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All posts created by Bob

I'm working on adjusting the pine numbers. The biggest issue with pine is that it's so widely distributed, and there are several other abundant resources that are gathered at the same nodes. Hopefully I'll have something ready for the next build.
Slower progress yesterday, with just 4 hexes cleared, but at least one of them gave us a new Over the Crown. 1 more hex made it to Stage 7, 1 more to Stage 4, and 2 more to Stage 1.

There are now 11 days left to clear 10 Stage 7 escalations. Given where all the hexes are at now, that means getting another 9 hexes through Stage 7, 8 hexes through Stage 6, and 5 hexes through Stage 5. That's a pretty tall order given the amount of effort that goes into clearing an Over the Crown. Alternatively, to clear 20 Stage 6 escalations, we'd need to get another 18 hexes through Stage 6, 15 hexes through Stage 5, 9 hexes through Stage 4, and 4 hexes through Stage 3.

I discovered today that there was an error in my spreadsheets that tallied up the number of hexes at Stages 3-5. I'll see about correcting the past posts to get those numbers right, but for now, here's the total numbers that made it to each stage:

  • Stage 1: 35
  • Stage 2: 29
  • Stage 3: 23
  • Stage 4: 16
  • Stage 5: 11
  • Stage 6: 5
  • Stage 7: 2
  • Finished: 1

Edit 1: Added 1 to number of days left.
Excellent progress yesterday, with a total of 8 hexes cleared. That's particularly good considering that most hexes have now moved beyond the initial stages. 2 more hexes made it to Stage 6, 2 more to Stage 5, 1 more to Stages 3-4, and 2 more to Stage 2.

There are now 12 days left to clear 10 Stage 7 escalations. Given where all the hexes are at now, that means getting another 9 hexes through Stage 7, 9 hexes through Stage 6, and 5 hexes through Stage 5. That's a pretty tall order given the amount of effort that goes into clearing an Over the Crown. Alternatively, to clear 20 Stage 6 escalations, we'd need to get another 19 hexes through Stage 6, 15 hexes through Stage 5, 9 hexes through Stage 4, and 5 hexes through Stage 3. That's quite a few more escalations to clear, but generally easier ones, and might actually be easier to make happen. The second option also results in more Over the Crowns getting launched in total, which is its own kind of reward, though perhaps not as valuable as a +4 Medium Structure Kit.

Edit 1: Updated to fix a math bug that overstated the totals reaching Stages 3-5.
Edit 2: Added 1 to number of days left.
Congratulations to Carpe Noctem for clearing the first Over the Crown! Just 9 more to go and everyone getting +3 structures for clearing Stages 6 and/or 7 will get +4 versions as well!

For a distracting day like yesterday, with so much effort required to clear a Stage 7 escalation, lots of additional progress was made. Though no more hexes made it to Stage 7, 1 more hex made it to each of Stages 1-6, for a total of 6 hexes cleared.

Edit 1: Updated to fix a math bug that overstated the totals reaching Stages 3-5.
The first Stage 7 escalation has launched. 1 hex made it to Stage 7, with 1 more to Stage 6, 2 more to Stage 5, 3 more to Stage 3, and even 2 more to Stage 1! That makes 9 hexes cleared yesterday. Excellent progress given how much tougher some of the escalations are now and all the other distractions going on.

Edit 1: Updated to fix a math bug that overstated the totals reaching Stages 3-5.
The first Stage 6 escalation has launched! 1 hex made it to Stage 6, with 2 more to Stages 4-5, and 1 more to Stage 3. That makes 6 hexes cleared yesterday, less than the previous day, but way more difficult than the previous day on average. There was also good progress made on some of the other Stage 5's, so I expect we'll be seeing a few more Stage 6's within the next day or so.

Edit 1: Updated to fix a math bug that overstated the totals reaching Stages 3-5.
There were some questions in-game today about what companies do, so I thought I'd start up a quick forum thread on that topic. The short answer is that companies let players work together to claim territory, attack enemies, and generally work toward shared goals.

One way they do this is by providing tools for cooperation, a big one being shared vaults where company members can easily share their goods, and can in particular all craft from a shared set of ingredients. That can be a lot easier than always trading between characters or buying things at auction houses. Companies can control exactly how much access various member ranks have to these shared vaults.

Companies can also claim territory by placing holdings and outposts in wilderness hexes. To do this, they need to have enough Influence available. They gain Influence whenever their members perform actions that would count toward an achievement, like killing mobs or crafting items. This Influence is banked whenever a holding or outpost is placed or upgraded.

Influence can also be used to feud other companies, allowing them to try to capture each other's territory, or to attack each other without Reputation losses.

At the highest level, companies can own or join settlements. Companies that are attached to settlements, whether as owners or members, pass along that settlement's Support Level to all their members, allowing them to make full use of Feats that are only available from trainers of that level.

This blog post is a bit dated, but explains some of the basics about joining or creating a company.

Feel free to ask any follow-up questions about companies here, or to post any other information/links about companies that you think newer players might find useful.
1. Clerics should not have to use ammunition for melee range attacks. As a wisdom based character they are absolutely the only role without easy options to "no ammo required" alternatives.

Clerics are a bit problematic in this regard, but they were definitely always intended to carry another weapon that they could switch to. A cleric who could depend on a constant supply of ammo (like a member of a rich company) could go for another ammo-using weapon, even another focus, but most should really go for a non-ammo weapon. It is tricky to get around the fact that they're so Wisdom-focused, but the Sanctified attack progressions are supposed to make up for that in part by letting Wisdom count as the main qualifier, with a slightly lower qualifier in Strength or Dexterity or whatever.

2. Though I did prove myself incorrect about MY personal cost for ammo, new players are not T3 trained and in T3 gear like I am with a large bankroll to sleep on.

3. Ammunition is still way beyond casual use for new players and there are supposed to someday be way more NEW PLAYERS than "Coin Rich, Trained and Top Equipped" old farts.

Both points are true, but salvage ammo is sufficient to make new players just as effective as they were before ammo was introduced (which was theoretically pretty balanced relative to non-ammo attacks), whereas your T3 character requires more like T1 +1 ammo to hit that point. Assuming a small party of new players with one charge user, one arrow user, and two non-ammo users, I'd expect them to get enough salvaged ammo along the way to keep the ammo users pretty well stocked. Going out by themselves would be a little tougher, but I'd also expect salvaged ammo to be available at about 1 copper, so buying some to supplement their supplies shouldn't be too bad. Salvaged ammo drops are also "better" for easier mobs than for tougher mobs. The ammo drops start out okay, but go up at a slower rate than the mobs get tougher, so the amount of ammo used to kill a mob goes up faster than the amount of ammo dropped. This means that new players have an easier time in general keeping salvaged ammo on-hand.

Balancing ammo costs is pretty tricky. At the very least, I was pretty satisfied that characters making reasonable use of T1 +0/1 ammo (I'll define that for this purpose as using salvage ammo as it comes in for easier encounters, then switching to T1 ammo for tougher mobs or larger encounters) would recover far more value in loot than they'd use up in ammo, and it sounds like that's basically what you found. Most likely, you'd find that any given character has a sweet spot of mobs where they get the best return on their ammo costs.

The trickier balancing that I'd like to achieve is that I'd like most ammo-using characters to have a reasonably-large sweet spot where the difference between the returns on adventuring with an initial load of T1 +0/1 ammo (supplemented by a little salvage ammo to start with and more as you go) and adventuring with just salvage ammo is enough to make starting out with T1 ammo slightly more profitable. To see if that's possible, figure out what your ideal mobs are when using a mix of T1 +0/1 ammo and salvage ammo. For argument's sake, let's say that's lower-level ogres. Then figure out what mobs would be appropriate using nothing but salvage ammo. Let's say that's higher-level bandits. Now, go out adventuring against lower-level ogres with a full load of T1 ammo, and make judicious use of salvaged ammo as it comes in. Return when you're out of ammo and calculate the value of all your loot (and I do mean all, including recipes and expendables). Next, go out adventuring against higher-level bandits with a full load of salvaged ammo. Return when you're out of ammo, calculate the value of your loot. Rinse and repeat enough to be satisfied that your returns are reasonably representative, and not just good or bad luck. If you earned enough more against the ogres to more than make up for the cost of the initial load of T1 ammo, then that's just about perfect. I have my doubts that we're quite at that point, but admit it's really hard to calculate up the expected value of loot, and to figure out the right sweet spot of mobs. I'll try to do some more in-depth analysis along those lines after the holidays, but I'm hopeful that we're in the right ball park anyway.

All that said, the values for higher tiers/upgrades of ammo rapidly outstrip the potential for added profitability, since they get more expensive faster than they increase in added damage. That's intentional, since the use of more expensive ammo actually makes you over-powered, so we don't want to constantly reward its use. Instead, the better ammo is meant to be worthwhile only when other factors come into consideration. For example, you're all in the middle of a race to clear as many Over the Crowns as you can in a limited amount of time. Using better ammo, and more expensive consumables, and expensive camps to return power more quickly, and just generally throwing everything you can into the mix to take down escalations more quickly, can be worth the expense. Likewise, if you're protecting your holding from a ninja raid, it may be worth splurging on better ammo. The loot you get off the ninjas won't make up for the difference, since it will be the same either way if you win, but the bulk resources you save may be, if the better ammo means the difference between success and failure. The better ammo may also cut down on how many durability hits your weapons and armor take over the course of the battle, which again may be worth more than the cost of the ammo. And whenever you have a somewhat matched PvP fight, expensive ammo could easily mean the difference between victory and defeat. Those are the occasions when you spend the extra money, not everyday fights.
Kenton Stone
Example before any upgraded buildings

Available = (500 + (Sqrt(# of holdings)*40) + Upgraded holding bonus
Banked = (total Security DI for all buildings at +0 in settlement)
Total = Available + Banked
Max = (Average daily DI generated *30)

That is basically correct for what you would have on the first day.

Available would be the initial 500 points, plus the DI generated that first day, assuming that first day didn't take you over your Max (unlikely given the way Max is originally set). The next day, if no more DI was banked from Available, you'd have another day's worth of DI in Available, again assuming you didn't go over your Max.

Kenton Stone
Each Index keeps a history of how much DI was earned each of the previous 28 days, with each day initially set to Total DI divided by 30 or the amount of DI that would be generated that day, whichever is greater.
I assume this is to smooth out spikes

Exactly so.

Kenton Stone
The Max for each Index is calculated right after Daily Maintenance:

  • Calculate the average DI earned by that settlement in that Index over the past 28 days, 14 days and 7 days.
  • Take the greatest of those averages and multiply it by 30.

Does 30 have relevance (30 days etc) or is it arbitrary?

Basically chosen as the average length of a month, plus multiplying by 30 gave me cleaner-looking target results than multiplying by 28, just because it's a multiple of 10.

Kenton Stone
Holdings = Sqrt(# of holdings)*40
  • Upgraded to +1 = # * 6
  • Upgraded to +2 = # * 12
  • Upgraded to +3 = # * 18
  • Upgraded to +4 = # * 24
  • Upgraded to +5 = # * 30

Keep in mind that 6 is the total for each holding upgrade, spread across the 3 Indexes for an average of 2 per Index. You can look in the Public Spreadsheet for exactly how much each upgrade of each holding type puts in each Index.

Kenton Stone
When S/M/L Structures (or Keeps) are built or upgraded, the amount of each Index specified in the spreadsheets is banked. If there isn’t enough available, the structure can’t be built or upgraded. Players are told which Indexes are insufficient when this happens.

I assume the amount is also deducted from Available?

Correct, much as Influence is banked out of Available Influence.

Kenton Stone
If a settlement doesn’t have sufficient Max DI in one or more Indexes to cover the Banked DI, then all S/M/L structures (plus the Keep) shut down. When things are adjusted so that there is sufficient Max DI in all Indexes or all structures are at +0, any structure shut down purely due to DI becomes active.

To reiterate: Available is mentioned one time but no usage is indicated.

Correct, Available isn't mentioned here because this is about Max DI for one or more Indexes being below the Banked DI for those Indexes. It's basically the same as outposts shutting down because Max Influence for that company is below Banked Influence (not relevant now, but still planning to bring that back when we start setting Max Influence again).

Kenton Stone
DI requirements will be set so that it’s not possible to have a really advanced settlement without controlling a reasonable amount of territory. Preliminary numbers are listed in the Public Spreadsheets. Not counting Support Structures, here's roughly how many hexes would be needed to have enough DI for the following settlements:

  • All +0 Structures (4650 DI): 2 +0 hexes
  • All +1 Structures (9300 DI): 7 +0 hexes or 6 +1 hexes
  • All +2 Structures (13950 DI): 12 +1 hexes or 9 +2 hexes
  • All +3 Structures (18600 DI): 15 +2 hexes or 12 +3 hexes
  • All +4 Structures (23250 DI): 17 +3 hexes or 14 +4 hexes
  • All +5 Structures (27900 DI): 18 +4 hexes or 16 +5 hexes

This area is a major stumbling block for my thoughts.
Lets just take the first example
All +0 Structures (4650 DI): 2 +0 hexes
above it was stated that you begin with banked DI equal to all of your settlement
buildings. So this seems to indicate that all the necessary DI is already banked
so what do the 2 +0 holdings provide in DI that is necessary? Or is this indicating
they will provide the bulk resources to pay for the buildings. If that is the case
that is a different topic from DI.

You need the 2 hexes, or something that's generating daily DI, so that your average over the past 7/14/28 days won't drop too low, dropping your Max below your Banked. We initially set your history high enough so that your Max covers your Banked (and possibly more if you start out with lots of things generating DI). In essence, your Max rises or falls toward your daily generated average times 30. If you suddenly stop generating DI, then your Max eventually drops to zero, though it will take 28 days to do so. On the other hand, if you suddenly double your daily DI generation, then your Max will double over seven days.