap in 3.0.

    Check out these links. They are accurate as far as I can tell, by matching to the in-game help through level 16. These are not outrageous building costs even at high levels. And a 32% discount of a high level palace is HUGE.

    I am thinking in the long run, the conservation buildings are going to be a better deal than the production boosting buildings.

    http://ikariam.wikia.com/wiki/Patch_0.3.0/Carpenter

    http://ikariam.wikia.com/wiki/Architect%27s_office

    http://ikariam.wikia.com/wiki/Wine_cellars

    http://ikariam.wikia.com/wiki/Patch_0.3.0/Optician

    http://ikariam.wikia.com/wiki/Firework_test_area
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    Krylo
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    Re: Conservation buildings

    Post by Krylo on Thu Feb 05, 2009 12:09 am

    Meh, I'm sticking with resource gathering buildings. I figure, if I can artificially increase my resources then I can lower the number of guys needed in the mills, quarrys, mines, and fields, therefore reducing upkeep which I can turn around and use in my military. Tho I do plan on using the wine press in each town to lower the wine usage. It's currently a delicate balance between what I'm bringing in and what's being used up.
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    nolanshields
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    Re: Conservation buildings

    Post by nolanshields on Sun Feb 08, 2009 3:48 pm

    I am digging the Carpenter. Here's a quick example of its benefits so far (assuming Spirit Level research).

    - Cumulative resource cost to upgrade Carpenter from Level 0 to Level 16: 14,686 wood; 8,256 marble (22,942 total resources)
    - Wood savings on Level 6 Palace/GR built in that town: 44,190

    That's a difference of 21,248 in favor of upgrading the Carpenter instead of the Palace/GR.

    I am tempted to build nothing but resource conservation buildings for a while. Their benefits are going to be HUGE in the long run.

    Raede
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    Re: Conservation buildings

    Post by Raede on Sun Feb 08, 2009 4:22 pm

    I really like that idea as well and I am pushing my colonies up to level 15 carpenter shops before going on to anything else. I also plan on increasing my standing armies and attacking army so there are cost savings there with each unit built.Of course we don't want to forget about research savings.

    Some of these savings may not pertain to all of you who have mastered the research & upgrades and have huge armies already but for those of us who don't I hope for huge savings down the road.

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    Re: Conservation buildings

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