ALPHA 49 Blueprint of a Colony (in Hell)

Discussion in 'Clockwork Empires General' started by Alavaria, Mar 21, 2016.

  1. Alavaria

    Alavaria Member

    See below for how I planned to set it up in the middle of a low-resource wasteland.

    Blueprint: Colony Layout
    The little shaded spaces are supposed to be "roads". The colony should make clicking on each necessarily-clickable building relatively easy without needing to rotate constantly.

    I was bored one day so here you have it, not only is there that one thread on the buildings & modules, I just outright put down a plan* for the colony. It should show every building except the Trade Depot (it is on the wall**) and I think I don't have the Public House since it's broken.

    *Does not include every module placed.
    **Colony wall plan sold separately


    [​IMG]

    Oh yeah, we still don't have Pumpkins, I am experimenting with using the Empire good drop instead (as it drops 50% Sausages, a Quality Food, and scales with population).


    [​IMG]
     
    Last edited: Mar 22, 2016
    Daniel and dbaumgart like this.
  2. Alavaria

    Alavaria Member

    For version 49-A

    Diplomatic Trading in Hell
    Diggle Hell?

    Right now a lot of things can be obtained infinitely. For example
    • Logs: Novorus special trader, Farming
    • Stone blocks: Novorus special trader
    • Lacquer: All traders
    • Sand: Mine
    • Clay: Mine
    • Coal: Mine
    • Various Ores: Stahlmark special trader, Stahlmark ore drop
    • Iron/Copper Ingots & Pipes/Plates: Stahlmark traders
    • Carbines: From Stalhmark special drop (low chance)
    • Blunderbusses: Novorus & Republique supply drops (low chance)
    • Sausages (Quality Food) & Bread: Empire food drop
    • Raw Food: Farming

    Sadly, the traders are (or have been for me) buggy in the current version, and the special traders are even buggier. But let's pretend that isn't the case...

    I attempted to simulate the following
    • Start with the usual 1 NCO + 5 overseers + 1 lowerclass
    • NCO has their pistol, nothing else at all
    • Starting area has a little forage, stone and trees. Nothing else.


    ===============================================================================

    1. Very early on, having the following is important:
    • Mine (1 mineshaft module)
    • Ceramics workshop (1 ceramics kiln)
    • Trade Depot
    • Foreign Office (2 or more)

    Now, the Mine and Ceramics should be ready about the time bunkhouse day (day day 4 or 5).
    Load up the mine crew and get a little clay for bricks (and sand). Get ready a few Glass Panes (or process up to Glass Bottles).

    ===============================================================================

    2. Assuming you have the usual decent amount of trees, the first chokepoint will be stone. So we start.
    Prepare the foreign offices and trade depot. As a side note, Lacquer is a good buy from the usual randomly-spawning traders.

    The diplomatic team (ie: 1 overseer + 3 lowerclass, using 2 or more offices) will focus on:
    1. Get the starting hostile faction to neutral
    2. Novorus special trader

    Summon Novorus special trader. Buy stone and logs as needed.

    ===============================================================================

    3. The next main thing is getting metal (for weapons). As in Building Buildings (and Modules) we will want to get some pistols and a musket for the NCO.

    Now work on Stahlmark, the goal is to use their standard trader. Aims are:
    • Iron ingots: Need 2 to make a smelting forge, and say another 6 for 3 pistols
    • Iron parts: 1 iron plate + 1 iron pipe for a musket (or 2 ingots for each part)
    • The Stahlmark trader may have Stone Smelting Crucibles (2 will be useful)

    Keeping the mine & ceramics going, by now fire up the Chemistry Workshop. Lacquered Planks are good for trading when you buy expensive things.

    ===============================================================================

    4. Now just a few other options.

    We probably want to switch to iron ovens (we could keep trying to buy stone to upkeep the ovens...) if so we can:
    • Continue buying iron ingots & parts from Stalhmark Trader
    • Start buying iron ore from Stahlmark Special Trader (I actually think this might be slower... but it is cheaper though that doesn't mean much)
    • Start spamming the Stahlmark Excess Ores to get ores (scales with colony size)

    ===============================================================================

    5. Quality Food.

    The most efficient way is to set up more Foreign Offices and spam the Empire for their food drops.
    • You get half the number of items as you have colonists, and about half will be Sausages.
    • With 100 colonists (25 overseers) it is perfect, each mission gives you on average 50 Bread and 50 Sausages
    • Rely on Wheat to make more Bread to ensure there's enough Basic Food no matter what, as well as to make Beer (and then distill into Whiskey)

    ===============================================================================

    6. To Infinity

    You should be able to spam so much stuff that you'll have tons of:
    • Glass Panes/ Glass Bottles/ Lacquered Planks: In excess of whatever you need to trade for.
    • Wheat/Bread: Never run out of Basic Food
    • Sausages: Eventually you'll build up a stock as you keep spamming the Empire (multiple times a day ideally, use many many foreign offices)
    • Logs, Stone etc: Keep summoning the Novorus special trader. Logs will be the most needed in the long run (planks repair beds, you need 3.33 planks a day for 100 people).

    [​IMG]

    This colony (yes same one shown in post above) should scale to about 100 people (probably want a third or maybe even 4th Wheat field). It has 48 beds, I would probably also have more than just 4 foreign offices (have 2 diplomat workgroups tend 8 offices or something...)
     
  3. mrclint

    mrclint Member

    Do two or more trade offices increase traders?
    I haven't had time to test it since 49A where I got the idea.
     
  4. Alavaria

    Alavaria Member

    I think traders just check for *if* you have a trade office.

    Rather, the idea is to have multiple foreign offices (still only need 1 workgroup though, 4 people) which can do missions to spawn traders when you want (and of course at a much higher frequency than the random ones)
     
  5. mrclint

    mrclint Member

    Aah okay. I misread that.