Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts

Sunday 6 October 2013

Production buildings' costs & yields. . .

I will be posting here the different costs and yields for the different kinds of production buildings in GoldenTowns (excluding Gold production costs as gold production costs are ever changing, if you don't know why, do read here).

Saturday 5 October 2013

Tuesday 1 October 2013

Advanced tips #1. . .

I will be touching on roads in this post, specifically writing about my observations in game. Some of you whom may have already noticed this might find this post obsolete. Straight roads, curved roads and intersection roads all have different so called "influence" over lands surrounding them. An example of what I mean by "influence" is how you can remove vegetations by having a road built next to it. GoldenTowns has scripted the different types of roads in this manner.

Wednesday 25 September 2013

Idle workers pool. . .

In GoldenTowns, you always need to have a few idle workers on hand for building, upgrading, renovating, and demolishing buildings. Why? For the very simple reason that it requires extra idle unskilled worker in order to execute a build, upgrade, renovate, or demolish order!

Sunday 22 September 2013

Warehouse fact + tip. . .

For those of you who made the mistake of upgrading your warehouses early, just leave it be. I myself made a far worse mistake by building another warehouse right off the tutorial. Why?

Friday 20 September 2013

Beginner tips #4. . .

This may be an obsolete post for some of you out there but, I have a strong feeling that those of you lazy ones out there would overlook this feature provided in GoldenTowns.

So, where can you view all your workers' life spans?

An expensive experiment. . .

For those of you interested on what happens when you leave a building unattended (without an unskilled worker), I have done the experiment myself and here is my report:

  1. A building left unattended still degrades just like any other building. There are no exceptions when it comes to degradation!
  2. Buildings left unrenovated turns into a pile of "vegetation"!
  3. As pointed out by Dona Kiza who left this post a comment, yes buildings which has missing influence still degrades as well!

So for those of you itching to find it out for yourself, take my expensive experiment report and don't bother doing it yourself! When your building's degradation level reaches 100%, it is magically transformed into "vegetation" and you need 50 resources of each, Wood, Iron, Stone and Clay, plus an additional 24 hours of removal time! Now you do know that is expensive, don't you?


EDIT: I found out that it doesn't take 24 hours to clear the vegetation as of now September 27th 2013. It only takes 6 hours to clear the vegetation.

Monday 16 September 2013

Beginner tips #3. . .

For those of you observant enough with upgrading production buildings, you may find this post quite a bore. The following are my steps to upgrading my production buildings while maintaining very good balance between resource and energy expenses. For those of you unaware of how important balance is, feel free to follow the link.

As soon as you find your roads are of equal level to your production buildings, you might find yourself struggling to meet the requirements of upgrading it to the next level. And when you do, this is a good reminder that you should upgrade your production buildings. By upgrading your production building you gain two things, more resources and lesser energy expenses!

In order of importance, the upgrading process of production buildings should be prioritised in this manner:

  1. Vegetable Farm
  2. Animal Farm
  3. Wood Factory
  4. Stone Quarry
  5. Blacksmith
  6. Claypit

Why Vegetable Farm first? Simple, it doesn't take any resources to begin production, just time! Why Animal Farm second? Because it only takes vegetables and time! Why Wood Factory third? Because it only takes vegetables, meat and time! Why Stone Quarry fourth and so on? I believe you've already got the answer! I hope this post has helped some of you decide on which to upgrade first among your production buildings. Cheers!

Tuesday 10 September 2013

House for the living and house for the dead. . .

For some of you who don't already know, in GoldenTowns not only do you have to prepare houses in order to make room for Unskilled Worker recruitment, you are also required to provide "room" for the dead.

Let me elaborate what I mean by room for the dead. GoldenTowns made an interesting mechanic where you have to ensure that for every dead person in your town, there has to be room available for rent to accommodate that one corpse for ten days to live in the graveyard before they magically disappear from your town. And if your graveyard is full, you will not be allowed to recruit new Unskilled Workers for your town.

So for those of you who are obliviously upgrading your houses and merrily recruiting new Unskilled Workers at the speed of lightning without a thought for your graveyard, you should know what to do after reading this post!

EDIT: As of September 23rd 2013, I found out that you can still hire workers even though your graveyard is full! I have confirmed this with a friend of mine who is also playing GoldenTowns!

Sunday 8 September 2013

Beginner tips #2. . .

Though what I am about to write seems rather obvious, I am pretty sure there are people out there who've made this mistake. If any of you do choose to upgrade your roads, please upgrade outwards and not inwards! What I mean by upgrading outwards or inwards is to take your city hall and make it your HQ, the very centre piece deciding your upgrades. The very simple reasoning for this is the fact that the roads have to be connected to your city hall in order for it to be valid for your upgrade!

So let's say you want to upgrade a building and you hover your mouse over to the "Upgrade" icon. You will notice that it says "blablabla. . .you need a Q(x) road between this building and the hall.", where (x) can be any number depending on the level required. What this means is that you need every road stretching from the city hall to that particular building to be upgraded to a specific level before you can initiate that upgrade!

So don't make the mistake of upgrading inwards to your city hall as the roads will be deemed useless until it is connected to your city hall!

Friday 6 September 2013

Beginner tips #1. . .

To upgrade or not to upgrade, this is one simple action yet difficult to execute due to our own imagination. If you've just started playing GoldenTowns and have been snooping around the forums or general guide/faq section. You'll be able to spot that in the first few weeks of your GoldenTowns adventure, you should not build any new production buildings! This is so true due to the mechanics and unique upgrade hierarchy that this game has.

Then comes the main question, what do you upgrade first? Where should the first upgrade be? Should the focus be on the market and the house that the horrible tutorial has left us with, or should it be on the roads, production buildings and the six houses? Well the truth is, there's no one right answer to this since in order to have the best possible town developed would require quite a number of trial and error process.

But, one thing's for sure and that is balance! In order to develop your town pretty well, you'd have to find the perfect balance between upgrading, collecting resources, and energy saving! Obviously, this balance is for those who wants to play this game without investing a single penny.

To execute this balance, you'd have to have your own understanding of the upgrading mechanics in GoldenTowns. Here, I will list in order from the most important to the least:

  • Upgrading roads is the first key factor to upgrading your buildings.
  • Upgrading houses is the first key factor to upgrading your production buildings as you require more workers to man a production building with each upgrade.
  • Upgrading production building is the first key factor to upgrading your roads as you need to have a steady flow of resources to ensure you can keep up with the upgrade costs! (Do you start to see how it's all in a loop? This is why I stated that there was no one right way to do it.)


If you keep in mind this basic idea, I'm very sure you'd have no problem balancing your upgrades! But do take note of the number of clicks that you are executing as each click takes away one energy!