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[Guides] Colony (Guild Built City) Guide

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#1
Posted on 2011-11-01 18:12:16 | Show thread starter's posts only

You will not be able to reply to this guide because it is located in the Tutorials and Guides section.
Please make all comments, updates and corrections to the
Discussion thread for: Colony (Guild Built City) Guide
http://forum.vc.igg.com/viewthread.php?tid=52588

____________________________________________________________________________________________



So that this thread is not 5 pages long.. some links go to a separate thread.



Table of Contents

1) Colony Locations (Below) - 2 different maps showing colony locations
2) How to create a colony ; Link to guide; Colony Creation
3) How to level a Colony Port (Below) - Port leveling using goods submission (no info found on leveling w/ guild contribution)
4) How to raise Colony Index - (Below) Index is needed to purchase items
5) Colony Index raising and Port leveling Tool  -Link to Excel program to calculate leveling expenses and forecast possibilities
6) The colony tech trees ; Link to the Colony tech-tree Guide
7) The colony types and Items available at/to each type of colony (Below)
8) Guild City built Supplier; Items available at all colonies to all colony members (Below)
9) screen shots of different colony styles at different levels (Below)
10) How to trade between colonies (Below)




Introduction:
IGG/VCO calls the Colonies "guild build cities"  which the regular player finds very confusing, because regular cities are also "built up" buy the guilds that own them.
Therefore most players refer to "guild built cities" as colonies and so will this guide.

On the closing of cities .... a post by wicketkeeper
There are 2 options for guild leaders and vice leaders at the foreign affairs minister NPC. one is to open/close the colony and one is to open/close the npcs. when the npcs are open anyone can buy anything including special items the colony gives, regardless if they're a member of the colony owning guild or not. when the npcs are closed only provisions and trade goods can be purchased by anyone except for officers of that guild.

some guilds open npcs and close the colony to outsiders, so that those within the guild can enter and buy from all npcs, regardless of rank, while others can't get in. this makes it easier on leader and viceleader because they don't have to visit the colony each time someone would like to buy something, and guild members can buy items when the leaders aren't around or are busy. mostly i leave my guild's colony open, and npcs also, but since our colony is level 10 every 10 days i close it so that no random person can come in and buy up the MO and melting stones rewards. but this is because our colony is collection, so if outsiders did buy materials only trade index is lost. military and industry colonies lose indexes that are more expensive and time consuming to replace when certain items are bought there, so are more likely to be closed to the public.

and JAYFITZY adds...
Another reason would be sieges.
Colonies are often closest staging points to launch attacks on motherships during sieges, if a colony is closed then your enemies cannot launch attacks from there thus possibly buying yourself more time

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[ Last edited by xanthian31 at 2011-11-1 22:22 ]

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#2
Posted on 2011-11-01 18:38:55 | Show thread starter's posts only

I found the following maps in various threads

Here is an update of the colonies and their locations on DaGamma Server from Dominium Belli made December 17, 2012.
and again I do like this version because it gives the coordinates of the colonies.
However the file is too big to load onto the VCO server so I am leaving the old map under it in case the link ever gets broken:







The next 2 maps were found on the Chinese Forum by DareDefyMe  
I think they make it a bit easier to see the approximate locations w/out having to zoom in.





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[ Last edited by xanthian31 at 2013-2-17 19:08 ]

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#3
Posted on 2011-11-01 19:07:44 | Show thread starter's posts only

Most of the following is from a post by olieb

There are 2 ways to level a colony;
1) by the method described below; submitting colony mats + other items and coin
2) by guild contribution (I can not find anything mentioning how to choose this option or stating what levels of contribution are needed)  But I know it works because my guild went from level 5-6 and 6-7 using this method, and I know cooling times still apply.
- Ele

I am adding some advice by wicketkeeper
If you upgrade using contribution you'll have to start over again (from zero) on that, and if you upgrade using material indexes you'll have to start over from 0 with those. what i meant was, you can fill both your materials index and your MA/guild contribution, and then use contribution to upgrade to the next level. and when you do, you'll still have all the material index points you had before leveling.
this way most of your (level 3) indexes are already completed using (level 2) materials.

If leveling by Guild Contribution (method 2); this is all the information I have;
Level  6 to 7 : Merchant Alliance Contribution needed: 52,800...Guild Contribution needed: 3,600,000
Level  7 to 8 : Merchant Alliance Contribution needed: 79,200...Guild Contribution needed: 4,581,817
Level 9 to level 10: Merchant Alliance Contribution needed: approx 160,000...Guild Contribution needed: approx 11,000,000


Leveling using Colony materials, other materials and coin.

From the VCO site.

With the new version of VCO test approaching the end, the City-Building System update will be released soon. The officials have already announced the City-Building System update rules.

Leveling Rules
How can a Guild Built City level up?
After reaching the required leveling index, each guild member can find the [Construction Minister] and pay the appointed leveling fund and provide the required leveling materials to meet the requirements. When the guild meets the leveling material requirements, the Leader or Vice Leader can level up the port. The port will obtain one [Development Point] after each level.
Meanwhile, there is a Cooling Time before the next leveling.

Leveling Rules:
1. Meet the development index requirements.
2. Meet the leveling requirements.
3. Requires a Cooling Time before leveling again.
4. Only the Leader or Vice Leader can level up the port.
5. The port can be leveled up when the Residual Leveling Time is 0.(The system will give a prompt to the guild leaders about the residual leveling time before the next leveling.)

Residual Leveling Time:
Ruined Colonial Isle to Level 1 port: Half an hour = 30 minutes
Level 1 port to Level 2 port: two hours = 120 minutes
Level 2 port to Level 3 port: 8 hours = 480 minutes
Level 3 port to Level 4 port: 72 hours = 4,320 minutes
Level 4 port to Level 5 port: 90 hours = 5,400 minutes
Level 5 port to Level 6 port: 120 hours = 7,200 minutes
Level 6 port to Level 7 port: 150 hours = 9,000 minutes
Level 7 port to Level 8 port: 160 hours = 9,600 minutes
Level 8 port to Level 9 port: 170 hours = 10,200 minutes
Level 9 port to Level 10 port: 180 hours = 10,800 minutes




Leveling Conditions:
1. Ruined Colonial Isle2.
Level 1 port: 2,000,000 guild funds, level 1, level 2 and level 3 timber, 100 each, level 1, level 2 and level 3 ore, 100 each, Sapphire, Olivine and Obsidian, 10 each.3.

Level 2 port: 4,000,000 guild funds, level 2, level 3 and level 4 timber, 200 each, level 2, level 3 and level 4 ore, 200 each, Sapphire, Olivine and Obsidian, 20 each, and 10 Truesilver Ore.4.

Level 3 port: 8,000,000 guild funds, level 3, level 4 and level 5 timber, 300 each, level 3, level 4 and level 5 Ore, 300 each, Sapphire, Olivine and Obsidian, 30 each, and 15 Sesilver Ore.5.

Level 4 port: 16,000,000 guild funds, level 4, level 5 and level 6 timber, 400 each, level 4, level 5 and level 6 Ore, 400 each, level 6 Cold Ingots and level 6 Eaglewood complexes, 50 each, Sapphire, Olivine and Obsidian, 40 each, and 20 Sesilver Ore.6.

Level 5 port: 32,000,000 guild funds, level 5, level 6 and level 7 timber, 500 each, level 5, level 6 and level 7 Ore, 500 each, level 7 Cold Ingots and level 7 Eaglewood complexes, 100 each, Sapphire, Olivine and Obsidian, 50 each, and 25 Musilver Ore.7.

Level 6 port: 64,000,000 guild funds, level 6, level 7 and level 8 timber, 600 each, level 6, level 7 and level 8 Ore, 600 each, level 8 Cold Ingots and level 8 Eaglewood complexes, 150 each, Sapphire, Olivine and Obsidian, 60 each, and 30 Musilver Ore.8.

Level 7 port: 128,000,000 guild funds, level 7, level 8 and level 9 timber, 700 each, level 7, level 8 and level 9 Ore, 700 each, level 9 Cold Ingots and level 9 Eaglewood complexes, 200 each, Sapphire, Olivine and Obsidian, 70 each, and 35 Platinogold Ore.9.

Level 8 port: 256,000,000 guild funds, level 8 level 9 and level 10 timber, 800 each, level 8, level 9 and level 10 Ore, 800 each, level 10 Cold Ingots and level 10 Eaglewood complexes, 250 each, Sapphire, Olivine and Obsidian, 80 each, and 40 Platinogold Ore.10.

Level 9 port: 512,000,000 guild funds, level 9 level 10 and level 11 timber, 900 each, level 9, level 10 and level 11 Ore, 900 each, level 11 Cold Ingots and level 11 Eaglewood complexes, 300 each, Sapphire, Olivine and Obsidian, 90 each, and 45 Titaniumgold Ore.11.

Level 10 port: 1,024,000,000 guild funds, level 10 level 11 and level 12 timber, 1,000 each, level 10, level 11 and level 12 Ore, 1,000 each, level 12 Cold Ingots and level 12 Eaglewood complexes, 300 each, Sapphire, Olivine and Obsidian, 100 each, and 50 Titaniumgold Ore.


news release link:   http://vc.igg.com/content.php?news_id=861...
IGG/ VCO Guide link: http://vc.igg.com/getting/index.php?ac=199&aid=1084


this easy to read charts by iconized





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[ Last edited by xanthian31 at 2011-11-1 22:15 ]

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#4
Posted on 2011-11-01 19:52:04 | Show thread starter's posts only

This is a combined guide by me8078 and Iconized
updated w/ information from TURNING 11/2/2011

______________________________________________________________________________

I have had  lot of people in my guild and alliance asking me about how to do colony indexes so, figured instead of typing it to 30,000 people, I would make a guide =)

This guide is for how to get the colony indexes up.
Anytime you level up your colony or buy something from your colony, the indexes will go down and you will need to do certain tasks to get those back up. The tasks that need to be done differ between the level of the colony and also which index you are leveling.

I should also add; in order to get the special items need to level indexes, you must be able to purchase them from the colonies. Chances are the colony owners will have either NPCs closed or Port closed, so you can ask them to get them for you, or join their guild temporarily to get the items.
You can also have a chance to get these items while high seas fishing.



The information for L7 to L10 colony indexes was extrapolated (by iconized)... Please post if numbers are different.

Trade  Index:
This is by far the easiest and cheapest index to level. In order to get the points up you must travel to a colony in a different spot of the world, pick up trade goods from that colony, and then bring them back to your colony and sell them to the trade person.
Good lvl
Increases trade index by
Weight
1125
2235
912125
1016130
1121145
12??



Industry, Military and Collection indexes give a certain amount of points based on guild level
Level 1 Colony: 10 points per task
Level 2 colony: 20 points per task
Level 3 colony: 30 points per task
Level 4 colony: 50 points per task
Level 5 Colony: 70 points per task
Level 6 Colony: 100 points per task
Level 7 Colony: 100 points per task
Level 8 Colony: 100 points per task
Level 9 Colony: 100 points per task
Level 10 Colony: 100 points per task


Industry Index:
In order to level up the industry index you must go to a collection colony specializing in timber. The amount and level of that item needed can be found by looking at what is needed at your colony.
The items needed will always be a certain number of special timber, and a certain number of regular timber.

Level 1 to 2 colony: does not need any special mats, but I do not remember the number of other mats needed. (sorry)
Level 2 to 3 colony: 2 Norland Timber (Level 1), 16 (Level 3) Timber
Level 3 to 4 colony: 4 Marrowy Timber (Level 2), 24 (Level 4) Timber
Level 4 to 5 colony: 6 Windy Softwood (Level 3), 28 (Level 5) Timber
Level 5 to 6 colony: 8 Windy Softwood (Level 3), 32 (Level 6) Timber
Level 6 to 7 colony: 10 Secret Forest Timber (L4), 36 L7 Timber,  10 Argentwood (L11 timber)
Level 7 to 8 colony: 12 Secret Forest Round Timber (L4), 40 L8 Timber, 12 Argentwood (L11 timber)
Level 8 to 9 colony: 15 Dutch Angle Timber (L5), 50 L9 Timber, 15 Argentwood (L11 timber)
Level 9 to 10 colony: 16 Dutch Angle Timber (L5), 48 L10 Timber, 16 Liquidambar Formosana (L12 timber)
Level 10 Maxed colony???: 18 Dutch Angle Timber (L5), 52 Argentwood (L11 timber), 18 Liquidambar Formosana (L12 timber)



Collection Index:
In order to level up the collection index you must go to a collection colony specializing in plants, and then also to a collection colony specializing in minerals. The amount and level of those items needed can be found by looking at what is needed at your colony.
The items needed will always be a certain number of special plants and minerals, and then also a certain amount of regular plants.

Level 1 to 2 colony: does not need any special mats, but I do not remember the number of other mats needed. (sorry)
Level 2 to 3 colony: 2 Phosphor Crystal (Level 1), 3 Purple Lotus Flower (Level 1), 20 Sisal Hemp
Level 3 to 4 colony: 4 Colorful Crystal (Level 2), 4 Celestial Grass (Level 2), 25 Ramie
Level 4 to 5 colony: 6 Colorful Crystal (Level 2), 5 Celestial Grass (Level 2), 30 Ramie
Level 5 to 6 colony: 8 Energetic Diamond (Level 3), 6 Healing Grass (Level 3), 35 Ramie
Level 6 to 7 colony: 10 Energetic Diamonds (L3), 7 Healing Grass (L3), 40 Perilla Frutescens (L11 crop)
Level 7 to 8 colony: 12 Feculent Diamond (L4), 8 Red Kendyr (L4), 45 Perilla frutescens (L12 crop)
Level 8 to 9 colony: 14 Feculent Diamond (L4 colony), 9 Red Kendyr (L4), 50 Perilla frutescens (L12 crop)
Level 9 to 10 colony: 16 Dark Blue Diamond (L5), 11 Tuckahoe (L5), 55 Poacynum (L12 textile
Level 10 maxed?? colony:  18 Dark Blue Diamond (L5), 12 Tuckahoe (L5), 60 Poacynum (L12 textile)



Military Index:
In order to level up the military index you must go to a collection colony specializing in metals (silvers). The amount and level of the item needed can be found by looking at what is needed at your colony.
The items needed will always be a certain number metals, and then also a certain amount of regular metals.

The level 1 to 2 colony: does not need any special mats, but I do not remember the number of other mats needed. (sorry)
Level 2 to 3 colony: 2 Truesilver (Level 1), 16 Bronze (Level 3) metal
Level 3 to 4 colony: 4 Sesilver (Level 2), 24 Brass (Level 4) metal
Level 4 to 5 colony: 6 Musilver (Level 3), 28 Copper (Level 5) metal
Level 5 to 6 colony: 8 Musilver (Level 3), 32 Green Silver (Level 6) metal
level 6 to 7 colony: 10 Platinogold Ore (L4), 36 Pure Silver (L7 metal), 10 Firebug Stone (L11 metal)
level 7 to 8 colony: 12 Platinogold Ore (L4), 40 Gold (L8 metal), 12 Firebug Stone (L11 metal)
level 8 to 9 colony: 15 Titaniumgold Ore (L5), 50 Purple Gold (L9 metal), 15 Firebug Stone (L11 metal)
level 9 to 10 colony: 16 Titaniumgold Ore (L5), 48 Black Gold (L10 metal), 16 Amethyst (L12 metal)
level 10 colony Max?: 18 Titaniumgold Ore (L5), 52 Firebug stone (L11 metal), 18 Amethyst (L12 metal)

Those are the only 4 types of indexes for a colony. After that you have to do the final leveling things of course. but hopefully that helps on how to get the indexes up =)

(Also, special thanks to iconized and everyone else in the colony group, you guys are awesome)
(more special thanks to Melquisedec, everything in blue comes from him)

.corrected the 8 to 9 mat requirements.
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[ Last edited by MonaMaui at 2014-2-5 18:42 ]

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#5
Posted on 2011-11-01 20:24:28 | Show thread starter's posts only

The items available in each individual colony will depend on how guild leaders spend the (total of 10) points gained at each level.
See the colony tech tree for how to spend the points

Industry Colony has the possibilities to produce:

Level 1-12
Blood Knight Jewelery (see The Complete Jewelery/Jewelry Guide 2011 for some info)
   Rings
   Badges
   Necklace

     photos by JESTER393
Blood Knight Weapons
   Falchion
   Sword
   Axe
   Gun
Blood Knight Uniforms
Blood Knight Hats
Colony Pets

Military Colony has the possibilities to produce:

Level 11 Ships
  Adventure ship
  Battle Ship
  Trader ship
Cannon
  Level 11 Cannon
  Level 11 Cannon (use to be lvl 12)
Cannon Balls
  Level 1-3
  Level 4-6
  Level 7-9
  Level 10-13
Grapples
  Level 11
  Level 12
Shields/ Armor
  Level 9
   photos from WangToSmall
  Level10
  Level 11
  Level12
  
Potions:        following info from me8078
It takes 20 of each index for a high potion, 15 of each index for a medium, and 10 of each index for a low. *If your indexes are not up to the minimum of buying, those potions will not show*
To get potions you must have 1 point in Military development and 1 point in expendables.

First Aid (land)


Attack Buffs (land)


Defense Buffs (land)


Urgent Repair (sea)


Attack Buffs (sea)


Defensive Buffs (sea)



Trade Colony has the possibilities to produce:

Level 1-12
Trade goods
profits and taxes can be distributed to guild members depending on how points are spent.


Collection Colony has the possibilities to produce:

Colony Iron
Level 1: Truesilver Ore
Level 2: Sesilver Ore
Level 3: Musilver Ore
Level 4: Platinogold Ore
Level 5: Titaniumgold Ore

Colony Timber
Level 1: Norland Wood
Level 2: Marrowy Timber
Level 3: Windy Softwood
Level 4: Secret Forest Round Timber
Level 5: Dutch Angle Timber

Colony Crystal
Level 1: Phosophor Crystal
Level 2: Colorful Crystal
Level 3: Energetic Diamond
Level 4: Muddy (Feculant) Diamond
Level 5: Dark Blue Diamond

Colony Plants
Level 1: Purple Lotus Flower
Level 2: Celestial Grass
Level 3: Healing Grass
Level 4: Red Kendyr
Level 5: Tuckahoe

  
This may be the same as Tuckahoe.   Another translation mistake because Tuckahoe is aslo called " Wolfiporia cocos"
It is called Fu Ling In Chinese and is actually a mushroom in real life.
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[ Last edited by xanthian31 at 2011-11-1 22:26 ]

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#6
Posted on 2011-11-01 22:04:13 | Show thread starter's posts only

Colony items as of August 25, 2011   
Here are the items now available at a colony, but only accessible by guild members of the guild that owns the colony where the NPC is accessed.:



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[ Last edited by xanthian31 at 2011-11-1 22:05 ]

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#7
Posted on 2011-11-01 22:55:51 | Show thread starter's posts only

These maps (overhead city view) of colonies originally posted by shunka

Ever wondered how will your colony look at higher levels
This thread has exactly what you need, a complete list of overhead colony maps. enjoy!

** when you level a colony some times the look stays the same and sometimes its "upgrades" in configuration as well as level.
Here are 3 colony styles with the 4 configurations they use.  - Ele


Colony type 1, all levels









Colony type 2, all levels









Colony type 3, all levels








[ Last edited by xanthian31 at 2011-11-1 21:14 ]

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#8
Posted on 2011-11-01 23:35:37 | Show thread starter's posts only

Well, yes it is much like regular trade...
except for the fact you have to buy the goods from a colony in one zone and sell to a colony in another zone.

I had hoped to put a map here I saw with a dividing line of the colony zones but I can not find it.

If someone wants to make a map showing different zones please add it to the discussion thread.

- ele

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#9
Posted on 2012-01-16 03:22:08 | Show thread starter's posts only

f23 f23 f23

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