Island upgrades

  • Hi

    i have a suggestion for new island building - Island infrastructure. Each level of building would provide small boost to resource production for all cities that island, up to +10%. All players on that island could donate their resources to increase building level (just like quarries and miracles). Since wood is already used to upgrade saw and quarries "island infrastructure" would require luxury resources. To avoid having to place another building icon on the island you could access "island infrastructure" via Agora

    Building would have 5 levels:

    Lv.1: Dirt roads - cost: 10.000, Effect +2% to all resource production

    Lv.2: Stone roads - cost: 100.000, Effect +4% to all resource production

    Lv.3: Paved roads - cost: 1.000.000, Effect +6% to all resource production

    Lv.4: Watchtowers - cost: 10.000.000, Effect +8% to all resource production

    Lv.5: Highway patrols - cost: 100.000.000, Effect +10% to all resource production


    Why would that building be useful addition to the game:

    1. Luxury resources could be donated even after Lv.5 miracle has been constructed

    2. Would provide small boost to resource production scaling with island development (even at max level the effect would not be game-breaking since +10% production in not that much)

    3. Would provide incentive for players to stay on same islands and encourage cooperation

    4. Another way for people to spend ambrosia in game

  • Not a bad idea, but costs are WAY too cheap. I could break even for Level 1, with only 1 town on the island, in under a week, even if I donated 100% of the resources; and I am not on islands with mines anything like the highest on the server.

  • I like this idea, though I would suggest having a minimum level for the mines before it becomes available. And I agree that the first couple of levels for costs are too low. Maybe scale the costs between 1 million and 100 million.

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  • I like this proposal very much, even the prices of the expansions seem reasonable, the first cheap and the last extra expensive.

    I certainly wouldn't increase it on average, most players already have a problem, when the mine's lvl is the price 30M.


    according to these numbers, the last lvl (for 100M practically did not pay in the following years even with 17 cities)

    first 3 have quick returns, 4th lvl is only worth it with higher mines and a fully populated island, 5th would be for total enthusiasts and miners.


    I would just supplement it with the above-mentioned minimum mine level to..

    if the price of the mine expansion exceeds 100M (lvl42/50) the possibility of this building will automatically open (and I would really like it if the island got a slightly different graphic design - paths, roads, buildings around the roads...)


    the bonus would only apply to the mine that fulfills the requirement = it is possible to start it only on wood or rare raw material, if both mines fulfill the condition, it is applied to both..

  • This is actually a sound idea. I like it very much. We really need an option to dump luxury resources when being raided plus resource production bonus would be neat.

  • Not a bad idea actually, and agree to it. Just anything to increase resource income is great.


    Also i hope it would also effect the visual aspect in game. So The island would look better with some good looking roads.

  • Gameforge,consider this.I strongly agree with your idea again.Anything to boost production.I would like a total of 20% boost at final level so the 100 million to be reasonable.I would prefer to be something like 50 million so it can be done by everyone long-term if they try to do it,and another idea is to not only donate luxury goods but wood also. Again what a nice idea. 💡

  • I like this idea, though I would suggest having a minimum level for the mines before it becomes available. And I agree that the first couple of levels for costs are too low. Maybe scale the costs between 1 million and 100 million.

    As the first level is only 2%, it should be cheap and available at the start. Just like the first forester and luxury booster are cheap. That way everyone knows about the feature and it's not some mystery feature that unlocks once your mines are 20/20 that someone might miss. Subsequent levels can have mine requirements for unlocks.


    The only addition I'd add is that it should be uncapped with each level beyond 5 being something like (level - 4) * 100m so level 6 is 200m, level 7 is 300m, etc.

  • There is something that I would add to it, especially with the exponentially increasing costs... Reduce time to upgrade mines/mills. After a certain point, the upgrade times become absurdly long. Taking from weeks to close to two months, once you hit the higher levels.

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  • There is something that I would add to it, especially with the exponentially increasing costs... Reduce time to upgrade mines/mills. After a certain point, the upgrade times become absurdly long. Taking from weeks to close to two months, once you hit the higher levels.

    That, or add a cap, like they did for buildings.

    Currently it takes 1 month and 20 days to upgrade quarry from 59 level to max level (60) and 25 days for saw level 60.

    In grand scheme of things it is not that bad, but a cap of 28 days would be fine in my opinion (it would affect last 6 levels of quarry). and something like 4-8h max upgrade time during merge (you can upgrade your mines at least 2-3 times a day) to be more friendly for less active/ busy players.


    If new extra levels are added upgrade time cap would be more necessary.

  • UhPWCXc.jpgg



    Truth is my weapon. Knowledge is my armor. Wisdom is my strategist. Love is my warrior...

    Quote by Matshona Dhliwayo


    "Why must you always chase after dragons?"

    "Because they are the ones that have all the gold"

    -Overheard conversation in a decrepit cantina


    "Why do Dragons hoard gold?"

    "Simply to flex on other sapient species"

    -Overheard conversation between scholar's apprentices


    RIP over 1,700 posts that I left behind on the old forums

  • Taking from weeks to close to two months, once you hit the higher levels.


    Aren't these now capped at 20 days?

    The 20 day cap is for buildings in your cities not the Island

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  • I agree with the Ideas posted here and would like to add that the Island upgrades should be on a timer like the 'Blessings" are in the 'Gods Shrine' in that the improvements will eventually deteriorate over time with use, thus after a week with no donations the roads will start getting potholes and as a result the production increase with diminish as well unless more donations are applied as such

    Member of the Kingdom Of God alliance on US-Eurydike (transfer from US-Ny)

    Former member of the Honor alliance on US-Ny (R.I.P)
    Former leader of the UNDEAD alliance on US-Ny (transfer from US-Lambda)
    Former leader of the UNDEAD alliance on US-Lambda (R.I.P.)


    Administrator/Bureaucrat of WikIkariam - the English language Ikariam wiki

  • There is something that I would add to it, especially with the exponentially increasing costs... Reduce time to upgrade mines/mills. After a certain point, the upgrade times become absurdly long. Taking from weeks to close to two months, once you hit the higher levels.

    Definitely. 2% per level but it caps at level 25 (assuming the upgrades are unlimited) so at level 25, upgrading a mine takes 50% of the time.

  • I agree with the Ideas posted here and would like to add that the Island upgrades should be on a timer like the 'Blessings" are in the 'Gods Shrine' in that the improvements will eventually deteriorate over time with use, thus after a week with no donations the roads will start getting potholes and as a result the production increase with diminish as well unless more donations are applied as such

    I dislike this. I'd prefer it's permanent, otherwise you're getting x% buff but you need to make sure that the extra % covers the extra cost of upkeep.