After repeatedly weighing the pros and cons, especially once he confird that the "NPC village" under his command could ignore Player Alliance rules and directly attack the territories of other allies, Qin Feng finally agreed to Invincible Tyrannosaurus Warrior’s request. He bound himself to the man’s "Joint Efforts" Talent, which had only awakened at level 10.
For this reason, Qin Feng even created a new Player Alliance called the "Blood Curse" Alliance, a tribute to what he considered the one and only invincible, Cosmic Level, platinum masterpiece.
Of course.
’Elden Ring would have worked too.’
’But with its huge open world and overly complex guidance system, playing it was a bit of an ordeal for soone like , who has a compulsion to collect every single item.’
’So I docked it a few points in the end. Let’s just call it an invincible, solar-system-level platinum masterpiece.’
...
[A new day has dawned. As you have bound yourself to the "Joint Efforts" Talent from your ally, "Invincible Tyrannosaurus Warrior," you now receive 50% of the effect of their "Requisition" Talent!]
[The next villager recruitnt cooldown for your Lord’s Hall has been reduced by half a day!]
[Affected by a mysterious power... The next recruitnt cooldown for the Cultural Soldier Types in the villages loyal to your territory has also been reduced by half a day!]
[All Divine Chosen Soldiers training in your territory today will receive a 50% bonus to their training effects!]
[The construction ti for all buildings currently being built or upgraded in your territory has been reduced by half a day!]
[Your Lord’s Hall has successfully been upgraded to Level 2!]
[Building Na: Lord’s Hall]
[Level: 2]
[Blood Volu: 100,000/100,000]
[Purpose: (Omitted)]
[Recruitnt Cost: 10 Food / 1 Villager / Consus 1 Food per day]
[Available for Recruitnt: 10/20 (Refreshes in half a day)]
[Villager Gathering Rate: 1 unit of any resource/day]
[Upgrade Requirents: 1,000 Wood, 1,000 Stone, 1,000 Iron]
’Holy shit!?’
’My Riding and Cutting bro is coming in clutch again!?’
’Even the recruitnt function of my vassal villages gets the cooldown reduction from this Talent!?’
’Aweso!’
’If I just had enough Dinars!’
’And a little more luck with the lottery draws!’
’And kept getting Talent rewards that reduce recruitnt ti!’
’I’d be able to pump out huge numbers of Ratman Warriors in no ti!’
’And build a whole Ratman Legion!’
’Sure, I have the Village Guard Team now, which can quickly recruit the Forest Wolves and Fire Foxes roaming the woods to form a Zoo army...’
’But the total number of these forest beasts is limited.’
’They aren’t like ga mobs that can respawn indefinitely. Once they’re gone, they’re gone for good. They won’t just reappear out of thin air.’
’To get more...’
’I’d either have to use a growth-type skill like Hunting to perform a Summoning.’
’...go to more distant places to find more of their kind.’
’...or wait for them to reproduce naturally, have a bunch of little pups, and then conscript them once they’re all grown up.’
’The sa goes for the ordinary herbivores in the forest—the ones that can’t be captured by the Riding and Cutting Talent or count as kills for Bloodthirsty.’
’The sa is true for them.’
’Once they’re all killed off, they won’t just reappear out of thin air.’
However, there is an additional way to acquire these harmless wild animals.
And that is through the Hunting Lodge building.
It possesses a beast-summoning effect, just like the Hunting skill.
Every day, it can conjure a group of wild animals out of thin air for Hunters to hunt. The only catch is that it can’t summon threatening, red-nad beasts like Fire Foxes and Forest Wolves.
Therefore, even if Lord Players indiscriminately slaughter wildlife all over this world, they won’t easily destroy its ecological balance.
After all, no matter how many animals they kill, the Hunting Lodges will just summon more to fill the gaps in nature’s food chain...
As he mulled this over, Qin Feng turned his attention to the newly unlocked Level 2 Lord’s Hall and the other Level 2 buildings that ca with it.
[Building Na: Woodcutter’s Hut]
[Level: 2]
[Blood Volu: 4,000/4,000]
[Purpose: (Omitted)]
[Training Price: 10 Food / 1 Villager / Consus 2 Food per day]
[Woodcutter Capacity: 0/4]
[Woodcutter Efficiency: 20 Wood/day]
[New Building Trait: Woodcarving Master — The Woodcutters have now mastered a dual craft. They not only retain their keen eye for identifying fine timber deep in the forest but have also honed delicate carving skills, allowing them to sculpt natural logs into lifelike Woodcarving Dolls.]
[Upgrade Requirents: 200 Wood, 200 Stone, 200 Iron]
A Level 1 Woodcutter’s Hut can produce 20 Wood per day from the Void.
A Level 2 Woodcutter’s Hut can produce 80 Wood per day from the Void.
Looking purely at base wood production, it’s obviously less efficient to build one Level 2 Woodcutter’s Hut than to use the sa resources to build five Level 1 huts.
However, when you factor in the different Food consumption for four Woodcutters versus ten, plus the arguably non-essential "Woodcarving Master" trait, the Level 2 Woodcutter’s Hut is far more cost-effective in every way than a Level 1 hut.
Therefore, when circumstances permit, prioritizing an upgrade to the Woodcutter’s Hut is undoubtedly the wiser choice over building more Level 1 huts.
The sa logic applies.
A Level 2 Farmhouse produces 80 Wheat per day and cos with the "Kitchen Master" trait.
A Level 2 Mine Cottage produces 80 units of Stone, Iron, or Black Crystal Stone per day and cos with the "Stone Carving Master" trait.
A Level 2 Hunting Lodge produces 80 units of various ats per day and enhances its existing "Skinning" and "Bone Picking" traits.
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