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Do Not Suggest: Holding/Storage Area

DeletedUser7719

Again, what happens when you need space to building something (I don't know, maybe an awesome special event building?) The "more efficient" your city is, the harder it is to find something to sell in order to place your special building.
 

DeletedUser

That's the case whether you use decorations or not, so I don't understand the point you're trying to make. Not trying to be rude or say what you just did in your last comment...i'm just honest'y not seeing the difference.
 

DeletedUser7719

Like you mentioned, building decos takes 5 seconds. For example, if the special building is used for population, you sell decos, build the building, sell your old house(s), and build your decos again. (An efficient city would be already using all the pop you can carry, so it wouldn't be possible to replace the house directly)
 

DeletedUser

Ok, that's definitely definitely not true at all. "Efficient" city does not necessarily have to use all the available population. My definition of an efficient city is one that produces the most coin/supply intake possible, while means filling the town with as many production buildings and as least road as possible. "Farming" can pull in a TON of points, especially with a good GB boost, and in order to maximize your intake, you need to build as many production buildings as possible...which quite often leaves you with an abundance of population available. For example, right now, I have 20 million supplies stocked up, but only about 4 million coins. I spend a lot of coins on FPs. Beings coins have much more value than supplies, I have several extra high rise residential buildings in my town in order to bring in more coins and more points. Thanks to the high rise's 1000+ population each, I have an overabundance of population available...and i'm pulling in about 800,000 a day in coins alone.

Not knocking on you at all. Just pointing it out. So what is "inefficient" about that?
 
Last edited by a moderator:

DeletedUser

ohcrapitsalex, I'm glad that at least we have the same definition of what an efficient town is, but you are not right about what are the best ways to maximise the output. Maybe before the introduction of Royal Albert Hall it was more efficient to maximize the gambrel coin productions with excess population, but now it is definetely not true anymore.
Out of curiosity, how many points do you pull in from farming now in PE?
 

DeletedUser7719

meh, I'm still a hardcore PvP'r, so maybe that's why I use all my population
 

DeletedUser

I guess we will have to agree to disagree.

My RAH is only at level 4, my Alexandria at 8. I have 6 lamp factories, IA confectionary, a perfume dis, and two wheelwrights. I bring in about 500k supplies/day. I have 20 high rises and 6 urban res. My St Marks is at level 8 also. So i'm pulling in 780k per day just from the high rises, plus between 175k-230k per day from urban res, depending on how often they get motivated. So i'm actually bringing in nearly a million coins a day. So I bring in around 4500-5000 game points a day from farming.

One point that I think you missed that I made, and a very important point, is that I purposely have more houses than supplies. While it's true that I could pull in more points from farming if I were to make room and build more supply buildings, I need the coins. I have use for the coins and not the supplies. So there has to be somewhat of a balance between residential and supply buildings.
 

DeletedUser

meh, I'm still a hardcore PvP'r, so maybe that's why I use all my population
I'm both hardcore PvP'r and farmer :-P You need full pop in both cases.

I guess we will have to agree to disagree.

My RAH is only at level 4, my Alexandria at 8. I have 6 lamp factories, IA confectionary, a perfume dis, and two wheelwrights. I bring in about 500k supplies/day. I have 20 high rises and 6 urban res. My St Marks is at level 8 also. So i'm pulling in 780k per day just from the high rises, plus between 175k-230k per day from urban res, depending on how often they get motivated. So i'm actually bringing in nearly a million coins a day. So I bring in around 4500-5000 game points a day from farming.

One point that I think you missed that I made, and a very important point, is that I purposely have more houses than supplies. While it's true that I could pull in more points from farming if I were to make room and build more supply buildings, I need the coins. I have use for the coins and not the supplies. So there has to be somewhat of a balance between residential and supply buildings.

Then according to the definition of what an efficient town is (maximising points), on which we both agreed, you do not have an efficient town :-P You are concentrating on another goal, which is maximizing coins and not points :-)
In that case you should definetely consider changing your P/M strategy and ask for pollish and ofc eliminate all the decos :-P

PS Assuming that you have all the expansions unblocked, including diamond ones, you could do much better than 4.5 - 5k a day with farming.
 

DeletedUser

I'm not switching strategy to rely on polishing. It's too much of a hassle, and can you really hurt you if you don't get the required polishing.

I am also an active PvP'r. I try to fight the entire hood of 75 (ranging from 150k to 2m) daily, but when I don't have time every day, I always get the entire 'hood beat at least 4-5 times a week. Because of this, I also have to have a ton of military buildings. The new buildings take up a lot of space, and a ton of population.

I'm not changing my strategy to pull in more farming either. I'd rather have a balanced act of pulling in enough coins that buy FPs. The FPs allow me to level up my GBs to boost my military and my productions...which in the long run maximizes my intake, which equals more points. I only have 3 techs left to research for the PE (didn't use a single diamond...I just had 1000 FPs stocked in inventory, and my GBs currently produce 70 goods a day, so the tech tree has been a breeze). Once I finish research, then I delete my goods buildings which opens up more room for more houses and supply buildings.

I have all expansions except for four diamond expansions and i'm working on the 9000 medal expansion now. I also have one left to unlock on the continent map.

I've done this same process every age and it's been very efficient. You can't say gaining 50,000 + points a week is inefficient (30k-35k from farming, and 15k-30k from fighting). And then imagine how many more i'm setting myself up for by doing what I do. The whole point I was trying to prove in the first place was that the original comment of "I hope no one takes this advice" was jsut an unfair and unjustified statement. Unfortunately this got way off topic.
 

DeletedUser3157

Why is this even in ideas section lol, I just noticed. Btw relying on polishes is just a space saver, that's it.
Let's say u'd need 10 parks to stay at 120%. Make it 6 and run on polish, and you would still have 2 unpolished error margin for being at 120%, and u'd be saving about 8 expansions worth of space. Your cost for that space would be missing out of 12 motivations per day though.
 

DeletedUser

Right, but having to rely on getting those polished is my problem with it. We have a very active guild, and even with that, every day there are numerous people begging for an urgent polish, and they are help up from fighting and/or collect productions until they get the necessary polishing. I never had interest in following that route.
 

DeletedUser

index.php
What Not To Suggest?

Hello, and welcome to the
index.php
section. In this forum you can find suggested ideas that will not be forwarded, for one or more of the reasons listed below.

Please note that any other ideas along the same lines will also be moved to this forum, and not forwarded, so it's in your own best interest not to suggest any ideas similar to these.

In particular, please do not suggest the following ideas, as they will not be implemented:
  • Ideas to make yourself richer.. or make the game easier. The game is meant to be played over time and is meant to have a lot of strategy to it.
  • Better units to fight against other units (ie no monster/super units that can sweep all others). New units ideas must be balanced with existing ones.
  • Better trade ratios (things are supposed to be limited so there is no account feeding).
  • Trading of items other than Goods (this is simply too open to abuse, and is potentially a breach of our game rules).
  • Rotating buildings to fit in a different shaped space (placing your buildings in optimum positions is part of the game).
  • Holding areas or storing of buildings (it is an intended challenge to work with the space you have).
  • Easier access to Diamonds (Diamonds are the lifeblood of the game. We need them bought to pay for servers and everything else. If we gave out easier diamonds then no one would buy them).

Note: These are things that InnoGames is not looking for currently, they may end up adding strong units or events/buildings that provide an easier access to Diamonds but they don't want any more of such things suggested to them.

Please also check the Index of Ideas before you post (please do not suggest any of these ideas again), if you find one that matches your idea please add your support to it instead.

I'm sorry, but it would make it too easy
IMHO the situation needs looking at again. Before the industrial age all houses were square plots. With the industrial age they became rectangular that is to say that the difficulty involved in reorganizing for industrial age housing depends on the way you have your housing streets set up (there is no difference in the efficiency of housing in any age bar the industrial age when you want the street side to be on the shorter side of the plot).

In the same vein I think that permitting the orientation of buildings to be selected BEFORE building (not after) should be allowed. Note in some senses this increases the building challenge as you would then have a choice to make were as before that choice did not exist. The easy way to implement this would be to put both the existing buildings and their mirror images in the building list (note this becomes redundant for buildings on square plots to some extent).

BTW too easy for whom? It's certainly easier for the developers.
 

DeletedUser7719

Now PE people have to reorganize their cities to include 2x2 roads (and 3x3 housing, but there should be too much of a problem with that). Just saying!
 

DeletedUser

I had no issues arranging my town for PE, and everything has fit perfectly. Everyone else i've seen looks like they were able to manage theirs just fine too. Look at it as a fun and challenging experience that ads to the shelf life of the fun factor. If it were downright impossible to make things work, I could understand and would agree they need to review not having the ability, but that isn't the case.
 

DeletedUser96933

Can you please enable warehouse, so we can put some staff inside just two or three.:)
 

DeletedUser7719

index.php
What Not To Suggest?

Hello, and welcome to the
index.php
section. In this forum you can find suggested ideas that will not be forwarded, for one or more of the reasons listed below.

Please note that any other ideas along the same lines will also be moved to this forum, and not forwarded, so it's in your own best interest not to suggest any ideas similar to these.

In particular, please do not suggest the following ideas, as they will not be implemented:
  • Ideas to make yourself richer.. or make the game easier. The game is meant to be played over time and is meant to have a lot of strategy to it.
  • Better units to fight against other units (ie no monster/super units that can sweep all others). New units ideas must be balanced with existing ones.
  • Better trade ratios (things are supposed to be limited so there is no account feeding).
  • Trading of items other than Goods (this is simply too open to abuse, and is potentially a breach of our game rules).
  • Rotating buildings to fit in a different shaped space (placing your buildings in optimum positions is part of the game).
  • Holding areas or storing of buildings (it is an intended challenge to work with the space you have).
  • Easier access to Diamonds (Diamonds are the lifeblood of the game. We need them bought to pay for servers and everything else. If we gave out easier diamonds then no one would buy them).

Note: These are things that InnoGames is not looking for currently, they may end up adding strong units or events/buildings that provide an easier access to Diamonds but they don't want any more of such things suggested to them.

Please also check the Index of Ideas before you post (please do not suggest any of these ideas again), if you find one that matches your idea please add your support to it instead.
I think that means no :(
 

DeletedUser

don't be afraid to destroy everything and rebuild. i believe someone said in this forum "u are playing forge of empires" and he gave a detailed explanation of what it meant, but i cannot remember who... :rolleyes:
 

DeletedUser

So looking at some of the premium items you can buy, and considering some of the ones received from the summer casino, I think some type of method for storage should be available. Nothing too large or over the top. Just like say the ability to remove and add premium items you've purchased, won, or otherwise received. That way if you really need the space, and although you want to keep a certain item, you can't quite justify keeping it compared to something more practical that you may need. A great instance for me was the beach bar, although cool, and I really enjoyed the sound effects and names of the drinks, I couldn't justify keeping it compared to other buildings that produce supplies. I'm sure they're plenty of other examples out there that other people have experienced. Maybe a great building you have leveled all the way up, but the benefits aren't quite as useful as some of the others you have, but you don't want to lose it for when you get more space? I'm only at EMA so this isn't something that's particularly a problem for me but I did get rid of my Beach Bar, and eventually I'll get rid of my Sandcastle, and who knows my Theater and Amphitheater could be obsolete at some point but they're really cool buildings I'd hate to get rid of permanently.

Or maybe on another note, maybe if it's say an event based item and you've advanced way past when you got it, maybe there could be a way of updating to your recent era by putting it into the storage area and drawing it back out, even if there was a cost associated with it, I think that would be really cool and would definitely be used by players that have been playing way longer and have stacked up a couple of event items but find them as more of a space taker then as useful.

Just wondering if anyone else has thought on this, and what other peoples thought's are on the idea?
Thanks,
Dcaf
 

DeletedUser1081

It would be great to have the option of storing items that can't be replaced.
Premium buildings can be replaced, so it wouldn't be in InnoGames' interest to make those storable. And I guess this last special event has demonstrated that event-only items are also replaceable if you wait long enough ... but still it would be nice to be able to store them somewhere, even if there were a cost to it.
 
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