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
nolanshields
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Conservation buildings
nolanshields- Game Operator
Number of posts : 443
Location : Eta & Theta by way of New Hampshire
Reputation : 1
Registration date : 2008-11-30
- Post n°1
Conservation buildings
yup277- Super Moderator
Number of posts : 102
Age : 34
Location : Zeta & Gamma Servers
Reputation : 0
Registration date : 2009-01-14
- Post n°2
Re: Conservation buildings
I'm fairly sure that there is an eventual Hard Cap though, is there not?
Poison- Girls Only
Number of posts : 98
Age : 33
Location : Gamma
Reputation : 0
Registration date : 2008-11-21
- Post n°3
Re: Conservation buildings
I thought the soft cap was 16?
I don't remember where I heard that though. I think on the forums somewhere.
I don't remember where I heard that though. I think on the forums somewhere.
Johnny H- Master Sergeant
Number of posts : 255
Reputation : 0
Registration date : 2008-11-29
- Post n°4
Re: Conservation buildings
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
nolanshields- Game Operator
Number of posts : 443
Location : Eta & Theta by way of New Hampshire
Reputation : 1
Registration date : 2008-11-30
- Post n°5
Re: Conservation buildings
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
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
Krylo- Sergeant
Number of posts : 130
Age : 43
Location : Beta, Gamma, Zeta, THETA
Reputation : 1
Registration date : 2008-12-14
- Post n°6
Re: Conservation buildings
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.
nolanshields- Game Operator
Number of posts : 443
Location : Eta & Theta by way of New Hampshire
Reputation : 1
Registration date : 2008-11-30
- Post n°7
Re: Conservation buildings
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.
- 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- Lance Corporal
Number of posts : 49
Location : Eta - Florida
Reputation : 0
Registration date : 2009-01-06
- Post n°8
Re: Conservation buildings
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.
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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