Architect Archive
Thread: Architect's Resource List
And a bit of indefined metal.
Oh, and some ore.
And yes, we need steel for harvestors.
Hmm, maybe some ore?
And yah, we need some reactive gas for some components.
And a tad of ore.
Oh, true, we some amounts of lubricating oil for harvestors.
Did I say ore?
Oh, if you plan on making furniture, you need hide.
Now did I miss something... /emote looks through list.
Oh thats right, some ore.
ORE ORE ORE
You find good Ore/Steel with high UT/SR/HR and you won't be able to hold on to it. Architect are very Mineral heavy dependant.Some gemstone some but stick to ORE/Steel/Aluminum/Copper price your stuff out fairly and you'll be able to move it fast.
Stats matter but for the most part we want Ore/Minerals in large doses that we can turn into walls and stats don't matter on them so were not going to pay a fortune for those resources. But you'll move them fast. I buy close to 1m resources a week for architect alone. Most of it goes into walls.
It really depends on what products you want to produce. Here is a sketch:
- houses / city structures / PA Halls - NO QUALITY NEEDED AT ALL - ORE, steel, aluminum, copper, reactive gas, chemical, carbonite ore
- harvesters - 90% of what you need is exactly the same as for houses - in addition you need the following resources with HR/SR/UT all above 900: steel, metal, ore - you will also want lube oil
- crafting stations - start with a metal (typically copper) with extremely high conductivity - this will get you to +14.xx stations - if you are targeting the high-end stations then you'll need a number of resources with high OQ or high OQ/CD made by Master Artisans and Master Droid Engineers
- furniture - this is one of the few places that we need "named" resources - for the white furniture you need some specific resources, like titanium aluminum, kelsh copper, etc - this includes some "named" hides also, as well as synthetic cloth - check www.swgcraft.com for the specific list
Architects who focus on structures and harvesters really never need to have specific named resources other than some carbonite ore. But they need a *boatload* of everything.
Message Edited by Frenzi on 05-10-2004 10:09 AM
Arjunn wrote:
Greetings,
Does anyone have a list of what resources Architects constantly use for crafting? I was told that it's a long list only rivaled by the weaponsmith's resource requirements. I would appreciate it very much if anyone can provide any information on where I can get such list. I'm planning to add a fulltime Master Architect on the Ahazi Server. Thank you in advance
If you plan to go full time into the Architect business you should consider which branch of the profession you are likely to follow.
The branches can be generally split into 3 groupings, however there is nothing to say you should concentrate solely on 1, nor that you need to cover all 3. This decision will be your own to make and may depend upon whether you wish to specialise or generalise, and should also be based on ascertaining if there is a gap in the market which you can fill, or at least an area where you can compete.
The 3 Branches I am thinking of are :
1. Harvesters/Factories/Crafting Stations - The items you sell to other gamers which they will use to carry out their own trade.
These require:
Ore - any quality - known generally as grind quality ore.Used in walls and structural modules in vast quantity.
Ore (Carbonate) - any quality - used in components (generator turbines), specifically carbonate ore.
Ore - High in HR/SR/UT (over 900 in these stats) - used for example in the final combine for harvesters, stats matter.
Steel - HQ as the above ore, also used in components to determine final quality, stats matter
Aluminum - sats don't matter, used in components like gen turbines.
Copper - grind quality for components, except for in crafting stations where CD matters
Non-Ferrous metals (e.g. copper/aluminum, other non-ferrous)- used in components such as gen turbines, quality does not matter
Metal - both grind quality in large quantities to be used for example in walls and components, and high in HR/SR/UT where it can sometimes be used in components or final combines along with or instead of steel (but steel is compulsory in a lot ofcases)
Lub Oil - used where chemicals are called for and stats (HR/SR/UT) matter, lube oil (and liquid petchems) do not have these stats, so do not count AGAINST the average stats when used
Polymers - if high in SR & UT (over 900) these can be used in place of lube oil to improve the average if needed.
Reactive Gas - used in gen turbines for example - stats don't matter
Inert Gas - small quantities, stats don't matter.
So, that means we use most of the minerals for this group and a few of the chems.
2. Buildings - houses, plyaer structures, city structures
Ore and 'metals', any type any quality again. for walls and structurals and final combines
Specific types of metal - copper, alu, steel, iron etc for components, quality does not matter
chems and gases - any quality, used in components.
3. Furniture
Quite a mixed bunch here (and I am not an expert on furniture), hides (leathery and wooly), Wood, metals, ores (a few 'master only' items need a specific type which has not been seen for months!), chems etc., etc., etc.
Check out what you want to make, 1,2 or 3 branches and take a look at http://swg.allakhazam.com/db/abilities.html?mode=Schematicthis will list under each schematic exactly what is required to make any item.
Hope that helps, good luck !
I think, you'll need lots of ore.....
Without being to exact on figures, I'd say:
75% ore
20% steel
3% alum
2% other
Don't forget the ore