As this wiki is about to be closed... a final note. I went and calculated the total amount of resources needed to follow our tech tree up to metallurgy, NOT counting the resources for the pens and the like, and this is what I ended up with... ~90k debens of materials! I've attached my figuring to the bottom of the page as an xls file. ~TP
A page to think about research order for guild focus in T4.
This content is 'brainstorming' and not set in stone. We're looking for input! - Aperio
If you have MS Project, check out the 'Network Diagram' from T4MSProject.mpp. It reflects the tech tree but not the material constraints - Aperio
So: Techs to be focused on - Techs that give greater efficiency.
LOW PRIORITY: Things like science of color: Fun, but not quite as useful as blacksmithing. Same with chariot repair. Needs to happen, but we can hoof it for a while.
HIGH PRIORITY: Things that improve efficiency of flax and wood gathering, as nothing escapes these two core needs. Food is going to be important too. Also grass... can never have enough straw. We also, obviously, want to improve the processing of these into boards and flax-products
So, we muse...
FIRST: Guildhall construction... gotta have a guild!
Flax: the first and foremost thing that needs to be done is be able to get more jars so we can switch to growing nile green instead of old egypt and double our yields. This means that agriculture (for onions), animal husbandry (for sheep/leather) and stonecutting (for the flystones) are vital first steps.
After this... the next big step up comes with crossbreeding, which requires... a whole slough of other things to be researched: advanced glassblowing for the thermometer, gardening for the greenhouse, horticulture in at least 4 regions, and whatever level of metal tech is needed for gold wire. By this point, we're likely past the point of having one set drive for guild-wide research efforts... perhaps we'll branch off into tree branches with subsets of the guild.
Grass: Easier... just have to get advanced glassblowing and gardening. Quite possibly worth pushing in that direction
Wood: Wood needs hatchets and for that we need to get up in the metal tree till advanced blacksmithing. This also will net us carp blades, which will be very, very nice. It'll also get us good shovels. I think pushing for advanced blacksmithing is a good project to focus on initially, as it will end up netting us not only hatchets and shovels, but also hackling rakes and improved brick racks, which will make thorn collecting obsolete and make brick creation simple as pie.
So, With all that said, my proposed research order:
We want to drive towards a goal of 2 breeding pairs of camels and upwards to 6 sheep pens. Leather is a huge bottleneck... not just research, but mine deployment. - Aperio
This is something that we can ALL work on early in tale... we'll need lots of boards and bricks, and everyone can chip in for those! -TP
Jzalae, ThePheonix, and Aperio all have experience with multi-user flaxing techniques (requires a common primary guild) that make flaxing a breeze. We were managing 1500 flax/hour in Beta - Aperio
Right. We're going to need a team to do that, and a team to actually process the stuff. This shouldnt be too hard, assuming ecology concerns dont become even more pressing -TP
I'd like to propose that Animal Husbandry take priority over Agriculture. We might get cheap camels being first and we'll want pens for the free and roaming sheep that are available. Moreover, we can breed camels without Agriculture, but cannot breed sheep without it. Also, both Agriculture and Flax will benefit with jugs which need some leather to produce (rocksaws and pottery wheels). AH can be developed with flax, boards, and straw; whereas Agriculture requires more complex mats like rope and LOTS of clay - Aperio
I agree that Digs should take priority and we should consider 2 daily windows for 1 hour digs. Grass should probably be offlined throughout Launch for straw; we should probably do flax as a team task (even with OE only), pool jugs for Nile Green processing, and when solo - collect wood and slate for boards - Aperio
BENEFITS AT THIS POINT:
1. JUGS! This will increase the rate of flint generation and be the first step to improving flax generation... A VITAL step.
2. LEATHER! As we're seeing in Beta, the limiting factor later on down the line is pure and simple the slow generation of leather by our animals. It is VITAL that we start this early in my opinion so we dont get bogged down later on down the line (ore extraction, I'm looking at you!)
I've done some independent analysis of the tech tree and this is what I'm thinking. Let's review and reconcile - Aperio
Made a note or two... more tomorrow after I give my major big huge presentation. ~TP
SArt for Flax Processing (Carpentry req?)
-Drying Rack needs Boards
Guild Construction needs Boards, Bricks, Canvas, Rope
-Opens up Guilds
Animal Husbandry needs Boards, Dried Flax, Straw
-1) Camel Pen STRAW 200 Boards, 400 Bricks
-Opens up UNLIMITED straw storage (probably) for bricks and so forth
-Also, opens up leather manufacture without finding and transporting a sheep.
-OTOH - many players will have FREE sheep from pre-order.
-2) Sheep Pen ONIONS (Agri) 100 Boards, 1200 Bricks, 60 Dried Flax
SThought for Jug (Pottery), use the jug for 10 clay for Pottery
Stonecutting needs Cuttable Stone, Flint, Rope
-Opens up Rock Saw needing Boards, Flint, Leather*, Oil, Rope, Bricks
-Opens up Flystone
SArch - Stonecutting, 10 flint (can't recall the meaning of this note)
-Opens up Pottery Wheel needing Boards, Bricks, Flystone*, Leather*, Oil, Rope
Agriculture needs Clay, Rope, Stone Blades <-- Only problem here: Sheep want onions, so might need to move this back a tiny bit.
-Opens up seeds for Leeks
SWorship for Cooking to make Kitchen for Oil
Stonemasonry needs Flint, Medium Stones, Oil, Rope
-Opens up Flint Hammer/Chisel for Limestone
Controlled Burn needs Dried Flax, DriedPayrus*, Leeks*, Limestone*, Sharpened Stick, Tinder, Wood
-Opens up Firebuilding skill at SLead for Charcoal and Lime
Glassblowing needs Charcoal*, Firebricks, Lime*, Sand, Soda*
Ore Extraction needs Boards, Bricks, Leather*, Slate, Water in Jugs*
After this, we should keep following up the tech tree to get... but more about that soon.
Casting Improved brick rack construction Blacksmithing Advanced Blacksmithing Gardening Advanced Glassblowing Crossbreeding
Name | Creator | Date | Size | Description |
---|---|---|---|---|
T4MSProject.mpp | Aperio | December 12, 2008 12:11 am | 168448 | MS Project Tech Tree (does not include material constraints) |