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Guilds > The Eighth Lake > Harmony Ridge

Harmony Ridge Route

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Map of Egypt

*Location*
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Altitude
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Notes
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Elevation is Important

The 61 foot elevation near the UArch is actually the controlling elevation and requires that the pump be 396 feet high which also gets us into the optimal mixed sand and grass growing areas at the end of the aqueduct on the banks of Nile, north of The Goods and the UArch.

The base elevation of the initial portion of the route averages 200 feet in base elevation, and the remainder of the route takes advantage of several other ridges. Rather than an average tower height of 400/2 = 200 feet, which would be the case on flat land, our average tower height is only 142 feet. As tower costs are linear with height, and as our average base elevation is 58 feet, intelligent routing is paying for 23 of the aqueduct towers.

The math is brutal. Pump cost varies with the square of the elevation, and you need 5 feet of additional pump height for each additional Tower. Plus, every time you add a tower at the end of the line all of the previous towers must become five feet higher, which is also a squared function although it's distributed. You don't want to get carried away and build too many towers.

The base elevation is important, because it reduces the build height of the tower. The top of the tower decrements by 5 feet each time (water always flows down hill) so you want to have high ground at the beginning of the route, and low ground at the end of the route.

We're planning for a final pump height of 400 feet, to reach a prime mixed sand and grass area at the end of the line, near The Goods, so we'll have 9 feet of margin. At 5 foot per tower this allows 400/5 = 80 towers for a linear aqueduct that starts across from the UHarmony, loops past the SBody, and ends up near the UArch and The Goods.

The Pump Location and all of the tower locations have been verified using the Aqueduct Widget. The critical elevations were measured using a Q8141 Barometer, so they are accurate, but we'll want to check everything again after we build the first few towers, to tighten up on all of the requirements and to make any final adjustments.

Soil is Important

Mixed sand/grass is also very important. All (or at least most) towers are associated with a particular type of Veggie, and if you don't have the right soil you've missed an opportunity. You don't want a Tower that's just on sand, because there's no possibility that it will be able to grow herbs. Moss doesn't seem to care.

The route is planned so that the end-of-line towers are in mixed sand and grass, along the Nile north of the UArch and near The Goods, so that everybody who grows veggies for sale contributes to our success.

Prior Development is Important

You'd be crazy to build a tower right in the middle of somebody's camp or compound, so you also have to keep an eye out for existing developments. You want the Towers to be convenient for growing veggies, but not smack in the middle of everything. We've contacted everyone who is likely to have a Tower in their backyard, with the exception of one recent player who has not been in-game for a month.

Getting across roads is really difficult. Players can't build anything, including an aqueduct tower, near a road or a system sponsored building. Also, roads seem to attract compounds which further restricts the feasible crossing points. Our initial plan was to have a Tower adjacent to The Goods. What we got, instead, was a good illustration of how difficult route planning can become. The Tower location nearest to The Goods is right in the middle of their compound. Of the adjacent 6 tower location, 3 are blocked by roads, and the only other route in the area has to traverse a decent sized hill to sneak past the SHarmony. If you're afraid you missed out on all the fun, bring your Aqueduct Construction Site widget to The Goods, and run a survey. Lots and Lots of constraints.

In Tale 2, drinking water from a Tower was a nice way to get a 24 hour boost in your stats. You can use the temporary boost to trim out your Strength/Dex for carry, or you can use the perception boost to make prospecting for Metal Ore, Marble, and Tooth Limestone a bit more efficient. Surprisingly, the stat boosts are nearly as important as the increased (doubled) veggie yields.

Route Review

We've placed small chests to mark the route or, more particularly, to verify that things can actually be built where the Aqueduct Widget says you can build a Tower. There's plenty of room to build a kitchen compound adjacent to the pump.

The technical and social details for this route have all been worked out, and now we can wait to see what else pops out of the woodwork.

The attached Excel spreadsheet contains the same data, with some derivative calculations.

*Location* Altitude Notes
1028 1575 0 Pump, south of UHarmony
1049 1575 41 End, grass but no bonus
1060 1558 144 End, no grass or sand
1080 1558 199
1090 1540 162
1110 1540 219
1130 1540 225
1150 1540 221
1170 1540 184
1190 1540 191
1210 1540 237
1220 1558 256
1240 1558 294 Highest point on the route
1260 1558 250
1270 1575 159
1280 1592 136 Grassy slope
1300 1592 126
1320 1592 56
1340 1592 24 Crosses road
1360 1592 18
1370 1610 57
1380 1627 109
1400 1627 152
1420 1627 95
1440 1627 54
1460 1627 23
1480 1627 8 Sand, grass, near Hoteph, chest
1490 1610 9 Sand, grass
1500 1592 5
1510 1575 5
1530 1575 15
1550 1575 14
1560 1592 14
1570 1610 116 Jump up on the plateau
1590 1610 9
1600 1592 6 Near an empty Nile Sunrise compound
1620 1592 6 Near the road, but it works
1640 1592 7
1650 1609 6 Nearly in the lake
1670 1609 0 Next to the Raeli Oven
1690 1609 2 Sand and grass, near Kiyye
1700 1627 28 Sand
1710 1644 132 Sand on Ridge
1700 1662 91 The top of the ridge would be 223 feet
1690 1679 69
1680 1696 41
1670 1714 87 We own this compound now
1680 1731 74 Near SBody
1670 1748 78
1660 1765 120 The pump must be at least 365 feet high
1650 1783 106
1630 1783 37 Crosses the road
1620 1800 6
1610 1817 4
1600 1835 60
1590 1852 68
1579 1869 15
1559 1869 6
1539 1869 10
1519 1869 3
1509 1886 9
1500 1904 3
1490 1921 9
1480 1938 11
1490 1956 11
1500 1973 20
1509 1990 61 This tower requires a Pump height of 395 feet
1499 2008 32
1479 2008 36
1459 2008 10 Crosses the road between the SHarmony and UArch
1439 2008 10
1429 2025 14
1420 2043 0 Actually in the water, but it works
1430 2060 5 Sand
1440 2077 5 Sand and Grass
1450 2094 6 Sand and Grass
1460 2111 11 Grass
1470 2129 12 Too high for the final 5 foot tower

The Harmony Ridge Route has a huge cost advantage, because individual tower costs are linear with height (and 2nd order overall because all of the previous towers have to get higher) and we're using about 200 feet of mountain that's already there as the base elevation for the first dozen (highest) towers. That means we'll be able to make the line much longer for the same price.

Tower and Pumping Station Grid

The geometry of the Tower Grid is nicely diagrammed at http://perl.atitd.wiki/tale2/Buildings/Aqueduct_Water_Tower.

Towers are connected in a hexagonal grid by Pipes that are 20 coordinates long. The grid is predetermined.

Horizontially, the tower widget repeats every 20 coordinates, and reads:

Vertically you'll get the same countdown pattern, except that the straight vertical distance is 34.4 coordinates, so each of the Far indicators are 4 x 9.32 coordinates.

If the tower widget would otherwise be reading Far, AND you are within 1.5 coordinates of deep water (we've only tested this for Pumping Stations along the Nile in Seven Lakes), the tower widget will read Aqueduct Pumping Station. Deep water is visible as a shadow at certain times of the day, or as a deep channel that comes very near the shore, and it's usually difficult to climb the bank at that point if you are swimming.

The largest plat we've found so far, just south of the bridge near the Seven Lakes UThought, is 3 coordinates wide by 18 coordinates long, which is very nearly the entire range (4 x 18.64) of the far indicator on the tower widget, thereby demonstrating that an Aqueduct Pumping Station isn't at all hard to find if you're near deep water.

Unused Pumping Stations Comments
1460 2478
1464 2413 SE corner of Clay/Dirt area
1460 2408 Large plat
1460 2345 Just SW of bridge
1462 2328 Huge continuous plat
1482 2228 On the point south of the lagoon
1480 2224 Large plat covers most of the point
1136 1705
1139 1711 Large plat
1233 1792
1251 1757
1447 2104
1459 2127
1467 2138


NameCreatorDateSizeDescription
Harmony_Ridge_Route.xlsMarvLJanuary 28, 2007 6:02 am24576Revised on 2007A26 Jog north to 1650, 1609
Pump_and_2nd_Tower.pngMarvLJanuary 24, 2007 3:43 pm430647

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Last edited January 28, 2007 5:50 am by MarvL (diff)
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