No.361
DON'T PANIC!
So, as I got a few requests for advice, and I said I'd write a Guide anyway, I got to it. Here's the link:
https://docs.google.com/document/d/1mrJnz1faZSvpOq-fkogEodSo6UXF0e4iUTAn957Pw-c/edit?usp=sharingIt's only the first version, so to say, so there might not be everything in there yet, but it should contain all the necessary basics for starting to play Compounds of Harmony. Everyone knowledgeable, feel free to comment and edit yourself, everyone still at a loss, ask questions in this thread.
No.382
Extremely well done. When the document's protected from random assholes fucking with it, I'll post a link on the page.
No.397
For reference, T3 players need Growth to, well, grow.
No.398
>>382Thank you. I seriously didn't think anyone would deliberately fuck with it in this way. I guess I still have too much faith in humanity, how little I already have…
>>397Yes, thanks, I know. I was trying to keep it for newer/smaller players in what I already have, so I kept to T2, mostly. "Advanced stuff" I'm gonna get to later.
No.399
>>382Also, do you want me to write a short version Guide that you can put on guide.php directly?
No.402
>>398You probably would've been better off allowing access to specific users that you know like with the CLOP History books back on the old board. Still you tried.
No.416
>>399That'd be nice, too.
No.417
"Upkeep itself is the same as for players: 20% of the elements complement"
This is false. Alliances pay 10% before satisfaction is considered. It's the exact same as a player with a permanent 1000 satisfaction.
No.424
>>423
(Production*10) +50
At the individual level, complements are required when you have a stockpile greater than (your production * 10) + 50.
You did read the guide, right? It's really short.
No.434
>>425I meant this guide not the larger one in production:
http://compounds.us/guide.phpYou know. The one on the game you're playing.
It's little over a paragraph long. I don't know which lines you'd have to have skimmed.
No.437
>>435
>I didn't bother reading
That explains so much.
No.438
>>437Games should have a tutorial explaining everything in them, instruction manuals are so last millenium, games are supposed to be stress free, anyone should be able to pick up the controller at any time and still perform well, quest arrows are great and voice acting is awesome.
No.442
File: 1423041262667.jpg (23.55 KB, 127x455, 127:455, This has nothing to do wit….jpg)

>>439Thinking in dwarves: Run into the water table? Drop a mountain on it!
No.446
>>442I prefer the pump method myself, double aquifer layers are common enough to need it, and I personally had to go through a triple aquifer twice.
Also, actual walls > dirt walls, you filthy elf.
No.449
>>439>>442>>446You're gonna make me update my DF again… So addicting C:
No.459
Update: Advanced Compounding, detailed sat mechanics.
It's also tamperproof since yesterday.
No.465
>>459Btw, admin, you have a full veto right. If you think anything shouldn't be in the guide, for whatever reason, tell me and I take it out. Don't want to teach exploits to everyone if you don't want to. :P
No.470
>>465>>465If I see something that I consider an exploit, I'm not going to ask you to take it out of the guide, I'm just going to fix the exploit.
No.472
There appear to be some inaccuracies in the guide, in the satisfaction section. Specifically:
- The amount of sat you lose per turn is not equal to your tier. I'm not sure of the formula, but I *think* you lose one sat for every 50 sat (or part thereof) that you have.
- Section 5.1, the sat formula, by my understanding the denominators of both fractions should be 2000, not 1000
- Section 5.1, increasing production cost, should be 5.2
Aside from that, it looks very useful!
No.473
>>472>sat lossOh. Darn, I should know better than look at one report and then assume things.^^
>sat formula, wrong section numberThanks, fixed.
No.479
I'll just post the math: (tier ^ 2) * (satisfaction (max 1000, more does not count) / 500)
This is a max of 72 sat loss per tick. 144 resources per tick. 8 per 10 gives an average value of 115.2.
Nothing to a T6 who has focuses (particularly with his alliance) and actively trades.
No.480
>>479err NOT 144 resources per tick, why do I keep fucking up this explanation, it's 16 resources per 10 satisfaction at current prices
No.482
>>479>144 resources per tick. 8 per 10 gives an average value of 115.2.>>480Err…what?
No.484
>>482Cadence's cum-dripping cooch, I can't even remember what I've done to my own game. I thought I was still sitting with sat at 8 per 10. I changed it to 5 per 10 a few days ago.
72 sat per tick * 2 different resources to increase sat * (5/10) = 72 resources a tick.
No.486
>>484Oh, you mean resource cost per tick for sat upkeep. Gotcha. Somehow, my brain didn't parse that.
No.607
Can you focus 2 different elements with double focusing? Or does it have to be the same one?
Also what are the production values for reaching every tier?
No.608
>>607You can only focus on one element…
But you have the alliance focus which can be a separate element from the personal focus.
Then the whole thing ends up really mathtastic, with the potential of x15 coming out of a single element per turn, elements contradicting each other out.
Because you still have group dynamics in play of course. So adding focuses to the rest of your group can sink your team members rather easily. Even if logically it should be able to help them.
No.609
>>607You hit T2 on production 6, T3 on 21, and T4 on 41. That's all I know of right now, from watching the rankings.
No.611
>>608And here I made a spreadsheet to calculate the multipliers for any combination of 4 elements. Oh well. At least it's simpler to plan this way. Thanks.
>>609I figured that much myself, wanted to know if there's information on the rest so I can make my tables nicer. Thanks anyway.
No.613
>>611Afaik, admin hasn't shared that much yet. Apart from a test account of his havoing 101 production being T6. If that is the minimum production for T6 (which is speculation in the first place), careful extrapolation gives 71 as the point of hitting T5, if also following the pattern of upgrading Tier on 1 over a ten.
No.634
Well guess it was only a matter of time before i joined in on this clusterfuck of a game
No.638
What happens if you have negative production of an element and run out? Do you simply not autocompound anything or do you lose something?
No.639
>>638You just don't autocompound. Up until now, I didn't see any negative effects.
No.1291
>>361Update: Added war, deception/spying, and wrote a bit more on alliances.
Sorry it took so long.
Admin, didn't you want to add the link to the Guide.php? Did you change your mind? Or are there still issues I have to fix first?
No.1301
>>1291It's up. I wanted to make sure this wasn't abandoned before I linked.
No.1302
>>1301Ah yes, understandable. Thanks for linking. *.*
No.1606
Update. Sorry it's been a while.
Added:
- New softcaps
- Looting, Robbery, Philippy
- Inspecting and exposing offers (aparently, I didn't have a section for that before)
- List of all compounds with a short description on what they do
- Updated "Getting started" with tips to get sat, since it is now more important to have.
As usual, tell me if I got something wrong, missed something, or an other (hopefully helpful) comments.
No.2554
It's been a while. But I haven't forgotten. Now, finally, an update on alliance warfare and sme other stuff. Enjoy.
Btw, admin, Backstabbing isn't documented. I found your post about it being needed to break alliance treaties, but it's not ingame. Even Minty thought it wasn't implemented at first when I asked him, so you should put it somewhere.^^
No.2555
>>2554
Ah, you're right, it's nowhere on the screen. It's on the Harmony page, though. Fixing.