Archeage 101-Section Nine: Housing & BSB
Housing and the Blue Salt Brotherhood
Housing and Land
Housing and land ownership is one of the premiere features of Archeage. One important part of Archeage before we talk about land, is that you have to be Patron in order to place land and pay taxes. You do not need to be a Patron to have land, which is where the five-week tax trick comes in. We will talk about that in just a minute.
Also, property cannot be placed anywhere, it can only be placed in specific housing zones, between the wooden poles. Unfortunately, if you cannot get 100% of the property footprint inside the wooden posts, then you cannot place the property. This is something that causes much frustration to players when they find a spot that “almost” fits, but it will be one tick off.
Housing Zones are PvP free zones, unless the entire map zone is at war.
As they say in real estate the thing that matters most is location, location, location.
Location in Archeage matters for two reasons.
The first is Climate. On the bottom of your map for a zone it will show a climate. For some of the zones, they even have two different climates. Climate is important when it comes to raising crops and livestock. Each seed an animal has a preferred climate that it wants to grow in. Growing an item in its preferred climate grants a bonus to growth. In the example of our Oat Seeds, it has a growth time of 4 hours and 18 minutes, that that will be reduced if you plant the seed in a temperate climate.
For Trees and Animals, they get the bonus to initial growth, and on their cycle time. Which means you’ll be able to gather from the animals (milk, eggs, feathers) and tress more frequently when you place them in their preferred climate.
The other thing you want to consider when placing land is if you want to use the land to run larders. Not every spot on the map is created equally when it comes to doing larder work. Some zones are much easier to run larders out of then others. Additionally, some locations are better for profit. Obviously, you won’t want to run larders to Solis from Arcum as the price won’t be worth it, but larders from Rokahala to Solis are profitable. Likewise larders from Two Crowns into Cinderstone aren’t as profitable as say larders from Ahnimar to Solzreed.
Taxes go up by your total owned
You can have one or two properties and not take a tax penalty. Beginning with the third piece of
property you will begin playing a tax penalty on ALL your property, not just on the third one you place. Keep this in mind. Now, there are some properties that specifically state they do not affect the tax penalty.
You also pay a tax penalty if you own property in a hostile zone, so Nuians owning property in Haraya, and vice versa.
If you own land in Auroria, not only are you affected by the hostile zone penalty, but also the King of the
Castle can set the tax rate to up to 50% more per property, which translates into gold directly generated for the owning guild.
Five-Week Tax Trick
If you are trying to minimize the amount of time you need to pay for Patron, if you are trying to hold a lot
of land on alts, then there is the five-week tax trick. What this does is allow you to pay out your taxes five weeks just as your Patron is ending, and then you don't have to re-up your Patron until just before the fifth week of taxes ends.
So, say your Patron is going to run out on June 30, 2019. What you want to do is pre-pay your taxes out for five-weeks on June 29. This will run your land ownership through 3 August, 2019. If you re-up your Patron on 1 August, you can then pay your taxes out one week at a time until August 30, when you can then pre-pay your taxes out again. This basically gives you 9 weeks of land ownership for 1 cycle of Patron.
Now, while some people use this trick constantly, I recommend against this. I had a friend who was using this trick, and then logged in one hour late and had the horrible sight of his mansion burning down.
Settings on Chests and property (family, guild, public, private)
Before we jump into land, and other topics, I want to cover Usage Settings for property and chests.
There are four settings you can use (Private, Family, Guild, Public). Unfortunately you can only choose one of them, which means if you set it for Family your guild can’t use it, and if you set it for guild only your guild mates can use it so any non-same guild alts are out of luck.
Note, you can set the property and the chests independent of each other. So you could have a family
piece of property with guild chests on it. Or you could have a guild piece of property with family chests on it.
Free Stuff from the Blue Salt Brotherhood
When you reach level 30 and you head to Halcyona, you will start on a long series of quests from the
Blue Salt Brotherhood. When you see these quests all the way through to completion you will have earned your 8x8 Farm, your 16x16 Farm, a full kit Cottage, a full set of Dawnsdrop Gear, and will have been given most of the components for both your Farm Cart and your Farm Wagon.
This quest is going to start with Tasha in Halcyona, Solisa. There is nothing overly complicated with these quests, it is just a matter of following them through to conclusion.
I already have this all mapped out in a video here. I’m going to be redoing it soon, since when I did it last time I ended up losing the footage for making the Cart and the Wagon.
The second part of the video is here and it tells you about getting your donkey and your 16x16 Farm.
Recommend Buildings for New Players
Land has always been a problem in Archeage. Unfortunately some players have the ability to acquire vast tracts of land, and they end hold holding onto it forever, regardless of if they are using it or not. This actually is a smart move as keeping tracts of land underutilized actually keeps the cost of raw materials high.
Merging the servers just before the Gamigo acquisition was a Trion decision. While this did consolidate all the remaining players onto two servers per region, it also made it very difficult for new players to get into the land ownership game. Right now it is very difficult to find land, and for a returning player this makes playing almost impossible as most players will have hundreds of bound items.
There are two pieces of property that will help new players and returning players establish some sort of a property to store items.
The first is an upgraded 16x16 Cottage. This set up allows for three chests, an otherworld storage chest and a bed. It also gives two seed beds which are really useful for grinding out seeds instead of having to mess around with bundles. To build the upgraded 16x16 cottage you need to place a normal 16x16 cottage, build it and then upgrade it. Or you can buy an upgraded 16x16 cottage design.
The second option is the Silo, which also provides room for 5 storage chests, an otherworldly, and a bed. The best part is that this is on an 8x8 plot, and these are fairly easy to find tucked into random areas of housing zones. To build these you need to put down an 8x8 Bench, build the bench and then upgrade the bench into the silo. Or you can buy a silo design.
The drawback to these two options is the price. As they are the upgraded versions of either a cottage or an 8x8, they do have a cost associated with them, which may be prohibitive to new players.
Recommend Farms for New Players
Even though the Blue Salt Brotherhood is going to give you both an 8x8 and a 16x16 farm, given the availability of Gilda Stars, I recommend buying the farms from the Gilda Shop due to their discounted tax rate, and the fact that the stick isn’t in the middle of the plot you can do more with the plot of land.
Water Housing and Farms
There is another type of housing that is water housing and the aqua farms that go with it. The question came up recently about coral and if it is still worthwhile to do. This becomes a loaded question, as yes there is still a market for coral since crafting gear is still a thing, however, the amount of coral that is needed on a daily basis is only a fraction of what used to be required to keep the economy going.
Before you invest in a water house or aqua farms, you will need to do serious research into the coral market to see if it is going to be pay dividends. Remember, that a water house and aqua farms can only be used to grow coral, they cannot be used to grow other crops.
Like the upgraded 16x16 and the silo, there are a couple of other upgraded houses that fall into the speciality house category.
In the past the Thatched Farmhouse was the best piece of property for a new player, but those
days are behind us. With the sheer number of farms that are available to players via the gilda and credit shops, the planting space on a TFH is limited. This does not mean that the TFH’s are obsolete, quite the contrary. Instead, the TFH finds its true value after it has been upgraded.
Worth it now given the fact iron ore is not the common material from mining. Also, if you strike a copper or silver ore haul it is really worth it given the need for bronze and silver keys.
These can be worth it, however, given the change in consumables, I find it just as easy to make the pens I need. The benefit to these are that the animals you put in the pen are always going to be there, you don’t have to worry about disease or collapse.
These buildings have never, in my opinion, been worth it. You get one additional seed bed bed and only the processing machine. You can get 2 seed beds on an upgraded 16x16 so a 3rd seed bed, on a higher tax property, without a lot of extra planting space, doesn’t really pay off.
One feature of all the upgraded TFHs is the multipurpose trimmer. Instead of having to spend Blue Salt Knives and doing things manually, you can bulk process materials. Now, while this is a great feature, I do not believe this should be the sole reason to buy one of these houses. Instead, if you have one in your family or even guild that is enough. A lot of people can share one of these.
Apothecary Houses are one of the best tools to making profit if you are going to be engaging in
producing Alchemy consumables. When you are making items at Apothecary House, instead of having to make each individual level of items, you can skip most of the side ingredients, use 1 charcoal, and create 10 of the product you are trying to make. An additional side benefit is that sometimes instead of making 10 of the desired product, you will sometimes produce 20.
As discussed in the crafting chapter, Armorer’s houses allow for the creation of Ayanad Gear at the cost of one archeum less than if you walk it up manually. You also get to save on a handful of bits and pieces by starting straight off at Epherium.
Sometimes, very rarely but sometimes, when you craft armor at a Armorer’s House you get a free bump in grade. Every more rarely you get two bumps in grade. This has happened occasionally, but I’ve personally only witnessed it twice.
As long as there are one or two Armorer Houses on your server on Public, I would not worry about building one for yourself. You just need to have access to one, as you won’t be using it very often.
The third and final speciality house is the Trade Pack House. These allow you to make a special fertilizer pack that can be run just like any other trade pack. The overall usefulness of these packs has changed with the cargo changes in 4.5 and 5.0, but this is still a fairly cheap pack to create and run based on the simplicity of the mats.
Most of the time you can find one of these in every zone on Public. If you can, again there is no reason for you to make one of these for yourself. The only time you might want to have one of these for yourself, and not on public, is if there is a zone nobody is running these from and you want to protect your profit margin.
With housing covered will now discuss Mounts and Pets