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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.
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:
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.
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
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.
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..
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!
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
So break even would be after 53,8 turns.
That would not make it a total waste, but still not a good investment.
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.
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
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.