Resource Buildings

11 Replies
ASH
27 April, 2016, 11:58 PM UTC

  The resource buildings are a huge part of growing your Haven and troop numbers. You will start off with the Rum Distillery, Lumber Yard and Gold Mine, these are found in the Construction Tab under Resource. Once you have all of these built you may build the Rum Cellar, Sawmill, and Goldsmith with the required sketches collected and discovered. These are Banking, Manufacturing, and Mercantilism respectively.

  If you follow the Tutorial you will build 1 Distillery, Lumber Yard and Gold Mine. Then you will soon get a mission to Improve Resource Production. Make sure to place all of these three types of buildings. The option for them will disappear from the Construction tab once you have the max number of each type. There are different theories on how to upgrade them. If you have 1 carpenter I would suggest the following… Start with a Rum Distillery and upgrade that one level. Then a Lumber Yard, finally a Gold Mine. Repeat this until all buildings of each type are level 2. Then continue to level them up equally. If you acquire a second carpenter you can just start the next one sooner. At some point you may run into Rum shortages, if so it’s always ok to jump to a Rum Distillery upgrade. I suggest upgrading equally as resources are a valuable asset along with the Rum keeping your crew from a mutiny.

  It is very important to keep upgrades going on your three types of Resource buildings. Everything you upgrade be it sketches or buildings on your Haven require resources to do so. The more Rum, Lumber, and Gold you produce the more you will have to spend. Along with upgrades you can also buy troops with resources. The resource buildings are key to upgrade right away as they are your base resource production, this is your p/h (per/hour). All resource boosts you may use are based off of this, so the higher the better. You can acquire resource boosts in the Smuggler's Den in the Resources tab and in the Misc. tab under Special. Along with

those you have Relics, your Royal Cannon, The Pirate's Den, Rum Cellar, Sawmill, Goldsmith, and completion of all sketches that can boost resource production. The higher your resource p/h the better all of these things will help as they are based on a % of your p/h.

  One can only hold so many resources and spend so fast, so to avoid resources being lost at sea you must build and upgrade two more things. The Warehouse will increase the total amount of Gold, Lumber, and Gears that you can keep at your Haven. The Rum Cellar will increase the amount of Rum your Haven can hold. You are allowed a total of three of each of these buildings giving you room for 220,998 of any resource.


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Alyona Kolomiitseva
Community Manager
28 April, 2016, 8:54 AM UTC
Thank you for your guidelines 
Plarium Community Manager. Please note that I will be unable to respond to your private messages, review your tickets, or check your account information. All technical issues should be directed to our Support Team at plrm.me/Support_Plarium
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youngszoo2
2 August, 2016, 10:46 PM UTC

Hi,

Is it worth it to add a carpenter when reaching the point the upgrades take several hours and days?  Are there every "specials" for carpenters as sometimes occur for rubies, resources, boosts, etc?  Thanks for any info you can offer!
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FaZi
3 August, 2016, 11:20 AM UTC

Yes there are special discount on carpenters (Check your wheel)


& if you buy special offer package, 90% of time they have a carpenter too.


It is good to add carpenter since the start of the game but still it is not late if you have many buildings & levels to expand.


For big levels, they are useless cause they are sitting idle, everything has been maxed out so..

Th' rougher th' seven seas, th' smoother we sail. Ahoy! ahead ye coward
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tqueenaz
4 August, 2016, 9:31 PM UTC
Is it better to build multiple production units for lumber, gold, and rum when first starting out? and if so how many of each would be optimum?
KnightHunter
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FaZi
5 August, 2016, 4:06 PM UTC

Lots of it and that too are not enough.


One simple rule is never keep your training queue empty.


for scouting (in armada) you can keep them low.
Th' rougher th' seven seas, th' smoother we sail. Ahoy! ahead ye coward
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Icy
Moderator
6 August, 2016, 6:06 AM UTC
When you're starting out I'd suggest against  constantly having your ques going.  Your goal should be to upgrade your resource buildings quickly and your warehouses.  You'll learn pretty quick that the more units you have in production and in your harbor the more difficult it can be to do other upgrades. For instance you built too many units and dabbled in the lighthouse now you have constant negative rum. Now unless you can raid or you buy your resources or constnatly ask your shipmates you can't build anything or do any upgrades. It is a balancing act but remember to keep up with your resource upgrades.
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talic999
1 January, 2017, 10:40 PM UTC

I got gold and lumber shortages, actually, so I have been running my carpenter constantly by setting the highest upgrade I can to go, then when I'm flush with res, I'll start shorter upgrades to catch the rest of my buildings up. But the longer build times give me more time to harvest resources. If I try to do all upgrades equally, I'll have an idle carpenter for hours out of the day, then once res issues have resolved, he'll be going constantly and I'll really be regretting that.


So if anyone is having res shortages, work on higher upgrades. It helps with your long-game.
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Ladnar
28 February, 2017, 6:30 PM UTC

Some clarification please. I'm trying to figure out if it's more efficient to upgrade the the mines and lumber yards, or the sawmill and goldsmith because I don't know what number the added 10% in the mill and smith applies to. 10% of what? The number on the production per-hour indicator, or some "base number" before the sawmill and goldsmith and royal cannon? What is the real "base number" ?


Upgrading the mines and yards gives a specific amount so the percentage can be calculated. The mill and smith are based on this somewhat nebulous percentage.

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Crowbar
Moderator
28 February, 2017, 8:11 PM UTC

I think that the percentage goes on the base production (click on each lumberyard, see the production, take the sum of all 6) but, frankly, I am not sure. Also, I don't think it matters.

Look at the calculation I did on Kabam forum. I did the original computation ignoring extra bonuses and it was a big difference in favour of lumberyards. If the bonuses like royal cannon and sawmill are taken into account (i.e., the percentage goes on them too, not just on the base production), then the difference is even bigger.

I explained how I got the numbers. It shouldn't be too hard to replicate that for your exact levels and etching prices.

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Ladnar
1 March, 2017, 1:36 AM UTC
Crowbar said:

I think that the percentage goes on the base production (click on each lumberyard, see the production, take the sum of all 6) but, frankly, I am not sure. Also, I don't think it matters.

Look at the calculation I did on Kabam forum. I did the original computation ignoring extra bonuses and it was a big difference in favour of lumberyards. If the bonuses like royal cannon and sawmill are taken into account (i.e., the percentage goes on them too, not just on the base production), then the difference is even bigger.

I explained how I got the numbers. It shouldn't be too hard to replicate that for your exact levels and etching prices.

Yes that's what I was guessing too. Upgrading the yards and mines independently gives a 20% bonus while upgrading the mill and smith only give 10%, but if that 10% included the RC and the existing bonuses too, then it might be a different story.
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Crowbar
Moderator
1 March, 2017, 7:17 AM UTC

They won't give you 8.7 times bigger profit, which would be needed for sawmill to catch lumber yards in the scenario I discussed on that link. For anything more precise, you need to take into account your levels and prices, which we here don't know. That's why I said you can replicate my calculations.

Also, if you're going for top levels, lumber yards and gold mines give a small fighting bonus at the last two levels, which sawmills and gold smiths do not provide.
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