Cultural Settlements Guide (2.16)

Discussion in 'Best Guides' started by UBERhelp1, Feb 2, 2019.

  1. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Introduction to the Cultural Settlements Guide
    Cultural Settlements are a relatively new feature that has added on a new way to play Forge of Empires. If Guild vs Guild and Guild Expeditions were a way to make fighters and negotiators happy, this feature is Innogames’ way of making those who enjoy building cities happy. Welcome to the guide, and I hope it will help you in your game.

    I am writing this with the assumption that you have read and understood the announcements (Vikings, Feudal Japan). Also, I'm assuming you know how to place, sell, and move buildings, as well as how to buy expansions. Currently, the Viking and Feudal Japan settlements are available, with an Egyptian one going to be released at an unspecified date. You can only play one settlement at a time.

    Please note that for the guide, I type the names of buildings or resources without accents or special symbols for ease of editing and writing.

    The questline for the Settlements are as follows:

    #VikingsJapaneseEgyptians
    1Have 3 ShacksHave 3 Gassho-zukuri Huts???
    2Have 4 RunestonesHave 5 Toro???
    3Have an Axe SmithHave a Soy Bean Field???
    4Have 55 Diplomacy or gather 20 AxesHave 45 Diplomacy or gather 10 Soy???
    5Have 2 ShrinesHave 1 Shinto Shrine???
    6Have a Mead BreweryHave 1 Gallery???
    7Have 195 Diplomacy or gather 30 MeadGather 10 Paintings???
    8Have 2 HutsHave 100 Diplomacy or Gather 20 Paintings???
    9Have 280 Diplomacy or gather 40 AxesHave 1 Armorer???
    10Have a Beast HunterHave 2 Decorated or Sacred Torii Gates???
    11Have 375 Diplomacy or gather 50 HornsHave 325 Diplomacy???
    12Have 4 Clan Totems or gather 50 MeadHave 1 Instrument Workshop???
    13Have a MarketHave 2 Shinden-Zukuri Manors???
    14Have 595 Diplomacy or gather 60 HornsHave 525 Diplomacy or Gather 30 Instruments???
    15Have a Wool FarmHave 2 Zen Gardens???
    16Have a Clan HouseHave 1 Dojo???
    17Have 855 Diplomacy or gather 60 WoolGather 2000 Koban Coins and 10 of each Cultural Good???
    18Have an Old Willow-???
    19Have a Mead Hall-???
    20Collect 10 of each Cultural Good and 2500 Copper Coins-???

    This guide is split up into several parts:
    Part 1: The First Day
    Part 2: Beginning the Expansion
    Part 3: Establishing a Village
    Part 4: Race to the Finish
    Part 5: Beyond the Settlements
    Part 6: Alternate Ways to Play
    Part 7: Cultural Settlements FAQ
    Part 8: Settlement Fun Facts
    Part 9: Author’s Notes
     
    Last edited: Aug 23, 2019
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  2. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 1: The First Day

    The first time entering a new Cultural Settlement is very important. It is where you first see the arrangement of impediments and set up your city for the rest of the settlement. If there are no impediments in the original 8x8 area, one of the best ways to start out is by doing this:
    [​IMG]
    In case it is hard to see, the layout (with each letter representing a tile) is:


    SSSS*SS*
    SSSSSS*
    *EEEESS
    SSEEEESS
    SSEEEE*
    AAASSSS
    AAA*SSSS
    AAA*****
    Where:
    E = Embassy
    S = Shack
    = Road
    * = Runestone
    A = Axe Smith
    upload_2019-7-5_14-20-54.png
    In case it is hard to see, the layout (with each letter representing a tile) is:
    *GGGGEEE
    *GGGGEEE
    **EEE
    *GGGGEEE
    *GGGGIGG
    SSSSGG
    SSSSGG**
    SSSSGG**
    Where:
    E = Embassy
    G = Gasshou-zukuri House
    , | or = Road
    * = Toro
    S = Soy Bean Field

    Please note that to aid in later expansion, you can always flip the layout to whatever orientation you want. For example, you could switch the above layout to the one in the screenshot below so that when you expand, the town hall is in place to be the center of your city, meaning shorter roads. However, as always, impediments may render certain layouts inefficient or impossible.
    upload_2019-10-2_2-14-47.png
    (For the layout chart, see the one above and just swap it horizontally).
    *Feudal Japan Layout Chart by @Super Catanian
    Ideas for roads and color by @Super Catanian and @Algona

    The above layouts, besides just being good basic villages, will get the player through the first few quests of the settlements.

    This is, of course, not the only way to start out. One can even put 2 of the first good buildings up in the beginning. However, this can be troublesome to keep them running on a continuous schedule, as the need for coins is too high without any other expansions. Additionally, any impediments in the original area will need to be worked around. Examples of starting layouts with 2 goods buildings are shown below.
    [​IMG]
    [​IMG]
    *Screenshot by @BruteForceAttack

    Set the goods building to whatever production is closest to the next time you will be online. Collect at least 16 axes (Vikings) or 10 soy (Feudal Japan) for the next step.

    From the very beginning of the settlement, I’d recommend creating a spreadsheet (or just write down) the goods required to unlock technologies. This will let you plan ahead and see what goods you still need to produce, and what goods you can produce less of or not at all.
     
    Last edited: Oct 2, 2019
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  3. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 2: Beginning the Expansion

    After Part 1, you should now have a basic village. Now, you want to expand to have more land to place buildings to produce more goods, coins, and provide population.

    Use 6 of the axes to place 2 more expansions. These will depend on where your impediments are. Try to pick one with no impediments. Fill these expansions with more shacks and a second axe smith (if you haven’t built one already). Next, unlock the first technology (shrines). Note that you will need both 10 axes and 55 diplomacy. Replace as many houses with shrines as possible until you can’t sell any more houses and place down another shrine.
    Use the 10 soy to purchase the first technology, giving you shrines. Arrange a shrine like this:
    upload_2019-7-5_14-30-46.png
    Then, keep producing soy until you have 35 of it. Then, you can buy the second technology (gallery). This will give you access to the merchant and let you get many additional goods.

    As any player will notice, the settlements contain impediments that block buildings from being placed on top of them. These impediments always spawn in random spots around the settlement, but there are some similarities.
    1. Impediments always block 13 tiles
    2. There are always 9 impediments
    3. The types of impediments always stay the same (2 2x1, 2 1x2, and 5 1x1)
    4. There is a maximum of 1 impediment per expansion
    5. A 1x2 or 2x1 impediment will never overlap into an adjacent expansion.
    These impediments have to be worked around. If one has a choice between an expansion with an impediment or without, it is usually more beneficial to choose the one without.

    Starting as soon as you can, use an 8-8-4 hour goods production schedule. This will give 25 goods/good building per day. Put shrines on the same schedule, except in the 4 hour period. If possible, put shrines on 5-15 minute productions to boost income of copper coins. This will give the best output possible for a normal player. If one wanted to they could do 8-8-8 productions, giving a maximum output of 30 goods/good building per day, but that requires a much more rigid time frame that doesn’t fit the majority of players. If one was less active, they could settle for a 8-8 production schedule that would give 20 goods/good building per day.

    In these settlements, you really have 2 things that will happen regarding your copper coin supply: you have too many copper coins or not enough. I tend to lean towards getting more early rather than running out later. This means building as many shrines (or marketplaces) as possible. I then produce in the shortest time period possible, trying to boost the amount of coins I collect as much as possible. This also usually means having the lowest possible excess population. After one has a large stock of coins, they can remove most of those buildings and replace them with more goods buildings.

    I also like to fill any empty space in my settlement by placing runestones. They help with diplomacy needs later on. However, these runestones shouldn’t be permanent buildings. Only place them when there is no way to squeeze in any more buildings.

    Here is what a settlement could look like after this step (along with another expansion):
    [​IMG]

    As you can see, not a tile of space is wasted. Every building is producing at its maximum potential. In fact, the net population at this time is 0.

    There is a basic rule that helps a lot when a player is wondering whether to place another goods building or not: generally, it takes 3 expansions to keep a goods building running on a consistent basis, without the balance of coin taking too many dips down or up. Note that in this idea, the land the Embassy is on doesn’t count as it doesn’t produce anything for the player’s village.
     
    Last edited: Jul 31, 2019
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  4. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 3: Establishing a Village

    For all Viking settlements, the total amount of goods needed is 938, and for all Feudal Japan settlements 875 (not including expansions or the final quest). The technologies all cost the same amount of goods across settlements, but the number of each specific good differs. The number in parenthesis is the amount of diplomacy required.

    Tech #Tech NameGoods Needed] Diplomacy Needed
    1Shrines1055
    2Mead Brewery34120
    3Huts52195
    4Beast Hunter69280
    5Clan Totem86375
    6Market103480
    7Wool Farm120595
    8Clan House137720
    9Old Willow155855
    10Mead Hall1721000

    Tech #Tech NameGoods Needed Diplomacy Needed
    1Shinto Shrine1045
    2Gallery35100
    3Armorer + Shoin-Zukuri House75165
    4Decorated + Sacred Torii Gate105240
    5Instrument Workshop + Tea House130325
    6Shinden-Zukuri Manor155420
    7Zen Garden180525
    8Dojo205640

    Tech #Tech NameGoods Needed Diplomacy Needed
    ???????????
    For unlocking new buildings, you will need both the required amount of Cultural Goods and Diplomacy.

    The Merchant is one of the best features of the Feudal Japan settlement.
    [​IMG]
    In the Feudal Japan settlements, there is the Merchant - a building (unlocked after Quest 6) that lets you undergo negotiations (like GE or DC) that let you gain more goods. They can be affected by the multiplier as well! The Merchant allows you 3 negotiations every day, with each empty slot replaced at the end of the day. Trade for as many goods as possible - even if you don't need them, they can be used for expansions. The Merchant will let you essentially gain goods that you may not have even unlocked yet. For example, you may even be able to acquire all the goods of a certain type (except the last quest) with the Merchant, letting you bypass needing to build that goods building (except the last quest).

    Also, you can use the Merchant to get goods for expansions. Since you can get all the goods, you can buy expansions at the lowest price possible (8 goods) for as long as possible. If you get lucky with a few offers at the beginning of the settlement, you could get almost your entire city set up for the endgame (expansion-wise) at the start - speeding up the settlement timeframe massively.

    However, despite the benefits of the Merchant, you can get unlucky and not get the goods you need. Once you have negotiated all the offers you want/need, dismiss the others in order to have the best chance of getting needed offers the next day.

    The Merchant does not have the same refresh time for every player - in fact, the time new orders will appear is the same time of day as when the player unlocked the Merchant after Quest 6. There is no way to change this time, so it can be useful to plan when you will unlock the Merchant so the refresh occurs at a good time for your schedule.

    [​IMG]

    Note that if you age up, during a settlement, the Merchant will then require goods of the new age.

    Generally, if one can plan out what goods they need, it will be easier to produce only the needed goods, without over-producing an unnecessary good. There is no trading in the settlements, so it is imperative to only produce the needed goods.

    For example, if one only needs 200 axes to unlock all of their buildings and build a few expansions, there is no need to produce more. After they have produced their 200 axes, they could sell their axe smith and replace it with a goods building that is needed. While they could keep the smith and use it for more expansions, at that point the cost is so high for axe expansions that it would be a waste of space, time, copper and efficiency.

    To get the coins to produce goods, try to choose the lowest possible production option in diplomacy buildings. As you can see in the chart below, the shorter times produce the most coins/minute. If one is using a 8-8-4 production schedule, I find the best time to farm short productions is during the 4 hour period. This enables a player to get ahead on coins if they aren’t producing quite enough, or just gives the player more coins.

    As you can see in the chart, below, the efficiency of production options decreases massively from the 5 minute production. For example, it is (on average) nearly 5 times more efficient to produce the 5 minute option rather than the 24 hour one. Note that, while the Mead Hall is extremely efficient, it should never be used as it is the last building to be unlocked, thus leaving the player with only the last few quests to complete.
    [​IMG]
    [​IMG][​IMG]

    If you are too low on diplomacy, try replacing roads with runestones or toros. Then, unlock the building and replace the road. This lets you leave buildings as is, without having to rebuild the city to meet diplomacy needs.

    As somewhere around 975 goods are actually needed (including some expansions, but it is actually likely that this number is higher as impediments will get in the way), one can figure out the needed amount of copper coins and time needed to produce these goods.

    As seen in the chart below, if one was to take the relative number of goods needed for a technology, and factor in which of the goods buildings were available, one could see the relative total number of goods. It is relative because in reality, the goods for a technology wouldn’t all be equal amounts. Also, this doesn’t factor in any expansion costs.
    [​IMG]
    [​IMG]
    *An error occurred and the names of techs 3 and 5 were erased. They are : 3. Armorer/House and 5. Workshop/Tea
    It is especially beneficial for the player to track their good productions and how many of each they still have to produce. Whether they do this using a spreadsheet (which is nice because you can add in functions that do the math for you to figure out the remaining goods) or write it down on a sheet of paper, this will help out a lot. This will keep the player from overproducing on goods. Since there is no trading in the settlements, it is an extreme waste of time to produce unnecessary goods.
     
    Last edited: Oct 7, 2019
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  5. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 4: Race to the Finish
    This section mainly consists of basic tips to get you through to the end.

    One doesn’t need to follow the quest to see where they are in terms of being on track for completing the settlement. The quest merely provides a guide of what the player’s next goal should be. The only benefit the questline gives is the last quest, which once completed will end the settlement.

    Remember to try and buy expansions without impediments as you will have more room to grow. For example, this would be a bad expansion to buy unless it was needed. (Sorry about my bad photo editing skills)
    [​IMG]
    The impediment would block any building bigger than 1x1 or 2x1 to be placed in the bottom portion of the expansion (the red space). It is helpful to buy expansions with no impediments or impediments along the outermost edges:
    [​IMG]
    This leaves much more room to grow. There are still (and will always be) spaces that can only hold 1x1 or 2x1 buildings, but it is a good idea to try and minimize these whenever possible. Speaking of expansions, the following is the cost of all the expansions (obviously not the diamond ones)
    [​IMG]
    upload_2019-7-16_15-42-6.png [​IMG]

    Each time an expansion is bought, the price for all the goods goes up. For example, if I wanted to buy the 10th expansion, I can see via the chart above that it will cost either 69 axes or 55 mead or 41 horns or 21 wool. Buying this expansion will then move the costs for each good up a certain amount.

    The settlements are all about space and time management. The most efficiency possible in the least amount of space is what you should strive for. If it is possible, it is more efficient to use diplomacy buildings rather than residential to gain copper coins. This enables you to fill expansions with disconnected residentials for population. Later on, it can become beneficial to connect these for more copper coins, as shown in this image:
    [​IMG]
    There are only 3 buildings not connected to roads here. The axe smith is being rebuilt due to a rebuild of the city, but all the first 3 goods buildings are present. The city produces enough to support its own needs of copper coins, with extra. This makes it easy to add more goods buildings, as no more copper coin-producing buildings need to be added, saving on space.
    upload_2019-7-15_19-29-5.png
    As you can see in the image above, the village has all its buildings connected - which if possible, is a most welcome goal to achieve, as it will bring in the most resources that can be used later. This level of expansion was enabled by the Merchant in only a few days - after a couple lucky trades with the Merchant, all the 8 good expansions were bought, before even the third tech was unlocked! This city shows the power of the Merchant, if you get lucky enough.

    As the settlement progresses, one has to decide on the balance between diplomacy buildings and goods buildings. If the balance tips to one side too far, especially close to then end of the game, a player can find themself scrambling to get more copper coins or to place goods buildings to use a surplus of coins. The city below is building up a surplus, but it is in preparation for more goods buildings to be added with a few more expansions.

    [​IMG]
    [​IMG]
    Image by @Super Catanian

    For residential buildings, there are certain strategies that work nice. Shacks work well when disconnected in the early-mid settlements, 4 Huts perfectly fill up a 3x12 or 12x3 space, and clan houses work well when 4 of them take up a 5x12 space (but by the point you get to clan houses, you probably won’t need many to finish the settlement.) However, don’t rely on these strategies as the impediments and your needs will often interfere! For example, in the picture below I have only 3 huts in a row with a Mead Brewery because that is the only place where I could fit my second Brewery. Basically, use these techniques but feel free to alter them to your specific needs. Anyway, the picture I mentioned above:
    [​IMG]

    It is important to note that only one quest is truly essential to the player’s success in the settlement - the last one. (Collect 10 of each Cultural Good and 2500 copper/2000 coins)

    For finishing the settlement, you need 10 of each cultural good and 2500 copper/2000 coins (Vikings/Japan, respectively). No diplomacy anymore. This means that you will need at least one of each cultural good building and some building that produces coins (whether residential or diplomacy buildings). For the requirements, it can be easier to set your productions for the cultural goods and coins ahead of time so that you can finish in a shorter time.

    The Feudal Japan settlement's last quest is needing 10 of each cultural good and 2000 coins. However, Merchant goods will count towards this total, meaning the player may only need to produce 10-20 goods on their own. However, there is no workaround to the copper part, as the goods building exploit for that was fixed.

    Finishing the settlement as early as possible is better, as you get more fragments to the secondary building and are able to start the next one sooner, thus reducing your total time needed to complete all the settlements.

    Also, for Vikings, the Greater Runestone can be fully upgraded every 5 settlements if the player comes in first every time, letting a player get 3 fully upgraded Greater Runestones after finishing the settlements (through #15).

    The Feudal Japan Timeless Dojo can also be fully upgraded every 5 settlements if the player comes in first, but the player will only be able to get 2 fully upgraded Timeless Dojos after finishing the settlements (through #13). To get a third, the player will have to do an additional two settlements.
     
    Last edited: Sep 2, 2019
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  6. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 5: Beyond the Settlements

    Each time a settlement is completed, the timer for the amount of time you have to finish it decreases. Also, the odds of getting 4x the amount of produced Cultural Goods increases. If you can’t finish in time for bonus rewards, keep trying. Finishing the settlement at all will help you by giving you Emissaries or Upgrade Kits for the main building.

    The multiplier for the 4x goods increases by 1.5% each run through, until it reaches 25% on the 16th run through. This will massively increase the average goods/collection ratio, making it easier to finish settlements in the diminishing time frame. As the 25k views special, I created the below charts with estimated x4 hits across the settlements, which can be found further down in this part of the guide.

    The rewards that are constant across all settlements are a follows:
    1st2nd3rdLast
    [​IMG][​IMG][​IMG][​IMG]
    15 fragments (total)6 fragments (total)2 fragment0 fragments
    Main Settlement Reward (see list below)

    The Viking settlement gives Runestone fragments, while the Japanese settlement gives fragments for the Timeless Dojo.

    The rewards for completing settlements are as follows:
    1. Yggdrasil Level 1
    2. Emissary Harald Hardrada (1 FP) and an Emissary Slot
    3. Yggdrasil Upgrade
    4. Emissary Erik the Red (Medals)
    5. Yggdrasil Upgrade
    6. Yggdrasil Upgrade
    7. Emissary Leif Erikson (Supplies) and an Emissary Slot
    8. Yggdrasil Upgrade
    9. Yggdrasil Upgrade
    10. Yggdrasil Upgrade
    11. Emissary Freydís Eiríksdóttir (Coins)
    12. Yggdrasil Upgrade
    13. Emissary Gudrid Thorbjarnardóttir (Military Unit) and an Emissary Slot
    14. Emissary Aud the Deep-Minded (2 Goods)
    15. Yggdrasil Upgrade
    16. 50 FP (for all later settlements)
    1. Shinto Temple Level 1
    2. Emissary Oda Nobunaga (1 FP) and an Emissary Slot
    3. Shinto Temple Upgrade
    4. Shinto Temple Upgrade
    5. Shinto Temple Upgrade
    6. Emissary Tomoe Gozen (1 Military Unit of your Age)
    7. Shinto Temple Upgrade
    8. Shinto Temple Upgrade
    9. Emissary Takeda Shingen (2 Goods of your Age) and an Emissary Slot
    10. Shinto Temple Upgrade
    11. Shinto Temple Upgrade
    12. Emissary Oda Oichi (1 FP)
    13. Shinto Temple Upgrade
    14. 50 FP (for all later settlements)

    The amount of time between 1st/2nd/3rd place decreases as more settlements are completed, as can be seen in the chart below, which also shows the time frame for each settlement:
    [​IMG]
    [​IMG]
    [​IMG]

    For celebrating 25,000 views, I created the charts you see below. The charts sum up the result of a total of over 300,000 trials (using a program I wrote) where I tested the average hits, productions, and coin costs for the settlements. While there is no main conclusion to be drawn from these on the best way to play the settlement as a lot varies on the player's ability to be online at certain times, I think the data is still interesting. Note that the Feudal Japan data was created without the Merchant, as the variability of that feature could skew the data too far. Also, note that your data may vary as this is all based on probability.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Aug 23, 2019
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  7. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 6: Alternate Ways to Play

    The main goal of this section is to combat the boredom of a repetitive task or just give players new ways to complete/play the settlement.

    Now that there are two settlements available, the player can switch between each one to avoid burning out on doing the same one over and over. This is great because it helps keep the Cultural Settlements fresh and enjoyable. Additionally, you will be able to see the rewards of two settlements at the same time, enriching the look and production of your city.
     
    Last edited: Jul 21, 2019
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  8. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 7: Settlements FAQ

    This section is devoted to answering some questions that many players have been asking about the settlements.

    Q: I have all the goods to unlock a technology, but it says that I need diamonds to unlock it.
    A: Make sure that you have the required diplomacy amount (the bar at the bottom). Should you not have enough diplomacy, try replacing roads with runestones.

    Q: I just bought an expansion with axes (or other good). Why did the cost of all the other expansions increase?
    A: Buying one good expansion increases the cost of all the others. See the chart in Part 3: Establishing a Village for the specific prices.

    Q: I just got a second emissary, but it says I have to pay 800 diamonds to use it. Why?
    A: You get 1 free emissary slot every 2 emissaries. You have to choose which ones you want to use. You can buy more slots if you so wish, allowing you to use more emissaries at the same time. See Part 5: Beyond the Settlements for more details.

    Q: Why should I even play the cultural settlements? It seems like a big waste of time to me.
    A: Settlements can give some insanely good rewards - including buildings more than 2x better than SoKs for FP production, not including their other benefits. The settlements also give emissaries, that will provide an addition to the Town Hall’s production. Even if you don’t want to go through with them to the end, try looking at Part 6: Alternate Ways to Play to see how to play settlements without getting bored.

    Q: This is way too much of a grind. It will take literally months to get a fully leveled Yggdrasil.
    A: Play them. Yes, they are a grind, but the rewards are worth the investment in the long term - and this is a long-term game. Even if you don’t want to go through with them to the end, try looking at Part 6: Alternate Ways to Play to see how to play the settlements without getting burned out.

    Q: This is just a way for more and more players to be coerced into forking over money in the form of diamonds.
    A: All the settlements can be completed in time without any diamond usage at all.

    Q: I can't find where the Viking settlement screen went. Only the Feudal Japan one is showing.
    A: Use the arrows on the sides of the screen to switch between different Cultural Settlements.

    Q: Where else can I find information on the Viking settlements?
    A: There are quite a few other places with information! Check out the official wiki, fan wiki, the quick guide to gold that @amiar wrote, the strategy posted by @xivarmy, and the post by Nicomarx59 that @RoyalAdnan quoted in his post.
     
    Last edited: Jul 24, 2019
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  9. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 8: Settlement Fun Facts

    This section is devoted to showing some interesting/random facts about the cultural settlements that I found while researching that didn’t quite fit in with this guide, but I still wanted to share them with you guys. Most of these are related to something visual or translations.

    1. The orcas that are swimming in the ocean can still be seen after they dive into the water - their tail is just barely visible, as seen in the pictures below. When the animation restarts, this spot disappears. The first image is during the animation, the second shows the spot where the tail is.
    [​IMG] Before | After [​IMG]

    2. The person shooting arrows in the Beast Hunter’s animation appears to always miss. Makes you wonder how they hunt any beasts at all

    3. When a production is started in a Shrine, creepy voices can be heard murmuring. Could these be the spirits of the Vikings’ ancestors?


    4. It takes 15 settlements to get a full Yggdrasil, but one can keep doing the settlements forever. How many times will it take showing the vikings the same thing over and over before they learn how to make a village by themselves?


    5. On Beta, the prices/production times of productions, buildings, and really everything was extremely different.
    For example, Shrines used to only produce in 4 hour sessions - you didn’t get to choose the time like it was a normal production building. This caused people to set timers to wake themselves up (even in the middle of the night) to not miss a production.
    Shacks produced 10 copper in 4 hours
    Goods productions cost 100/230/520 copper
    Thankfully, this was changed to what it is today.

    6. For a few months after the settlements were released, when buildings for the main city were shown in the Cultural Settlements, such as Yggdrasil, the costs were shown as below:
    [​IMG]
    Notice how instead of population, it showed the cost as 0 Vikings. The same applied to the Runestone. Back in the main city, when you moused over the item in your inventory it showed population instead of Vikings.

    7. Finally, my personal favorite: There is a little snowman just below the village and to the right of the boats. It is even decorated with a little Viking helmet and spear.
    [​IMG]

    8. The Viking ship is named "Langskip" which is the Norwegian/Icelandic word for "Longships," the kind of boats the Vikings utilized.

    9. The Feudal Japan boat is named "Yakatabune" (or, in Japanese, 屋形船) which is the Japanese word for "Houseboat."

    10. "Yggdrasil" is the tree of life in Norse mythology, and it is pronounced "igh-drah-sihl." This tree holds together the nine worlds of Norse myth. (The nine levels of the Yggdrasil building can be referencing this fact.) Its name can be taken to mean "terrible steed" or "horse of the hanged," referring to a myth about Odin (a Norse god), or "yew-column." It is portrayed as an ash tree.

    11. Shinto, found in the name of the "Shinto Shrine" means "the way of the gods." The Shinto religion is as old as Japan itself and is Japan's major religion besides Buddhism.

    12. Koban, the type of coins found in the Feudal Japan settlement, means "oval."

    13. The time period of the Feudal Japan settlement is the "Sengoku" period, and "Sengoku" means "warring states." Seems odd, then, that this settlement is based around negotiations. "Sengoku" in Japanese is 戦国 (戦 meaning war [sen] and 国 meaning country, or land [goku])
     
    Last edited: Jul 25, 2019
  10. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Part 9: Author’s Notes

    As new settlements are released, most likely with their own new challenges, I will update this guide.

    I’d like to thank all the original posters that commented the first version of this guide (since removed). Your feedback helped a lot and inspired me to work harder to create a better, finished product. I’d also like to thank the official wiki and the fan wiki, which provided much of the information I could not access on my own. I also can't thank the comments on this guide enough, you have made this guide much more well rounded.

    Special thanks to the following people:
    @Super Catanian for finding all my mistakes and making the layout chart for the Feudal Japan settlement
    @DreadfulCadillac for the constant support
    @Algona for helping with the layout charts

    Also, this guide is still not complete. As more settlements are released, I hope to update this with strategies to combat all the new challenges the players might face.

    Thanks for reading, and any feedback or comments are appreciated. Should anyone have a technique they want to share with the community that was not mentioned, it would be greatly appreciated.

    -UBER​
     
    Last edited: Jul 23, 2019
  11. DreadfulCadillac

    DreadfulCadillac Well-Known Member

    Joined:
    Jun 11, 2018
  12. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Hey all, just wanted to say that if you want more information, check out the guide @amiar wrote for settlements!
    (Link)
     
  13. amiar

    amiar Active Member

    Joined:
    Jan 7, 2018
    Worlds:
    Odhrorvar
    Thanks for the shout out!
     
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  14. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    No problem. Was just looking through guides and said "Hey! I should link that." :)

    Nice job with it, btw.
     
  15. amiar

    amiar Active Member

    Joined:
    Jan 7, 2018
    Worlds:
    Odhrorvar
    Thanks. Wanted to make a quick guide for some guildies who were convinced diamonds were required for gold!
     
  16. qaccy

    qaccy Well-Known Member

    Joined:
    Apr 23, 2014
    UBERhelp1 likes this.
  17. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Thanks! And just a message to anyone else, if you find some other guides that could be useful for people to read, feel free to post them here.
     
  18. spnnr

    spnnr Well-Known Member

    Joined:
    Dec 24, 2016
    Great Job !
     
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  19. UBERhelp1

    UBERhelp1 Well-Known Member

    Joined:
    Dec 9, 2018
    Guide Update to Version 2.1
    I updated the guide! This is a minor update, so nothing too special, just visual fixes, and some organization.
    Here's what's new!
    • Now all spoilers are named so you know what's in them before clicking.
    • Changed some lists to charts (most notably the tech costs)
    • Added links in the actual guide to some places to get more info to the guide
    • Added links to parts of the guide wherever said parts may be mentioned
     
  20. qaccy

    qaccy Well-Known Member

    Joined:
    Apr 23, 2014
    Just want to come in here to give @UBERhelp1 and anyone else a heads up that beta has 'fixed' the final settlement quest to require 1200 diplomacy along with 4 (down from 6) goods buildings. Both of these conditions must be met at the same time, so deleting diplomacy buildings to make room for the goods will no longer work once this change reaches the live servers.

    EDIT: Completing the quest this way requires at least 8 expansions to be placed (plus the 4 you start with) for 50 clan totems, 3 huts, and 4 mead breweries.

    If you instead use old willows and clan houses, in exchange for the much longer build time you only require 5 expansions for 1 clan house, 1 shack, 4 axes/beast hunters, and 11 willows plus 2 runestones.

    However, I can't imagine there being enough time at the end of later settlements to afford the 8-hour build time and still reach gold. Plus, if you're reaching gold it's likely you've already placed a lot of expansions anyway so you have space to use for the 1-hour buildings. It is quite remarkable though how much space you could save with the 8-hour ones. 187 squares total for the 1-hour build (embassy included), but only 135 for 8-hour!
     
    Last edited: Mar 8, 2019
    UBERhelp1 likes this.

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