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Thread: Does the Science System make sense?

  1. #11
    Retired Community Leader RomanGodCamper's Avatar
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    Quote Originally Posted by Jason0627 View Post
    Alright so went to testing server played around with science system... i am aware that it is not finished but the overall obvious problem is this.


    this is a resource management game. the science system creates a product that has a definite life. the most books you can have in a tree is 31... be it top ranked books from lower....

    so after you have filled up your tree what then?

    destroy the buildings you used to make the books?

    you say make the stuff and sell the book (to my knowledge only the first two can be sold but im not sure... overall it does not matter) if only the first two books can be sold then after you fill your tree the expert book buildings have 0 value and the books they make have 0 value.

    you will probably be able to make some coin at first but will go down hard after a while i would assume once people have done their tree.... (sure new people come and a steady market will be there but it will be small not like say a bread market or gold ore market)

    so that is just my two cents... i will probably build these buildings (hopefully just expert and buy lower level stuff) get my tree filled then tear them down.

    am i seeing this system wrong or what?

    (also i am using the term book interchangeably as the mats that make to the books )
    Well, For each Geologist its 31 Books. So if you have 10 Jolly Geologist, you will have to have 31 x 10 = 310 Books to have all Geologists skill Book points used.

    So, it will take awhile for all your Geologist's to have max skill points.

    Quote Originally Posted by Draconus2004 View Post
    it will take your bookbinder a few years likely to max out your explorers, geos, generals.

    it will take a few days to get the mats to last your bookbinder for 2 years. thus...the real problem is the support infrastructure, not the bookbinder
    For now, It's only Geologist. We don't know if or when they will bring more out and who knows, it might be something different for like Units for making Recruits Stronger in Health or something.. Who knows. You just can't jump the gun to far.

  2. #12
    Veteran General Asiastrings's Avatar
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    Perhaps I can help, I've been actively testing it since it came out on test server. I will give u the link to my log there at the end of this post. Let me explain as brief as I can how I currently run it. For example, say one of my goals is to find bigger marble' deposits, and increase chance of finding two not just one. Yes there are 3 tiers, and a top level row, of which u may only choose 1 skill out of 3.

    Each tier has to have no less then 5 books applied to it before it steps up to next level. Ok so, I am wanting to create a marble geo, that's going to accomplish all 31 levels, I specifically want its 31st level (the highest) to be the one that is called Lucky Find. In order for my marble Geo, to attain this I must make sure I've bought every skill on the 3 levels that pertains to anything to do with marble. But here's the thing that I think is a major plus!

    There aren't enough marble skills for me to spend 30 books on, so I will have ample left over. So in viewing my Goal, which is to level my geo to - Lucky Find
    I see that "Lucky Find", also includes Iron.

    So for the ample left over, I'm going to include any extra per tier to Iron skill.

    Manuscripts are made by the Book Binder, which works like a Barracks for example.
    it costs 100 simple papers and a nib to start book binder making a Manuscript.
    Myself personally, I have 2 simple paper mills and 2 nibs. Mostly becuz I find myself resetting,
    becuz I've changed my mind on skills chosen for that geo. Or I might want to trade excess
    on TO.
    Hope this helps answering ur Thread Title, "Does the Science System make sense?"...
    The below jpg is my current building config, and its output.





    My log isn't much, this will at least get u to the forum there, and u can search for answers all about the science phase there-
    http://forum.tsotesting.com/threads/...M-USA-PST-Zone

  3. #13
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    NO let us hope that they add more skill trees so we can finally start customizing this generic game to our play style like ALL successful games do:

    Skill tree for Generals (recover faster, travel faster, bonus to certain troop attacks that you like to use)
    Skill tree for a Mayor (speed up build times of certain things like wells wheat, speed up settlers times, resource management, search for deposits on own, etc)

    This game is in DESPERATE need for personalize other then your island layout let us name these guys - even better let them earn experience points!

  4. #14
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    Quote Originally Posted by USillyRabbit View Post
    This game is in DESPERATE need for personalize other then your island layout let us name these guys
    Actually, you can name your geologists now. Its pretty neat, the two I have specialized for Gold are named Goldfinger and Midas, I have 3 Marble Brothers, they specialize in marble deposits, etc. Makes it easy to identify which geo I want to send to do what. I am guessing the Explorers and Generals will be nameable as well when their sections are added.

    I do like the Science Skills for the Mayors Hall btw ... that would be very nice. Great idea.

    PS
    Cancel what I wrote ... you can name your generals and explorers on the test server.

  5. #15
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    There is a HUGE bottleneck with mats at lower levels. I have been on the TSO server for 3 days and have over 1k paper, etc that I will never use up. The building production is horribly out of proportion to the needs of the binder. You can leave them all at level one and still have way more then you need ...

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