This is a town for players that are ok spending their diamonds in QI instead of GbG and events.
Special thanks for guest contributor this week. Our former guild master turned mentor and friend Crash Cart but she goes by different names on other servers. This is her settlement. Because we are getting these screen shots mailed at various times it's best to copy this for next season instead of trying to start it this season. She's just sending in the screenshots. All the spelling errors are mine.
Buy 12 expansions. One goods expansion and 11 with shards. Costs 1,650 diamonds plus whatever impediments you have to clear.
There are not enough coin to fill-out the rest of the settlement.
1st Harvest
First delete houses and place churches until happiness is at 150%
Then collect coin. Then remove houses and some churches while placing breweries. Keep happiness at 150%. When you can no longer place any more breweries then collect supplies.
Flat mode to make it easier to follow
After supplies are harvested then build catapult camp, make 50 catapults, delete camp.
Build three alchemists.
Delete breweries and place churches. From here on out we will be maximizing quantum actions.
Remember to come back in an hour so the game registered the completed alchemists.
I took out one more church and added four houses so instead of making 594 chrono I'll make over 600 chrono. That seems to be a good trade.
Second harvest we'll get 315 chrono from lower tiered buildings and 339 from three alchemists.
2cnd Collection
Remove some churches and place with estate houses
Remove the estate houses we just built and place breweries.
Then remove churches and replace with breweries until removing more would drop happiness below 150% Always check happiness before collecting.
Collect supplies then delete all the breweries we just built.
With all the empty space it's easy to rearrange the settlement so I place the buildings I'm going to keep for a while up near the town hall so the alchemists go there then I add three more.
I also build a ropery. Now normally I would build honey then gunpowder then ropery last but moving forward I'm not going to build honey or gunpowder. While I start with 30 of each goods and didn't want to waste them the reality is the inefficiency of building three types of goods buildings just isn't worth it. So ropery goes in and will stay a while.
Then fill the space with churches and if there's room add a house.
Come back in an hour so the alchemists register as complete and depending on coin and supply start building goods expansions.
After goods building is done I'm making two expansions, putting two more churches in there and putting down two houses to fill the space.
The layout is now less efficient than it can be so during next rotation when there is lots of space I'll change the setup.
Start rotation by deleting churches and placing estate houses.
Delete estate houses and some churches. Place breweries until you can't place anymore without dropping happiness below 150%
Collect supplies. Now I'm going to rearrange the settlement to make it more practical.
We have over 1k chrono alloy so we have a choice to build a bakery or clapboard house. I prefer the house first and then build bakery next but it's just a choice. We're no longer building intermediate buildings like alchemist. I rushed the clapboard house and bought another goods expansion.
If you find you are short of coin or supplies you can put more estate houses or breweries in but I prefer maximizing quantum actions.
4th collection
Remove some churches and place some estate houses being careful not to drop happiness below 150%
collect coins then delete the houses we just built.
Remove some churches and houses to place breweries until you can't place any more without dropping happiness below 150%
We are going to build a bakery so instead of having tanneries we're going to replace those with breweries. We want as many 20% boosts as possible to maximize the increased production of the bakery which we build and rush it.
Get two more goods expansions and fill the remaining space.
Flat mode to make it easier.
Remember if at any time you feel you need to prioritize chrono, coin or supplies you can forgo the churches for a collection. Next season I will be trying that for all my early collections to see if I can complete settlement early and which plan gives more progress at the end.
5th collection
Remove some churches and place estate houses remembering to keep happiness above 150%
Collect coins and delete the houses we just built. Remove some churches and place breweries in the space making sure to keep happiness above 150%
Collect supplies. Remove the breweries we just built.
Build two bakery and rush them.
Now for this next collection we will put in more houses. We are going to be buying some expensive goods expansions and putting some doctors and another clapboard house in so we need the coin and chrono a bit more than the QA for this next collection.
We still have plenty of churches as we're not forgetting about QA.
6th collection
This should be routine at this point. Remove some churches and place estate houses making sure to keep above 150% happiness.
Remove houses and churches to fit in breweries. Again keeping happiness above 150%
Remove the breweries.
Place one bakery, one clapboard house and one doctor.
Buy another goods expansion.
Fill the settlement and dealer's choice if you want to maximize quantum actions or put in some estate houses and leave in some breweries.
This should be Saturday night or early Sunday morning for you. Still on map four so the fighting is easy. The enemy only has a 50% fight boost which is what a forgotten temple gives. Everyone should be doing 80 GE every week and if you do that on trial five or higher then you have a forgotten temple.
I don't put in any decorations but if you need to now would be the time to start adding decorations with every collection. I still have 345 chrono unused from the last collection as I don't put in intermediate buildings anymore like alchemist so it's best to just use that remainder on the next collection but if you need decorations you should have the chrono to do it.
Our settlement is going to get very strong, very fast now that we have four bakeries and two clapboard houses each making 375 chrono. Additionally we will be adding some doctors which will allow us to delete more churches, place more estate houses and more breweries as we rotate our crops.
This should be a key moment when building settlement.
One word of caution when building doctors. While they're great for generating QA at this point we are going to build for happiness. What that means is we are going to intentionally not build as many as we can because we need to be able to delete churches for our crop rotations. If you don't have the ability to put in 20% buildings it will greatly hinder your ability to generate coin but especially supplies. So many players have a hard time with supplies because of this. Especially for people with tiny settlements.
The goal right now is to generate coin, supply and chrono so you have enough to build all the troops you need and convert the entire settlement to doctors. If you partially convert your settlement and restrict the space you need to rotate crops it will take longer to convert the settlement. So sacrifice some QA now as the priority is that quick conversion.
Just a reminder for this season we're only building the ropery so we have a lot of goods we can donate at any time. It's best to do this on harder maps so you can save some troops but really just use the goods whenever an opportunity arises. So if your guild has infinite nodes open and there's a goods node lower down that you can dump the goods on then go for it.