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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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Most users ever online was 175 on Sat Oct 02, 2021 7:04 pm

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» Alliance banners
Conservation buildings EmptyTue Feb 03, 2015 5:17 pm by laurelin717

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Conservation buildings EmptyFri Dec 25, 2009 7:42 am by cerberus

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yup277
nolanshields
6 posters

    Conservation buildings

    nolanshields
    nolanshields
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    Conservation buildings Empty Conservation buildings

    Post by nolanshields 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.
    yup277
    yup277
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    Conservation buildings Empty Re: Conservation buildings

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

    I'm fairly sure that there is an eventual Hard Cap though, is there not?
    Poison
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    Conservation buildings Empty Re: Conservation buildings

    Post by Poison 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.
    Johnny H
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    Conservation buildings Empty Re: Conservation buildings

    Post by Johnny H 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
    nolanshields
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    Conservation buildings Empty Re: Conservation buildings

    Post by nolanshields 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
    Krylo
    Krylo
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    Conservation buildings Empty Re: Conservation buildings

    Post by Krylo 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.
    nolanshields
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    Conservation buildings Empty Re: Conservation buildings

    Post by nolanshields 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.
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    Raede
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    Conservation buildings Empty Re: Conservation buildings

    Post by Raede 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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    Conservation buildings Empty Re: Conservation buildings

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