Thea 2: The Shattering

Thea 2: The Shattering

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What about buildings?
Could anyone please explain why I should invest in buildings?

I tried building a smithy using iron. It does not seem to do anything at all. Is this correct?
So please tell me if I'm wrong but a building offers some pretty small bonusses only if you invest a lot of very valuable resources. Why would anyone do that?
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Showing 1-15 of 24 comments
harperhendee Dec 3, 2018 @ 11:57am 
if your plant your village on top of some tier two resources you'll end up with hundreds of the stuff. It's a good use for it.
Bloody Dec 3, 2018 @ 12:01pm 
at this point it is pretyt much up to the RNG gods to find a appropriate spot. Ideally you want at least 1 food 1 lumber and as many tier 2 resources on the small 6 hexes
Luceane Dec 3, 2018 @ 12:04pm 
Or you can quickly build a sail and fare to a different island, then set your village upon a lv3 resource spot.
billy bastard Dec 3, 2018 @ 1:05pm 
Thanks for the suggestions, all.
These comments do seem to reinforce the idea though that buildings are useful only if you invest a lot of valuable resources. The fact that I can have a lot of those if I build my village on top does not alter the fact that the bonuses seem minor.
Avloren Dec 3, 2018 @ 2:05pm 
You invest in them because the small bonuses add up and pay off in the long run. You can get +2-4ish gathering skill on all your gatherers from a decent warehouse (made from T2 resources, aka the first row of ones you can unlock with research). Supposedly you can get +1 gathering slots too, so 3 gatherers per resource instead of 2, although I haven't managed the advanced resources that allow it yet.

That plus the gathering bonus from a good totem, and gathering tools for everyone, then any resource near your village is going to become abundant. You'll be getting 150 gathering points from every unskilled warrior or scoundrel or whatever, and the real gatherers will be doing 250ish. This makes the resources invested into buildings or any other crafted item kind of meaningless (as long as they can be gathered near your town) - currently the real limitation is the research points spent to unlock those items, after that crafting them is practically free.

The forge gives a similar bonus to crafting, and it seems easier to get the +1 crafter slot per recipe, which is.. less important really, after all you can always double your crafting rate by making multiple items separately with extra crafters assigned, but it doesn't hurt to have.

Of course not all the buildings are that useful. I'm not sure that the herbalist helps much, my village isn't exactly doing much combat or taking a lot of damage. Not a fan of the one that adds shields either for similar reasons. I built the schoolhouse, free research points would be pretty great if it worked, but I suspect it's bugged right now - no noticeable research progress per turn unless there are events.

Also:

at this point it is pretyt much up to the RNG gods to find a appropriate spot. Ideally you want at least 1 food 1 lumber and as many tier 2 resources on the small 6 hexes

With a good totem made from T2 resources you can get +1 gathering range. Meaning you have 18 spaces to gather from instead of 6, making it easier to get the right combination of food/wood/several T2 resources in a single town.

My current town has 8 resources: wood, 2 fish, T2 metal/stone/gem, and some crappy T1 stone/metal I don't even bother to collect. There's another equally good spot I could have taken that had T2 wood/leather/bone, and that's just on my starting island. This is a little lucky, but I wouldn't ever bother founding a town on a spot that didn't have at least food+2x useful crafting resources within range 2, I've seen a spot at least that good in every game.
Last edited by Avloren; Dec 3, 2018 @ 2:15pm
billy bastard Dec 3, 2018 @ 4:16pm 
Thanks for the detailed answer Avloren. But I still don't understand.
The warehouse would offer about +3 gathering while your gatherers are doing 250ish. That seems minor. So how smart is this investment as opposed to:
-tools
-weapons ea
-how many turns before the resources and construction spent will return on investment?
-the extra slot seems quite useless as there's few villagers and many resources
-the extra gathering range seems indeed very valuable
Imricdaelf120741 Dec 3, 2018 @ 7:37pm 
It boils down to your preferred playstyle. Bear in mind that things are changing with every patch and as such, things are bound to be improved.

I've always preferred a village, but I am having serious difficulty making it worthwhile. My best game/village lasted to ~250 on the first island with a good mix of T2 materials. And in my eyes, I was on par with a game at turn ~100 in Thea 1.

Quartz (I think, it was the Earth essence?) provides a +1 slot to gathering when used for the warehouse.

To me, a village is paramount and should be prioritized and always maximized. However, that can be quite difficult to do (for now) in Thea 2 due to the RNG and lean towards a small group of wanderers by the devs.
Zorr Dec 3, 2018 @ 9:27pm 
Originally posted by Avloren:
With a good totem made from T2 resources you can get +1 gathering range. Meaning you have 18 spaces to gather from instead of 6, making it easier to get the right combination of food/wood/several T2 resources in a single town.

My current town has 8 resources: wood, 2 fish, T2 metal/stone/gem, and some crappy T1 stone/metal I don't even bother to collect. There's another equally good spot I could have taken that had T2 wood/leather/bone, and that's just on my starting island. This is a little lucky, but I wouldn't ever bother founding a town on a spot that didn't have at least food+2x useful crafting resources within range 2, I've seen a spot at least that good in every game.

I'm pretty sure any village will get you the +1 gathering range. The bonus that comes with some T2 resources are bonuses in the gathering stat increase, vision range, and some extra stats for the people that are in the village. If you get lucky and find a place with Diamonds you can build a village with +2 gathering range which is pretty awesome..
billy bastard Dec 4, 2018 @ 10:58am 
I needed some time to build a new village. But I did the maths.

Lets see the warehouse. Here's the cost:
90 wood lvl2: 45*90= 4050
warehouse construction 2400
Total cost: 6450

Lets assume that your village has 3 gatherers that get boosted: Revenue 12 per turn
Break even after: 6450/12 = 538 turns
And lets just forget that these lvl2 resources will hopefully be redundant after 538 turns.

My conclusion: buildings are at this time not an investment but a black hole to dump your resources into!
Gozzon Dec 4, 2018 @ 1:08pm 
I'm not sure if warehouse is really that useful but do remember that biggest thing about warehouse is the extra work slot. Not really the gathering amount it's a nice bonus that's alll

You aren't really making warehouse to get even more same resource which you build it of you are trying to get better resources faster and fastes way to gather those is to have high gatherers on those spots

I've personally found most buildings rather useless since you need to travel so much that a static location things like towns just becoma a resource hoards.

Smithy as in your example has a small benefit of having tiny amount of shielding in addition to crafting if built from correct materials. If I recall correctly you needed sandstone as a secondary.

Smithy used to be a lot more important in Thea 1 since there was a Good Quality and Bad Quality equipment and smithy enabled crating to produce Good Quality. Bad Quality was always a thing and chance to produce Bad Quality was something like 10 - Smithing so even measily 2 crafting bonus was huge as it reduced Bad Quality crafts. Maybe if they reintroduce stuff like that then buildings could be more useful
fluxtorrent Dec 4, 2018 @ 1:14pm 
It's + to the gathering skill not a + to the gathering total. Thats why you are so confused. It does not only net a +3 to the TOTAL of their gathering points. So that +3 nets you a total of 30 more points on their total gathering total
billy bastard Dec 4, 2018 @ 1:32pm 
Right Fluxtorrent, I did make a mistake.
So break even would be after 53,8 turns.

That would not make it a total waste, but still not a good investment.
fluxtorrent Dec 4, 2018 @ 1:40pm 
Depends on the building. If you have the right materials, allowing the extra gathering/crafting slot can increase the speed you do an individual craft/gather job by an additional 50% (assuming all people of equal skill)

The herbalist hut, armoury, house, and school all provide unique stacking bonuses that there is no denying. The herbalist house and armoury especially can keep your people alive after tough encounters and the trickle of tech points from the school adds up fast, especially if you build a few of them.
Bloody Dec 4, 2018 @ 1:44pm 
Found the Ice Island, now trying to explore it with my super over encumbered group lol , camping 1 turn, move 4 steps, camp 1 turn, move 4 steps.. Also trying to get a 2-3 Diamond spot to build my first town , wood is low, food is also low.. this game rocks..

found 2 possible spots with 3-4 fish and 1-2 nuts, 2-3 dryad food and 2 diamond plus another tier 1-2 ore or gems. I want at least 3 diamond spots tho, hopefully RNG gods favour me
Last edited by Bloody; Dec 4, 2018 @ 1:49pm
billy bastard Dec 4, 2018 @ 2:42pm 
Yuuki commented that the buildings as a mechanic will be reworked.
That is good news.

As to the herbalist, house, school etc... It is difficult to calculate payoff. Easy for the smithy and warehouse. And payoff after more than 50 turns is just not worth it. Compare this to not building a village, not building a smithy/warehouse and keeping your party in the same position for 50 turns. Everything you could gather of those resources after 50 turns would just be redundant (excepting the highest level resources).

Thea 1 had other bonuses, like:
-unlocking character professions,
-free experience for children growing up in a profession,
-high quality items
-characters from other races
-and RESEARCH.

Combined these benefits would make it worthwhile. But even so, investing high quality resources in buildings was wise only after aqcuiring enough quality equipment.
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Date Posted: Dec 3, 2018 @ 11:40am
Posts: 24