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Delete daily quests that will take too long to complete and move on.
When starting an adventure, load up all your generals with required troops for the first few camps. Upon arrival unload them and send at least one general back for more.
You don't need a regular bowmaker anymore when you can make a longbow maker. So get rid of the regular bow maker, so that you can use that building license for something else.
After you clear your island only run you iron and steel swords buffed they take allot of resources to run. So run them buffed so you get more for less :)
Don't overlook the resources that are cheap to make, as well as being abundant on your island, like the copper/bronze chain for tools and bronze swords :) Just because it is a lower tier resource, does not mean it becomes obsolete once you get the next thing. These things can be very profitable, get consumed a lot and are easy to upkeep :)
wow, i just read the intro to this thread
PROTIP- there is no need in any actual tip, its random selection of winners, so most yall slow people have a better chance to win then the actual people with knowledge on the game... amazing strategy bbs
Protip - on Zues it is inefficient to make most weapons.
Longbows, Crossbows, Cannons, Damascene Swords, Iron swords, and Regular bows you lose money making (even buffed, when including buff cost). Steel swords and bronze swords are only efficient to make at lvl 4 (barely break even) and lvl 5. Horses are efficient to make at lvl 3.
The Barracks, Trade Office, Tavern, and Bookbinder (when released) can be place anywhere on your island without affecting performance. Don't waste prime real estate when placing them.
If your storehouse is full, let's say marble, and you have someone you can trust, you send it to them. You set it up with them first to decline it. When it comes back, you leave it in the mail box till the marble is filled again, then accept it. It will then go into your resources. This way you can keep your mines working without losing product. This also gives you a way to store up lots product for, when those in your guild have a need. This also gives you HUGE trading power.
Dont have somthing? look in the Trade office or in the trade tab and ask around, some one will have what you are looking for
Buildings that are built from your star menu do not take a license. Use this type of building to save up your licenses for production buildings. I use the noble residence deeds from the gem vendor to maximize my population without taking up valuable licenses.
GinooB7 Tips 28: Join a guild! This is where you will get the best advice and help in addition to meeting great “Settlers”. Best part you get to build something that you cannot buy in shop, find with explore, or trade in TO. It is called building friendships!
To save an extra building license, after you have everything you need from your Tavern you can tear it down. It is easy enough to rebuild if needed for a special event once or twice a year and that extra license helps!
Granite is valuable.
Try to keep the provision house running at all times, if you have resources constantly build baskets and retired bandits they will come in handy when you start doing adventures, and the buffs will help your production especially if placed by a friend.
When buffing buildings, especially with fish platters, do so just before the production is completed, that is just before the final product is delivered to the storehouse. The output will get multiplied all the same.
For example, suppose you have a building with production time of 24 minutes 24 seconds. With 1 fish platter you could double 2 deliveries, if you initiate the buff 5 minutes and 35 seconds (or less) before the production is finished.
Whatever the description of the Quality Copper Shafts skill says about percentage, you cannot have more than three fast mines!
I apologize, this was a display bug that got me confused. You can indeed have as many as you want.
So here are a couple of other tips:
The health of remaining troops after each wave is restored. Even if you reduce Wild Mary's hp to 1, but not kill her, next time you attack she will again have 60000.
If you are being intercepted, you cannot get intercepted again, until you kill the first interceptor.
Assuming you are not doing blocks, the camp with the first red zone you enter is the one you are going to attack. E.g. if ( A ) and { B } are camps and are positioned like this:
( { A B ) }, if you attack A from the left, you are not going to be intercepted by B. Similarly, if you attack B from the right, you are not going to be intercepted by A.
If you have not cleared your island yet hold off on doing adventures until you do clear your island.
The payoff in extra sectors and building licenses is a much better and more immediate payoff than any adventure loot.
buy low, sell high... yep a random bs "pro-tip"
Whenever someone claims in trade tab that they have a fair offer, or the lowest in TO (because everything else is even more grossly overpriced), or gives you any other convincing why their price is worth it, don't go for it! And if they don't state their price, but ask you to whisper instead, definitely don't go for it, they are just looking for a sucker! If someone has a good and fair price, it speaks for itself. They simply have to say x amount of x resource for x cost. You can decide then and there. Anything else means their price is not good, and they know it!
When you have a mine make you check it so you do not run out, if you have a mine buff use it so you do not lose the mine.
Take it slow do not rush into things troupes
, supplies will come faster then you think
The ideal pattern for fastest travel times is the hexagon pattern (I'm sure it is explained somewhere in these 22 and counting pages of tips). However, if your workyard is one such as fisherman, hunter, farm, or cutter that needs to travel to a deposit and back as part of its production, any spot along the route from deposit to storehouse is as good as any other spot along that route. So don't waste a prime spot immediately next to the storehouse on a deposit-harvesting workyard unless that deposit is also immediately next to that workyard. For instance, if you have two spaces in between a storehouse and a fish deposit, put the fisherman next to the deposit instead of next to the storehouse, and put some other workyard immediately next to the storehouse. Your fisherman will never know the difference, and your other workyard (and your resource production) will thank you!
PRO TIP: Participate in pro tip events and win free gems.
When you're having a bad day, turn on the bird noise on, and let it run on your computer.
First I'll have to say I'm sorry but I wasn't going to go through 22 pages of tips to see if mine were in there already. They were written for twitter and are super short (around 140 letters each). I doubt very much many people went through the torture of trying to convey a full tip with so little letters. So they shouldn't be exact replicas of any tips on this thread.
I will be posting the full list on my last post.
So here we go, the first TSO tip.
Trade:
TSO tip: If you want to sell 4000 sell it in lots of 1000 x 4 You'll reach the low quantity buyers as well as bulk buyers.
Trade:
TSO tip: Paying 6 coins for a trade may seem high but if you make sure you put in 4 lots that's only 1.5 coins each.
Trade:
TSO tip: Plan to build your Trading Office as soon as it becomes available. It is one of the most important buildings you will ever own.
Trade:
TSO tip: How many of an item to sell/buy: Think about rarity. Marble can be bought in huge (10K) amounts but granite is a lot more rare (1K)
Trade:
TSO tip: Keep an eye on your free trade slot. When something gets sold there and you have more, cancel the sale and restock the lots to 4.
Production:
TSO tip: Don't level mines to 5 unless you're ready to monitor and refill them often. Otherwise you're left with offline mines and no ore.
You'll trade for better prices if you make the offer rather than accept another's.
Production:
TSO tip: With buildings at same level & a small negative in production, move the buildings that cause negative a bit further from storehouse
Production:
TSO tip: If your building's asleep & you'd like to buff & run it again; buff first then turn it on to get the waiting product buffed also.
Production:
TSO tip: To control when your buildings use resources put them to sleep by clicking the stop square in the building's window.
Production:
TSO tip: If you have an open spot next to a storehouse and no plan to fill it with a resource building, place a well there instead.
Production:
TSO tip: Example for last tip. Invest in silos & watermills for bread; coking plants for swords; deerstalker huts for sausage; etc.
Production:
TSO tip: The trick to mass producing one item for profit is to have as little upkeep as possible on resources needed to produce.
Production:
TSO tip: You'll always profit more on swords if you produce them from mine, to smelter, to sword. As long as you keep them all buffed.