You can get a quick view of the compound floor plans at Initial Styles, and you can click on the links in the first column to see snapshots of the finished compounds.
We'll explain why later in this article, but if you want a nice looking expanded compound, that costs significantly less than any other approach, click on yourself (or use the ESC key) and select
Projects > Compounds > GemFacets.The cost for any of the compounds is:
Click on your compound, pin the menu, and select Blueprints > Edit Blueprints. Move the popup so that it doesn't block your view. Someday, when you're rich and famous, you can indulge in Paint and Cut Stone Textures. For now:
If you're careful, you can add the sectors while you're in the Double F8 view. Add the following sectors:
On your Blueprint Editor, click Basic > Post-Lintel Door and click on the center of the right, east wall to create a door.
On your Blueprint Editor > Basic menu again, select Extruded Wall and click each of the other 12 surfaces that we added in the previous step, two outside walls and two end walls on the north, east, and south sides.
At this point your blueprint should match the earlier picture.
Load the necessary items. Congratulations! You are now the proud owner of an expanded compound.
Click on the compound again > Blueprints (you still didn't pin the menu??), and Claim your Right to be an Initiate of Architecture.
Budget Item | Flax | Straw | Floor Bricks | Wall Bricks | Walls | Bricks per Wall | Total Bricks | Boards |
Compound Construction Tuition | 200 | 100 | ||||||
Build the Compound | 200 | 100 | ||||||
Tale 3B2 Expansion | 11 | 22 | 221 | 243 | 13 | 18.7 | 464 | |
Tale 2 Same Expansion | 7 | 14 | 140 | 182 | 13 | 14 | 322 |
May I suggest that there be a collective Compound page, that collects summaries and links? Along the lines of the T2 page, but lighter... - S-P
Once I run out of other things that are begging for Bricks and Boards, it should be possible to provide a nice array of Perspective, Top View, Outline, and cornerstone position snapshots. I'm by no means done working with compounds :-) - MarvL
There is a very steep "large compound" penalty in Tale 3.
Sector Base Cost * Distance in Coordinates from the Cornerstone Sector
The distance multipler was tested by creating a one sector compound, and then blueprinting a second sector at various locations to determine the cost of materials. The phantom sector had a flat roof and four Post-Lintel Doors.
Budget Item | Flax | Straw | Floor Bricks | Wall Bricks | Walls | Bricks per Wall | Total Bricks | Boards |
Tale 2 Anywhere | 1 | 2 | 20 | 42 | 3 | 14 | 62 | |
Tale 3 Distance 1 | 1 | 2 | 20 | 42 | 3 | 14 | 62 | |
Tale 3 Distance 2 | 28 | |||||||
Tale 3 Distance 3 | 42 | |||||||
Tale 3 Distance 4 | 56 |
The exact formula for the "large compound" factor is based on distance from the cornerstone compound. The multiplier is SQRT(relativeX^2 + relativeY^2). Here are the multipliers for a modest 11x11 sector compound.
5 | 4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 | 5 | ||
5 | 7.1 | 6.4 | 5.8 | 5.4 | 5.1 | 5.0 | 5.1 | 5.4 | 5.8 | 6.4 | 7.1 | 5 |
4 | 6.4 | 5.7 | 5.0 | 4.5 | 4.1 | 4.0 | 4.1 | 4.5 | 5.0 | 5.7 | 6.4 | 4 |
3 | 5.8 | 5.0 | 4.2 | 3.6 | 3.2 | 3.0 | 3.2 | 3.6 | 4.2 | 5.0 | 5.8 | 3 |
2 | 5.4 | 4.5 | 3.6 | 2.8 | 2.2 | 2.0 | 2.2 | 2.8 | 3.6 | 4.5 | 5.4 | 2 |
1 | 5.1 | 4.1 | 3.2 | 2.2 | 1.4 | 1.0 | 1.4 | 2.2 | 3.2 | 4.1 | 5.1 | 1 |
0 | 5.0 | 4.0 | 3.0 | 2.0 | 1.0 | 0.0 | 1.0 | 2.0 | 3.0 | 4.0 | 5.0 | 0 |
1 | 5.1 | 4.1 | 3.2 | 2.2 | 1.4 | 1.0 | 1.4 | 2.2 | 3.2 | 4.1 | 5.1 | 1 |
2 | 5.4 | 4.5 | 3.6 | 2.8 | 2.2 | 2.0 | 2.2 | 2.8 | 3.6 | 4.5 | 5.4 | 2 |
3 | 5.8 | 5.0 | 4.2 | 3.6 | 3.2 | 3.0 | 3.2 | 3.6 | 4.2 | 5.0 | 5.8 | 3 |
4 | 6.4 | 5.7 | 5.0 | 4.5 | 4.1 | 4.0 | 4.1 | 4.5 | 5.0 | 5.7 | 6.4 | 4 |
5 | 7.1 | 6.4 | 5.8 | 5.4 | 5.1 | 5.0 | 5.1 | 5.4 | 5.8 | 6.4 | 7.1 | 5 |
5 | 4 | 3 | 2 | 1 | 0 | 1 | 2 | 3 | 4 | 5 |
So the location of your cornerstone sector and the layout of your compound is very, very important.
While it has yet to be verified, the wording of the Initiation into Architecture suggests that while the initiate must build the compound, anybody can do the actual expansion.
Perhaps Teppy wants smaller compounds. At these prices, huge compounds will be history, that's for sure. Nobody is going to be able to afford the larger compounds, and unless a guild has several active members who are willing to contribute their cornerstones, maintenance is going to be a real problem.
Compound can be packed close together, of course, but if we can only lower the walls of one compound at a time, sightlines can get to be a real problem.
It will be interesting to see how the Distance Modifier plays out in Beta, once folks realize that Teppy is robbing the stagecoach.
"Suitable for Building" is, of course, the tricky concept. It's all about elevations. All of the sectors in your chosen building must be "buildable", but you can build practically anywhere if you don't care exactly which compound you start with.
When you click on a compound type in the menu, a compound of that type is built immediately. The cornerstone sector will end up wherever you are standing. None of the materials are recovered when you tear down a compound, your 200 Bricks and 100 Boards are gone. Again, there is no compound preview, no positioning widget, and you can't rotate the compound. Take a careful look at the snapshots if the location of your cornerstone sector is critical.
Expanding is all about the fountation.
It doesn't really matter how steep the adjacent hillside is, you can practically bury the outside wall of a sector, what counts is the wall where the sector is connected to the rest of the compound.
There are tricks, of course. :-)
If you're trying to get past a ridge, just build your blueprint out around the ridge. Once you've managed to get a sector where you want it in the blueprint view, following the contour lines, you can remove the intermediate sectors and keep on going. You might even be able to cut through the ridge from the back side.
Your compound is about 32 feet high, with a 4 foot fountation. Your cornerstone sector will be buried 2 feet into the ground. You can then extend your compound to any location that you can reach following a contour line that's +/- 2 feet in elevation relative to the cornerstone compound. You're permitted to "go around" objects, and discontinuous sectors are fine. In fact many of the most attractive compounds create archways by using Special Sloped Roof Element walls that can span an empty sector.
So we have the following considerations:
When you're picking a location, place your initial compound on the lower side of the area, but not at the lowest point in the area. Remember, getting around a high spot is easy. Just follow the contour line and then remove the intermediate sectors. Getting past a low spot is likely to be impossible.
Material | Flax | Straw | Floor Bricks | Floor Marble | Wall Bricks | Boards | Slate | OSM | Cut Stone |
Basic | |||||||||
_ Plain Wall | 20 | ||||||||
_ Plain Door | 24 | 12 | |||||||
_ Post Lintel Door | 14 | ||||||||
_ Extruded Wall | 14 | ||||||||
Sloped | 20 | 4 | |||||||
Stairstep | 20 | 4 | |||||||
Sloped Special | 28 | 2 | |||||||
Columns | 4 | ||||||||
Wedges | 7 | ||||||||
Plaster Floor | 20 | ||||||||
Marble Floor | 1 | ||||||||
Ceiling Type | 1.5 | 3 | |||||||
Building Shape | |||||||||
Paint/Texture | |||||||||
_ Wall Texture | |||||||||
__ Blocks | 10 for 8 Walls | ||||||||
__ Bricks | 0 | ||||||||
_ Trim Texture | |||||||||
__ Arcs | 5 for 8 Walls | ||||||||
__ Stripes | 0 |
The research for Tale 3 Compounds was done, in large part, by MarvL. There's a related Tale 2 page at Compounds.
*sigh* I am such a goob... - Sabt-Pestnu
Didnīt Teppy changed it somehow on Friday 12 May?
Name | Creator | Date | Size | Description |
---|---|---|---|---|
GemFacets16.gif | MarvL | May 7, 2006 3:39 pm | 47847 | A view of the expanded compound |
GemFacets16Layout.gif | MarvL | May 7, 2006 3:40 pm | 42315 | The floorplan of the finished compound |
GemFacetsF8.gif | MarvL | May 7, 2006 3:38 pm | 71938 | Overhead view of the recommended compound expansion |