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Feedback New Settlement: Pirates

I don't want to do any of them ever again. But if people want better buildings it's how we should earn them. Noone should return to the game after taking a break for 4 years and be competitive in QI, GBG, and GE simply because they have old Settlement or Great/Legendary Buildings sitting in their city that got 'upgraded'.

I can't stand settlements and hopefully my stats show it:
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I'm pretty sure they started developing this settlement years ago, did the stats then, and just didn't update them so stats are in line with old cultural settlement buildings instead of current state of gameplay. They did a beautiful job with all the artwork and it's wasted on the absolute nonsense they put as rewards. I was expecting the building to have significant +QA and/or +QA capacity at Level 9. Not to mention, 2 units? You guys do know Eco Utopia does 60 right? Yes, the footprint is significantly bigger, but it's still a ludicrous mismatch. Special goods is nice, but compare it to Chamber of Quantum Transcendence.

Bottom line is you created a building that even at Level 9 is well below the level of the current event buildings. If I had this in my city already I'd probably delete it.

Blackbeard's Hideout is so bad I won't even bother.

Portraits are nice.

Given how nice the artwork is, I definitely think they started developing a long time ago and forgot to update the stats. This building is roughly on the level of FoE 2-3 years ago. They spent so much time on the artwork they forgot to scale the building reward values against the current state of the game. A Level 9 building should at the extreme minimum be as a good as a Gold level of any of the new event buildings. If you want people to run through all these settlements, IMO it should be better, because it takes months to get. When they started the Settlements, the fully-leveled Settlement building was better than any Event building. This isn't even remotely close. Heck, the stuff you can get in QI is better than this, and I have dozens of those kits in inventory with no place to put them.
 
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You should upgrade AO, COCA (AO= Arctic Orangery, COCA = COsmic CAtalist)
 
I know the Flying Island is not a famous GB but anyhow it is avalable and I simply like it. The shards are not collectable/visible.... I reported as a bug, but obviously it has less importance. Today is the 5th shard I can not collect.
 

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I don't want to do any of them ever again. But if people want better buildings it's how we should earn them. Noone should return to the game after taking a break for 4 years and be competitive in QI, GBG, and GE simply because they have old Settlement or Great/Legendary Buildings sitting in their city that got 'upgraded'.

I can't stand settlements and hopefully my stats show it:
View attachment 13852
The settlement buildings you can only get once in your account life though, and even if you had just those buildings you wouldn't be competitive enough. If you came back after 4 years, you'd have a small QI bonus, sure but that's it. All of the event buildings over the past 2 years since QI got introduced would be missed. In the other areas you would be sorely dissapointed, you wouldn't be able to do trial 50 in any of them because the event buildings from 4 years ago arn't as good as they are today. If I need 20k%+ for GBG trial 50, these settlement buildings are only giving me maybe around 500%, that's like a drop in the bucket. The settlement buildings would help a little bit, but nowhere near the amount needed to be able to be competitive.

I would agree with you if people could get multiple settlement buildings like the items in QI, but that's just not the case. These items are what people worked 6+ months on each one to earn, and can only earn once on their city.

Plus, if inno is going to continue with developing settlements like the pirates, they really can't be leaving the others behind in their stats, although even these are waning on their usefulness.
 
I know the Flying Island is not a famous GB but anyhow it is avalable and I simply like it. The shards are not collectable/visible.... I reported as a bug, but obviously it has less importance. Today is the 5th shard I can not collect.
I think I had seen that countless times since this had started and the reason why I am holding off in abandoning my current settlement to start on this one. Hopefully, it will get fixed, as I rely on the FI and the shards it has.
 
Do you realize that the building is already obsolete when it arrives? A smaller "Neo Jardim Xeque Mate" would be much more efficient. You've put effort into a building that's already dead on arrival.

Vocês têm ideia de que o prédio já chega obsoleto? Um "Neo Jardim Xeque Mate", de menor tamanho, é muito mais eficiente. Vocês colocaram esforços em um prédio que já chega morto.
 
Do you realize that the building is already obsolete when it arrives? A smaller "Neo Jardim Xeque Mate" would be much more efficient. You've put effort into a building that's already dead on arrival.

Vocês têm ideia de que o prédio já chega obsoleto? Um "Neo Jardim Xeque Mate", de menor tamanho, é muito mais eficiente. Vocês colocaram esforços em um prédio que já chega morto.
???????? post screenshot of building
 
FI is less efficient than HC & SC and those two are junk these days. So many event buildings that produce 3 times+ more goods, FP, etc per day without the need to fight, hunt, or negotiate. Definitely not excusing away the bug as that should be fixed immediately, however, the real estate being given to any of those GBs is a drain on your city.
 
The settlement buildings you can only get once in your account life though, and even if you had just those buildings you wouldn't be competitive enough. If you came back after 4 years, you'd have a small QI bonus, sure but that's it. All of the event buildings over the past 2 years since QI got introduced would be missed. In the other areas you would be sorely dissapointed, you wouldn't be able to do trial 50 in any of them because the event buildings from 4 years ago arn't as good as they are today. If I need 20k%+ for GBG trial 50, these settlement buildings are only giving me maybe around 500%, that's like a drop in the bucket. The settlement buildings would help a little bit, but nowhere near the amount needed to be able to be competitive.

I would agree with you if people could get multiple settlement buildings like the items in QI, but that's just not the case. These items are what people worked 6+ months on each one to earn, and can only earn once on their city.

Plus, if inno is going to continue with developing settlements like the pirates, they really can't be leaving the others behind in their stats, although even these are waning on their usefulness.

My argument isn't for multiple settlement buildings. It is against continuously improving existing buildings. Give us the ability to add more levels to settlement buildings from time to time....sure. Just up the boosts again? No - please never again!
 
I'm not really a gambler, but my dice strat is to get a pair, discard everything else and hope for a triple, discard everything else and hope for a full house.

Is there a smarter way to play?
 
I'm not really a gambler, but my dice strat is to get a pair, discard everything else and hope for a triple, discard everything else and hope for a full house.

Is there a smarter way to play?

- Mostly you're going for 3-4-5 of a kind ; so you're on the right track. If you do hit a full house, best is to bail out and accept it but more of a kind is the hope. (EV is actually pretty close to the same if you roll full house on first roll to keep it or try twice for 4 of a kind and risk only getting 3 of a kind).
- If you've got 2-3-4-5 plus a pair on the first roll it's a good play to keep it and try for 1 or 6 (2 tries at 1/3 is ~44% you wind up ending on 2-3-4-5 for slightly worse than 3 of a kind, and ~56% you get 9 which is better than a full house but not as good as a 4-of-a-kind you're unlikely to get after starting with at most a pair)
- The worst possible first roll is 1-2-4-5-6 or 1-2-3-5-6. It's slightly better here to keep the 3 or 4 - still hoping for a 3+ of a kind primarily but for sets the odds are no worse keeping 1 die than keeping none; and 3 and 4 are also part of every straight.
- Never keep an inside straight draw (i.e. 1-2-4-5). The odds are too long compared to just rerolling and the floor is too low (runt or a pair).

Murky decisions:

- I haven't run the numbers yet on keeping a pair vs keeping 1-2-3-4 or 3-4-5-6. Your chances of rolling a 2 or 5 for the high straight are low, same as the inside straight, but you have a floor of a low straight when you fail (as opposed to a runt or 1 pair).
- Keeping 2 pair vs keeping 1 pair is also close - 2 pair has the safer floor and a decent chance for a full house (1/3 on each roll). 1 pair has the higher ceiling (4 of a kind will happen sometimes) and a 42% chance on each roll to hit at least 3 of a kind.
 
Just a thought for the devs in the extreme off-chance that they're aware of feedback threads and in the even more unlikely event that they care:

A Neo Menagerie Level 2 has better attack stats and produces 60 units per day in a 3x4 footprint. Let's just ignore the boost-bonus mismatches for the moment and focus on units. NM-2 is 60 units in 12 tiles for a rate of 5 units/tile/day. The new building, at its maximum non-Ascended level, has 2 units in a 15 tile footprint for a rate of 0.133 units/tile/day. Your new "crown jewel" building is operating at ~2.6% efficiency compared to a building I already have several of collecting dust in my inventory.

I don't have a mathematical basis for comparison on QAs because right now it has zero, but with GBG nerfed to the point of being borderline-unplayable now*, QI is the only real competitive aspect of the game left and QAs are the bottleneck, so a new "ultra-premium" building (which is what a fully-leveled Settlement building should be) should have a QA bonus. IMO +200QA/+4000 QA capacity for fully-leveled and double for Ascended would be pretty much in line with current stats.

*-I think they need leagues above Diamond with a LOT more progress required on each tile (top level should be the current state with a zero added at the end of each tile's count), but that's a topic for another thread.
 
I saw on page 2 that the feedback about the stats is already at the gamedevelopers. So I got hope it wil be upgraded, but for me I have time. Just started on japan.
 
I don't like randomization factor in the mini game. For example if we compare to Japan I definitely know that I'm going to get 10-20 goods by winning negotiations / spending my own goods. Here I can only hope that I'm going to get up to 10 and 90% of the times it is going to be 2-3 goods per day. Why? What is the point? Is it original concept through all settlements? yes, is it helping me go faster through the process? not so much...
 
I know it might be the minority opinion but I really like the minigame. It fits well with the pirate motif. Being a pirate is supposed to be uncertain and unsafe, so the random/gambling factor seems appropriate. If Sam Bellamy had an aversion to risk he'd have stayed in Cape Cod.
 
I don't like randomization factor in the mini game. For example if we compare to Japan I definitely know that I'm going to get 10-20 goods by winning negotiations / spending my own goods. Here I can only hope that I'm going to get up to 10 and 90% of the times it is going to be 2-3 goods per day. Why? What is the point? Is it original concept through all settlements? yes, is it helping me go faster through the process? not so much...
Actually it's similar to Aztec where the minigame gives very little, but cost nothing. Just a little bit of time.
Also like Aztec no multiplier is applied.

After 2 or 3 days of the minigame I maneaged to unlock all the expansions that cost 10 goods (4 total). That is actually better than Mughal where frequently the initial amount of 5 is too low and too random to actually help for more than a few days and the next jump to 15 is quite late. But at least it does help with the total goods required especially once you get to 40 goods a day.

In the Pirate one you can expect an average of 15 goods per day probably, if you know your probability.

All the other require some more effort but they can all get the multiplier, even Egypt where you don't get goods, but the currency to produce more at the same time.

Except Viking and Polinesia that don't have any minigame.
 
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