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| Citadel Management; Why do plots get locked? | |
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| Topic Started: Mar 31 2016, 03:43 PM (25 Views) | |
| Post #1 Mar 31 2016, 03:43 PM | Kina Taiske |
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The Citadel is the icon of most functional clans. It's a show of activity, time and dedication. Although, some of you may be wondering why the Overseer and Owner lock plots, or why it is important for some things to get done sooner than others. Please bare in mind that is never good to be selfish when it comes to Citadel. The "I'll cap on this and this only" is a very immature way to look at things, and is not ethical when trying to work as a team. Even some of our Admins had trouble understanding this at first, but I'm proud to present a comprehensive answer to all. There are 2 different kinds of distinctive upgrades: 1. Tier Upgrades 2. Plot/Building Upgrades There are 2 constants: Upkeep Visitors UPKEEP : : : : : Upkeep is required to keep the Citadel alive and not in a "dilapidated" state. When in a dilapidated state, you'll see cosmetic differences, and if upkeep isn't met for another week, the entire Citadel downgrades a full Tier. That includes removing tier specific resources too. The Avatar is lost during a dilapidated state, and will only come back when upkeep is met and Citadel returns to normal. Upkeep is dependent on the level of each plot/building in the Citadel. It's fairly small but has a big impact if not obtained. Upkeep is always paid before Upgrades, and occurs every week. Upkeep does not count toward the necessary upgrade materials. So if we want something upgraded, we're counting on everyone to pull together to make the resources happen. It is important to know that: METAL ORE, PRECIOUS ORE, AND CHARCOAL, are not a part of upkeep, but the METAL BARS AND PRECIOUS BARS, are! Why is this important? It is important to know this because of the Storehouse function. The storehouse will take a small percentage of leftover resources and save them for next week. However, all charcoal, metal ore, and precious ore will spoil and be thrown out. Which means, that the effort put into collecting these resources is totally wasted. It's okay if we don't need upkeep or other upgrade costs, but otherwise, it hurts the clan more than it helps. VISITORS : : : : : The number of visitors required for the week depends on the upgrade in progress. If we're working on getting upkeep, and plot/building upgrades, then we only need 5 visitors per week. (Although more is greatly encouraged if we want to get any upgrades done). This changes if we're upgrading the stronghold/Citadel to the next tier. The number of visitors required per week depends on the tier we're aiming for. The formula is based on a x5 multiplier. So if we're aiming for Tier 4, multiply that by 5 and you'll see we need 20 visitors. If you open the Citadel Interface (where the world map button should be), there is a visitor counter there. If the counter is red, but more than 5, then we'll make upkeep. However, if we want to push the tier of our citadel, we need that number to be green. PLOT/BUILDING UPGRADES : : : : : Let's start by explaining that Plot and Building Upgrades are the easiest. You can queue up to 2 plots and 1 building to be upgraded per week. The plots can be listed and prioritized. The level of the plot or building is limited to the tier of the Citadel. It is best to upgrade all buildings and plots before working on a Tier Upgrade. When you level plots, you increase how fast you cap on those resources, and for some plots, add more materials to be harvested. Such as the mining plot, you start with just stone, and as it is upgraded, you get Metal Ore and then Precious Ore. These upgrades are the easiest because as long as we make upkeep, all other resources are contributed to the upgrades. Since upgrade costs are relatively small, we can usually get 3 upgrades per week pretty easily. TIER UPGRADES : : : : : Also known as Stronghold Upgrades or Tier Pushes. Upgrading the stronghold can be really hectic. By now you've read that we need a certain number of visitors or all our efforts to upgrade this building are futile. In addition to the visitor count, this upgrade often takes weeks to do at our level because it requires tens of thousands of resources stockpiled on top of the upkeep factor. It has recently come to my attention that partially paid upgrades are not deducted if the payments are non-consecutive. Meaning, that if we don't get the visitor count, that week's resources won't count toward a partial upgrade, but if we got the visitor count the previous week and made a partial payment-- that payment remains intact. Trust me, Citadel stuff can be confusing, but that's what this post is here for! LOCKING PLOTS : : : : : So now you understand that every week we face a weekly resource gathering challenge. In addition to upkeep, we often need materials for upgrades. Locks are set in place to guide players into helping the clan gather the resources we need for those upgrades and upkeep. If it doesn't have a lock on it, go for it! There are 2 kinds of locks: Timer Locks Manual Locks Timer locks allow us to set resource goals on each plot. When those goals are met, the plot locks and directs the capper's attention to a different unlocked plot. When all goals are met, then all the plots that were locked by the timer, auto-unlocks. This allows for us to direct players' attention without being forced to remain at citadel 24/7. We have to strategize sometimes though. For example: Say we need X amount of Metal Ore and X amount of Charcoal and we want it to lock without us being present, but don't want it to auto-unlock before we check it again. We may set an unreasonably high goal for something else and set it to auto-lock too to prevent the Charcoal/Metal Ore from unlocking. I did have an admin ask me why it was important to lock the Smithing plot while we were harvesting Metal Ore and Charcoal. Well, unless someone is there to manually lock the Charcoal and Metal Ore, we face a potential imbalance and possibly wasted effort if our aim is to get to upkeep/upgrade resources. There was a point where we had 1,262 extra Metal Ore. I manually locked the Metal Ore and the Furnace, and put Charcoal on a timer for 1,262 (since the smithing plot requires equal amounts of metal ore and charcoal). Why couldn't we keep the smithing plot unlocked and just have someone smith as we get Charcoal? Well, when you use the furnace while someone is trying to balance out the metal ore, by collecting charcoal, what happens? You're using the charcoal up, so it can't lock at 1,262 resources. Now, we have 1,262 extra Charcoal we didn't need, and 0 metal ore, because the plot couldn't lock when we needed it to. Our solution, just became our problem all over again. It is nothing personal against anyone. Manual locks are pretty self explanatory. They lock the plot and need to be manually toggled. No timers, no goals, nothing. We generally use timer locks at the beginning of the week and then when our resource goals are met, we use manual locks. Generally speaking, the Charcoal and the Metal Ore receive the manual locks. We unlock all plots except stone when our resource goals are met for the week. Why get stone when you can be mining metal ore for people to have a shot at some smithing xp? I am hoping this sheds some light on the troubles we face when it comes to Citadel Management and I encourage your support in our cause. - Kina Edited by Kina Taiske, Mar 31 2016, 03:58 PM.
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