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Old 23rd June 2008, 20:50     Ardanwen is offline   #1
Ardanwen
Dark Templar Aquilonian

Nidvardir

English server Fury PvP
Default Architect and Guild City FAQ

EDIT: This topic is heavily outdated and isn't updated any more.

The goal of this FAQ is to provide architects with all the needed information about the architect profession, the guild cities, the battlekeep etc. On the other hand this topic can serve as a time-saver for the developers looking for community-input and bugs regarding the architect profession and the guild cities.

If you have any information (comments, bugs, fixes, etc) you'd like to see added in this topic please be as constructive as possible and try to provide proof (screenshot, vid etc) when needed.
I will try to update this post as much as possible.

I will be using parts of Lahon's City Building FAQ on the US forums, a lot of credit goes to the hard work he has already spend in this. If you want all the information there is to find, don't only check this topic, but also Lahon's topic.
(http://forums.ageofconan.com/showthread.php?t=96719)

Important: The architect-profession is going to have a revamp, and Funcom is constantly working on improving and adding new things to the guild cities. Stay tuned

Feel free to post this FAQ on your guild sites etc, but don't forget to give credit where it's due (and don't forget to mention Lahon for his work on the US faq and Idejder for his awesome spreadsheet)

______________________

Bugs, disabled parts, ...

Architect
- When crafting multiple plans of the same building (for example 5 wallplans) you need to unstack them before you can use them or the game will not see that you have the plan.

Guild City
- All buildings except the tier 1 buildings and the walls have a "Lorum Ipsum Dolor" text in the tooltip Still in as of 18th July
- The trader at the tradepost is often falling through the floor. (standing on the ground instead of on the tradepost ground Still in as of 18th July
- If you log out in a crafted building you will not be standing on the floor but on the ground inside the building when you log back in. Still in as of 18th July
- The hole in the first floor for the stair in the Tier 2 (and possible tier 3 as well) Alchemist Workshop is too small. It's possible (with a lot of jumping) to get up, but you can't go down again. Still in as of 18th July
- In the tradepost you can walk through the first 2 windows where the stairs are. Still in as of 18th July
- At some city spots it is possible to walk over cliffs and mountains to get inside a city, evading the walls. (This both in normal area as in borderkingdom). An example is Lachleish West, where you can run over the cliffs into the city. This should be fixed!
- City guards are attackable by the owning guilds and are neutral towards other guilds (they will not attack people from other guilds unless they attack the guards first)
- For some guilds the normal walls are not upgradable. The game states that they need a Predecessor - curved wall location. All other walls (curved, staired) are upgradable. The devs are working on a fix.

Comments and things that need to be looked into

Architect
- When training the architect profession there should be a warning stating the high money cost of this profession and that it is a guild profession
- There can be only a very small amount of architects on a server because it's not possible to do anything with it outside of building buildings or siege weapons. There should be more craftable items for the architect to make him more useful and to let more people enjoy this profession.
This is already being looked into:
Quote:
Originally Posted by Twicer
Architects are undergoing a design-revamp - what exactly is included in this revamp I won't say, but it will allow architects to use their abilities for combat purposes as well as for building the cities.
Source: http://forums-eu.ageofconan.com/show...479#post543479


Guild City
- The Library/University often faces the wrong direction, with the entrance facing either a wall or a mountain side. The entrance should be facing the city side.
- Unequal looks of buildings. The "big" buildings (Keep, Trade Post and Temple) have some very nice looks, are spacey etc. The other buildings, and especially the library and thieves guilds are incredibly small. The Thieves Guild is nothing more than a small storageroom.
-Lack of furniture or wrong furniture. The Temple is completely empty inside, there's not a single book in the library etc.
- Cities feel dead. The few NPC's that have been added don't really help, the merchants are static and don't feel alive. The buildings feel static, unreal. Roads have been proposed to help solve this.
- Make us able to open the gates from our mount.

_________________________________

FAQ
(Mostly taken over from Lahon, but with some corrections etc)

Q. Do the building have to be built in a specific order?
A. Yes:

1 Keep,
2 Trade Post,
3 Temple,
4 Library,
5 Barracks,
6 Thieves' Guild,
7 Weaponsmith Workshop,
8 Armorsmith Workshop,
9 Alchemist Workshop,
10 Architect Workshop.

Walls, Towers & Gates can be built any time after the Keep is built.

Q. Are plans consumed when something is built? And/Or turning them in for the quest?
A. Yes plans are consumed each time you build something and for the quests, they are NOT reusable.

Q. Can i use my quest plan to build anything instead of turning it to the npc?
A. Yes you can currently build the city buildings before actually doing the quest.

Can I use one wallplan to build all the walls?
No, you will need to craft a wallplan for all walls. This is intended.

Q. Does an architect need to make two sets of plans for every building in order to advance to the next tier?
A. As of the 17th July patch the trainer should now return the plans for you, so you will not have to make two sets of plans any more.

Q. Do any of the buildings actually do anything?
A. The Trade Post provides one Trader NPC (bank, auction house, mailbox and guildbank) and most of the other buildings provide NPC's as well (check below). They also give the guild certain benefits (see below)

Q. Why do you lose the plans for a building once it is built.
A. Consumables... It's a gold sink, they keep inflation at bay and prices reasonable.

Q. Do we have to give our people rank to get the buffs from the city buildings?
A. No this rumor has been tested is it is NOT true!

Q. Is there going to be player housing that can be added to the cities one day?
A. While Funcom would like to see this in the game it's not one of their priorities. If it would ever come, don't expect it soon.

Q. Do we get any bonuses or benefits from the buildings? Are they working already? Where can I see them?
A. The buildings in the guild city give all kinds of benefits. These are already in-game! If you have a guild city you can view these benefits by viewing the "Guild Feats" tab in the Guild menu.

B. List of the benefits

Tier 1:
Keep
- +13.5 max health
University
+1 magic rating (heroic)
Temple
+1 resistance rating (heroic)
Barracks
+1 defence rating (heroic)
Thieves' Guild
+1 attack rating (heroic)

Tradepost, Blacksmith, Armorer, Alchemist and Engineer workshop don't give any bonuses

Tier 2:
Keep
- +27 max health
University
+2 magic rating (heroic)
Temple
+2 resistance rating (heroic)
Barracks
+2 defence rating (heroic)
Thieves' Guild
+2 attack rating (heroic)

Tradepost, Blacksmith, Armorer, Alchemist and Engineer workshop don't give any bonuses

Tier 3:
Keep
- +53.9 max health
Others: probably +3 to the ratings.

Note! Funcom has said that they will increase these bonuses (which is needed)

Q. How much does a guildcity cost?
A. This depends on the location of your city. Every cityspot has the same amount of buildings, but a different amount of walls.
This spreadsheat: http://spreadsheets.google.com/pub?k...Rz_iVEcg&gid=0 will be your best friend as an architect. Credit to Idejder.
It shows the amount of money and resources needed for every location and for every tier. The money-cost isn't updated! Check the post below to view the money-costs!

Q. Which resources are needed for guildcities?
A.
- Tier 1: sandstone, ash, copper and silver
- Tier 2: granite, yew, iron and electrum
- Tier 3: basalt, oak, duskmetal and gold
____________________________

Last updated: 21/07/08

Last edited by Ardanwen; 17th January 2009 at 16:56..
Old 23rd June 2008, 20:51     Ardanwen is offline   #2
Ardanwen
Dark Templar Aquilonian

Nidvardir

English server Fury PvP
Default

General Information About Cities
(Updated and corrected Lahon's text)

Reserving a guild city location?
The Guild Leader must go to the guild management tab (available at level 20) half way down on the first page there is a plot reservation tool open it and select which of the 3 building locations you want to live in. I recommend visiting each location before you pick they are very different.
After you have reserved the location it will tell you which instance you live in. Level restriction of 40 for the guild leader, and 24 members are required to reserve your plot

Requirements for the guild...
All buildings are 24 members required, so is reserving a city plot.

PvE Nature Of the Towns, Enemy NPC's & Your Neighbors!
There are 8 guild-city spots. Three in Lachleish Plains, three in Poitain and two in Purple Lotus Swamp. Meaning that you share your instance with 2 or 1 other guild(s). These guilds can attack your players but not your buildings.
Contrary to what Lahon says it's possible for players of other guilds (or guildless players) to enter a zone where they don't have their city. But as with all instances there's a population cap.
To go to the instance where your battlekeep is located you need to talk to a city guide (you can find them in the NPC crafting villages, check your map, and at the entrances of the area) who will teleport you to your keep.
Enemy NPC's were supposed to build their own city and attack yours, but this feature has been taken out of the game. It is not known if it will ever be implemented again in the future.

Building Repair Costs & Maintenance

Currently disabled

City NPC's

* Current NPC's in the city:
- 1 trainer: located in the temple
- 1 trader: located in the tradepost
- 1 alchemist merchant: located in the alchemist's workshop
- 1 gemcutter merchant: located in the thieves' guild
- 1 armorsmith merchant: located in the armorer's workshop
- 1 weaponsmith merchant: located in the weaponsmith's workshop
- 1 siege merchant: located in the keep
- 5'ish guard patrols consisting of 2 lvl 80 elites and 1 lvl 80 elite boss

* Spawning NPC's
The trainer, trader and merchants spawn when you build their building.
The guard patrols will spawn when you build the walls.







__________________________________________________ _____________________

General Crafting Information

Quest Info
There are 3 tiers in the quest. (Unlike the other professions who have more). First tier is obtainable at lvl 40, second tier at lvl 50 and the third tier at lvl 70.
To complete all the quests you will need to make 18 plans for each tier.

You will need to hand in every plan and when you use a plan to build a building you will not get it back. Meaning you will have to make the plans twice. (one time for the quest and another time for the city). However you can first use a plan to build a building and then craft a new one to give to the trainer and visa versa.
The materials needed to craft the plans are obtainable at the merchants located at the NPC crafting village in Poitain, Lachleish Plains and Purple Lotus Swamp.

Tier 1
Drawing Ink (25 Silver)
Parchment (38 Silver)
18 Plans Needed In Total
1.01g X 18 = (18.18 Gold Total Needed To Finish Tier 1 Quests)

Tier 2
Drawing Ink (25 Silver)
Papyrus (64 Silver)
18 Plans Needed In Total
1.53 x 18 = (27.54 Gold Total Needed To Finish Tier 2 Quests)

Tier 3
Drawing Ink (25 Silver)
Vellum (1.12 Gold)
18 Plans Needed In Total
2.49 x 18 = (44.82 Gold Total Needed To Finish Tier 3 Quests)


Each city zone varies in price, to find out how much your city will cost add up every building "stone". Each Tier has it's own total requirements check below under the tier sections for those numbers.
http://spreadsheets.google.com/pub?k...Rz_iVEcg&gid=0
The money cost has not been updated in this spreadsheet! Look above for the costs of a plan!

_______________________


Last updated: 21/07/08

Last edited by Ardanwen; 21st July 2008 at 11:30..
Old 23rd June 2008, 20:52     Ardanwen is offline   #3
Ardanwen
Dark Templar Aquilonian

Nidvardir

English server Fury PvP
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Battlekeeps

1. Building costs
Coming later

2. Benefits

Tier 1:

· Battlekeep
- +0.2% pvp invuln rating (all)
- +13.5 max health
- +1.7 damage (magic)
- +0.4 damage (physical)

· Tradepost
- -+0.2% pvp invuln rating (all)
- +1.7 damage (magic)
- +0.4 damage (physical)

· Temple
- +6% pvp health tap
- +0.6% pvp slash invuln rating
- +0.2% pvp all other invuln rating
- +1.8 pgp magic damage mod

· Barracks
- +6% pvp health tap
- +0.6% pvp pierc invuln rating
- +0.2% pvp all other invuln rating
- +0.4 pvp phys damage mod

· University
- +6% pvp health tap
- +0.6% pvp slash invuln rating
- +0.2% pvp all other invuln rating
- +1.8 pvp magic damage mod

· Thieves' Guild
- +6% pvp health tap
- +0.6% pvp slash invuln rating
- +0.2% pvp all other invuln rating
- +1.8 pgp magic damage mod

· Blacksmith's Workshop
- +0.2% pvp invuln ratings (all)
- +0.4 pvp phys damage mod

· Armorer's Workshop
- +0.2% pvp invuln ratings (all)
- +0.4 pvp phys damage mod

· Alchemist's Workshop
- +0.2% pvp invuln ratings (all)
- +1.8 pvp magic damage mod

· Engineer's Workshop
- +0.2% pvp invuln ratings (all)
- +1.8 pvp magic damage mod


Tier 2

· Battlekeep
- +0.5% pvp invuln (all)
- +27 max health
- +3.5 damage (magic)
- +0.9 damage (phys)

· Tradepost
- +0.5% pvp invuln (all)
- +3.5 damage (magic)
- +0.9 damage (phys)

· Temple
- +13% pvp health tap
- +1.3% pvp slash invuln
- +0.5 pvp all other invuln
- +3.6 pvp magic damage mod

· Barracks
- +13% pvp health tap
- +1.3% pvp piercing invuln
- +0.5 pvp all other invuln
- +0.9 pvp phys damage mod

· University
- +13% pvp health tap
- +1.3% pvp slash invuln
- +0.5 pvp all other invuln
- +3.6 pvp magic damage mod

· Thieves' Guild
- +13% pvp health tap
- +1.3% pvp piercing invuln
- +0.5 pvp all other invuln
- +0.9 pvp phys damage mod

· Blacksmith's Workshop
- +0.5% pvp invuln (all)
- +0.9 pvp phys damage mod

· Armorer's Workshop
- +0.5% pvp invuln (all)
- +0.9 pvp phys damage mod

· Alchemist's Workshop
- +0.5% pvp invuln (all)
- +3.6 pvp magic damage mod

· Engineer's Workshop
- +0.5% pvp invuln (all)
- +3.6 pvp magic damage mod

Tier 3
Coming later

3. Battlekeep info and FAQ
Coming later

_________

Last updated: 21/07/08

Last edited by Ardanwen; 21st July 2008 at 11:31..
Old 23rd June 2008, 20:52     Ardanwen is offline   #4
Ardanwen
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Nidvardir

English server Fury PvP
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Reserved for future.
Old 23rd June 2008, 20:53     Ardanwen is offline   #5
Ardanwen
Dark Templar Aquilonian

Nidvardir

English server Fury PvP
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Reserved just in case.
Old 23rd June 2008, 20:56     Ardanwen is offline   #6
Ardanwen
Dark Templar Aquilonian

Nidvardir

English server Fury PvP
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Whew, this took me ages..

If you have any remarks, comments, corrections (please be able to prove it), questions etc please be free to post them here.

It would also be extremely nice if a moderator could sticky this
Old 23rd June 2008, 21:34     Amaran is offline   #7
Amaran
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IN THE NAME OF ERLIK STICKY THIS THREAD NOW!!!

I command you random mod
Old 23rd June 2008, 21:36     Fenumeher is offline   #8
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Vote +1

Very nice FAQ!
Old 23rd June 2008, 21:42     Exinferis is offline   #9
Exinferis
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excellent guide, sticky +1
Old 23rd June 2008, 22:14     Bargi is offline   #10
Bargi
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Dang! Got the second most expencive city to build!! "&%"%!#¤!%#
And a sticky please
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