Link to the master spreadsheet can be found here
Changing the Value rating of Event Buildings
We base value primarily on scarcity and how advantageous it
is in the game.
All mentions of number of tiles includes roads.
Troops:
We’re decreasing the value of troops because there are so
many sources of troops now that it just isn’t as valuable.
It’s going from number of troops/tile/10 to
Number of troops/tile/20
QI boosts:
QI fight boosts were previously given a (times 30)
multiplier to reflect the scarcity and importance of having QI fight boosts in
your city.  We’re removing the multiplier
entirely for now.  It may be adjusted
later to reflect community feedback.
GE boosts:
The raw numbers remain unchanged but for “value” we halved
the GE boosts as they are less valuable.
Thank you to "Catherine" for the feedback on the spreadsheet and as a result we have labelled all columns and will begin adding a legend at the bottom explaining all columns and formulas.
We're currently trying to decide if we should be adding coin, supply, quantum actions, quantum storage, quantum coin, quantum supply, quantum goods, quantum troops etc to the spreadsheet. If we do then do we just give the raw numbers and not incorporate them into "value"? We're thinking something like 100,000 supplies would equal 1 unit of value but that seems too much.
If this happens and it probably will then we'll be adding a bunch of columns and we'll start posting a legend then.
We have also added an "age" column. All new buildings will have the age in which the values were used and we will use the most current age for all new buildings. We will not be going back over this spreadsheet and changing all the numbers for the new age but we will do it for the top 20ish buildings. Maybe the top 50. There is not a huge difference from one age to the next so if a building has a value of 27.6 in a new age but 27.2 in SASH it's not significant for our purposes.
The point of this master spreadsheet is to quantify the value per tile including roads of every building in the game and use that to decide what to place in city and what to take out of city to make room. If a new building is about the same as the old one it's hardly worth remodeling a city and wasting store items.
People have been requesting we cluster the new buildings in events to make it easy to see how they compare to each other. We agree that it's helpful when deciding event strategy. So we will be adding tabs for events starting with Halloween and Winter events.Explaining the master spreadsheet.
We will be adding more to it like Quantum
Actions, Quantum Storage, Coin, Supplies etc but for now here goes.
Columns
A – building name
B – level.  We’re not
going to list all the intermediate levels. 
Typically unless you’re a very new player it won’t be worth placing a partially
built event building.  If a building make’s
its own silver or gold levels then we will only list the top level because
everyone will get that in time as it makes its own selection kits.  If an event building has additional levels
but does not make fragments for it like we see with ascended buildings then
those buildings will be listed as separate buildings and you’ll see the level
reflect that.
C – does the building require a road?  The default is yes so it’s blank.  If it does not require a road then it will
say no.
D – building footprint
E – the total number of tiles the building occupies
including road.  Based on the premise
that the building will touch a road on its smallest side and share that road
with another building on the opposite side of the road if it requires a road.  So a 7x4 building that requires a road will
be 28 tiles plus 2 for road for a total of 30 tiles.
Fight boosts
F – red attack boost
G – red attack boost for GE
H – red attack boost for GbG
I – red attack boost for QI
J – red defense boost
K – red defense boost GE
L – red defense boost GbG
M – red defense boost QI
N – blue attack boost
O – blue attack boost GE
P – blue attack boost GbG
Q – blue attack boost QI
R – blue defense boost
S – blue defense boost GE
T – blue defense boost GbG
U– blue defense boost QI
Forge Points
V – percentage FP boost like Forgotten Temple 20%
W – takes the % of column V and multiplies that with a base
city collection of 25k.  With FP
inflation that base level will be increased to 30-35k
X – static FP number and does not factor the % boost of
column V.  So Eco Nexus gives 148FP and
4% boost.  Column X is only the 148 FP.
Goods same as the FP columns but now for goods
Y- percentage boost
Z – takes the % from column Y and multiplies that with a
base city collection of 15k.  With goods
inflation this will have to be increased.
AA – static goods and does not factor in the % boost of
column Y.  We do not differentiate
previous age, current age or next age goods it’s just raw goods number.
Troops
AB – troops given during collection.  Does not factor current or next age troops.
AC – Value per tile including roads.  This will be explained at the end.  It’s simply a way to quantify all the boosts
and give players the ability to sort building efficiency per tile.
Population
AD – population given or required if you place the building
Happiness
AE – happiness given or taken away when placing the building
Historic Allies
AF – if blank it does not house a historic ally.  If it does house an ally it will list what
type of ally it houses.  (common, rare etc)
Age
AG – when an event building is introduced to the game we
will list the stats from that building in the most current age.  This spread sheet has now been around long
enough that some are listed in SAJM, SAT and SASH.  With the new age about to come to Beta it’s
important we show the age of the buildings we list   The reality is every event building will be obsolete
in a year or two with some very rare exceptions.  There’s no point in updating every building
on this sheet when a new age comes out. 
So what we’ll do is give the most current age stats as they are
introduced.  When a new age comes out we’ll
also update the top 30ish (maybe top 50) buildings according to value.  This spreadsheet exists to give players a way
to objectively value one building against the other.  It’s not to provide a historical record.  A player in EMA can still compare buildings
using SASH numbers.  
How the building was introduced or acquired?
AH – This column was added due to feedback from you folks who
wanted to know how to get the building. 
We’ve been playing around with how to do this that satisfies all
players.  So we listed the gold league
buildings as “gold”, main event buildings as “main” and we listed the offspring
buildings as “offspring of ….”.  The
problem is most gold league reward buildings (and calendar reward buildings)
make main event buildings offspring. 
Those main event buildings make offspring buildings.  Now some of those offspring buildings then
make their own offspring buildings.  And
then those offspring buildings make fragments for further offspring buildings
making this ridiculous to keep track of so we decided to do the following.  Simply list the event it was introduced, QI
or GbG are simply that and we will be doing this moving forward.  So this column will not be consistent with
older buildings but starting with the Halloween event 2025 and moving forward
there will be consistency.  Doing it this
way also allows users to sort by events.
From this point on you’re seeing more back-end stuff.  You don’t need to read further but we’ll
explain anyways.
AI – building names
AJ – red attack + red attack GE divided by 2 + red attack
GbG + red attack QI + red defense + red defense GE divided by 2 + red defense
GbG + red defense QI
AK – same as above but for blue stats
AL – all the red boosts in AJ divided by tiles including
roads
AM – same as above but for the blue stats
AN – adds both FP stats from columns W and X and divides
those per tile including roads
AO – same as above but for goods
AP – troops divided by tiles including roads and then
divided by 20 to better reflect the value of troops given
AQ – population divided by tiles including roads and then
further divided by 1500 to reflect the value of population as a reward
AR – same as above but for happiness
AS – building value per tile including road adds AL, AM, AN,
AO, AP, AQ and AR
Comments
Post a Comment
All comments will be moderated. Please be civil and avoid naughty boo-boo words.