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Where in the world have you settled?

Northern Tetra
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Error
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Author Topic: Land of Lords: Crusader Kings crossed with Anno  (Read 189817 times)

Friend Computer

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1140 on: January 06, 2017, 03:52:46 am »

How much do optional resources matter (like glass) for the ending quality? I'm trying to build up a high quality workshop to make high quality tools, but without optional resources and with all other high quality resources I'm getting a low medium quality workshop. Is this more dependant on my builders (carpenters/roofers) or is it because of the optional resources?

Hold up, is it possible that building quality doesn't affect the product quality that is produced in it? D:

What do building specializations help with? As in specializing a forge into a tool workshop?

To answer your first question, so far I have found glass or other optionals to be useful for increasing quality, but not key. Having the right specialists for the job and using good quality base materials is much more important. Before building something, you can check to see what skills are required and bring in the correct specialists as per is needed.

As for specializations, they allow you to produce goods in the workshop. The workshop itself is useless without having a specialization. Having for example a forge allows you to then specialize the forge into for example a tool factory, armoury  or other metal working specialty. Workshops can also be turned into weavery or other crafting buildings.
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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1141 on: January 06, 2017, 04:08:57 am »

To answer your first question, so far I have found glass or other optionals to be useful for increasing quality, but not key. Having the right specialists for the job and using good quality base materials is much more important. Before building something, you can check to see what skills are required and bring in the correct specialists as per is needed.

As for specializations, they allow you to produce goods in the workshop. The workshop itself is useless without having a specialization. Having for example a forge allows you to then specialize the forge into for example a tool factory, armoury  or other metal working specialty. Workshops can also be turned into weavery or other crafting buildings.

Thanks. But does the building quality actually help improve the product quality?
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Zazmio

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1142 on: January 06, 2017, 04:14:53 am »

Yes.  For example, a 50% quality small forge gives +5 fire and +5 smithing.  These bonuses help increase the quality of items made there.  If the small forge was only 25% quality, it would only give around +2 fire and +2 smithing, meaning lower quality items will be made there.
« Last Edit: January 06, 2017, 04:16:39 am by Zazmio »
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Akura

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1143 on: January 06, 2017, 05:37:06 am »

Yes.  For example, a 50% quality small forge gives +5 fire and +5 smithing.  These bonuses help increase the quality of items made there.  If the small forge was only 25% quality, it would only give around +2 fire and +2 smithing, meaning lower quality items will be made there.

Note that this bit only applies to the actual forge and its specializations(armorer, toolmaker, nailmaker)- all other workshop specializations lack skill bonuses as far as I know.


As for the glazing materials(glass, paper) on buildings, you do need a glazing specialist on the construction team. Otherwise, I've found it reduces quality while increasing build time.
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Zazmio

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1144 on: January 06, 2017, 06:10:06 am »

Yes.  For example, a 50% quality small forge gives +5 fire and +5 smithing.  These bonuses help increase the quality of items made there.  If the small forge was only 25% quality, it would only give around +2 fire and +2 smithing, meaning lower quality items will be made there.

Note that this bit only applies to the actual forge and its specializations(armorer, toolmaker, nailmaker)- all other workshop specializations lack skill bonuses as far as I know.


As for the glazing materials(glass, paper) on buildings, you do need a glazing specialist on the construction team. Otherwise, I've found it reduces quality while increasing build time.
Is there a glazing specialist?  As far as I can tell, even though some buildings allow optional "glazing", there is no actual glazing skill.

It's one of many things that isn't quite clear in the help pages.

Whenever I try to use glazing, usually glass and lead or paper and lead, it seems to add anywhere from nothing to maybe 2% increase in quality.  I haven't seen a drop in quality, though.

One thing I've noticed is that lead has a +20 masonry bonus, as well as a +15 glazing bonus.  Except you can't use lead in place of bricks, so when does that masonry bonus apply?  When it's used for glazing?  If so, you'd think there would be a dramatic increase in quality if you use lead for glazing; but, so far, my results have been far from dramatic when trying to use glazing.

Now, as for workshops that offer no skill bonuses:  I honestly don't know if the building quality matters for those.  Some folks say that they should be made in houses or workshops of high quality, but maybe it doesn't actually matter.

edit:  oops, I was wrong.  There is actually a glazing skill.  However, there doesn't appear to be a specialist in it.

edit again:  I think glazing is something that hasn't been completely implemented yet, and is probably a waste of time and resources.
« Last Edit: January 06, 2017, 06:21:31 am by Zazmio »
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Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1145 on: January 06, 2017, 08:02:32 am »

My Goldor domain's crops have just started to become available for harvesting and the temperature is trolling me - all my harvestable fields have been sitting at 8C for the last few days, but 1 tile north of them is sitting at 10C.  That 2C difference would result in around double the crop yield (the first field I harvested was in the 10C zone, so I was able to compare).

So I'm stuck unsure whether to wait for the weather to improve long enough to (perhaps token-assisted) harvest for double the yield, or just go at 8C on the basis that if I harvest now they'll be ready again sooner (or, to get what I can before the temperature drops further).

And apparently 10C isn't *quite* high enough for Hemp to actually grow - I'm only seeing progress when it gets to 11C (though possibly the temperature is actually a decimal, e.g. 9.6C and it's rounding up in the display - it does that with distance sometimes).
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Datgum

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1146 on: January 06, 2017, 05:35:09 pm »

Meanwhile in Vandelay Bay, geez, I didn't realise how low yield Brickmaking is.  Even with two kilns working round the clock it's still a pitiful amount of bricks coming out, can't keep up with construction much less sell for profit.  Vandeland's limestone quarries produce 2-3 times as much building material, with a better +Masonry bonus for construction to boot.  I think I'll switch to limestone quarries there too and just use the brickyards for tiles - they at least seem to sell for more.

At least you can automate brickmaking. That slightly makes up for the crap profits. At a certain point you simply have more settlers than you have jobs for them to do. I will probably just turn a bunch of them into brickmakers and pump out a bunch of bricks each day. I'll always have need for bricks - and if necessary you can always sell them easily.

When I first saw that the large domain of Bauley had 18 brickmakers I thought it was weird. But he is surely never micromanaging them and just letting them grind minor profits for him. Probably doing the same thing with his 26 quarrymen.
https://www.landsoflords.com/arm/org/Bauley
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Akura

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1147 on: January 06, 2017, 05:56:31 pm »

I derped pretty hard just now(just now=last night/this morning). Intended to build another forge, one tile NW of my toolforge, only to realize that you need two tiles' space between forges. At least the dedicated workshop build can still be used for something. Engineering workshop, I suppose. I'll need mechanisms for gates whenever I decide to get the city wall megaproject started.


Speaking of walls, since some job worktimes are calculated based on distance from the domain's town square, do walls block pathing between the square and job site, increasing the effective distance between them?
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mikefictiti0us

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1148 on: January 06, 2017, 08:39:01 pm »

It'd be great if you could organize workers into teams and queue build actions that take place once the team is at full morale. Wouldn't have to log in so much to shift around workers and would also prevent idle workers when you're asleep/at work/too busy to log in.

Automated road building would also be a nice addition.
« Last Edit: January 06, 2017, 08:41:26 pm by mikefictiti0us »
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Urist McScoopbeard

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1149 on: January 06, 2017, 10:21:11 pm »

I derped pretty hard just now(just now=last night/this morning). Intended to build another forge, one tile NW of my toolforge, only to realize that you need two tiles' space between forges. At least the dedicated workshop build can still be used for something. Engineering workshop, I suppose. I'll need mechanisms for gates whenever I decide to get the city wall megaproject started.


Speaking of walls, since some job worktimes are calculated based on distance from the domain's town square, do walls block pathing between the square and job site, increasing the effective distance between them?

by the by, you only need 1 tile between forges. Every other tile. Arpents is a little misleading.
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FluidDynamite

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1150 on: January 07, 2017, 12:13:35 am »

Have been playing this game with my friends on and off for a couple of weeks, didn't know we had so many people playing here lol. First domain was pretty much a bust due to poor location selection and fumbling around with resources, but apparently my second domain of Carp River ( https://www.landsoflords.com/map/03410W16651N ) was fairly close to some Bay12 people. I think Tor Flunk and Dayhammer are both from here? Looking forward to do stuff together!

I have mostly been spamming blast furnaces and metallurgists, buying iron/gold ore and mass selling them to NPCs for money. Fairly low maintenance for the amount of coin they bring in, but am currently looking for other ways to make money since I'm pretty sure this eventually would be nerfed... Maybe. Apparently vegetable gardens are pretty good as well?

Had a derp moment yesterday where I got fed up with silly fluctuating wood prices and made an buy order for 2000m^3 of fir for 4.5 bucks... Promptly exploding my storage capacity when it got fulfilled. I like to imagine my guy looking upon the arrival of the massive shipment in absolute horror as he realized exactly how much wood 2000m^3 was, only able to get all of it into storage as every building, hut and house in the realm gets crammed full of wooden planks with some of them sticking out of windows :D
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Criptfeind

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1151 on: January 07, 2017, 12:23:57 am »

Bricks don't seem that crap profit to me, at least on Terra, where acceptable quality bricks sell for about 50 each (although I guess the "average" is more like 25, but there's a lot of really really shit quality bricks flowing though the system, put up four star bricks for 50 and I'm reasonably sure they'll move quickly.) Twice as much as tiles do. That's 750 per job. Some tools are more, but I'm pretty sure bricks don't take as long to make? And it's a steady use, literally everyone needs bricks constantly, er. At least, that's how it used to be, until the price for them jumped up so much from that fact that rocks became cheaper, I guess these days I mostly build with rock even if it's a bit slower. But even so I don't think most people have made the swap, bricks are certainly a constant and fairly high seller.
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Micro102

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1152 on: January 07, 2017, 12:33:29 am »

Hey! I just started playing this and it looks like fun. I picked a random spot that looks like It had a large river and a bunch of mountains around it for defense. Turns out I got Slate, limey, tin, lead, rubies, gold, iron, and silt within a few expansions. :P

Also, I don't get why you guys are saying bricks are low cost. The game had everything set to auto sell and bricks easily sold magnitudes more than anything else.
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Cheedows

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1153 on: January 07, 2017, 01:44:00 am »

Bricks are low time, not low cost. However in terms of actually producing bricks to fund expansion, from what I've heard it is slow as hell yeah. Bricks definitely are expensive though, as some people know I spent nearly 10-15k per day just on bricks for expansion. :P
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Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1154 on: January 07, 2017, 03:08:15 am »

Yeah, my issue with bricks was the volume produced when using them for building materials - I can get 2-3 times as much construction material from a quarry compared with a brickyard.  Since they're inferior for construction to the rock I have available (limestone in one domain, granite in another) and require raw resources (albeit very cheap raw resources) to make, I was a bit disappointed at the low yield of a brick run.  I'm honestly not sure what the situation is for selling either for profit, though looking at the sales history it doesn't look like it's quite as sunny on Error compared with e.g. Tetra.
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