Airborne Kingdom

Airborne Kingdom

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Zero Coal usage Possible?
So - we have options to generate lift without using any coal, wings and balloons do this.
And we have options for generating thrust without using coal, sails and oars do this.

Is it possible to create a city that does not need coal to stay aloft?
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Beiträge 114 von 14
Wlerin 27. Juni 2022 um 18:47 
Unfortunately not, if nothing else the Central Fan still requires coal.
Frustrating. I can easily generate more lift than the city needs to keep aloft without any needed from the central fan, I mathed it out using the numbers in-game. It should be possible.
Wlerin 27. Juni 2022 um 20:27 
Is there an RP reason you want to achieve zero coal usage? It's not necessary to become self-sustaining.
Just get all the non fuel use parts and then a bunch of charcoal huts, water condensers, and farms. Now all you will ever need to scavenge is wood.
Wlerin 28. Juni 2022 um 9:52 
You don't even need to scavenge wood since you get it from alliances.
It's mainly for fun. I thought it would be a nice challenge to try making a city that never needed anything after it was built up.
simonIOW 11. Juli 2022 um 11:33 
I've gotten my city to be self sustaining, but it's a balancing act between the wood from allies, charcoal huts, water condensers and farms. The biggest challenge was to get the right number of inhabitants (now steady at 288) to power all the tech to make it happen. Having the research to minimise food and water usage is also needed.

I've also managed to get 100% jubilant citizens (just because) ...

:)
If you have enough :ak_jub: workers, vou have the personal reserves to fly only with muscel power. Wood from your allies through one charcoal hut, and you have more coal as the central fan need; the coal you have to much, you can trade against other stuff.
I know, my english is :ak_ups:
So, *technically*, you can't do zero coal because the main engine you start the game with uses coal. But I just did a run on Hard without building a single building that consumed coal. Just used Sails and Oars for prop and Wings for lift. I think I had a total of 4 wood burners which canceled out the base coal usage, so it was effectively a zero coal build.
Ursprünglich geschrieben von simonIOW:
I've gotten my city to be self sustaining, but it's a balancing act between the wood from allies, charcoal huts, water condensers and farms. The biggest challenge was to get the right number of inhabitants (now steady at 288) to power all the tech to make it happen. Having the research to minimise food and water usage is also needed.

I've also managed to get 100% jubilant citizens (just because) ...

:)

I managed to get to self-sustenance on hard. Though not with 100% Jubilant citizens, I didn't quite have enough to run enough health buildings to pull it off. And by that point I had finished the tapestry so I figured I'd try for 100% in NG+

But yeah, two charcoal huts is enough to keep the main building supplied on hard mode (can even sell the excess every so often), then it's just a balancing act between assigning people to run wings, farms and condensers.
Ursprünglich geschrieben von purpleicecream:
Ursprünglich geschrieben von simonIOW:
I've gotten my city to be self sustaining, but it's a balancing act between the wood from allies, charcoal huts, water condensers and farms. The biggest challenge was to get the right number of inhabitants (now steady at 288) to power all the tech to make it happen. Having the research to minimise food and water usage is also needed.

I've also managed to get 100% jubilant citizens (just because) ...

:)

I managed to get to self-sustenance on hard. Though not with 100% Jubilant citizens, I didn't quite have enough to run enough health buildings to pull it off. And by that point I had finished the tapestry so I figured I'd try for 100% in NG+

But yeah, two charcoal huts is enough to keep the main building supplied on hard mode (can even sell the excess every so often), then it's just a balancing act between assigning people to run wings, farms and condensers.
I was able to get 100% jubilance on NG+ in hard mode - it is quite a challenge though! If you want to see how I did it, i put a top-down picture of the city layout I used along with a fairly detailed explanation of how it all works. - it's on the first page of the pinned 'share your kingdom' thread.

On hard mode, I actually had to take into account that citizens actually have to travel between buildings to do jobs, so distance of travel matters. I started with the greaty library as the center building, the bonus to efficiency helped a lot. And the population topped out at 300, so it was definitely an end-game build.

Another key was very very carefully placing the Faith Healers so every citizens living structure was properly covered by them, then using tea houses to supplement till everyone was happy. The circles of coverage for the faith healers almost don't overlap at all, yet manage to cover all the apartments for everyone in the city.
Zuletzt bearbeitet von zenstrata; 19. Aug. 2022 um 10:08
Ursprünglich geschrieben von zenstrata:
Ursprünglich geschrieben von purpleicecream:

I managed to get to self-sustenance on hard. Though not with 100% Jubilant citizens, I didn't quite have enough to run enough health buildings to pull it off. And by that point I had finished the tapestry so I figured I'd try for 100% in NG+

But yeah, two charcoal huts is enough to keep the main building supplied on hard mode (can even sell the excess every so often), then it's just a balancing act between assigning people to run wings, farms and condensers.
I was able to get 100% jubilance on NG+ in hard mode - it is quite a challenge though! If you want to see how I did it, i put a top-down picture of the city layout I used along with a fairly detailed explanation of how it all works. - it's on the first page of the pinned 'share your kingdom' thread.

On hard mode, I actually had to take into account that citizens actually have to travel between buildings to do jobs, so distance of travel matters. I started with the greaty library as the center building, the bonus to efficiency helped a lot. And the population topped out at 300, so it was definitely an end-game build.

Another key was very very carefully placing the Faith Healers so every citizens living structure was properly covered by them, then using tea houses to supplement till everyone was happy. The circles of coverage for the faith healers almost don't overlap at all, yet manage to cover all the apartments for everyone in the city.

I wasn't so detailed about it. I just went for minimal buildings (one each of all the resource buildings, and a single windmill and water filter to boost all my farms and water condensers which were all crammed in as close as possible). Figured whatever efficiency I lost due to travel distance wasn't worth having extra boost buildings taking up workers, or needing extra lift for more storage buildings. I didn't really do the math on it though.

If I was really going for maximum everything, I'd probably use a similar layout just with better placement of faith buildings. Also, once I was done building houses, I'd toss a few more charcoal huts down and switch some of the fins over to fans, that gives more lift/worker than sticking with fins.
There is certainly some wiggle room, you need not be quite so detailed or fiddly to get it done =) That's just how I did it.

At the end I had enough extra leeway with my population and everything being properly balanced that I was able to overbuild in a few areas, specifically the water collectors, I built far too many of those I think, and fewer water collectors in operation would have meant fewer workers overall, which would reduce the demand on healers and faith requirements and basically enable the whole thing to work with a much smaller population I imagine.
It is able to build a city with lift and speed only "using coal systems".:ak_med:
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