TBD, thanks for the work you've done to create this Condensed HQS Guide. I hope I can add to the body of knowledge about the HQS style of play. It's unfortunate that Agent327 decided to jump on and start posting about this strategy that he clearly know so little about.
Knowing there are those who come to the forums in search of accurate information to improve their game, and knowing Agent327 will never admit he's wrong about anything, against my better judgement, I'll once again jump into the fray.
The problem with the beach bar and confectionary is that you can’t do a “produce supplies” RQ like you can with clockmakers or other regular supply buildings. Of course their supplies can be used for UBQs, but there is no RQ for special buildings like the two you mentioned.
Let me clarify on behalf of Toolbox Danny, who unfortunately, used incorrect terminology. There is no "produce supplies" RQ in any of the ages I've looked at. There are "Gather x amount supplies" which in the case of CA is 110k, and there are "Produce X <Name of 24-Hour supply production>" quests. I am fairly certain it's the 24 hour production quest that Toolbox Danny is referring to in his statement above. (Danny, jump in to clarify or correct me, I don't want to put words into your mouth.)
In each age, there is a unique "Produce 24-hour" RQ tied to each of the standard production buildings of that age. In CA there are 3, "Produce 2 Full Rigging" which can only be completed using Sailmakers, "Produce 2 Barrels of Tobacco", which can only be completed using Tobacco Plantations, and "Produce 2 Turret Clocks", which can only be completed with Clockmakers.
Since Clockmakers are the most efficient production building in CA for the purposes of HQS, with both the smallest footprint, 3x2, and the lowest population requirement, "Produce 2 Turret Clocks" is the foundational quest for the HQS strategy in CA. For every pair of Clockmakers in our city, one "Produce 2 Turret Clocks" can be completed. To complete as many "Produce 2 Turret Clocks" RQs as possible every day, we build as many pairs of Clockmakers as can possibly fit into our city.
In CA, we also get the added benefit of a second RQ slot, giving us the ability to complete 2 RQs at the same time. The first RQ slot is set to "Produce 2 Turret Clocks", the second RQ slot to "Gather 110k supplies". When we collect, each pair of Clockmakers completes one "Produce 2 Turret Clocks" RQ, while the supplies generated completes one "Gather 110k supplies" for each 110k supplies produced.
Then the supplies produced and the coins generated to complete as many UnBirthday Party Quests (UBQs) as possible. While other quests such as "Collect x coins" and "Spend x Forge Points" might also be completed throughout the day, "Produce 24". "Gather supplies" and UBQ, a will typically be completed the most.
The HQS seeks to maximize the number of RQs we can complete every day. By doing so, it maximizes the number of goods, medals, and FP pack rewards we receive. Following HQS, every decision we make about our city can be easily evaluated by asking two basic questions. "Will this allow me to complete more RQs every day" and/or "Will this produce more goods, more medals, or more Forge Points every day?" If the answer to either or both is no, you don't do it. Simple as that.
So let's evaluate the Agent327's statement below from an HQS standpoint.
Yes you can. They are production buildings, that can do the exact same as the clockmaker.
Clockmaker is 3x2, requires 68 population and gives you 320 supplies in 1 hour.
Colonial Beachbar is 3x2, requires 64 population and gives you 344 supplies in 1 hour.
Colonial Confectionary is 4x2, requires 130 population and gives you 790 supplies in 1 hour.
Colonial Fanshop 2x3, requires 78 populattion and gives 508 supplies in 1 hour, plus it provides 87 happiness.
There now are better buildings you can use.
His first mistake is is to evaluate the supplies produced on an hourly basis and doing so reveals how little he understands about the HQS. Why? Because HQS never uses hourly productions. HQS only uses 24-hour productions so we can complete the "Produce X <Name of 24-Hour supply production>" RQ. Since none of the "better building" he recommends has a "Produce X <Name of 24-Hour supply production>" RQ tied to it. Every 2 Clockmakers replaced with Agent327's recommended "better buildings" loses me one "Produce 2 Turret Clocks" RQ.
Agent327's suggestion immediately fails the test. Following his recommendation I'd complete less RQs each day. So clearly these are not "better buildings".
To be fair, we could use these "better buildings" to complete the generic "Gather 110k supplies" which can be completed using any production building. But following the HQS strategy we complete these as "bonus" RQs completing these in the background by using the supplies produced by the Clockmakers as we complete the "Produce 2 Turret Clocks" RQ. So using Agent327's "better buildings" we also lose the completion of a secondary RQ in the background, and the secondary "bonus" quest now becomes our primary quest. That doesn't really sound better to me.
So now Agent327 really has his work cut out for him if he wants to continue to justify his insistence that these are "better buildings" to use for HQS. Given the loss of the primary quest entirely, and the loss of the secondary "bonus" quest, which now becomes the primary quest, He now needs to show how I can even complete the same number of quests I could do using clockmakers with his "better buildings"
In some ways, the answer is really just a math problem. What would it take for me to complete as many "Gather 110k supplies" RQs, as I would complete using Clockmakers on a 24-hour cycle and completing both the "Produce 2 Turret Clocks" RQ and the "Gather 110k supplies" RQ in the background? All the numbers are known so he should at least be able to figure that out.
But there's also a number of intangible variables that need to be factored in. If the answer from a math standpoint is using 1-hour productions collected x number of times per day, how do you offset the convenience of one collection every 24 hours? Having one collection every 24 hours also means 80-90% of my production buildings are motivated by the time I collect from them every day? How many more production runs are needed to offset that?
Even If Agent327 can somehow justify the math to achieve the same number of RQs per day, and hit to my life spending more time in game. A typical CA HQS city has about 100 Clockmakers. All of his recommended "better buildings" are special buildings released for an event and only available during that event, I can't even get one of those buildings as it stands, how do I get 100 of them? Just for giggles, let's say they're released in the next event, exactly how many diamonds will it cost me to get about 100 of these "better buildings" and how do you justify that expenditure given the fact that every other building tied to and recommended by HQS is a default, in-game, regular production building that just needs coins and supplies to build?
You get my point.
Agent327 then quotes a section of the HQS guide that talks specifically about the "Produce X <Name of 24-Hour supply production>" RQ, a foundational RQ in the HQS, and goes on to say,
I can not agree with it. In OF I have 3 RQ's that require me to produce 6x a 24 hour production. For this I do not have to unlock any technology, nor do I need to produce supplies. I have 6 terracefarms that produce 5 fp's every 24 hr. So when they are about to deliver I bring up those 3 RQ's and start collecting my farms. With a Blue Galaxy in my city that brings a nice number of fp's and I complete three RQ's. After that I start the other RQ's again.
And herein lies the rub which points to the fundamental problem with virtually everything Agent327 posts in the forum regardless of topic or thread. He takes a little bit of knowledge and without really knowing what he's talking about extrapolates that to the entirety of the game then posts his assumptions in his signature authoritative style trying to look all "Mr. Know it All." When his errors are then pointed out to him, the thread quickly goes off the rails as Agent327 tries to defend himself as he parses language, nitpicks over every little thing in the game, in the original post, in the responses from others on the forum going on and on and on, page after page after page, until no one can remember what the OP was about until everyone simply abandons the thread out of sheer exhaustion.
But enough of the personal commentary, let's get back to the facts.
As it turns out when you get to OF, there is a bug, a flaw, whatever you want to call it, that somehow made it into the full release. In every age and every era prior to OF, each of the "Produce X <Name of 24-Hour supply production>" RQs names a specific item produced only by a specific production building only available in that specific age. In BA it's "Produce 2 helmets" only produced by Blacksmiths, "Produce 2 tomatoes" only produced by a Fruit Farm, and "Produce 2 pots" only produced by a pottery. With HMA Alchemists it's saltpeter in CA it's Turret Clocks.
But for some reason, in OF, is just a generic "Finish a 24 hour production 6 times" and any production building in the game can be used. Who knows why, maybe a developer got sick, maybe they forgot to update the generic placeholder, it doesn't matter. But players can exploit the hell out of it. There's pictures here on the forum of one city that's just a sea of Blacksmiths. GBs. blacksmiths and not much else. Literally hundreds of them which are used to complete this one quest.
Being in OF, Agent327 gets to to take advantage of the flaw and can do everything he says, but what he suggests, can't be done in any other part of the game.
So knowing about this one little thing, yet not understanding the entirety of the Heavy Questing Strategy, why specific recommendations are made, and likely not even caring, jumps onto this thread to rebut a perfectly acceptable and answer from Toolbox Danny to another player.
And in that signature, authoritative, look at me, I'm all that style, that only Agent327 can pull off gives us this little gem.
In every era there always is a supplybuilding that only requires a road. Besides that, you can win special buildings that give supplies and you have one-up kits and renokits. This guide is outdated.
No data, no reasoning, just and I'm paraphrasing here "I know what I know, you don't know squat, that guide is crap." And once again, Agent327 shows us how in being right, he couldn't be more wrong.