Most efficient building list: Architect and Workshop

  • Hello, together;


    After the new levels became possible, I have computed out the most resource efficient list of how to build up workshop and architect.


    Most wasteful way for max. level: 11.469.940 resources
    Most efficient way for max. level: 8.690.909 resources

    -> 2.779.031 resources saving (24,2%)

    As you can see, you can save almost 3mio resources per city.


    W=Workshop

    A=Architect


    SHORT VERSION:
    W: 1-7
    A: 1-2

    W: 8 | A: 3
    W: 9-10
    [...] A: 4 | W: 11 [...]
    A: 17-18
    [...] W: 24 | A: 19 [...]
    A: 24-25
    [...] W: 30 | A: 26 [...]
    A: 29-30
    [...] W: 34 | A: 31 [...]
    A: 35-36
    [...] W: 39 | A: 37 [...]
    A: 40-41
    [...] W: 43 | A: 42 [...]
    A: 46-47
    [...] W: 48 | A: 48 [...]


    Yours, The Warrior/Der Kater

    "Du glaubst zu schieben und du wirst geschoben." - Goethes Mephistopheles in "Faust"

    -> "You believe youre leading but you are being led." - Goethe in "Faust" <-


    "Verstecke deine Stärke und warte auf deine Zeit." - Deng Xiaoping

    -> "Hide your strength and wait for your time." - Deng Xiaoping <-


    katermitfluegel6cf7p.png katerorange4ackl.png katermitfluegel6cf7p.png


    159px-Defeat_the_Kaiser_and_his_U-boats-Victory_depends_on_which_fails_first%2C_food_or_frightfulness-Waste_nothing_LCCN2002712083.jpg

  • Have you seriously calculated the construction costs of the !100/(!50*!50) = 1008913444454556420202071714955264 possibilities of combinations in the order of rising buildings? My congratulations :)


    I would love to admire the algorithm if you don't mind and if it's available

  • @Der Kater this should be part of your page too :)


    Calisuper I tried to rebuild this too and had a difference of ~5% ressources amount. Unfortunately I didn't saved the js-Script, but I think starting with LvL 32 i just build Architect and Carpenter by 2 LvL off

  • There is no need for any calculation or script, you can go the old way.

    Carpenther reduce wood

    Arhitect reduce marble


    marble cost of carpenther > wood cost of arhitect -> upgrade arhitect

    if not

    upgrade carpenther

  • Comparing the construction and expansion of Architect's Office and Workshop in parallel, we should consider the following:

    - Architect's Office goes up to Level 50 (latest updates).

    - Workshop goes up to Level 32 (no change with updates).

    - Architect's Office is necessary in each city, while Workshop can be built just in one city and, after upgrading units and ships completely, it can be demolished.

    - Architect's Office expansion affects ALL buildings, not just Workshop.

    - Architect's Office expansion also affects itself, but Workshop expansion affects permanently the upgrade of units and warships.

    - Architect's Office requires almost 11 days to expand accumulatively, while workshop almost 8 days.

    The only relation I can find between the two buildings is just that Architect's Office reduces the amount of marble wanted for each level of workshop.

    When I finish updating the pages for these buildings on the wiki, I will let you know.

    :-)

  • panos78
    Its the first time after 13 Years of playing Ikariam, that the name of this badboy...

    ... is the "Workshop" in the English-UI. Since I completed all upgrades 10 years ago, I never ever build that anymore...

  • panos78
    Its the first time after 13 Years of playing Ikariam, that the name of this badboy...

    ... is the "Workshop" in the English-UI. Since I completed all upgrades 10 years ago, I never ever build that anymore...

    The creator of this thread is referring to the Carpenter's Workshop, not Workshop.
    Workshop is necessary only when and if a new unit or ship appears that requires offense and defense upgrades, especially for the old players.

    :)

  • I thought it was the workshop too, not the carpenters. The later does make more sense. :-)

    My upgrade path was a little more haphazard and depended on what I was pillaging and what excess I had nearby. Lots of wood: upgrade the architect as that saved the more limited marble. And vice versa, more marble incoming: upgrade the carpenter.

    Definitely worth pushing both to max before any of the big expansions. The same for all the reducers if you are working on the GRs and Palace.

    Reverence for life affords me my fundamental principle of morality.
    — Albert Schweitzer

  • Calisuper I tried to rebuild this too and had a difference of ~5% ressources amount. Unfortunately I didn't saved the js-Script, but I think starting with LvL 32 i just build Architect and Carpenter by 2 LvL off

    The higher the level the higer is the resource cost if you dont build properly?

  • I thought it was the workshop too, not the carpenters. The later does make more sense. :-)

    My upgrade path was a little more haphazard and depended on what I was pillaging and what excess I had nearby. Lots of wood: upgrade the architect as that saved the more limited marble. And vice versa, more marble incoming: upgrade the carpenter.

    Definitely worth pushing both to max before any of the big expansions. The same for all the reducers if you are working on the GRs and Palace.

    What do you exactly mean by "big expansions"? How many cities?

  • Calisuper I tried to rebuild this too and had a difference of ~5% ressources amount. Unfortunately I didn't saved the js-Script, but I think starting with LvL 32 i just build Architect and Carpenter by 2 LvL off

    The higher the level the higer is the resource cost if you dont build properly?

    If you not build the first two reducers properly (wood & marble), you would loose some resources, thats why Der Kater build a sequence-build-strategy to have as most efficience way to bring that building till LvL 50. My way was build the wood and marble reducer by 2 LvL off, so had a higher cost by 5% at the end. So to answer: yes. After that, the other 3 reduces are then 100% effective just for the sake of completeness ;)

  • What do you exactly mean by "big expansions"? How many cities?

    I think he is referring to big (in the sense of costly) city building upgrades.


    In my opinion, the optimum way resource-wise when we start a new colony is to first of all upgrade wood and marble reducers to maximum level, only upgrading other buildings when it is necessary to maximize the mentioned reducers (i.e., warehouse to hold the required resources).


    Reducers pay off very quickly, and the sooner we start saving wood and marble, the most we save.

  • What do you exactly mean by "big expansions"? How many cities?

    Guevero is correct, I did mean the costly late stage expansions - the high Level GRs/Palace, Townhalls in the high 30s and up, etc, etc. The reducers really pay for themselves here and only here.

    For me, it's not worth maxing the Carpenter and Architect to level 50 before starting any other building. ( Ignoring the required warehouse or depot expansions as noted in another comment.) The amount saved on lower levels is quite small. A level 2 town hall only costs 153 wood. And many of the other buildings that makes a town productive - temple, port, spyhut, etc - even at the 'baby' stage, are similarly tiny in resource cost. For a permanent colony, I build all the buildings I require and expand most of them a few levels before focusing on the 2 primary reducers. Even then, I have always expanded a few other buildings along the way. For a mobile, I have so far not bothered with any reducers.

    It does mean I don't save the max possible, but then I also gain a bigger population faster, have a working temple almost from the start, am able to send spies out and can start pillaging if I find a local inactive. Usually gain far more than I loose.

    Reverence for life affords me my fundamental principle of morality.
    — Albert Schweitzer