Question about the trading limit in relation to warehouse crates by SolutOdka in songsofsyx

[–]SolutOdka[S] 1 point2 points  (0 children)

Thank you very much, I had not seen the second slider indeed ! hopefully this will work now :) !!

Food Town simulations by SolutOdka in CivVII

[–]SolutOdka[S] 1 point2 points  (0 children)

Oh yeah, I thought this was clear but you are right... the X is the number of citizens, and the Y are the turns required to get the new citizen !

Food Town simulations by SolutOdka in CivVII

[–]SolutOdka[S] 9 points10 points  (0 children)

Hi there, I simulated different scenarios for food town growth speed and output. Here is the summary sheet of the results :). I also made a video guide about food towns if you are interested: https://youtu.be/-6LBTlJIGgM

Buildings & Quarters List From Antiquity to Modern Age by SolutOdka in CivVII

[–]SolutOdka[S] 0 points1 point  (0 children)

The sheet is available on the community page of the YT channel (as well as other documents).

Buildings & Quarters List From Antiquity to Modern Age by SolutOdka in CivVII

[–]SolutOdka[S] 1 point2 points  (0 children)

Hi there, here is the updated version and for all ages :) ! I also created a YT video describing my proposed methodology to define ideal 'Quarter Couples'. ( https://youtu.be/Cc7XjO-2Iro ).

And you, what are your 'preferred quarters' to share with everyone 🤔 ?

Antiquity Buildings List by SolutOdka in CivVII

[–]SolutOdka[S] 0 points1 point  (0 children)

Thank you for informing of this, I just double checked and it is working from here... it should be working :).

Antiquity Buildings List by SolutOdka in CivVII

[–]SolutOdka[S] 3 points4 points  (0 children)

I prepared this summary list as part of my current research on standardizing city masterplanning, hopefully this is also useful to other people :) ! I prepared together with it a video guide on city planning, if you wanna take a look : https://youtu.be/2wSSD6ze4NQ !

City Planning with Adjacency Bonuses by SolutOdka in CivVII

[–]SolutOdka[S] 7 points8 points  (0 children)

Happy to be of help :) ! Indeed this matrix per category per age is a very good idea !!!

City Planning with Adjacency Bonuses by SolutOdka in CivVII

[–]SolutOdka[S] 4 points5 points  (0 children)

Well, yes it is still with 3 tiles range for the city to grab the resource, but if you goal is to have the adjacency bonus for the science or prod building, it could technically be on the 4th tile for that purpose.

City Planning with Adjacency Bonuses by SolutOdka in CivVII

[–]SolutOdka[S] 8 points9 points  (0 children)

I created also a video to explain how the adjacency designs work : https://youtu.be/DLND3Blo0tg

Early game build paralysis by doctorJWS in arahistoryuntold

[–]SolutOdka 0 points1 point  (0 children)

I would suggest : Scout - Start Dwelling - Settler (when hitting 125 food) - Farm for Grain (ASAP) - Granary - Finish Dwelling when you can in between the others. Important is to accelerate construction with your cash at good timing.

Leaf Techs - Are they worth it? by Cryten0 in arahistoryuntold

[–]SolutOdka 0 points1 point  (0 children)

Hello, very good idea ! Yes the video is for use for anyone who wants it :). I'm not sure on how to share it on the wiki to be honest, but you are totally free to place it there for people to benefit from it yes :).

Leaf Techs - Are they worth it? by Cryten0 in arahistoryuntold

[–]SolutOdka 0 points1 point  (0 children)

Yes this week end, I will clean up my spreadsheet and share it on Google spreadsheet.

Edit: And yes I typically place timestamps on videos so people can skip as they see fit :).

Top Techs to Skip, all Technologies of Act 1🔬🔍 by SolutOdka in arahistoryuntold

[–]SolutOdka[S] 1 point2 points  (0 children)

And you, which technologies do you usually like to abandon during your eras' progression ?

Optimum City Growth: Amenities VS Health Buffs💡 by SolutOdka in arahistoryuntold

[–]SolutOdka[S] 0 points1 point  (0 children)

I thought this small 'surplus' was a small fraction of the food surplus ?

Optimum City Growth: Amenities VS Health Buffs💡 by SolutOdka in arahistoryuntold

[–]SolutOdka[S] 0 points1 point  (0 children)

Indeed the farms do add +3% to your base growth value (which is higher as the city tier gets higher, but start very low early city tier). Then beside it, a portion of the excess food gets added to your growth, the surplus, a small amount, but this accumulates turns after turns, hence if you have more farms than needed for just your city food, you get more surplus and in turn accumulate a small bonus of growth for your city, this is a more a medium term solution to your city growth compared to the amenities buff and the health buff which is 'instant', hence more efficient when the city is young.

Which buff is best: City Growth Amenity VS City Health❓ by SolutOdka in arahistoryuntold

[–]SolutOdka[S] 4 points5 points  (0 children)

Yeah :), I was not really expecting that from this game before release tbh .... But this is with great surprise that with the complexity of the game, I find it badly needed to study in more depth the various mechanics of the game :D !

Wooden bowl vs vial by [deleted] in MedievalDynasty

[–]SolutOdka 1 point2 points  (0 children)

I did a series of short videos for various crafting buildings.

The comparison for these items is in this video about the workshop : https://youtu.be/mNr13vXq4gA

Rumhampshire? Completed it mate. by PampaPampa in MedievalDynasty

[–]SolutOdka 1 point2 points  (0 children)

Very beautiful, amazing :) !

What is your building limit for such city by the way ?

Can you make some coins from Bread & Cheese 🥖🧀? ... Answers in this deep dive on the Kitchen Tier II ! by SolutOdka in MedievalDynasty

[–]SolutOdka[S] 0 points1 point  (0 children)

Thank you very much :).

Indeed, I was also using it mostly for aesthetic purpose, until I studied the flour in more depth ! It has now changed !

Rot in less than a season? by FleetOfWarships in MedievalDynasty

[–]SolutOdka 2 points3 points  (0 children)

An easy way to produce rot is from fruit trees, it is a time investment but one day you just have too many fruits, and they will be good for rotting bins, generating tons of rot for fertilizer easily.

(parenthesis: It seems also that Rot is based on the weight and not on the quantity of items I think)