version 0.3.0 released data

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

Hi,

You can find new board on address: https://forum.ikariam.gameforge.com/
Please register there to continue with usage.

Old forum is in read only mode and will stay like that for some time

Ikariam team

  • version 0.3.0 released data

    Index:




    Now that version 0.3.0 is out, this thread is to discussion the facts we can test and know. If you have questions about how something works in v0.3.0 feel free to ask those of us that test. If you can please BOLD questions you can ask. Remember some may take longer to test/answer then others but we will try our best to test them and get answers.

    If you are answering a question, and have tested it to verify then please quote the question and follow up with the answer. Please be as descriptive as possible. Please try to refrain from answering a question if you have not tested it and/or are not sure of the answer. (This can lead to misinformation)

    If answering a question with something from .org forums, include a link to the answer if you can.

    I will try to keep the original thread here up to date with questions and their answers.

    Thank you all for your time and effort in this as well.





    The Forester's lodge increases the wood production in the city.

    Research needed to build: Improved resource gathering(Economy)
    Purpose: The production of building material is increased by 2% for every level of expansion
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    1 215 18m
    2 369 89 30m
    3 571 203 43m 12s
    4 832 352 57m 43s
    5 1,173 546 1h 13m
    6 1,615 798 1h 31m
    7 2,189 1,125 1h 50m
    8 2,936 1,550 2h 11m
    9 3,907 2,103 2h 35m
    10 5,171 2,822 3h 57s
    11 6,812 3,756 3h 29m
    12 8,946 4,971 4h 22s
    13 11,720 6,550 4h 34m
    14 15,327 8,603 5h 12m
    15 20,015 11,272 5h 53m
    16 26,111 14,742 6h 39m

    The strong lumberjacks can chop down even the largest trees. But they also know, that a forest must be cultivated and new trees must be planted, so that we can continue to use only the best woods for our houses. The production of building material is increased by 2% for every level of expansion.


    The Glassworks increases the crystal glass production in the city.

    Research needed to build: Improved resource gathering(Economy)
    Purpose: Every level of expansion increases your production of crystal glass by 2%
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 235 18m
    2 401 99 30m
    3 617 219 43m 12s
    4 898 374 57m 43s
    5 1,263 577 1h 13m
    6 1,738 840 1h 31m
    7 2,354 1,182 1h 50m
    8 3,157 1,627 2h 11m
    9 4,199 2,205 2h 35m
    10 5,554 2,955 3h 57s
    11 7,316 3,931 3h 29m
    12 9,607 5,202 4h 22s
    13 12,585 6,852 4h 34m
    14 16,456 8,997 5h 12m
    15 21,488 11,786 5h 53m
    16 28,030 15,412 6h 39m


    The Winery increases the wine production in the city.

    Research needed to build: Improved resource gathering(Economy)
    Purpose: Every level of the winegrower`s expansion increases your wine production by 2%
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    1 235 18m
    2 401 99 30m
    3 617 219 43m 12s
    4 898 374 57m 43s
    5 1,263 577 1h 13m
    6 1,738 840 1h 31m
    7 2,354 1,182 1h 50m
    8 3,157 1,627 2h 11m
    9 4,199 2,205 2h 35m
    10 5,554 2,955 3h 57s
    11 7,316 3,931 3h 29m
    12 9,607 5,202 4h 22s
    13 12,585 6,852 4h 34m
    14 16,456 8,997 5h 12m
    15 21,488 11,786 5h 53m
    16 28,030 15,412 6h 39m

    A winegrower only chooses the most sunny hills of the surrounding area to cover them with the comforting green of the vines. That`s how the vineyards produce full fruits that make for a much better harvest. Every level of the winegrower`s expansion increases your wine production by 2%


    The stone mason increases the marmor production in the city.

    Research needed to build: Improved resource gathering(Economy)
    Purpose: every level of expansion this building increases the marble production by 2%
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 235 18m
    2 401 99 30m
    3 617 219 43m 12s
    4 898 374 57m 43s
    5 1,263 577 1h 13m
    6 1,738 840 1h 31m
    7 2,354 1,182 1h 50m
    8 3,157 1,627 2h 11m
    9 4,199 2,205 2h 35m
    10 5,554 2,955 3h 57s
    11 7,316 3,931 3h 29m
    12 9,607 5,202 4h 22s
    13 12,585 6,852 4h 34m
    14 16,456 8,997 5h 12m
    15 21,488 11,786 5h 53m
    16 28,030 15,412 6h 39m

    A trained stonemason always quarries the right blocks of marmor with his strong arms. He breaks less and our builders always have the material they need. For every level of expansion this building increases the marble production by 2%


    The alchemist tower increases the sulphur production in the city.

    Research needed to build: Improved resource gathering(Economy)
    Purpose: For every level of the building your sulphur production is increased by 2%
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 235 18m
    2 401 99 30m
    3 617 219 43m 12s
    4 898 374 57m 43s
    5 1,263 577 1h 13m
    6 1,738 840 1h 31m
    7 2,354 1,182 1h 50m
    8 3,157 1,627 2h 11m
    9 4,199 2,205 2h 35m
    10 5,554 2,955 3h 57s
    11 7,316 3,931 3h 29m
    12 9,607 5,202 4h 22s
    13 12,585 6,852 4h 34m
    14 16,456 8,997 5h 12m
    15 21,488 11,786 5h 53m
    16 28,030 15,412 6h 39m

    When the wind blows west, a smell fills the streets around the tower and many a citizen doesn`t leave the house without a peg on their nose. Our alchemists work restlessly on finding the perfect mixture and take care that we can get even more sulphur out of the pit. For every level of the building your sulphur production is increased by 2%


    The carpenters workshop reduces all wood costs in the city.

    Research needed to build: Carpentry(seafaring)
    Purpose: Every level of the carpenters` workshop lowers your demand for building material.
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 108 1h 18m
    2 401 1h 32m
    3 771 1h 48m
    4 1,236 2h 6m
    5 1,821 2h 26m
    6 2,556 2h 49m
    7 3,482 3h 14m
    8 4,644 1,756 3h 43m
    9 6,107 2,435 4h 15m
    10 7,945 3,375 4h 50m
    11 10,255 4,678 5h 30m
    12 13,158 6,483 6h 15m
    13 16,805 8,987 7h 5m
    14 21,388 12,455 8h 1m
    15 27,144 17,263 9h 4m
    16 34,375 23,926 10h 14m

    Only the best lumbers are used at the carpenters` workshop. Therefore our handy craftsmen are able to build a solid framework and our houses don`t have to be repaired all the time. Every level of the carpenters` workshop lowers your demand for building material.


    The Architect's office reduces all marble costs in the city.

    Research needed to build: Architecture(Economy)
    Purpose: Per building level the demand for marble in your town is lessened.
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 1,793 1,062 1h 18m
    2 2,330 1,443 1h 32m
    3 2,966 1,898 1h 48m
    4 3,720 2,444 2h 6m
    5 4,613 3,099 2h 26m
    6 5,673 3,882 2h 49m
    7 6,929 4,821 3h 14m
    8 8,421 5,945 3h 43m
    9 10,191 7,289 4h 15m
    10 12,291 8,899 4h 50m
    11 14,785 10,825 5h 30m
    12 17,746 13,131 6h 15m
    13 21,261 15,889 7h 5m
    14 25,436 19,189 8h 1m
    15 30,393 23,136 9h 4m
    16 36,280 27,857 10h 14m

    Angle, Compass and Yardstick: The architects` office provides everything needed for building straight walls and stable roofs. And a well-planned house needs a lot less marble than a skew one. Per building level the demand for marble in your town is lessened.


    The Optician reduces all crystal glass costs in the city.

    Research needed to build: Optics(Science)
    Purpose: demand for crystal glass is decreased per building level
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 331 1h 18m
    2 646 191 1h 32m
    3 1,031 471 1h 48m
    4 1,501 823 2h 6m
    5 2,076 1,265 2h 26m
    6 2,779 1,825 2h 49m
    7 3,640 2,533 3h 14m
    8 4,694 3,427 3h 43m
    9 5,987 4,558 4h 15m
    10 7,571 5,988 4h 50m
    11 9,514 7,798 5h 30m
    12 11,896 10,091 6h 15m
    13 14,818 12,993 7h 5m
    14 18,404 16,670 8h 1m
    15 22,803 21,327 9h 4m
    16 28,202 27,225 10h 14m

    Lenses and magnifying glasses don`t only help our scientists to see clearly and find important papers on their desk, they are also necessary in order to invent all the new technologies that make us so proud. The optician keeps everything we need carefully stored in boxes, so less things get lost and the demand for crystal glass is decreased per building level.


    The Wine press reduces the wine needed in the tavern and all wine costs in the city.

    Research needed to build: Wine Cellars(Economy)
    Purpose: Every level of expansion decreases the town`s demand for wine.
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 2,229 1,277 2h 18m
    2 2,882 1,910 3h 12m
    3 3,655 2,672 4h 11m
    4 4,572 3,589 5h 16m
    5 5,659 4,693 6h 28m
    6 6,948 6,021 7h 47m
    7 8,477 7,623 9h 14m
    8 10,291 9,554 10h 50m
    9 12,445 11,883 12h 35m
    10 15,000 14,692 14h 31m
    11 18,034 18,082 16h 38m
    12 21,636 22,172 18h 58m
    13 25,914 27,109 21h 32m
    14 30,993 33,070 1D 22m
    15 37,025 40,265 1D 3h
    16 44,190 48,952 1D 6h

    Only the purest wines mature in the deep and cool cellars of the town. And the cellar`s master makes sure nothing trickles away and all the wine can run through the throats of your citizens. Every level of expansion decreases the town`s demand for wine.


    The Firework place reduces all sulphur costs in the city.

    Research needed to build: Pyrotechnics(Military)
    Purpose: Every building level decreases the demand for sulphur in town.
    Build in more then one town:
    Soft Cap: 16
    Resources needed to Upgrade: wood and marble

    Level
    1 1,879 1,053 2h 18m
    2 2,466 1,640 3h
    3 3,162 2,346 3h 46m
    4 3,986 3,194 4h 37m
    5 4,962 4,216 5h 32m
    6 6,120 5,447 6h 34m
    7 7,493 6,929 7h 42m
    8 9,122 8,716 8h 56m
    9 11,056 10,870 10h 18m
    10 13,350 13,469 11h 48m
    11 16,074 16,604 13h 27m
    12 19,308 20,388 15h 16m
    13 23,147 24,955 17h 16m
    14 27,707 30,467 19h 27m
    15 33,122 37,121 21h 52m
    16 39,552 45,156 1D 32m

    The constant exercises with the fireworks don`t only light up the skies but sometimes also the surrounding buildings. Our researchers, though, can only optimize the demand for sulphur, when they test new mixtures again and again. Every building level decreases the demand for sulphur in town.
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Troop Information

    Slingers


    Research Needed to Train: None
    Min lvl to train: Barracks Lvl 1
    Optimal Training lvl: Barracks Lvl 2
    Bonuses: None





    VERSION 0.3.0 CHANGES


    Research Needed to Train: None
    Min lvl to train: Barracks Lvl 1
    Optimal Training lvl: Barracks Lvl 2
    Bonuses: None



    Swordsman


    Research Needed to Train: Professional Army(Military)
    Min lvl to train: Barracks Lvl 3
    Optimal Training lvl: Barracks Lvl 5
    Bonuses: Assualt (30% attack bonus when attacking a target)




    VERSION 0.3.0 CHANGES

    Research Needed to Train: Professional Army(Military)
    Min lvl to train: Barracks Lvl 3
    Optimal Training lvl: Barracks Lvl 4
    Bonuses: Assualt (30% attack bonus when attacking a target)



    Phalanx


    Research Needed to Train: Professional Army(Military)
    Min lvl to train: Barracks Lvl 4
    Optimal Training lvl: Barracks Lvl 7
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Professional Army(Military)
    Min lvl to train: Barracks Lvl 4
    Optimal Training lvl: Barracks Lvl 6
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    Ram


    Research Needed to Train: Siege(Military)
    Min lvl to train: Barracks Lvl 5
    Optimal Training lvl: Barracks Lvl 8
    Bonuses: Ram (chance to cause a breach in town halls when attacking)




    VERSION 0.3.0 CHANGES

    Research Needed to Train: Siege(Military)
    Min lvl to train: Barracks Lvl 6
    Optimal Training lvl: Barracks Lvl 8
    Bonuses: Ram (chance to cause a breach in town halls when attacking)



    Archer


    Research Needed to Train: Ballistics(Military)
    Min lvl to train: Barracks Lvl 7
    Optimal Training lvl: Barracks Lvl 10
    Bonuses: None




    VERSION 0.3.0 CHANGES

    Research Needed to Train: Ballistics(Military)
    Min lvl to train: Barracks Lvl 7
    Optimal Training lvl: Barracks Lvl 10
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    Cook


    Research Needed to Train: Culinary Specialties(Economy)
    Min lvl to train: Barracks Lvl 8
    Optimal Training lvl: Barracks Lvl 8
    Bonuses: Regeneration (restore 1 stamina per round per unit)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Culinary Specialties(Economy)
    Min lvl to train: Barracks Lvl 9
    Optimal Training lvl: Barracks Lvl 9
    Bonuses: Regeneration (restore 1 stamina per round per unit)



    Catapult


    Research Needed to Train: Law of the Lever(Military)
    Min lvl to train: Barracks Lvl 10
    Optimal Training lvl: Barracks Lvl 14
    Bonuses: Ram (chance to cause a breach in town halls when attacking)


    Upgrades do stack, and are researched in your workshop(more info on that later)

    VERSION 0.3.0 CHANGES

    Research Needed to Train: Law of the Lever(Military)
    Min lvl to train: Barracks Lvl 11
    Optimal Training lvl: Barracks Lvl 13
    Bonuses: Ram (chance to cause a breach in town halls when attacking)



    Doctor


    Research Needed to Train: Anatomy (Science)
    Min lvl to train: Barracks Lvl 11
    Optimal Training lvl: Barracks Lvl 12
    Bonuses: Healer (can avoid casualties on their side per battle round)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Anatomy (Science)
    Min lvl to train: Barracks Lvl 16
    Optimal Training lvl: Barracks Lvl 28
    Bonuses: Healer (can avoid casualties on their side per battle round)



    Gyrocopter


    Research Needed to Train: Bird's Flight (Science)
    Min lvl to train: Barracks Lvl 12
    Optimal Training lvl: Barracks Lvl 16
    Bonuses: None



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Bird's Flight (Science)
    Min lvl to train: Barracks Lvl 15
    Optimal Training lvl: Barracks Lvl 17
    Bonuses: None



    Gunsmen


    Research Needed to Train: Gunpowder (Military)
    Min lvl to train: Barracks Lvl 14
    Optimal Training lvl: Barracks Lvl 18
    Bonuses: None



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Gunpowder (Military)
    Min lvl to train: Barracks Lvl 12
    Optimal Training lvl: Barracks Lvl 14
    Bonuses: Assualt (30% attack bonus when attacking a target)



    Steam Gaint


    Research Needed to Train: Robotics (Military)
    Min lvl to train: Barracks Lvl 16
    Optimal Training lvl: Barracks Lvl 20
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Robotics (Military)
    Min lvl to train: Barracks Lvl 19
    Optimal Training lvl: Barracks Lvl 22
    Bonuses: None



    Mortar


    Research Needed to Train: Canon Casting(Military)
    Min lvl to train: Barracks Lvl 17
    Optimal Training lvl: Barracks Lvl 21
    Bonuses: Ram (chance to cause a breach in town halls when attacking)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Canon Casting(Military)
    Min lvl to train: Barracks Lvl 24
    Optimal Training lvl: Barracks Lvl 24
    Bonuses: Ram (chance to cause a breach in town halls when attacking)



    Bombardier


    Research Needed to Train: The Archimedic Principle(Military)
    Min lvl to train: Barracks Lvl 22
    Optimal Training lvl: Barracks Lvl 24
    Bonuses: Assault (30% attack bonus when attacking a target)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: The Archimedic Principle(Military)
    Min lvl to train: Barracks Lvl 22
    Optimal Training lvl: Barracks Lvl 24
    Bonuses: Assault (30% attack bonus when attacking a target)



    ----------------------------------------------------------------------------
    Ship Information

    Ram Ship


    Research Needed to Train: None
    Min lvl to train: Shipyard Lvl 1
    Optimal Training lvl: Shipyard Lvl 3
    Bonuses: None



    VERSION 0.3.0 CHANGES

    Research Needed to Train: None
    Min lvl to train: Shipyard Lvl 1
    Optimal Training lvl: Shipyard Lvl 3
    Bonuses: Assault(30% attack bonus when attacking a target)



    Ballista Ship


    Research Needed to Train: Deck Weapons (Seafaring)
    Min lvl to train: Shipyard Lvl 3
    Optimal Training lvl: Shipyard Lvl 5
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Deck Weapons (Seafaring)
    Min lvl to train: Shipyard Lvl 3
    Optimal Training lvl: Shipyard Lvl 5
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    Flamethrower


    Research Needed to Train: Greek Fire (Seafaring)
    Min lvl to train: Shipyard Lvl 5
    Optimal Training lvl: Shipyard Lvl 7
    Bonuses: Assault(30% attack bonus when attacking a target)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Greek Fire (Seafaring)
    Min lvl to train: Shipyard Lvl 6
    Optimal Training lvl: Shipyard Lvl 8
    Bonuses: Assault(30% attack bonus when attacking a target)



    Catapult Ship


    Research Needed to Train: Counterweight (Seafaring)
    Min lvl to train: Shipyard Lvl 7
    Optimal Training lvl: Shipyard Lvl 10
    Bonuses: None



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Counterweight (Seafaring)
    Min lvl to train: Shipyard Lvl 8
    Optimal Training lvl: Shipyard Lvl 10
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    Mortar Ship


    Research Needed to Train: Mortar Attachment (Seafaring)
    Min lvl to train: Shipyard Lvl 12
    Optimal Training lvl: Shipyard Lvl 15
    Bonuses: None



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Mortar Attachment (Seafaring)
    Min lvl to train: Shipyard Lvl 12
    Optimal Training lvl: Shipyard Lvl 15
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    Paddle-Wheel-Ram


    Research Needed to Train: Paddle Wheel Engine (Seafaring)
    Min lvl to train: Shipyard Lvl 10
    Optimal Training lvl: Shipyard Lvl 13
    Bonuses: Assault (30% attack bonus when attacking a target)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Paddle Wheel Engine (Seafaring)
    Min lvl to train: Shipyard Lvl 11
    Optimal Training lvl: Shipyard Lvl 13
    Bonuses: Assault (30% attack bonus when attacking a target)



    Diving Boat


    Research Needed to Train: Pressure Chamber (Seafaring)
    Min lvl to train: Shipyard Lvl 15
    Optimal Training lvl: Shipyard Lvl 16
    Bonuses: Resistance (30% defense bonus when defending a town/colony)



    VERSION 0.3.0 CHANGES

    Research Needed to Train: Pressure Chamber (Seafaring)
    Min lvl to train: Shipyard Lvl 16
    Optimal Training lvl: Shipyard Lvl 16
    Bonuses: None

    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • On the left/top is the old mats/info for the build(without any reduction researched). On the right/bottom is the new updated version of the info.(Spirit Level completed.)

    Town Hall



    Academy



    WareHouse



    Tavern



    Palace/GR



    Lvl 5 prior with Spirit level

    * Building material: 198,144
    * Wine: 88,064
    * Marble: 132,096
    * Crystal Glass: 88,064
    * Sulphur: NA
    * Building time: 8H

    Lvl 5 Post patch with Spirit level

    * Building material: 66,557
    * Wine: 18,824
    * Marble: 19,967
    * Crystal Glass: 18,221
    * Sulphur: 21,263
    * Building time: 17h 12m

    Lvl 6 Prior patch with Spirit level

    * Building material: 396,288
    * Wine: 176,128
    * Marble: 264,192
    * Crystal Glass: 176,128
    * Sulphur: NA
    * Building time: 8H

    Lvl 6 Post patch with Spirit level

    * Building material: 136,898
    * Wine: 37,916
    * Marble: 41,378
    * Crystal Glass: 36,464
    * Sulphur: 46,072
    * Building time: 1D 5m


    Museum



    Trading Port



    Shipyard



    Barracks



    Town Wall



    Embassy



    Trading Post



    Workshop



    Hideout

    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Seafaring:
    Carpentry
    Deck Weapons
    Ship Maintenance
    Expansion
    Foreign Cultures
    Pitch
    Market
    Greek Fire
    Counterweight
    Diplomacy
    Sea Charts
    Paddle Wheel Engine
    Mortar Attachment
    Seafaring Future

    Economy:
    Conservation
    Pulley
    Wealth
    Wine Press
    Improved resource gathering
    Geometry
    Architecture
    Holiday
    Culinary Specialities
    Helping Hands
    Spirit Level
    Wine Cellars
    Bureaucracy
    Utopia
    Economic Future

    Science:
    Well Digging
    Paper
    Espionage
    Invention
    Ink
    Optics
    Cultural Exchange
    Anatomy
    Glass
    Mechanical Pen
    Bird`s Flight
    Letter Chute
    Pressure Chamber
    The Archimedic Principle
    Scientific Future

    Military:
    Dry-Dock
    Maps
    Professional Army
    Siege
    Code of Honour
    Ballistics
    Law of the Lever
    Governor
    Pyrotechnics
    Logistics
    Gunpowder
    Robotics
    Canon Casting
    Militaristic Future
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Economy Changes

    Gold per Citizen: 3
    upkeep on scientists: 6
    1 citizen produces 1 wood/hr (SAME)
    1 citizen produces 1 lux/hr (NEW)

    -------------
    starting wood: 130

    ------

    for the Research section:
    Wealth provides 130 of each luxury item upon completion
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Mills and Mines info

    Sawmill
    Level 1: workers: 30; cost to upgrade: 0
    Level 2: workers: 38; cost to upgrade: 394
    Level 3: workers: ??; cost to upgrade: 992
    Level 10: workers: 174 cost to upgrade: 18,478
    Level 16: workers: 312 cost to upgrade: 81,766
    Level 18: workers: 341 cost to upgrade: 101,146
    Level 18: workers: 366 cost to upgrade: 134,598

    Mines
    Level 1: workers: 20 cost to upgrade: 0
    Level 2: workers: ??; cost to upgrade: 1303
    Level 5: workers: 88 cost to upgrade: 10,037
    Level 9: workers: 184 cost to upgrade: ???
    Level 11: workers: 240 cost to upgrade: 65,572
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • New Military Advisor View



    Some nice things here, more info. You can now see what you have a highlight. Each event has an icon associated with it. The pillage button, indicates an active attack, the transport goods indicates resource movement etc. No longer do you have to guess what it it.

    Wine Cellar UI



    Have not figured it all out yet but seems to be a town overview of whom is using what amounts of wine.



    Shows/indicates how much a tavern will have its hourly serving amount reduced by.

    Tavern UI



    Main thing to notice here is the new line at the bottom. This indicates how much wine per hour you are saving due to your wine cellar. The more wine you serve the more you save. The % reduction from the cellar is applied to the amount served per hour.

    Wine Grower




    Architect`s Office




    Stonemason




    Glassblower




    Achemist`s Tower


    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Town Look

    LVL 1 Town Hall


    LVL 2 Town Hall


    LVL 3 Town Hall


    LVL 4 Town Hall


    LVL 5 Town Hall


    LVL 6 Town Hall


    LVL 7 Town Hall


    LVL 8 Town Hall


    LVL 9 Town Hall


    LVL 10 Town Hall


    LVL 11 Town Hall


    LVL 12 Town Hall


    LVL 13 Town Hall


    LVL 14 Town Hall


    LVL 15 Town Hall


    LVL 16 Town Hall


    LVL 17 Town Hall


    LVL 18 Town Hall


    LVL 19 Town Hall


    LVL 20 Town Hall


    LVL 21 Town Hall


    LVL 22 Town Hall


    LVL 23 Town Hall


    LVL 24 Town Hall
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Colonization changes

    Old requirements:

    The founding of a colony needs:

    * Citizens: 40
    * Gold: 12000
    * Building material: 1250
    and 5 cargo ships

    New requirements:

    The founding of a colony needs:

    * Citizens: 40
    * Gold: 9000
    * Building material: 1250
    and 4 cargo ships

    Cargo ships:

    Old carried 300 per ship

    New carry 500 per ship
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Have the costs of upgrading units in the workshop changed?

    Yes they have, these are some of the numbers I have atm:

    Slingers: Prior versions where 2,800g 245 crystal for Bronze upgrades.
    Now it is
    [Improve offensive power]
    * Gold: 750
    * Crystal glass: 500

    For swordsmen it was 21,200g 5,280 crystal for Steel upgrades.
    Now it is
    [Improve offensive power]

    * Gold: 12,000
    * Crystal glass: 8,000
    * Duration: 3h

    So overall it appears, will need more testing, gold requirments have lowered, crystal requirements have increases and time has increased slightly as well.

    Optician also reduces the amount of crystal needed.

    Has the cost of finishing research with crystal changed?

    As I can't compair, lack a live account, this is the current need to finish Bureaucracy Current research time: 17D 4h 36m 25s (106,560)

    Amount of crystal needed for completion: 314637

    Optician also reduces the amount of crystal needed.


    Will people who have already researched past the new researches have to research them? (ex. You have bureaucracy, would you need to still research Wine Cellars or Architechture?)

    It looks like that as long as you have the prerequisites for the new tech, you will get the new tech automatically.


    What does it mean by lowering demand of a resource?

    It means lowering the cost really. The new buildings reduce material costs based upon which building you choose. The difference being that they seem to only reduce by 1%/level, and not the 2% quoted in the help. those buildings which increase production also seem to only give +2% boost and not the +3% advertised.

    Are the new city screens animated (I hope not)!

    They are not, at least not right now. Things do change, like say you are sending goods out, after you hit send, a cargo ship appears in your harbor, but no animation to it.

    how about speed? i see the attack ships are greatly boosted for speed...what about the cargo ships are their sailing speed increased?

    tradeships will have speed of 60.. this is a 3x speed increase

    also i noticed this posted earlier: Economy Changes Gold per Citizen: 3 upkeep on scientists: 6 1 citizen produces 1 wood/hr (SAME) 1 citizen produces 1 lux/hr (NEW) is this an upgrade for citizens making gold? i dont know what they make right now!

    Citizens make 4 gold/hr currently, so 3/hr is actually a downgrade.. then again.. scientists had an upkeep of 8.. and it is now down to 6..

    how are taverns affected by this update?

    Taverns now only produce +60 happiness instead of +80.. , they will also cost more wine at each level.. OTOH they will be less expensive to level.. though since all luxury production is doubled.. it is not so bad. I believe a screenshot of the tavern levels and their requirements will be coming.

    besides the army will there be any more uses for sulfur?

    Sulfur is now used instead of crystal for Palace/GR upgrades to Level 3 and 4. Levels 5 and above will also require crystal.

    since the trade port has no effect on how much somebody pillages, would it better if people just upgrade their port to as high as they can?

    yes.. it is now viable to level one's tradeport.

    I thought there were no softcaps, yet the new buildings zullu posted have softcaps. Are there softcaps still? Hardcaps? None?

    They are just the highest in-game info I can gather atm is all. If we the players can get above these limits we will try to release the data here.

    Breach bonus fixed with upgraded units / units with assault bonus?

    At this time it does not appear to work, have tested it many times and never got the bonus.

    I see land units have a speed now. How is this being used?

    Now instead of the default travel time, before same island was 20 mins, one island over was 40, etc etc, it is based off the speed of the slowest unit for same island attacks only. Off island attacks are still based off the travel time of cargo ships.

    Same Island can be as fast as 10 mins now. One island over is now 20 mins, due to faster cargo ships


    It seems as though units are less balanced, with points now being mostly in either offense or defense. And stamina has gone down dramatically. Is the combat system changing?

    I would say its more balanced now. Instead of the normal SG, Phal for defense you will see more of the units used. Bombs now serve a purpose where as before they were very situational.

    Are the soft caps of mills/lux also getting adjusted or removed? If so, by how much? I would also like to know about the level increase of them by +1 is and/or has gone into effect.

    From the feedback I have received, yes soft caps are going to be removed. And the mills/mines should be granted 1 free level up.

    Is there a release date yet? If not will yous be giving us warning before it comes? The reason I ask is that there are things we need to do in order to repare for release but if we do it too soon, we will incur penalties.

    I don't have an official time yet. When we are told though I am sure it will be posted. If not I will try to update it in the start of the thread.

    Is the speed of spies increased

    Same Island is 5 mins as well.

    so if X is your own island

    W-----X-----A-----B

    Y-----Z

    to other towns on X its 5 mins travel.

    To Island W,Z and A its 5 mins

    To Island Y it looks like 7 mins

    And to Island B its 10 mins

    Will the Optician reduce price for research acceleration and upgrade research?

    Ok looks like yes Optician does effect the crystal needed to buy out a research as well.

    Gun powdered cost me 115198 crystal to buy it out.

    But in the town I have a lvl 1 Optician build it cost me a total of 114055 to buy it out. Which adds up to 1% reduction per building lvl.

    Also the optician reduces the amount of crystal needed for workshop upgrades.

    What about scores, will anything change about them or what?
    For example, the 100th ship will give me 10k points, will the 100th ship in the new version give me the same points or what?


    Scores are gonna prolly adjust...

    Tradeships are MUCH cheaper with the 120th reportedly coming in at 500k gold. Also the cost structure for buildings and economy is profoundly different..

    All this adds up to everyone having different scores.. but since it effects everyone, everyone will get hit similarly.. sure there will be some shuffling about, but probably not much unless your case is extreme (like 1 town and 20 tradeships!

    What are the costs of cargo ships? Are they cheaper or more costly?

    Cargo ships have decreased greatly in price. It appears that lower lvl ships are more expensive then before, but at some point it switches. I have not been able to confirm at what point you see the cost go to even then lower then the old numbers.

    So far these are the costs I can account for

    46----39159
    47----40737
    48----42360
    49----44034
    50----45759
    51----47532
    52----49362
    53----51246
    54----53187
    55----55185
    56----
    57----
    58--61545
    59--63795
    60--66111
    61--68449
    62--70956
    63--73488
    64--76095
    65--78780
    66--81546
    67--84396
    68--87330

    Will mines that have extreme amount of excess resource get the proper level ups?

    For exmaple a level 18 luxury mine takes 3,000,000 wood, what if the mine had 2,800,000 wood right before the update.
    Thanks for all the answers :D


    From my understanding mills and mines will receive a free level.

    I have not capped out a mill/mine yet so I am not sure what the cost is post cap. So far the amount of workers and mats needed to level up have been the same on both the test server and the live(non v0.3.0) version up to lvl 18/12 (lumb/lux).
    R.I.P Carrie

    Sig By: Keteri
    Annie's Hope
  • Have the costs of upgrading units in the workshop changed?

    And Zullu--VERY good idea. Props for this thread!!

    updated--zullu
    Mafia games: (2 win) : (1 loss)
    Have always been pro-town.
    Winning ratio. I quit mafia.
    Also, winner of 4 war against other alliances when I was in an alliance by myself. I miss gold pillaging...
  • Can you or anyone find out the costs of upgrading buildings that are soft capped in 0.3.0? Particularly walls and town halls.

    And thanks alot Zullu, this is a really awesome thread! Myself, and many others i'm sure greatly appreciate the effort you have put in.

    #1 Mod! ^__^ :D

    updated best I can, since it don't show past cap and my towns are far from it.--zullu

    The post was edited 1 time, last by DarthInvader ().

  • Howbout an economy section?

    Gold per Citizen: 3
    upkeep on scientists: 6
    1 citizen produces 1 wood/hr (SAME)
    1 citizen produces 1 lux/hr (NEW)

    -------------
    starting wood: 130

    ------

    for the Research section:
    Wealth provides 130 of each luxury item upon completion

    -------

    Howabout new sections for the mills and mines?

    Sawmill
    Level 1: workers: 30; cost to upgrade: 0
    Level 2: workers: 38; cost to upgrade: 394
    Level 3: workers: ??; cost to upgrade: 992

    Mines
    Level 1: workers: 20; cost to upgrade: 0
    Level 2: workers: ??; cost to upgrade: 1303

    -----------Updated to here-zullu

    also mention that taverns only produce +60 happiness/hr per click
    Would be nice to add tavern costs screenshot (like the other buildings), and super nice to have the costs for each slider tick (like the first tick costs 6? wine/hr, second is 10?, etc.)

    edit: I have noticed that the tavern page in the in-game help provides all of this...

    The post was edited 2 times, last by Alleycat ().

  • Will people who have already researched past the new researches have to research them? (ex. You have bureaucracy, would you need to still research Wine Cellars or Architechture?)

    Also

    What does it mean by lowering demand of a resource?


    This thread has helped a lot, great idea!
  • Originally posted by Excaliber717
    Will people who have already researched past the new researches have to research them? (ex. You have bureaucracy, would you need to still research Wine Cellars or Architechture?)

    It looks like that as long as you have the prerequisites for the new tech, you will get the new tech automatically.
    Also

    What does it mean by lowering demand of a resource?

    This thread has helped a lot, great idea!

    It means lowering the cost really. The new buildings reduce material costs based upon which building you choose. The difference being that they seem to only reduce by 1%/level, and not the 2% quoted in the help. those buildings which increase production also seem to only give +2% boost and not the +3% advertised.

    Updated--zullu
  • It looks like finishing research with crystal has increased by about 3x, though each research seems to have a variable cost in crystal and not a set research points to crystal price.

    Economic Future (Level 2)
    572,354 research points needed to finish
    Amount of crystal needed for completion: 664979

    Other Futures (Level 1)
    133,140 research points needed to finish
    Amount of crystal needed for completion: 118624


    My buildings guide -- My 0 Military Defense Guide
    * @Lissala slaps ImperialUser around a bit with a large trout