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Info from T9 but is most likely still valid
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Tips for Tale 11.
* after leaving Welcoming Island run to Great Hall and click on Test/ test of the elder/ '''petition for new election''' and at the voting booth change your voting stance to participate in the next elections. We need Elder in first week to respond to House challenges.
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* no levels
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* after leaving Welcoming Island run to Great Hall and click on Test/ test of the elder/ petition for new election and at the voting booth change your voting stance to participate in the next elections. We need Elder in first week to respond to House challenges.
* teaching others is gone since T9
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* significant changes to wood gathering - one wood per tree/ 1 min cooldown per 1 wood, we can gather from bunch of trees with 1 click
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* follow Tasks - second icon from the left, top menu - tasks are mini tutorials with rewards
* Homesteads - world builders flatten ground, add trees, lakes, fountains or statues and create good looking locations for future camps
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* significant changes to wood gathering - we can gather from bunch of trees with 1 click, no matter which tree you click
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* you can't load back items to your cart, you can only remove it
 
* you can't load back items to your cart, you can only remove it
* Talents, click on self/Talents/help to understand how they work
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* Tasks https://atitd.wiki/tale9/Tasks
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* Talents, press P - I recommend to start with Laborer for extra carry
* regional chat is permanent and visible to ALL factions.
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* Papyrus planting location N of 700, -170, plant 10-20 seeds on East bank every 5-10 coords, after 10 min check both river banks and small ponds about 100 coords downstream, 1028 -2350 works great as well, plant 20-25 seeds, 1 every 5 coords, just south of the CS - check pinned info on our discord. For drying papyrus there is a mountain just south of the Koptos chariot stop at 890 -1960 with hammocks
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* Flax growing - Symphony Ridge Gold seeds require 3 x weed and no watering (2 flax, 1 seed, no pollution) and are good at the start of the Tale until jugs are available, after jugs Old Dog gives best yield
* skills - hover mouse over skills to see what you will able to make or build after finishing that level or in most cases how to raise that skill.
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* '''Pollution''' - very important,  sheep pens, kilns and firepit pollute the area. Chat with your neighbors and set one location for firepits and animal pens otherwise you wont be able to grow flax or veggies and wood respawn on trees will be seriously hindered. Please think about others before you start polluting.
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* Regional chat is permanent and visible to ALL factions. House chat is visible only to members of your House.
* Map of the area is F3, use zoom in-out keys to not get lost. Exchange maps with others often to learn location of Unis ( click on other avatar/ special/ offer exchange of maps). F4 shows arrow always pointing North.
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* Schools are at CS and next to the Universities since T9. Also next to their respective Universities
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* Research - is now global, once finished every University will have it unless it's a House only research like Guilds. Every House starts one technology at University, please don't start research unless asked for in our House chat to research we need to build laboratories
* '''Please don't build in the Guild Hall area''' - no flimsy brick moulds or woodplanes. We need space for 3-5 Cp's 7*7 and more for art display cp's. This will be also spot for Sphinx and probably Throne of the Pharaoh test.
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* while planning your camp think about pollution - animals usually affect flax/veggie growth (not Ranches) and forges/casting boxes/glaziers/charcoal devices affect flax/veggies/wood. I also recommend using our mines and furnaces to smelt all, smelting creates tons of pollution which will make gathering wood in the area of 100 cords very hard (extremely long wood respawn).
+
* Pollution - very important, sheep pens, kilns and firepit pollute the area. Chat with your neighbors and set one location for firepits and animal pens otherwise you wont be able to grow flax or veggies and wood respawn on trees will be seriously hindered. Please think about others before you start polluting. While planning your camp think about pollution - animals usually affect flax/veggie growth (not Ranches) and forges/casting boxes/glaziers/charcoal devices affect flax/veggies/wood. I also recommend using our mining complex and furnaces to smelt all, smelting creates tons of pollution which is making gathering wood in the area of 100 coordinates very hard (extremely long wood respawn).
* place your camp at minimum 100 coordinates of other players camp - you will need space for farms, apiaries or horses.
+
 
 +
* Papyrus planting location N of 700, -170, plant 10-20 seeds on East bank every 5-10 coordinates, after 10 min check both river banks and small ponds about 100 coordinates downstream, 1028 -2350 works great as well, plant 20-25 seeds, 1 every 5 coords, just south of the CS - check pinned info on our discord. For drying papyrus there is a mountain East of the Koptos chariot stop at 1200, -1200, we will build there hammocks and racks.
 +
 
 +
* Skills, press S - hover mouse over skills to see what you will able to make or build after finishing that level or in most cases how to raise that skill.
 +
 
 +
* Map of the area is F3, stretch it and move around screen. Exchange maps with others often to learn location of Unis ( click on other avatar/ special/ offer exchange of maps). F4 shows arrow always pointing North.
 +
 
 +
* All Schools are at every Chariot Stops.
 +
 
 +
* At Amigos - Please don't build in the Guild Hall area - no flimsy brick moulds or woodplanes. We need space for 3-5 Cp's 7*20 and more for art display. This will be also location for Megalopolis, Sphinx and probably Throne of the Pharaoh.
 +
 
 +
* Place your camp at minimum 50 coordinates (100 is miuch better) of other players camp - you will need space for farms, animals and art.
 +
 
 +
* I might be forced to change or adjust guild name - in Tale 10 Meshwesh researched Guilds tech (Guilds is a regional tech and every House needs to do it). An alt was created there and that alt created hidden guilds for FoA and also Amigos. I was able to convince Malard to transfer Amigos guildhall to me in T10 because it was new approach to research but in T11 it will be first come / first get's a name.  
  
 
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Latest revision as of 06:13, 18 September 2023

Tips for Tale 11.

  • after leaving Welcoming Island run to Great Hall and click on Test/ test of the elder/ petition for new election and at the voting booth change your voting stance to participate in the next elections. We need Elder in first week to respond to House challenges.
  • follow Tasks - second icon from the left, top menu - tasks are mini tutorials with rewards
  • significant changes to wood gathering - we can gather from bunch of trees with 1 click, no matter which tree you click
  • you can't load back items to your cart, you can only remove it
  • Talents, press P - I recommend to start with Laborer for extra carry
  • Flax growing - Symphony Ridge Gold seeds require 3 x weed and no watering (2 flax, 1 seed, no pollution) and are good at the start of the Tale until jugs are available, after jugs Old Dog gives best yield
  • Regional chat is permanent and visible to ALL factions. House chat is visible only to members of your House.
  • Research - is now global, once finished every University will have it unless it's a House only research like Guilds. Every House starts one technology at University, please don't start research unless asked for in our House chat to research we need to build laboratories
  • Pollution - very important, sheep pens, kilns and firepit pollute the area. Chat with your neighbors and set one location for firepits and animal pens otherwise you wont be able to grow flax or veggies and wood respawn on trees will be seriously hindered. Please think about others before you start polluting. While planning your camp think about pollution - animals usually affect flax/veggie growth (not Ranches) and forges/casting boxes/glaziers/charcoal devices affect flax/veggies/wood. I also recommend using our mining complex and furnaces to smelt all, smelting creates tons of pollution which is making gathering wood in the area of 100 coordinates very hard (extremely long wood respawn).
  • Papyrus planting location N of 700, -170, plant 10-20 seeds on East bank every 5-10 coordinates, after 10 min check both river banks and small ponds about 100 coordinates downstream, 1028 -2350 works great as well, plant 20-25 seeds, 1 every 5 coords, just south of the CS - check pinned info on our discord. For drying papyrus there is a mountain East of the Koptos chariot stop at 1200, -1200, we will build there hammocks and racks.
  • Skills, press S - hover mouse over skills to see what you will able to make or build after finishing that level or in most cases how to raise that skill.
  • Map of the area is F3, stretch it and move around screen. Exchange maps with others often to learn location of Unis ( click on other avatar/ special/ offer exchange of maps). F4 shows arrow always pointing North.
  • All Schools are at every Chariot Stops.
  • At Amigos - Please don't build in the Guild Hall area - no flimsy brick moulds or woodplanes. We need space for 3-5 Cp's 7*20 and more for art display. This will be also location for Megalopolis, Sphinx and probably Throne of the Pharaoh.
  • Place your camp at minimum 50 coordinates (100 is miuch better) of other players camp - you will need space for farms, animals and art.
  • I might be forced to change or adjust guild name - in Tale 10 Meshwesh researched Guilds tech (Guilds is a regional tech and every House needs to do it). An alt was created there and that alt created hidden guilds for FoA and also Amigos. I was able to convince Malard to transfer Amigos guildhall to me in T10 because it was new approach to research but in T11 it will be first come / first get's a name.