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Thread: Level 2 Farms, Cutters and others producing less then lvl 1's

  1. #1
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    Level 2 Farms, Cutters and others producing less then lvl 1's

    In the last 24 hrs or so, it appears that lvl 2 farms, cutters and other buildings have started producing less then a level 1. My inventory levels are now all over the place. Base materials have suddenly dropped to near zero, such as fir logs, wheat, etc.

    I'm still new, lvl 19 so far. Yesterday I started upgrading many of my buildings to lvl 2 and now I'm producing less material.

    Am I wrong about comparing a lvl 1 to a lvl 2? The text info says a lvl 2 produces 2 items per cycle. Does the cycle time change?

    If the cycle time is the same, shouldn't one Lvl 2 building produce the same as two Lvl 1 building? Or is there some strange hidden %'s thrown in on the production cycle?

    Or have I just royally screwed up my production chains and loosing my mind?

    Last question: Just to confirm my observations, XP is ONLY earned thru combat (PvE) and none is earned by building?

  2. #2
    Veteran General Jethro702's Avatar
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    Xp only earned through combat and yes a lvl2 building is equal to 2 lvl1 buildings.. Idk what happened to you.
    Creator of the Old TSO Guide List, which is now in xMISTY's control..
    Joined Aug.8.2011

  3. #3
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    also, does not produce while upgrading

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    Veteran General Jethro702's Avatar
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    Well a upgrade from lvl1-2 only takes 2.5 minutes.. not really enough to completely ruin your production.
    Creator of the Old TSO Guide List, which is now in xMISTY's control..
    Joined Aug.8.2011

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    I was holding steady with production until yesterday. But I think I may have upgraded too many buildings at the end of the supply line before I should have, I don't think so but it's possible. It does seam to be leveling out today, not sure if last night's patch had any effect or not.

    I'm liking the complexity of this game, makes you think about supply chains and business management, with a small piece of combat. Gotta remember to slow down a bit and think about how one change may effect several other items. And working within the building license restrictions is a pain, but adds to the planning part.

  7. #7
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    the paths that some of the settlers take has changed - making them take longer and produce less in some cases - for example I now have two farmers hitting one field where they used to each hit their own. I have a goldmine that does not work at all any more. I have to tear down and move these buildings now.

  8. #8
    Mayor EpsilonSilver's Avatar
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    Quote Originally Posted by Rum_Runner View Post

    I'm liking the complexity of this game, makes you think about supply chains and business management, with a small piece of combat.
    I am looking forward to the economic impact pvp has.

    My greatest pleasure in this game has always been economic.

    That's why when I do combat it's in the footsteps of those smarter than me who have refined it to work.

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