Hey ! Not sure if it's really related to strategy, but i have this annoying "closed open shop" bug... i tryed to look for a solution on this forum but didn't find anything Do you have any kind of solution for when your shops can't be used by other players ?
does anyone know how long it takes for a delivery to expire? say, a few orders from my tailor shops are due to complete in 4 hours.. but i don't want to wake up in the middle of the night to deliver the items.. then how long do i have before the order fails to deliver? one hour? two hours.. or what? thanks all x
It seems to me that we now know some things that we didn't know when this thread started. For instance, bug or not, we now know that there's a limit of 30 outstanding transactions. And we now know that many people would prefer to optimize for coins per transactions rather than optimizing for coins per hour. And we know that some people place a premium on aesthetics or "beauty" or some other subjective and unquantifiable value. Games which have just one goal and one path to that goal tend to be either highly competitive, (zero sum), or completely uninteresting, (I'll flip a coin - if it lands at all, then we all win.) Based on these insights, it seems to me that we now have several different potential strategies depending on your goals. Note that these are not mutually exclusive and that I'm describing the extremes. Most people will probably elect to play some combination of these based on their own values. #1 maximum coins, (or exp), per hour or maximum coins per unit of land - build 30 tailor shops near the entrance to your castle and find friends who would rather place orders than fill orders. Place no orders of your own. #2 maximum coins, (or exp), per transaction - build the biggest shops you can and again, place them near the entrance to your castle and find friends who would rather place orders than fill them. Place no orders of your own. Whether you tear down older shops as you gain access to newer ones is an interesting question to which I don't yet have an answer. Another completely reasonable goal is maximum coins, (or exp), per player minute. In most cases, this will devolve to #2 as transactions take time. However, if everyone plays this way, then no one will place any orders and the first two strategies will partially fail for want of orders. Or, perhaps, people who place orders will become very popular as friends. This suggests two other strategies. #3 build no shops. Instead, focus exclusively on placing orders with other kingdoms. For maximum gold per hour using this process, place only tailor shop orders. #4 build no shops. Instead, focus exclusively on place orders with the largest shops you can find. Whether you pick the largest shop available in a kingdom, or whether you hunt for kingdoms with dragon's lairs available, will depend on whether you are maximizing against player minutes or transactions, respectively. Note that crop strategies are essentially similar. For maximum turnover, you want to be using the fastest crop cycle time that you can maintain. Fields waiting to be harvested are lost time. Fields rotting are both lost time and lost coins. Better to use a longer cycle time that you can maintain than a shorter one that often spoils. Of course, this assumes that you want to maximize your return rather than maximizing the beauty or variety of your fields, which is also a completely valid goal. Also note that shops still produce income without orders. They just do so at a much lower rate. The lowest income rate is actually a combination of the two - if a shop spends nearly 2 days working on an order-free payday only to receive an order in the last hour, then almost two whole days will have been lost. But since you can't voluntarily close your kingdom, there really isn't any way to protect against this, short of building your own shops AND ALSO placing as many orders as you possibly can. Am I missing anything important?
Is my Kingdom "Open"... How do you know if someone is requenting your shops or not? I've never noticed that other people have ever put in an order for anything in one of my shops.
What I find rather annoying is there really isn't a whole lot of strategy to have in this game. Aside from flat accumulation of coins/XP, shops and orders really don't seem to have any affect on anything in the game. So if you order wood or cattle or broomsticks there really isn't any consequence to these actions. I find myself feeling like this is a rather hollow exercise in how long you can wait it out to make a pretty kingdom. And considering it will most likely take you weeks, it's a long haul for not much reward. I don't want a game as complex as SimCity, which I find overly complicated for the iphone, but I do wish there would be some more variables thrown in the game to make it more interesting and dynamic. Having said that, here's a couple things I have noticed in regards to strategy (Sorry if I'm repeating anything): 1. I have found RICE to be the most profitable. Doing the wheat at every 5 minutes doesn't offer a significant increase per hour for all the additional time spent in the game. And no way I'm doing corn all day. Rice is a good enough time investment (15 min cycle) and pays good (65c 22xp). If you jump down to the next longest, peas (half hour cycle), you see a big profit drop per hour which only gets lower the longer the time cycle. So if you have the time to peek in to the game every 15 min, it's worth it. 2. The cottages seem pretty useless. I have 20 right now and the coins/xp I collect from them every 4 hours is pretty insignificant. You need to have some obviously but since they are mostly for show don't worry about having big areas devoted to cottages unless you're doing it just for looks. I don't think the game cares either way. I'm not all for maximizing profits over the look of your kingdom, but once you do get in to the upper levels it just really drags on and on as you wait to get enough XP and coins to level up. There's just not a whole lot to do in the upper levels except wait. plus+ id: purplerogue EDIT - Looks like WeRule is going to keep growing and getting updated: http://werule.ngmoco.com/server-update/ That is hopeful as far as making the game a little more interesting. Once I got passed level 20 and expanded my kingdom/added dragons, my interest plateaued. I only plant cauliflower now and don't bother to check in all the time. So I'm looking forward to the game expanding and growing.
I was wondering, what building gives the most reward? My lvl20+ friends who have grffins and dragons...the griffin stores give out more money? Actually sometimes it's 550, sometimes it's 600?? Do the ones you build with gold differ from the ones that cost mojo? Do Griffin places give out the most? thx SN: Ugiy
Some strategies Here are some strategies I use: 1) As said above, cottages are not good profit for your land. Tailor shops WITHOUT customers make a little more and have the potential to take orders. 2) Keep a record of who orders from you. Order back from those that order the most from you, this creates loyal clients based on a business friendship. 3) In the end, space will be key if you are maximizing profit and xp, so be aware of the footprint/profit ratio of each shop. 4) Make your kingdom easy for your customers, not for you. This means putting the most popular shops in front of the castle and the garden behind the castle. 5) Build shops if you are trying to max your cash and xp, you should ALWAYS have some open shops. I currently have 119 shops, so my customers know that they can order from me anytime they are ready. Plus+: BaldOne
Anyone have an analysis of the new crops? Any reason why they're magical? oh and add me =) plus name: The2ndAct
Username: nictorie I'm trying to build all the different types of shop to see what works best. I have stacks of open business atm so add me! I just planted some of the magical crops too. I don't know why they're magic, they just payout loads of coin and use 6 mojo.
Its called free speech, everyone gets to make a proposal no matter how ill informed, misguided, biased, racist, sexist or downright stupid they are.
Ok, ill answer my own question after doing it MYSELF -.- Normal Griffin: 550 (for customers) Mojo Griffin: 600 (for customers) So I'm assuming the Mojo Dragon is 650? Can anybody confirm? At 50 mojo it seems like a total rip off if it's just 650.
More Business I get a lot of business for my shops by posting my username on various sites and on my iTunes review for the app. Here is a small database where you can put your name too. http://sites.google.com/site/appundb/
How do you keep your shops "open for business"? let's say that my butcher's has just been built... after a certain time I CAN collect the $$$ and exp. to have my shop "open for business" do I harvest the coin or do I need to wait for someone to patornize? your advice is greatly appreciated. Thanks ID: Zanne75
Seems to me that the best combo of XP and gold, for the shortest turnaround time is the Wizard hat things? There is a lot of data I think people aren't looking at, regarding XP per minute and gold per minute, in those charts we've all seen. For one, if I can get someone to accept a 12 hour craft in the morning, there is a good chance it will be done and delivered before going to bed. Shorter crafts definitely seem to be the way to go. ID: TexRob
Here is my chart for crops up through level 24 ranked by net profit per day. If you have to leave your crops for one day and have money in the bank, it is definitely advantageous to plant the magic cauliflower. The tomato seems to be the best crop IMO as you only have to check it every 30 mins and it makes more money than the Peas. I am only missing radishes, which come at level 25.
Hi guys! I must commend you all on the great work you have all done! I'm trying to add more friends to my We Rule kingdom as well, please add me as your friend. Username: derksg P.S. I've got lots of buildings to order from too!
evolutiongd I just found this board and I must thank everyone for all the useful info! Add me and shop often! evolutiongd