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Resource Yielding and Capacity - Roadmap.

Resource Yielding and Capacity - Roadmap.

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28 авг. 2020, 17:4428.08.20
28 авг. 2020, 17:47(отредактировано)
09.09.17
1143

Copy, as at 8/28/20 13:45, for quick reference.


 

With such numbers in hand, one can look for likely tiles to be entirely yielded within a 1h or 3h safe conduct (or multiples thereof).

- including, (safely) yielding in small amounts until the desired threshold is reached. (To then yield the entire tile in one pass / safe conduct application.)


  • There are various hero skills, equipment, runes, jewels, and Studies (including Citadel), to increase troop capacity and to increase yield rate.
  • There are fewer ways to increase yield rate than increase capacity.
    - capacity is impactful as for the same yield fewer troops are exposed to being destroyed.
  • It is not unusual for players to have particular hero profiles dedicated to yielding, especially as various townscapes and achievements require particular amounts to be (successfully!) yielded.
  • Yield rate does not vary by troop type.
  • Capacity does.
    • From Siege (highest capacity / slowest march speed) through Cavalry (lowest capacity / fastest march speed). (Scouts, zero capacity.) Correspondingly, highest tier to lowest - greater capacity but slower speed.
    • Speed soon becomes irrelevant, given boosts or Route Map subscription.
    • Capacity does start to matter when looking to entirely yield tiles in a single march - It is not possible to send enough Rams to entirely yield an n9 Farm tile.
  • March Headcount increases equate to larger capacity per march - an entire topic in and of itself. See link(s) below.
  • Yield rate increases by tile level! It is a waste of time to yield tiles less than level 5, the automatic yield rate increase the higher tile levels bring are that significant. Even 5 should probably be avoided unless you are trying to stay unnoticed in the outskirts during an event, to try to avoid being tile hit. (Security by obscurity.)
 

Why this matters:
Townscape - Fort of the Seeker:

  • +25% Knight Offense During Offense
  • +25% Army Defense

Achievement - Hard Worker:
- Yield 1.55, 1.6, 1.55, 1.6, 1.65, 1.95, 3, 5, 10.5 B = 30B

  • +10% Army Health During Offense
  • +10% Army Offense

Order Vs Order Events - point changes mean yielding now matters almost as much as killing Alphas. For all but the highers orders, the Yielding category has become a must win. One order member kills Alphas, other yield-optimized members yield the tile under safe conduct.

 

March limited factors:
- Affect Hero or Inquisitor only, so have no effect when not present on that march.
- i.e. Bonuses typically affect first march only, as both Hero and Inquisitor are sent. If they are not sent together, or the Hero's Double is present, their marches also receive their corresponding bonuses - albeit totaling less than if they were sent together.

  • Equipment: https://throne.help/en/resources/equipment/ - shortlist by choosing 'Capacity' and 'Resource Yield' from the Boosts dropdown. e.g. below
    - various items bonus one or the other, some bonus both.

  • Jewels: https://throne.help/en/resources/gems/ - same.
    - Onyx +7% Resource Yield. [Fugitive, Pillager, Renegade, Saracen, Savage, Virago, Barbarian Chief, Black Inquisitor?, Bloody Duke?, Possessed?] - ? = shown at throne.help but not at forum / game database.
    - Heliodor +7% Capacity. [Executioner, Fugitive, Nomad, Pillager, Vandal, Bloody Duke?, Possessed?]
    -- these jewels are so prevalent you will likely pick up all you need along the way. e.g. In getting your 12+ each of unique Alpha jewels, Onyx and Heliodor will come along in significant quantity.
    -- you (can) get both in destroying: Fugitive, Pillager, Bloody Duke, Possessed.

  • Runes: https://throne.help/en/resources/runes/ - same.
    - Researcher/Occultist both +9% Resource Yield and Capacity.
    - Artisan/Occultist {Iron}, Miner/Leper {Siege Defense}, both +15% Resource Yield
    -- +9% Adviser/Fanatic, Artificer/Accursed, Patron/Pagan
    - Mentor/Black Magician +15% Capacity
    -- +9% Leader/Accursed, Ordinator/Sectarian

  • Adrian is the go to Inquisitor for yielding: +20% Resource Yield 10% Capacity.
    - https://plarium.com/forum/en/throne-kingdom-at-war/667_game-database/119548_tables-showing-the-maximum-inquisitor-s-bonuses/?post=543613

  • Hero's Skills (Economic): Resource Yield I (80%), II (120%); Troop Capacity I (50%), II (100%)

  • Hero's Skills (Elite): Troop Capacity III (25%)

Other factors (all marches):

  • Boosts: Resource Yielding Speed +75%, +50% [negligible impact with Alpha or tiles > 6.]
  • Townscapes: Villein Abode +5% Resource Yield, +50% Capacity; Tower of Triumph +10% Resource Yield, +50% Capacity.
  • VIP - 100%
  • Citadel Studies (Special): Resource Yield - 60%
  • Studies (Economic): Resource Yield I (66%), II (100%), III (100%); Capacity (66%)

  • Studies (Foreign Expertise) - each, in Offense, Defense, and Castles: Capacity I (?%), II (?%)
  • Cardinals: Edmondo, Hugo, Laurie +50% (Temporary) Capacity

  • Reputations: none.
  • Achievements: none.

* VIP is arguably the most impactful item, affecting all marches and bringing significant other benefits, yet is also the most expensive. All Errands Autocomplete is a significant playing time saver, all present by n28, however the higher levels, such as Multiple Refreshing and Accomplishment of Errands, starting at n31, require multiple VIP US$19.99 packs to be purchased. To max. out VIP will require many US$100's of $.


Fact file about farming a single type of resource - includes resource production: https://plarium.com/forum/en/throne-kingdom-at-war/667_game-database/195381_fact-file-about-farming-a-single-type-of-resource/


It seems to me I saw a forum or FB post noting all the ways one can improve their capacity and/or yield rates, much like https://plarium.com/forum/en/throne-kingdom-at-war/667_game-database/200424_all-factors-that-affect-march-headcount/ does for march headcount. I can't find it now - if someone comes across it, please add a note here and I'll update the above.



Edits:



28 авг. 2020, 17:4528.08.20
28 авг. 2020, 17:48(отредактировано)
09.09.17
1143

Copy, as at 8/28/20 13:45, for quick reference.


 

Yes, complete Alpha tile yields in under an hour, are quite normal.


If you can't, yet, don't despair, as you grow in the game you will be able to, too.

- so can contribute better to your mates in OvO. Not only kill Alphas, but yield the resulting camps under 1h safe conduct as well.


Remember that RSS yields, and tile volume:

  • Food: fastest, largest
  • Lumber, Stone: in between, smaller
  • Iron: slower, smallest
  • Silver: slowest, smallest

Preliminary Data, if possible - size of camp to be yielded. e.g.

Alpha camps:

  • Food - 
  • Iron and Silver - 2.2m (2,200,000)
  • Lumber and Stone - 3.5m (3,500,000)


Simple way to figure out how many troops to send / how long it will take

- per hour (/ safe conduct)

- to totally yield tile

  • for which you need to know how much is on the tile.
    • thus the numbers above
    • tiles of a certain level -and- type always contain the same volume - once you know one, you know them all.
    • the capture dialogue shows the current volume. [But the game rounds up, rather grossly. So add the last digit's worth to make sure you get it all in one march, and thus get the resulting bonus material.]
      - you can always send too many troops and read the resulting 'yield goal line' (max), then quickly withdraw the troops.
      - the max shown is the smaller of yield capacity (too few troops sent) or how much is on the tile (too many troops sent *1).

1. Send test yield of, say, 10,000 troops. (Make sure not enough to entirely yield the tile. See *1 above.)


2. Send troops to capture the tile. Immediately re-open the tile - so you can see the total duration that number of troops takes, as soon as they arrive.


3. Note the time shown as soon as the display changes from capture to capturing. e.g.




4a. Troops to send per hour (of safe conduct): # test troops / time in hours = troops per hour (safe conduct)

e.g. 10,000 / (43/60+5) = troops per minute, 10,000 / 5.716...,  ~1,749.271... --> x 60 = troops per safe conduct hour --> ~104,956

4b. Time it will take to totally yield tile: max tile size / test max yield x time in minutes

e.g. 2,200,000 [Alpha #'s, above] / 239,400 * 5.716... (above) --> ~53m


4c. Troops to send to entirely yield the tile: max tile size / test max yield x # test troops

e.g. 2,200,000 [Alpha #'s, above] / 239,400 * 10,000 --> ~91,896


- more troops totaling a capacity larger than is on the tile brings no benefit. If you are trying to maximize your total (across all your marches) yield capacity for your limited number of troops, you will want to save as many troops as you can to use on your next march.
- you may want to note this RSS per troop value, to assist in your initial guesstimates, going forwards.

Bear in mind rounding error - you may want to send a little less. (Note the tile type and how much you sent. Make small adjustments accordingly your next round.)

- you can always note the capacity of 1 troop, in capture window, but the ceiling() rounded value x thousands of troops error does get quite gross. (Gross as in value, not as in eeewww!)