there is no active bonus to collectUnlike Tor, do we have to collect this GB to trigger 4hr drops?
What GBs should be compared to are other non-GBs. How's the Island stack up against those?
I see a lot of folks complaining about the value of the Flying Island and it reminds me a lot of when the Blue Galaxy first came out. Comparisons were drawn to other GBs and how it didn't stack up so well against them for things like FP and goods...this was before we got chain buildings like the Hippodrome and Winter Train, which of course did a lot to swing things more favorably towards the BG. But anyway, what I'm wondering is: Why are we comparing the Island to other GBs? It doesn't have to be better than other GBs because GBs aren't mutually exclusive. You can build all of them if you want! What GBs should be compared to are other non-GBs. How's the Island stack up against those? Is it better or worse than a Terrace Farm? A cluster of Sleigh Builders? These are the questions I ask myself when considering whether or not to build/level a GB. I'm not comparing it to the ToR because building the Island doesn't prevent me from building the ToR as well and reaping the benefits of both.
Eh, way I see it, any GB that provides FP and/or goods eventually pays back whatever it cost to build it. Especially the ones that can provide both! Those are the ones that are the hardest to argue against IMO, because for me that means everything earned after that point is a bonus. Just like with the ToR, even with it being more expensive, it's going to pay itself off eventually. I see nothing bad about a GB that ends up being free in the long run!
Anyway, for something a little different...playing around on the test server, I was reminded that this quest exists. This is a quest involving the asteroid colony, obviously. Do these quests become skippable if a player unlocks a new colony before completing them? Maybe I should just advance and find out for myself, but I'm afraid of locking myself out of the rest of the quests if I do!
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Eh, way I see it, any GB that provides FP and/or goods eventually pays back whatever it cost to build it. Especially the ones that can provide both! Those are the ones that are the hardest to argue against IMO, because for me that means everything earned after that point is a bonus. Just like with the ToR, even with it being more expensive, it's going to pay itself off eventually. I see nothing bad about a GB that ends up being free in the long run!
We have never knew % chances of particular rewards in Temple Of Relics yet. Only the chance for any relic and for three groups of relics. So i believe we son't get these numbers unlike the Himeji Castle and Space Carrier.@lordwasa when the space carrier was released we got a list of the rewards with distribution chances, any chance we could get the same for the flying island? Would make it a lot easier to give feedback on the building
Level | Chance | Common% | Uncommon% | Rare% | Shards/day | Common/day | Uncommon/day | Rare/day | FP/day | FP/day Aztec | Goods/day | Goods/day Viking | Troops/day | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
13 | 22.88% | 67.02% | 26.88% | 6.30% | 1.373 | 0.920 | 0.369 | 0.086 | 7.377 | 9.539 | 13.738 | 18.062 | 2.5 | |
16 | 23.86% | 66.21% | 26.86% | 6.93% | 1.432 | 0.948 | 0.385 | 0.099 | 7.673 | 10.153 | 14.299 | 19.259 | 2.5 | |
18 | 24.52% | 65.68% | 26.98% | 7.34% | 1.471 | 0.966 | 0.397 | 0.108 | 7.904 | 10.604 | 14.741 | 20.140 | 2.6 | |
19 | 24.85% | 65.41% | 27.04% | 7.55% | 1.491 | 0.975 | 0.403 | 0.113 | 8.020 | 10.834 | 14.963 | 20.591 | 2.6 | |
42 | 32.36% | 59.62% | 28.40% | 11.98% | 1.942 | 1.158 | 0.551 | 0.233 | 10.734 | 16.549 | 20.189 | 31.819 | 3.2 | |
65 | 39.01% | 54.47% | 29.70% | 15.83% | 2.341 | 1.275 | 0.695 | 0.371 | 13.286 | 22.549 | 25.164 | 43.690 | 3.7 | |
76 | 41.65% | 52.24% | 30.29% | 17.47% | 2.499 | 1.305 | 0.757 | 0.437 | 14.356 | 25.271 | 27.271 | 49.100 | 3.9 |
Cell | Formula |
---|---|
G2 | =IF(B2<>"",B2*6,"") |
H2 | =IF($G2<>"",$G2*C2,"") |
I2 | =IF($G2<>"",$G2*D2,"") |
J2 | =IF($G2<>"",$G2*E2,"") |
K2 | =IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + 0,"") |
L2 | =IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + J2*(1/6)*150,"") |
M2 | =IF(G2<>"",H2*25*(1/16) + I2*200*(1/6),"") |
N2 | =IF(G2<>"",H2*25*(1/16) + I2*200*(1/6) + J2*300*(1/6),"") |
O2 | =IF(G2<>"",H2*3*(10/15) + I2*10*(1/6),"") |
Level Chance Common% Uncommon% Rare% Shards/day Common/day Uncommon/day Rare/day FP/day FP/day Aztec Goods/day Goods/day
VikingTroops/day 13 22.88% 67.02% 26.88% 6.30%1.373 0.920 0.369 0.086 7.377 9.539 13.738 18.062 19.0 16 23.86% 66.21% 26.86% 6.93%1.432 0.948 0.385 0.099 7.673 10.153 14.299 19.259 19.6 18 24.52% 65.68% 26.98% 7.34%1.471 0.966 0.397 0.108 7.904 10.604 14.741 20.140 20.0 19 24.85% 65.41% 27.04% 7.55%1.491 0.975 0.403 0.113 8.020 10.834 14.963 20.591 20.2 42 32.36% 59.62% 28.40% 11.98%1.942 1.158 0.551 0.233 10.734 16.549 20.189 31.819 24.1 65 39.01% 54.47% 29.70% 15.83%2.341 1.275 0.695 0.371 13.286 22.549 25.164 43.690 26.7 76 41.65% 52.24% 30.29% 17.47%2.499 1.305 0.757 0.437 14.356 25.271 27.271 49.100 27.4
I made some reasonable assumptions to produce this table:
1) That the chance of each reward in a category is equal across all rewards in that category (ie 10 out of 15 common rewards will be troops; 5 of 15 will be 1 troop and 5 of 15 will be 5 troops)
2) That the per-settlement "mysterious shard" is a rare shard that appears as a sixth option for the rare shard, depending on which settlement you're in (given that common+uncommon+rare %'s all add up to 100%)
The levels I wrote out were based on the islands I found on the main beta server, I don't have the data to do this for all levels
If you want to duplicate this in excel (or use this to check my work), copy the headers and then put these formulas in:
Cell Formula G2 =IF(B2<>"",B2*6,"") H2 =IF($G2<>"",$G2*C2,"") I2 =IF($G2<>"",$G2*D2,"") J2 =IF($G2<>"",$G2*E2,"") K2 =IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + 0,"") L2 =IF(G2<>"",H2*20*(1/15) + I2*100*(1/6) + J2*(1/6)*150,"") M2 =IF(G2<>"",H2*25*(1/16) + I2*200*(1/6),"") N2 =IF(G2<>"",H2*25*(1/16) + I2*200*(1/6) + J2*300*(1/6),"") O2 =IF(G2<>"",H2*30*(10/15) + I2*10*(1/6),"")
TLDR: very underwhelming and I hope I am wrong
I believe you've made some mistakes in your calculations for units. First of all, I think it's more reasonable to say that 1 unit has a 1/7 chance and 5 units has a 1/7 chance, and that which unit you get is calculated separately. But even in your case, for level 13 for example you will get 0.92 common shards per day, so 0.92*(0.33*5 + 0.33*1) = 1.84 units per day, not 19. If you include rogues as well, that's an additional 0.37*10*1/6 = 0.62 rogues per day.