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Randomizer

Queen's Wish: The Conqueror - Resource

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In order to build shops you need resources:

 

Resources

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Forts  

Fort Haven -produces wood (6), stone (4), iron (2), quicksilver (2) -- after upgrade wood (9), stone (6), iron (3), quicksilver (3)

Fort Muck - produces wood (4), stone (1), iron (3) -- after upgrade produces wood (6), stone (1), iron (4)

Fort Darkfen - produces wood (4), stone (1), iron (4) -- after upgrade produces wood (6), stone (1), iron (4)

Fort Westbay - produces wood (2), stone (4), iron (1) -- after upgrade produces wood (3), stone (4), iron (1)

Crossing Keep - produces wood (2), stone (4), iron (1) -- after upgrading produces wood (3), stone (6), iron (1)

Deepwood Keep - produces wood (5), stone (1), iron (1), quicksilver (3) -- after upgrade produces wood (9), stone (1), iron (1), quicksilver (3)

Fort Mist - produces wood (6), stone (1), iron (1), quicksilver (3) -- upgrade produces wood (9), stone (1), iron (1), quicksilver (4)

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Haven Lands

 

Tainly Mines - after reclaiming produces wood (1), quicksilver (1) 

Serpent Quarry - after reclaiming produces stone (2) 

Mugret's Mine - after reclaiming produces iron (2) 

 

Ukat

 

Foundry Clive - produces wood (1), iron (1)

Shadow Mine - produces wood (1), iron (1)

Seven Oaks Mine - produces wood (1), iron (1)

Murkhala Mines - produces wood (1), iron (1)

Ashen Foundry  produces wood (1), iron (1)

Pagarren's Stake - produces wood (1), iron (1)

 

The Vol

 

Warma's Bowl - produces wood (1), stone (1)

Blasted Pit - produces wood (1), stone (1)

Flint Pit - produces wood (1), stone (1)

Judgement Halls - produces stone (2)

Conlin's Pit - produces stone (2)

Mehklen's Quarry - produces stone (2)

 

 

Ahriel

 

Cinnabar Woods - produces quicksilver (1)

Bramblespire - produces quicksilver (1)

Sandalwood - produces quicksilver (1)

Havenfarm - produces quicksilver (1)

Ankaro's Mine - produces quicksilver (1)

Old Cinnabar Works - produces quicksilver (1)

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Merchants selling resources

 

Haven Lands

CE merchant -  quicksilver (1)

ESE Tinker's Tower - stone (1)

 

Ukat

CS woman in house sells after clearing Seven Oaks Mine  - quicksilver (1)

 

Northern Ukatish Lands

SE Havenite merchants - wood (2), stone (1), iron (1), quicksilver (1)

E merchants - want to know favored clan before trading - iron (3)

outside Home Warren - Dolas the Merchant - will not sell after picking other than Borgen clan - iron (4)

 

The Vol

Near Vitasa - docks - merchant - wood (5)

 

The Vol Lands

W Merchants by oasis - sell stone (3)

SE Vol Merchants southeast of the pass - wood (3), stone (3),

 

Thabhlen Gates - west of gates - merchants - wood (4), stone (1)

 

Vitasa - Margrit - sells - stone (3)

Vitasa - Rawlin-Owen sells - stone (7)

 

Ahriel

 

Ahriel Woods

SW Trench town - merchant - sells - quicksilver (1)

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Haven Lands

NW Merchant Camp - wood (1)

W - Lumberyard - lumberjack (need to reclaim Greatport for wagons) - wood (1)

E north of Warehouses hidden by tree - cache - quicksilver (1) 

CSE merchant - stone (1)

NNW Smuggler dock - iron (1)

 

Near Tainley

NW Mayor of Tainly - quicksilver (1) after reclaiming Tainly Mines

 

Ukat Border

S Mirelings - iron bars (2)

CNE mine - iron (1)

N Ukatish mines - Keles - money demand for iron (1)

 

Ahriel Border

NNW cache of supplies NW of Ahriel Thicket - quicksilver (1)

WSW quicksilver cache - quicksilver (1)

 

Vol Gates

CE cache - stone (1)

CSW Scorpion nest - quicksilver (1)

 

Greatport - wood (2), stone (1), iron (1), quicksilver (1)

Tainly Mines - wood (2), quicksilver (2)

Kelleran - wood (3), iron (2) - after demand reward - wood (5), stone (3), iron (1)

Serpent Quarry - after reclaiming produces stone (2)  - wood (1), iron (2)

Mugret's Mine - wood (1), iron (2)

Neill Manse - wood (4), quicksilver (2)

The Barb's Bastion - wood (3), stone (2), iron (1), quicksilver (1)  

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Ukat

 

Southern Ukatish Lands

W cache north west of Shadow Mine- iron (1)

C cache - wood (1). stone (1)

C cache - wood (1)

C cache - wood (1)

CN Drake (quest location) after chasing through two other burned areas - wood (2), iron (1). quicksilver (1)

 

Near Nacala

NW cache - wood (2)

 

Northern Ukatish Lands

N nest - wood (1), stone (1)

NE Ghorsh territory

- drakes - kill -  quicksilver (1)

- drakes - kill - iron (2)

 

The Mirefangs - wood (5), stone (2), iron (4)

Gellum Ruins - wood (3) stone (1). iron (2)

Nacala - iron (1)

Foundry Clive  - wood (4), iron (2), quicksilver (1)

Shadow Mine- wood (1), stone (1), iron (2)

Seven Oaks Mine  - wood (3), quicksilver (1)

Mist Maze - wood (3), iron (1)

Gannelspan - wood (1), iron (1)

Murkhala Mines - wood (3), stone (1). iron (2)

Ashen Foundry - produces wood (1), stone (1), iron (1) - wood (2), stone (1), iron (2)

- Borelewen - after clearing mire boars - sells iron (7)

Chinde - Master Camlo - Quest - Brigands in the Mine - iron (2)

Pagarren's Stake  - wood (2), stone (1), iron (4), quicksilver (1)

Rouche Crossing -  wood (3), stone (1), iron (2), quicksilver (1) 

- After return - Smithy - Anora sells iron (3)

Gannel Estate - wood (4), stone (1), iron (3), quicksilver (1) 

Fort Bannerspire - wood (1), stone (1), iron (2), quicksilver (1)

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The Vol

 

Near Fort Westbay - nest southwest of Fort Westbay - wood (1), stone (1)

Near Mirba

NE cache north of Warma's Bowl - stone (1)

 

The Vol Lands

E by coast past lizards - wood (2)

Near Castle

NE hellhound nest - stone (2)

C Smoky Peaks

CNW nest - wood (1), stone (1)

Near Thabhlen - east -  Keles - stone for Haven when Crossing Keep rebuilt - stone (4)

Vol Lands - S 3rd abandoned mine - stone (3), 75c

Vol Lands south of Thabhlen Pass

SW Owens on Haven Lands (quest location) - Rior - kill 30c, stone (3), cache - iron (2)

S cache - stone (1)

SE cache by Owens - stone cache that can't take until Owens win - stone (2)

Near Mardraka - SE Vol blocked pass - kill - wood (2), stone (1), iron (1), quicksilver (1)

Vol Mountains - N Owen camp - kill - wood (2), stone (1), iron (1), 30c

 

The Vol Gates - wood (2), stone (4)

Mirba - Samas-Owen - sells - stone (2

Vitasa 

Governor Alastair - Quest - Alastair's Offerings 

- clear Warma's Bowl - demand more than materials - stone (1)

- clear Scorpion Pit - stone (2)

 

 

Warma'a Bowl - wood (3), stone (3, iron (1)

Blasted Pit - wood (1), stone (2), quicksilver (1)

Flint Pit - wood 3), stone (3)

Smoky Peaks - wood (1), stone (2), quicksilver (1)

Refuge of Stone - stone (1)

Scorpion Pit - wood (2), iron (2), quicksilver (1)

Realm of Thar'shyss - stone (4)

Castle Andesite - wood (2), stone (3)

Judgement Halls - wood (2), stone (2), iron (1), quicksilver (1)

Conlin's Pit - wood (1), stone (2)

Mehklen's Quarry - wood (1), stone (3)

Drowning Gaol - wood (3), stone (3) NY, iron (2)

Mardaka - stone (1)

Infernal Pit - iron (1), quicksilver (2)

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Ahriel

 

Ahriel Lands - NW  Scornful Ahriel soldiers - fight for quicksilver (1), 23c

Near Deepwood Keep - SW cache west of Deepwood Keep - quicksilver (1)

 

Ahriel Woods

SW cache in Trench town - wood (1), quicksilver (1)

SW cache on southwest side of river by route north of Sandalwood - quicksilver (1)

CN southeast of Mavlov's Laboratory - cache - stone (1), quicksilver (1)

NW by lizards - quicksilver (1)

CN south of Pickett's Brake - cache - stone (1), quicksilver (1)

C cache near Bramblespire - quicksilver (1)

NE slimes - quicksilver (1)

NE on north coast - cache - quicksilver (2)

NE monstrosities - wood (1)

 

 

Ahriel Thicket - wood (3), quicksilver (3)

Sliven

Hartley - Quest - The Mind Warpers

-- clear Sandalwood - quicksilver (1)

-- Garden of Pulchritude - quicksilver (1)

-- go find Watcher Chimera to northeast - report back to Ivan in Mecidi - quicksilver (5)

Cinnabar Woods - wood (2), quicksilver (3)

Deepwood Keep - wood (1)

Bramblespire - wood (2), stone (1), quicksilver (2)

Refuge of the Woods - quicksilver (1)

Sandalwood - wood (3), stone(1), quicksilver (2)

Mavlov's Laboratory - wood (2), stone (1)

Garden of Pulchritude - wood (2), stone (1), quicksilver (1)

Pikket's Brake  - wood (1), stone (1), quicksilver (1)

Mecidi - quicksilver (1)

Fort Mist - quicksilver (1)

Havenfarm - wood (2), iron (1), quicksilver (3)

Ankaro's Mine - wood (3), stone (2), iron (1), quicksilver (2_

Heart of the Woods - quicksilver (2)

Old Cinnabar Works - quicksilver (2)

Brandon's Brake - wood (3), quicksilver (1)

Palace of Atonement - quicksilver (1)

High Elhovo - iron (1), quicksilver (2) NY

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Decisions on Backing Sides

 

Mascha - in Smoky Peaks -  iron (3)

Owen - in Madraka - iron (1), quicksilver (2), in Smoky Peaks - iron (3)

*******************************************************************************************

Refuge of Stone - iron (1)

Criydae - iron (1)

Tower of Nisse - quicksilver (40)

Dragon's Lair - quicksilver (3)

 

 

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Is there enough Iron in the game to maintain all the upgrades? From this guide it looks like your iron income can get as high as 23, but you'd need 28 to maintain 7 blacksmiths, barracks, and watchtowers.

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14 minutes ago, Mechalibur said:

Is there enough Iron in the game to maintain all the upgrades? From this guide it looks like your iron income can get as high as 23, but you'd need 28 to maintain 7 blacksmiths, barracks, and watchtowers.

I'm not sure. However, at least in my run throughs, you want to have a bunch of gold coming in to cover your zeroed out resources once you start to get deep into the game (to pay for the resources that you don't have enough of).

 

Minor hint/suggestion along similar lines - make sure to build the teleporter home midway through the game when you do have a surplus of resources. You won't use it for a long time but you don't want to be done with everything and no way to go buy the two resources that are currently zeroed out...

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In the end when you've built everything, iron never covers upkeep costs but money covers not having it. Also you can get iron from merchants or Smoky Peaks to cover fixing the portal home at the end. The portal needs one of all 4 types to maintain which makes it harder to build shops.

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Hmm, I usually (bank account permitting) buy any iron from merchants whenever I run across them.  Does their inventory refill after a few days?  As counting on them (or someone else) to have iron at the end would be better than building the teleporter earlier on and having the draining maintenance costs.

 

Trading with the Ukat Quartermaster isn't always an option depending on the other resource levels.

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Merchants have fixed inventories so they don't restock. The Utak have 3 merchants that carry iron: Ashen Foundry (7), outside Home Warren (4) unless you signed with the Brokk, merchants southeast of Chinde (3) if you tell them who you want to support in the Utak.

 

Smoky Peaks has a chest with iron that you can get to no matter which side you all with in the Vol. The Tower of Nisse has plenty of quicksilver if you really run out.

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44 minutes ago, TriRodent said:

Minor hint/suggestion along similar lines - make sure to build the teleporter home midway through the game when you do have a surplus of resources. You won't use it for a long time but you don't want to be done with everything and no way to go buy the two resources that are currently zeroed out...

I'm not there yet, but this seems like mathematically bad advice.  If you're using up that many resources as upkeep, you're not in any danger of hitting the 50 caps anyway, so even simply saving the resources for the portal (like the 25 quicksilver), and then building it at the end, would give you the same scenario but without the many rounds of upkeep lost to the portal.

 

I think the actual advice here is to make sure you save up some of the scarcer resources before buying all the buildings that use them as upkeep.  Iron and quicksilver, mainly, it seems like.  Not doing that is what will make you run out in the end.

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Iron and wood are the two in short supply. Quicksilver is short only until you reach the Ahriel and then you build up a surplus fairly quickly.

 

Depending upon the order that you clear mines, quarries, and works you may develop shortages in some resources. Building shops too quickly can also cause problems. 

 

Selling resources in Greatport can produce shortages so I always build up a surplus over what I need and stick to stone and quicksilver for selling excess when I do since you rarely run out of those.

 

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Huh.  That is very different from what I've been experiencing.  I suspect this is because we built different things, at different points.

 

I think the real advice here is to not build things until you definitely need them (or are about to hit 50 of something).  Don't build an extra smithy just because you can; is the equipment that gets unlocked really going to make a difference for you, or can you suffer being behind by a point or damage or two in order to get more resources for a little while?

 

The exceptions are obviously the Fort Improvements, which should be priority one, and the three money-making buildings -- which can basically just be used to balance wood versus cash.

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2 hours ago, Queen's Vlish said:

I'm not there yet, but this seems like mathematically bad advice.  If you're using up that many resources as upkeep, you're not in any danger of hitting the 50 caps anyway, so even simply saving the resources for the portal (like the 25 quicksilver), and then building it at the end, would give you the same scenario but without the many rounds of upkeep lost to the portal.

 

I think the actual advice here is to make sure you save up some of the scarcer resources before buying all the buildings that use them as upkeep.  Iron and quicksilver, mainly, it seems like.  Not doing that is what will make you run out in the end.

The problem that I tended to run into was that the upkeep eventually drained the resource surplus down to a point where, if I hadn't already done so, I wouldn't be able to afford the teleporter.  I had plenty of gold to pay for those shortages every other day, so that wasn't an issue, but I had no way to generate (or I hadn't found a way) a particular resource.  And the construction foreman wouldn't take 100gp to go buy the iron that I was short...

 

(Hmm, when I get home I'll have to check on if the teleporter is like other buildings, you can buy them and the initial costs are deducted but there is no upkeep until actually placed.  Probably not as you don't have to go physically place the teleporter, it's probably like guard towers where you buy them and everything is done/taken care of)

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In that case, it sounds like the real problem here is that you built more than you could afford to pay upkeep on.  Which resources were drained beyond your ability to simply break even and preserve your existing supply?  (And in your case, since you had already built the portal, I just want to know resources where your net loss was greater than 1.)

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I'm still in the theorycrafting stage rather than the actually playing for real stage, and am very interested in specific strategies (chronological recommendations for which buildings to build in which forts and at which times) to avoid running out of cash and materials, as this seems to be by far the most significant (and unprecedented for Spidweb) meta-strategy in QW. I get that the general fort improvements always take priority, then the 3 cash buildings, followed by gradually building other resource buildings, finally leaving repairing the home teleporter for the very end, but will keep watching this topic for more details. Anyway, carry on.

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There isn't a best order except there is no need to fix the portal home until the end.

 

Upgrade fort is a priority with any new fort since it increases resources and lowers theft rate. 

 

The main consideration is keep checking the place building to compare resources from forts and mines versus upkeep costs. You don't want upkeep especially iron to get too far ahead because then you have trouble buying new shops.

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Thanks, Randomizer - appreciate all the helpful info in these topics. Seems so far that iron is the big resource to keep an eye on, followed by wood, then quicksilver (but only pre-Ahriel).

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1 hour ago, Queen's Vlish said:

In that case, it sounds like the real problem here is that you built more than you could afford to pay upkeep on.  Which resources were drained beyond your ability to simply break even and preserve your existing supply?  (And in your case, since you had already built the portal, I just want to know resources where your net loss was greater than 1.)

If that was directed at me, bear in mind that most of the playing so far (prior to last Wed) was trying to do things out of the ordinary/expected in hopes of breaking something...

 

That said, this time around, wood is my major shortfall as I'm trying to keep iron usage under control/build up a surplus.  Lots of good/needed shops that eat up 2 per period for upkeep can burn it up in a hurry.  I don't know, it works out now (normal level).  I'm sure I'll have to greatly refine my management at higher levels.

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So, some numbers.

 

Production income:


10/  8/  5/  4/  0 - just Haven (upgraded) + central area minor incomes

25/14/14/  4/21 - that plus the first 3 vassal forts (upgraded)

 

For some economical early use of that income, I'd consider

2x Smithy

1x Apothecary

4x Carpenter

1x Money building set

1x Barracks

1x Guard Tower

 

The Carpenters get you to the best tier 1 bows, which are not significantly weaker than the two bows past them (as well as the best shields that don't lower speed) -- and only eat wood.

The Smithy gets you to Iron Daggers (for +20% speed).

The Apothecary gets you healing potions, of course.

The money buildings finance everything.  They give basically the same rate as the docks do for wood, so they are a "scale up" factor more than anything.

The Barracks and Guard Tower negate the remaining theft in the central area, which provides the better part of your income at this point.

 

13/  5/  6/  2/-30 - total upkeep

12/  9/  8/  2/51 - total income after upkeep

 

Of course, you have to pay for these buildings too, and the fort upgrades.  And a few buildings to actually construct.  That amount comes to a whopping...

82/57/36/11/1115

 

But subtract the goods found lying around (at least 22/10/12/11 in the central area, from the above list, plus more on the way to those 3 forts) and Miranda's gifts -

52/43/22/-3 (who knows on the gold)

 

That sounds like a lot - it is a lot - but if you let yourself get some income before you do too much building, you'll generate those resources in just 4 or 5 income cycles - which you'll get most of just from walking between all these places.  And yes, that's assuming lower income cycles than the above, since you don't start with all that unlocked, theft happens, you will have some buildings built, etc.

 

The big trap is building too much.  If you build Smithies 3 and 4, for example, that will eat up 2 stone and 4 iron per round of income for the rest of the game.  That's probably, what, 60-80 stone and 120-160 iron, over time, and potentially more.

 

Would you pay 60 stone + 120 iron for equipment that deals and blocks a few extra points of damage?  I sure wouldn't.

 

If you're ruthless with your overzealous architects, and only build the stuff that either has positive net long-term impact, or that has a huge impact in the short-term, it's not hard to keep surpluses going.  This is what I've been doing, and I don't think it'll be too long before I'm nearing 50 in some categories and start building stuff to avoid throwing resources away.

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Is the theft rate completely negated (i.e. reduced to 0%) on all game difficulties in each region if you a) kill the appropriate world map encounters in the region and b) build barracks and guard towers in every fort in the region (not sure if upgrading the fort affects theft rates - the manual doesn't say it does)? I note Slarty's post above implying that may be the case (at least for the "central area", and I'm not sure about game difficulty differences), but I also see the below from Randomizer's Strategy Central "advice" topic which seems to be more vague/nuanced. Any confirmed stats/details would be appreciated!

2) Upgrade Fort (increases resources from that fort), Barracks (attack bonus), and Guard Towers (damage reduction bonus) as well as reducing thefts from that land. Killing off bandits on the roads and monsters also reduces thefts. Base theft chances increase with game difficulty level from 20% to 30% on torment. Reclaiming a second fort increases theft chances by 20%. Your choices when picking a faction in each vassal land will also increase theft rates so consider delaying that until you are done with all 7 forts.

Edited by mikeprichard

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I've seen it completely negated (on normal) in the central area and in the Ukat  in the early game (only one Ft (Ft Most), barracks, possibly guard tower, no upgrade to fort yet, bandits cleared out, etc).  The Vol is in rebellion so the chaos there will generate a higher theft % & the woods are so messed up they will too.  I don't know what those higher percentages are offhand but on the reports they both didn't seem to go below 20% (temper those numbers with building the second fort somewhere in that time frame (which bumps up the theft rate), so my observations/perceptions are probably off a bit.

 

Honestly, I don't worry about it too much.  Do what you can to limit the theft rate and plan on your resources being stolen from somewhere once+ every four days or so.  Cost of doing business as it were.  Something you want to limit to be sure, but not something that you want to focus on so much that you forget about the overall strategic picture.

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1 hour ago, Queen's Vlish said:

I'm playing on Torment and it's 0% in the central area.  I'm not sure if game events can change this later, but at least for now it's fine.

Near the endgame when you start signing up vassals the theft numbers will change for all regions as the losers start disrupting the areas. There can be other things during the game depending what you decide and there are warnings.

 

Thefts aren't as big a factor as you think they would be. Even with 20% risk, it doesn't seem to happen that often.

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