This page provides the Tale 3 information that you'll need to design the compound of your dreams, rather than a resource eating nightmare.
If you want to rearrange the buildings in your compound, you can, but the recurring price for Eastern Meditation is just plain scary.
There are a couple of technical issues that seem pretty goofy until you understand the reason why they exist.
You'll be a lot happier if you just look at the huge red + sign in the pictures on the Initial Styles page, and stand right where the terrain coordinates cross. You can also come out to 1380 2310 in northern Seven Lakes, between the UThought and Caldera Park, and take a look at the row of Model Compounds. There's a chest in each compound that marks where the builder was standing, and there's also a public single sector compound at 1290 2310, near Caldera Park, that you can play with.
When you are looking at the Initial Styles, for example, don't pick Classical Columns just because it looks impressive. The marble for any future expansions will be very expensive.
Another gotcha is the Wall and Trim Texture. The fancy arches and the large building blocks both require Cut Stone. That's easier to get than Marble, but you might want to change the Walls to Bricks rather than Blocks and the Trim to Strips rather than Arches.
You can't iteratively tune the cost of a compound. Once you click on the "Add Materials" menu to determine the cost, you can abandon the upgrade, look at the blueprint design, or Add the Materials for the upgrade. You can't go back and fix things, you have to start over. As such, it's a pretty good idea to get the basic shape of the compound the way you want it, using cheap extruded walls, on the first pass and then fancy it up on the second pass.
Where D=distance from your cornerstone sector,
Costs vary with 2^(D/3).
If you have a square compound with the cornerstone sector in the middle, the multipler for corners at a greater and greater distance hits you as follows:
Size | Distance | Factor | Multiplier |
3x3 | 1,1 | 2^(1/3) | 1.26 |
5x5 | 2,2 | 2^(3/3) | 2.00 |
7x7 | 3,3 | 2^(4/3) | 2.52 |
9x9 | 4,4 | 3^(6/3) | 4.00 |
11x11 | 5,5 | 2^(7/3) | 5.04 |
The following data was developed by placing single sector additions, with the default configuration of 4 sloped walls, at various distances from a single sector base. You can't directly observe the costs of the initial compound, but you can back into the number. The hypothetical values for the base sector are therefore italicized.
X | Y | Power | CFlax | CStraw | Bricks | Slate | FBricks |
0 | 0 | 1.00 | 1 | 2 | 80 | 16 | 20 |
0 | 1 | 1.26 | 1 | 3 | 100 | 20 | 25 |
1 | 1 | 1.26 | 1 | 3 | 100 | 20 | 25 |
0 | 2 | 1.59 | 2 | 3 | 126 | 25 | 32 |
2 | 2 | 2.00 | 2 | 4 | 160 | 32 | 40 |
0 | 3 | 2.00 | 2 | 4 | 160 | 32 | 40 |
3 | 3 | 2.52 | 3 | 5 | 201 | 40 | 50 |
0 | 4 | 2.52 | 3 | 5 | 201 | 40 | 50 |
0 | 5 | 3.17 | 3 | 6 | 254 | 51 | 63 |
4 | 4 | 4.00 | 4 | 8 | 320 | 64 | 80 |
0 | 6 | 4.00 | 4 | 8 | 320 | 64 | 80 |
5 | 5 | 5.04 | 5 | 10 | 402 | 80 | 101 |
0 | 7 | 5.04 | 5 | 10 | 402 | 80 | 101 |
6 | 6 | 6.35 | 6 | 13 | 507 | 101 | 127 |
0 | 8 | 6.35 | 6 | 13 | 507 | 101 | 127 |
0 | 9 | 8.00 | 8 | 16 | 640 | 128 | 160 |
7 | 7 | 10.08 | 10 | 20 | 806 | 161 | 201 |
0 | 10 | 10.08 | 10 | 20 | 806 | 161 | 201 |
8 | 8 | 12.70 | 13 | 25 | 1015 | 203 | 254 |
0 | 11 | 12.70 | 13 | 25 | 1015 | 203 | 254 |
0 | 12 | 16.00 | 16 | 32 | 1280 | 256 | 320 |
9 | 9 | 20.16 | 20 | 40 | 1612 | 322 | 403 |
0 | 13 | 20.16 | 20 | 40 | 1612 | 322 | 403 |
The theoretical model, rounded to the nearest integer, is within +/- 1 for all observed values.
When Teppy introduced the brutal BasicSectorCost*2^(D/3) size multiplier, he promised to "Do Something" to compensate for the consequent use of more, smaller compounds. As it turns out, the "something" was to shut off deterioration for compounds that had never had a cornerstone. Until mid-August that is, when compound decay was reactivated.
We'll provide more information as it becomes available. For the moment, keep your eye on your non-cornerstone compounds, and any vacated compounds that are blockng your view. We'll provide details as they become available.
If a compound gets to 0% protection, the stuff inside it will start rotting, and thus will not be usable.
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 Initial Styles floorplan snapshots if the location of your cornerstone sector is critical. When you initially build, a popup will warn you that xx of 49 sectors are available at your selected location, even when all 49 sectors are available. I've never seen anything less than xx=21, so I suspect that you're not allowed to build at all unless 21 of the sectors in the 7x7 area immediately surrounding the cornerstone sector are suitable for building. "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'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.
Pay particular attention to the last two columns. Oyster Shell Marble (OSM) is very expensive. Don't use columns unless you can afford the Marble, likewise for the fancy floors. Cut Stone is not quite as expensive, but it's sneaky because a few of the Initial Styles use Stone Walls and Arcs Trim, which both require Cut Stone. Otherwise, wedges are the only wall type that uses Cut Stone.
The costs of the base sector cannot be directly observed. If you want to obtain exact predictive values, you'll need to use the previously discussed multipler to back into the base numbers for your configuration. These numbers are the observed numbers for adding a single element to a 1 sector compound. The hypothetical initial values are about 80% of the lowest observable values.
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 | 24 | 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 4 Walls | ||||||||
__ Bricks | 0 | ||||||||
_ Trim Texture | |||||||||
__ Arcs | 5 for 4 Walls | ||||||||
__ Stripes | 0 |
Name | Creator | Date | Size | Description |
---|---|---|---|---|
Excavation.jpg | MarvL | May 28, 2006 9:33 pm | 37176 | |
HalfwayUpWall.jpg | MarvL | May 28, 2006 9:32 pm | 27229 | |
SectorPlacement.jpg | MarvL | May 28, 2006 9:34 pm | 9523 |