RazorbackPirate
Well-Known Member
A few days ago, this was my city. The last new thing I added was the Celtic Forest Set, Hanami Bridge, and Airship, just before leaving LMA for CA. After spending way too long in CA, I just moved to Indy. The bump out south of AO is the new expansions earned from the age..
In that time, I've continued to play Events, and continued to earn the max event buildings from them. In that time, in many of those events, I've also earned a maxed out second of the previous year's building. RL, lack of interest, and remodeling my city being a pain, I got all the new stuff, but never added any of it to my city. Until now.
The event buildings from these events have been met with mixed reviews, often being compared to pie in the sky scenarios of, "You could fill that same space with 72 Lvl 2 Sentinels and get...instead." Okay, whatever. Maybe I could, but I don't want that city. As a FTP player, this is what I've earned for free, the buildings I have to choose from, and how I choose to build my city.
I'm not looking for a critique, of my city, I'm here to share data. It's a rare thing to see 9 months of event buildings put down all at once. I thought it would be interesting to share the stats from before and after, especially in light of discussions about chain buildings, the size of recent event buildings, whatever. Cold hard data to help you reach your own conclusions.
How radical a redesign we taking about? This radical. Below is the new road network with all the carry over buildings. All the empty space will be filled with new event buildings. I know exactly where each new building will go, what I don't know as I write this paragraph is the net effect these changes will have on my city. I'm sure it will be positive, the data will show how much.
A couple of things before I get to the stats. I was able to attach 5 GBs to City Hall using just 2 tiles of roadway. A little trick from a CR post years ago. I also took advantage of the Chain buildings as much as I could by putting most of them on the edge of the map. I then treated the length of the chain as a new edge of map. I was able to power both Trains with just a single tile each, the Vineyard with two. One end of the Hippodrome touches a single road tile, while the other end touches four tiles.
In my defense, those 4 tiles would be there anyway. I could have made the track shorter to make the point of a single tile, but as it is, I could have made the track much longer than I did, had I more length to my city.
With that out of the way, drum roll please.
So, that's it. That's the numbers. Overall, a pretty significant gain with about 9 months of event buildings, all for free. A boost that often gets lost when buildings are added incrementally. I also think 11 full expansions filled without the needs for roads speak to the potential of chain buildings.
What do you think of the numbers?
In that time, I've continued to play Events, and continued to earn the max event buildings from them. In that time, in many of those events, I've also earned a maxed out second of the previous year's building. RL, lack of interest, and remodeling my city being a pain, I got all the new stuff, but never added any of it to my city. Until now.
The event buildings from these events have been met with mixed reviews, often being compared to pie in the sky scenarios of, "You could fill that same space with 72 Lvl 2 Sentinels and get...instead." Okay, whatever. Maybe I could, but I don't want that city. As a FTP player, this is what I've earned for free, the buildings I have to choose from, and how I choose to build my city.
I build my city as a mix between efficiency and aesthetics. I may have more efficient buildings in inventory to fill a particular footprint, but aesthetically, I may not like the look of that thing in that place. So something less efficient fills the spot. To me, some things just look better. For instance, I could have a city with row after row of Carousels. Sure they're great for fighters, but I don't want a city with row after row of anything. A couple three of anything and I'm good.
I also build my city with a mix between passive and active income. Passive income is what I make collecting and spending FPs. Active income is income gained from added time doing other things. Things like spinning RQs while collecting and donating FPs to GBs, or the additional time spent completing the Daily Challenge, completing 4 levels of GE each week, or earning rewards from GBG.
FP producing buildings, passive income, income gained every day just collecting. Anything that increases fighting or negotiating capacity, active income. I don't get a thing from it unless I spend the time it takes to fight or negotiate. When it comes to fighting and negotiating, I build my city to do both. Between RQs and Special Buildings I produce goods in abundance, while I also work to increase my fighting boosts.
A good example of this is my choice of train cars. I could have chosen to add all Sleeping (FPs/passive income,) or all Dining (Attack Boost/active income,) but I split them right down the middle. 1/2 Dining, 1/2 Sleeping. More passive income just showing up to collect, more attack boost to earn additional active income when I have the time to spend earning it.
I also build my city with a mix between passive and active income. Passive income is what I make collecting and spending FPs. Active income is income gained from added time doing other things. Things like spinning RQs while collecting and donating FPs to GBs, or the additional time spent completing the Daily Challenge, completing 4 levels of GE each week, or earning rewards from GBG.
FP producing buildings, passive income, income gained every day just collecting. Anything that increases fighting or negotiating capacity, active income. I don't get a thing from it unless I spend the time it takes to fight or negotiate. When it comes to fighting and negotiating, I build my city to do both. Between RQs and Special Buildings I produce goods in abundance, while I also work to increase my fighting boosts.
A good example of this is my choice of train cars. I could have chosen to add all Sleeping (FPs/passive income,) or all Dining (Attack Boost/active income,) but I split them right down the middle. 1/2 Dining, 1/2 Sleeping. More passive income just showing up to collect, more attack boost to earn additional active income when I have the time to spend earning it.
How radical a redesign we taking about? This radical. Below is the new road network with all the carry over buildings. All the empty space will be filled with new event buildings. I know exactly where each new building will go, what I don't know as I write this paragraph is the net effect these changes will have on my city. I'm sure it will be positive, the data will show how much.
Let's start with the stats of the first image, BEFORE. In the data, I won't get caught up in the details of each building, or track coins and supplies. What I will be tracking is FPs, Goods, and Boosts.
FPs - 446 per day.
Goods - 543 per day.
Coin Boost - 433%
Supply Boost - 135%
Attacking Army Boost - 412 / 251
Defending Army Boost - 42/175 (obviously I don't focus here.)
What got removed?
FPs - 446 per day.
Goods - 543 per day.
Coin Boost - 433%
Supply Boost - 135%
Attacking Army Boost - 412 / 251
Defending Army Boost - 42/175 (obviously I don't focus here.)
What got removed?
- 1 - Celtic Forest Set - Lvl 2
- 1 - Airship - Lvl 11
- 1 - Sleigh Builder
- 4 - Pillars of Heroes - Lvl 7
- 1 - Obelisk Garden
- 5 - Sunken Treasures
- 2 - Flourishing Cider Mills
- 1 - Piazza Set - Lvl 2
- 1 - Tholos of Idols - Lvl 10
- 1 - Winter Spire - Lvl 12
- 1 - Colorful Mill of Fall
- 2 - Grand Bridges - Lvl 7
- 5 - Watchfires - Lvl 2
- 1 - Little Wishing Well
- 2 - Rogue Hideouts
- 2 - Carousels and,
- 1 - Haunted Tower
- 12 - SoKs
Here is what I added.
What's new?
What's new?
- 1 - Governor's Villa - Lvl 9
- 1 - Crow's Nest - Lvl 8
- 1- Pirate Ship
- 5 - Harvest Fields - all at full activation
- 1 - Autumn Scarecrow
- 1 - Begonia Bench
- 1 - Sunflower Patch
- 2 - Wheat Fields
- 1 - Appleton Cottage
- 1 - Hippodrome
- 1 - Hippodrome Sphendome - Lvl 6
- 1 - Hippodrome Carceres - Lvl 6
- 6- Rousioi Track
- 5 - Ventoi Track
- 3 - Roads to Victory - This is a high as I could get with the fragments I had. Incentive to do more GBG.
- 3 - Lvl 5
- 2 - Lvl 1
- 1 - Cherry Garden - Lvl 2
- In addition to adding a 3rd garden, I replaced all the Nishigikoi Ponds with Lvl 2 Sakura Rocks. I lose one activation and a few FPs from the Gongs of Wisdom, but all the extra rocks get fully activated, so I get a bunch more attack boost in return.
- 1 - Abandoned Asylum - Lvl 9
- 1 - Charcoal Express
- 6 - Dining Car
- 6 - Sleeping Car
- 1 - Freight Car
- 1 - Terracotta Vineyard - Lvl 2
- 3 - Cypress Passes
- 3 - Lavender Lawns
- 3 - Olive Groves
- 1 - Olympic Treasury - Lvl 10
- 1 - Magnum Opus
- 1 - Checkmate Square
- 7 - Sentinel Outpost - Lvl 2 and
- Unleashed the Kraken!
A couple of things before I get to the stats. I was able to attach 5 GBs to City Hall using just 2 tiles of roadway. A little trick from a CR post years ago. I also took advantage of the Chain buildings as much as I could by putting most of them on the edge of the map. I then treated the length of the chain as a new edge of map. I was able to power both Trains with just a single tile each, the Vineyard with two. One end of the Hippodrome touches a single road tile, while the other end touches four tiles.
In my defense, those 4 tiles would be there anyway. I could have made the track shorter to make the point of a single tile, but as it is, I could have made the track much longer than I did, had I more length to my city.
With that out of the way, drum roll please.
Not quite yet.
If you spy the first picture closely, you'll see that I had just removed the Indy production buildings after harvesting the diamonds from the RQs and I still had a ton of Blacksmiths for the event. Now that I've grabbed the diamonds and the event is about over, it's time to execute the plan. Since none of the smiths will carry over to the new design, I deleted them and counted the number of free tiles I had to fill. This is what it looked like with the empty tiles visible.
Deleting all the temp production, the smiths, and the roads needed to support them, gave me 149 tiles, or 9 full expansions + 4 tile. RC mode said the new design would also free up 33 additional tiles of roadway, or another 2 full expansions + 1 tile. Between deleting the junk and efficient design, I had a total of 180 free tiles, or 11 full expansions + 5 tiles that got completely filled with new buildings. That's on top of the number of tiles of existing buildings that got replaced. Outstanding.
FPs - 500 per day, a gain of 51 FPs. (a bit more if a Crow's Nest gives FPs)
Goods - 607 per day, a gain of 64 goods
Coin Boost - 460%, a gain of 27%
Supply Boost - 480%, a gain of 345% (wasn't trying, but I'll take it. More supplies for RQs)
Attacking Army Boost - 594/366, a gain of 182/115 (definitely noticeable on the battlefield)
Defending Army Boost - 50/108, a gain of 8 attack, a loss of 67 defense. (still no focus)
If you spy the first picture closely, you'll see that I had just removed the Indy production buildings after harvesting the diamonds from the RQs and I still had a ton of Blacksmiths for the event. Now that I've grabbed the diamonds and the event is about over, it's time to execute the plan. Since none of the smiths will carry over to the new design, I deleted them and counted the number of free tiles I had to fill. This is what it looked like with the empty tiles visible.
Deleting all the temp production, the smiths, and the roads needed to support them, gave me 149 tiles, or 9 full expansions + 4 tile. RC mode said the new design would also free up 33 additional tiles of roadway, or another 2 full expansions + 1 tile. Between deleting the junk and efficient design, I had a total of 180 free tiles, or 11 full expansions + 5 tiles that got completely filled with new buildings. That's on top of the number of tiles of existing buildings that got replaced. Outstanding.
FPs - 500 per day, a gain of 51 FPs. (a bit more if a Crow's Nest gives FPs)
Goods - 607 per day, a gain of 64 goods
Coin Boost - 460%, a gain of 27%
Supply Boost - 480%, a gain of 345% (wasn't trying, but I'll take it. More supplies for RQs)
Attacking Army Boost - 594/366, a gain of 182/115 (definitely noticeable on the battlefield)
Defending Army Boost - 50/108, a gain of 8 attack, a loss of 67 defense. (still no focus)
What do you think of the numbers?
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