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Town Resource Production?

Town Resource Production?

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Aug 23, 2017, 11:3108/23/17
19

Town Resource Production?

My town has a considerable (for a L14 town) overproduction of all resources, and I have not been profligate in upgrading due to spending less time online because of a heavy workload in r/l. I should expect to see a healthy increase in the amount of resources I have in my town each time I am able to log on - yet it seems not to be the case?

So, I have a couple of questions:

First - do (or should) resources only increase in line with your overproduction during the time spent online

Second - if no to the first, is there a bug in the accumulation of resources that prevents them increasing when offline?

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7k
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20
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Aug 23, 2017, 13:2708/23/17
03/13/17
473

hey, man. I think that your rss capacity was full, for this reason your farms stopped producing. 

you can watch capacity in Palace's statistic 

screen for example


Aug 23, 2017, 13:3308/23/17
Aug 23, 2017, 13:40(edited)
03/13/17
473

Iucounu said:


First - do (or should) resources only increase in line with your overproduction during the time spent online

So... you should upgrade you farm lvl. The more lvl you have the more rss you can produce. Resources have produced while you are online and offline, it doesn't matter


Second - if no to the first, is there a bug in the accumulation of resources that prevents them increasing when offline?

Resources have produced constantly, but if capacity became full, producing will stop. For this reason, you should always spend it or send to the clan's bank (or just for your clansmen)

  
Aug 23, 2017, 13:3808/23/17
03/13/17
473

Also, you can make your producing faster with help of boosts, knowledge, skills, hero's gear, gems, VIP, etc


you can look at my bonuses (this is my new farm acc), in the future, this bonuses will be better x2 or even x3 times



Aug 23, 2017, 18:2108/23/17
Aug 23, 2017, 18:23(edited)
19

Thank you for your replies, Steeltorin, however I have this to add. The excess amount of food I have is over 3M, while the amount of lumber and iron is just over 1M. Silver is over 4M, while stone is about 800k.


All my buildings are either at Palace level (L14) or just 1 level behind, so your suggestion I should upgrade my buildings isn't relevant to the issue.


I complete about 1 building upgrade a day, and the past 3 days they have been farm upgrades from L13 to L14. These upgrades use just a few K of lumber, iron and stone. Even without production boosts I am overproducing far in excess of 10k/hr in each of those resources. Therefore I should expect to see the amount of each of those resources increase between logging off one day, and logging back on the next after 12+ hours have elapsed. However, there is no increase in any of the resources. In fact, particularly in stone it seems the total amount I have in stock appears to be dropping, as the lower amount I have allows me to more accurately gauge the day to day totals. 


It is not an issue of how much of each resource my town can hold, as the disparity between the amount of food and silver I have compared to the other resources demonstrates. I have gathered some resources via farming tiles rather than town production, particularly silver, but even if the capacity is down to the number of buildings for each resource I have, then I am way over what I should be able to hold in food and silver - therefore the capacity is not an issue.

At various other times in the past I have had a lot more of each resource in stock, either as a result of pillaging towns, farming tiles or from convoys others have sent. So, if capacity is the issue, why have I been able to hold more stock than I currently have?


You say "Resources have produced constantly, but if capacity became full, producing will stop." but that is put to the lie by the fact you can hold much more stock of resources than "capacity" seems to indicate. There is no apparent limit to the amount of each resource your town can hold.

If Plarium have implemented a limit on the total amount of resource you can produce in town, but set no limit on the total amount of resource your town can hold, then that is just a ridiculous ploy to prompt people to have to pillage other's towns or farm resource tiles to make up the difference. The game allows a person to build a town that is balanced in supplying resources for the amount of activity the player undertakes (upgrading, troop building, etc) - why nerf that?
Aug 23, 2017, 21:0708/23/17
03/01/17
75
You can hold as much of each resource as you can gather by farming tiles, gifts from clan members, from Loki boxes, ect. The fact still remains if the amount of each resource you have is over the capacity of your town you will not make that resource again until it drops be below your capacity. So if you gather more resources from tiles than you use, you will never produce resources. The food capacity of my town is around 6 million, I have over 100 million in food. Until that drops below the 6M mark, I will not produce food.
Aug 24, 2017, 13:0308/24/17
03/13/17
473

Iucounu said:


If Plarium have implemented a limit on the total amount of resource you can produce in town, but set no limit on the total amount of resource your town can hold, then that is just a ridiculous ploy to prompt people to have to pillage other's towns or farm resource tiles to make up the difference. 

I think it connects with such reason like dead cities. If rss will produce without limit, you can rob any city and get so many rss as you need. it will be inbalance. Just an idea.

Aug 25, 2017, 11:0408/25/17
19

That is, in fact, the case with many dead towns - you can pillage them for a huge amount of resources, and some act as "mines" for players due to that.

I suspect the reason for having two "capacity silos" - one which is unlimited and a separate one for town production - is to encourage a certain style of game-play (aggressive) and the purchase of resource items from the game store.

I don't want to be told by the developers what style I have to play the game, that style is my choice - not theirs. The game should be able to accommodate players of many playing styles, from aggressive to more supportive, equally - not be scripted to heavily favour one style over another.

By doing that Plarium only restrict the player base and hence their potential revenue from the game, which is short-sighted on their part. But perhaps Plarium aren't looking at long-term revenue from this game, but expect it to be short-term, high-turnover where they burn players out with the sheer amount of events they throw at them.

Aug 26, 2017, 06:3408/26/17
04/07/17
1350
Yes but those dead towns are limited by their capacity also ... you only produce a resource if your town is below the capacity limit for that resource (not vault limit).  My town never produces ... so I have it set up as all farms because they do continue to produce even though it doesn't show and my troops eat it all up ...
Aug 26, 2017, 11:3408/26/17
Aug 26, 2017, 11:44(edited)
19

CIM, You say your town "never produces" - and that is precisely my point. Upgrades grow ever more costly, and there are events where you want to rush them to gain points. That takes a lot of resources, so why can't you stockpile your town production?

You can stockpile what you farm from resource tiles and what you pillage from other towns. You can stockpile an infinite amount of resources - so long as it's not town production. That is unbalanced and deters those players who prefer a "long-game approach" to their playing strategy.

What is the point of having 25 tiles for resource buildings in your town (not counting manors to produce silver)? What is the point of even having resource buildings? If Plarium want to nerf the game to favour pillaging, then do it - but don't wuss out half-way with some token gesture of having "resource buildings" which become increasingly useless because of the way the game is designed.

You don't need loads of farms "to feed your troops", because your troops don't starve even if your food stockpile is zero. You only need resource production to build/upgrade things (including new troops, and healing injured troops) - so let that production be meaningful by allowing the infinite resource capacity to include town production.

It would actually be simpler coding to effect that. As it is, to code two separate stockpile silos is more complex, but not "better". It is only done to force a play style, not to improve the game experience for all.

Aug 27, 2017, 11:0808/27/17
Aug 27, 2017, 11:10(edited)
04/07/17
1350

Well if you are in a clan then you can have different people specialize in different resources ... and especially if some of the main people in clan have two accounts, one for fighting and one for resources.  So you can specialize in one resource and send that resource to someone who specializes in something else.  For example if I specialize in wood and someone else specializes in stone then we regularly send our specialized resource to the other person and then our town keeps producing and the resource is being stockpiled in a town that doesn't specialize in that resource.  That is what we do in our clan.


Also my account that doesn't produce is my main fight account, I have lots of farms so as to keep my troops from eating up the food too fast when I get food to do upgrades.  No reason to have anything else in large numbers because I pretty much always have millions of each of the resources except for food.  And yes I know my troops don't die from not having food, but as I said having so many farms helps me "keep" food long enough to do some upgrades.


This is just information on how I/we deal with the problem you bring up.  Yes it would be nice if there was no capacity limit but there is and I don't think it will be changed.  There are good reasons on both sides of the issue.

Aug 27, 2017, 17:0808/27/17
Aug 27, 2017, 17:09(edited)
07/21/15
36

IUCOUNU, you have valid points but you are looking from a solo player's perspective. I think while developing the game Plarium decided that being in the Clan is mandatory(name actually gives hint: War of Clans). If you are overproducing resources, you should just help your Clansmen, send your resources to them. And when you need help, you Clansmen should do to same. For example after one point, the resource capacity won't be enough to upgrade the buildings in your town. Either you should pillage other towns, yield resources or ask help from your clansmen. 


You can still play the game however you like. However, if you want to be aggressive you should constantly spam units and spend your resources all the time, and if you want to play peacefully you should get shielded and ask for help from your Clansmen. In the end, it is still your choice. Btw, you should get shielded all the time, not only if you want to play peacefully. 
Aug 28, 2017, 10:4408/28/17
19

I take your points about being in a clan, as sharing resources doesn't impact the production limit - but you are still limited in the amount you can share by that limit. It doesn't matter if you have people in a clan who specialise in one resource, because when spread across the number of people in the clan you still have the same limitation.

By that, I mean you can have 5 people in a clan, each specialising in one resource (i.e. 25 buildings producing only 1 resource) - but that is exactly the same as each of those 5 being generalists (5 buildings producing each resource in every town). Each player has the same "limit" - assuming they are all at the same level. All you are doing is causing an extra issue of having to wait until everyone is online to be able to share the resources.

As for having extra accounts, not everyone has (in fact, I would say the majority of players don't have) multiple accounts - and probably don't want to have multiple accounts.

And this issue isn't about solo-playing - as my critique of specialisation shows. Clans actually benefit from people being generalists, and the benefit increases the larger the clan is, because of having clan members from different time-zones and with different times they are able to sign on. I accept that if the clan had "perfect organisation" with strict rules about when you can sign on so as to get everyone in the clan online at the same time, then specialising would be equal to generalising, but how many clans are that organised - and how many players would be comfortable joining such a dictatorial clan?

If this limitation was done with an eye to encouraging clan joining, then it was very poorly thought out, because it doesn't.

Aug 28, 2017, 11:0208/28/17
Aug 28, 2017, 11:21(edited)
04/07/17
1350

Well you did not "critique" specializing accurately ... first silver is different than other resources because is build on other side of the river ... so you can have 25 buildings on right side of river ... you have to have at least 1 of each building ... so the most you could have of one type of building would be 22. 


So say there is a clan of 4 people ... now each time a person logs on they do the upgrades they plan to do and then send all their specialized resources equally to the other 3 members.  Then their town continues or starts to produce more of that same resource.  Now they have been sent by the other 3 members the resources they don't specialize in ... they don't need to be on line to receive other peoples excess resources.  This is a more accurate way to describe how this works.  And so you have all 4 towns being able to stock pile 3 of the resource types ... they just cannot stock pile the resource they specialize in.  And of course people can request that others send them more of a resource if they find they need it ... and since 3 of the 4 towns are stockpiling each of the resource types there is good chance someone is online or if they aren't they can send it when they are online.  And also another advantage to specializing is that when a person is not in fight mode ... they can concentrate their hero skills on the production of the resource that they specialize in ...   IT DOES NOT BENEFIT A CLAN TO HAVE ALL GENERALISTS ... this is "just the facts" ... :)


Aug 28, 2017, 17:4008/28/17
Aug 28, 2017, 17:56(edited)
19

CIM, you forgot that the player, whether a specialist or generalist, needs to use some of their own production (often a lot of it) for their own upgrades, etc. Depending on what you choose to upgrade you might need more food, or more stone. Having a clan of specialists who hand out set amounts to each other clan members cannot take into account the choices the other players make in what they upgrade. All it does is restrict those choices. Of course, farming resource tiles and pillaging can make up the difference - but my point is specialising brings no benefit to a clan over generalising.

As for the issue of clan members being offline - that is only mitigated by the number of clan members in your clan, not whether they specialise or generalise. People who are on holiday, etc should not be "expected" to sign on daily just to satisfy the demands of a game. And the larger your clan, the more chance you have of people being on holiday. In a smaller clan one person not signing in for a while has far greater impact.

No, you don't have to be online to receive resources, but you do have to be online to send them. What if, in your clan of 4 people, the one who produces stone is on holiday? Do you demand that person signs on every day just to satisfy you? Is your clan, in a game, really that dictatorial? If ti is, then I'm sorry, you have passed the point where this is a game.

All your arguments revolve around having a "perfect clan", where everyone is completely in synch, everyone signs on every day, everyone is a good little robot following a robotic clan "plan", etc. That is unrealistic - a pipedream. Plarium would like all the players to behave that way, I'm sure, but why should Plarium dictate to the community? Surely it's better if the community and Plarium work together to improve the game for all who play it, rather than just accept a diktat that "that's how it is"?

The argument that specialising is somehow "better" simply doesn't add up - the maths and the nature of people show that. Focused hero skills are virtually useless considering the town production capacity limit.

Anyway, this still doesn't get around the fact that the town resource production capacity "limit" is the same when taking into account the total number of people. All specialising does is shuffle the boxes around, it doesn't "fix" the issue or improve upon generalising.

Aug 28, 2017, 19:1208/28/17
07/21/15
36

Well, as I told in my previous message, game really doesn't dictate you how to play the game. It only dictates you to be in a Clan. 


You can only produce resources till the production capacity is full. After that you have two choices;


1- Play aggressive and get more resources by attacking other cities or yielding resource locations

2- Play defensive and request resources from your Clansmen.


Imo, the production limit makes sense tho it could be a bit higher. If there wasn't a production limit, players could play the game without any teamwork and without joining a Clan. This would cause the lots of solo players who are attacking left and right and disrupt the harmony in the Kingdom. Game clearly indicates that "you shouldn't play the game solo" and it encourages players to participate in a battle. If you are in a Clan(not robotic one, only a mediocre and semi-active clan), you should not have any problem with the resource production limit.
Aug 28, 2017, 21:0808/28/17
19

Respectfully, Orkmasteruh, the limit on town production capacity has no bearing on whether a person joins a clan. There are ample benefits of joining a clan to encourage that, from the up to 25% speed bonus clansmembers can give you to your upgrades, gaining more points - and so more benefits - from events, through to such things as the stronghold.

Taking away the town production capacity limit would not incentivise people to play solo, but would encourage faster upgrading during events which reward that. It would mean stockpiling resources would be easier - and so sharing them would also be made easier. It would enable the clan to grow faster, and so make clan play more attractive, but it wouldn't really reward solo play any more than it already is.
Aug 29, 2017, 00:1608/29/17
Aug 29, 2017, 00:19(edited)
04/07/17
1350

I did take into account that the person who specializes needs some of the resource they specialize in ... that is why I said they do their upgrades then send out the extra ... besides the fact ... I just simplified it to try to show you how it would work.  If you are doing this right you have a few people specialize in each resource and a few people stocking each one ... so you aren't dependent on one person.  Clans do this and it works ... just because you can't see that it does ... that DOESN'T mean it doesn't. 


And I'm not arguing AGAINST allowing people to continue making resources without a capacity limit ... I am just trying to inform you that specializing and being in a clan where people specialize in specific resources DOES WORK.

Aug 29, 2017, 12:0008/29/17
19

I didn't say it doesn't work, I said it's no more effective than generalisation and, depending on the vagaries of individual choice of upgrade/clan organisation/clan size/absences/etc, it is often not as effective.

That doesn't mean specialisation isn't a viable choice, it just often isn't the best choice.

Just look at nature as a guide. Sure a lot of species specialise and are successful doing that, but they also suffer the most when the environment changes. Specialisation is more fragile and not the best choice in a volatile environment.
Aug 29, 2017, 14:1308/29/17
Aug 29, 2017, 14:33(edited)
04/07/17
1350
I don't agree ... in a stable clan where people work together there is much more efficiency doing specialization than generalization.  I've seen both in action (besides having been employed in production and inventory management) ... but hey you seem to be convinced in what you say ... and yea ok I added in a stable clan ... if you have to depend on yourself and not your clan then maybe generalization is better, especially if you only log in once and awhile.  But for active members in a committed clan specialization works great and people are not "slaves" to the clan nor is it "dictatorial" ...