How to evaluate curios?

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How to evaluate curios?

Postby guul66 » Mon Dec 09, 2024 2:40 pm

I'm having a hard time understanding how to evaluate what makes a curio good/bad. How do you evaluate them?
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Re: How to evaluate curios?

Postby Procne » Mon Dec 09, 2024 2:47 pm

At the beginning your mental weight is the most limiting factor, so I look at lp / hour / weight ratio first. Default client only shows lp/ hour so I just divide that by weight.

As your character grows and gains more int the study slots become more limiting than weight and that's when I look more at just lp / hour allowing me to use some more mentally costly curios and avoid using curios taking more than 1 tile.

On top of that there's a question how much and how often do you play. If you can spend more time in game then you might prefer short curios, which ususally have better lp / hour, but you need more of them (so more foraging / crafting) and replace them more often.
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Re: How to evaluate curios?

Postby Unfug » Mon Dec 09, 2024 2:49 pm

LP/weight/h i guess - so the LP gained per hour per mental weight, everything above 50 seemed quite neat in the beginning, dont know about mid/late game

ender client shows this value by hovering over a curio
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Re: How to evaluate curios?

Postby Fostik » Mon Dec 09, 2024 3:34 pm

Unfug wrote:LP/weight/h i guess - so the LP gained per hour per mental weight, everything above 50 seemed quite neat in the beginning, dont know about mid/late game


In addition to late game, you are less dependent on attention importance, and want to look on LP/H only, filtering what is easier to craft/forage for your playstyle.
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Re: How to evaluate curios?

Postby Sevenless » Mon Dec 09, 2024 4:39 pm

Unfug wrote:LP/weight/h i guess - so the LP gained per hour per mental weight, everything above 50 seemed quite neat in the beginning, dont know about mid/late game

ender client shows this value by hovering over a curio


My village is lazy with curios. Mid to late game we study anything about 20lp/hr/weight, or 300lp/hr/slot. This means we study things like Q50 boar tusks. I guess take that as your baseline. Just remember to include quality you can make when eyeballing things. Some curios based off stone for example are really bad at Q10, but if you have Q300 rocks they can be decent.

One thing not being noted here: Annoyance. I dislike running any curio I need more than 5 per day of. Because you run out of study desk slots. So I also put preference on anything that runs longer.

Big fan of shiny marbles and painted egg curios btw, on the note of lazy lategame curios. You can make infinite dye with brown dye, or if you have good olivine you can make good Q from lime dye.
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Re: How to evaluate curios?

Postby The_Lich_King » Mon Dec 09, 2024 4:58 pm

guul66 wrote:I'm having a hard time understanding how to evaluate what makes a curio good/bad. How do you evaluate them?


For early game just spam mirkwood, feather trinket, straw lantern, Dragonflies and reed boat... other curios can supplement but these are what I use as my core because they are really cheap and inexpensive and are all really solid early game. There are better curios and you won't keep up with faction play but all of those curios are so cheap and inexpensive that you are able to keep up with the spam as a non-faction player. Cost-efficiency is uber important for curios when you are a Hermit or in a small village.
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Re: How to evaluate curios?

Postby Sevenless » Mon Dec 09, 2024 8:57 pm

The_Lich_King wrote:
guul66 wrote:I'm having a hard time understanding how to evaluate what makes a curio good/bad. How do you evaluate them?


For early game just spam mirkwood, feather trinket, straw lantern, Dragonflies and reed boat... other curios can supplement but these are what I use as my core because they are really cheap and inexpensive and are all really solid early game. There are better curios and you won't keep up with faction play but all of those curios are so cheap and inexpensive that you are able to keep up with the spam as a non-faction player. Cost-efficiency is uber important for curios when you are a Hermit or in a small village.


Tbh, I kinda think mirkwoods are obsolete. But either way, water striders are 100% an easy to maintain addition that you should add to the baseline for early. I also do mallard feathers once a sling becomes available, just need to pop 3 ducks a day.
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Re: How to evaluate curios?

Postby The_Lich_King » Tue Dec 10, 2024 12:45 am

Sevenless wrote:
The_Lich_King wrote:
guul66 wrote:I'm having a hard time understanding how to evaluate what makes a curio good/bad. How do you evaluate them?


For early game just spam mirkwood, feather trinket, straw lantern, Dragonflies and reed boat... other curios can supplement but these are what I use as my core because they are really cheap and inexpensive and are all really solid early game. There are better curios and you won't keep up with faction play but all of those curios are so cheap and inexpensive that you are able to keep up with the spam as a non-faction player. Cost-efficiency is uber important for curios when you are a Hermit or in a small village.


Tbh, I kinda think mirkwoods are obsolete. But either way, water striders are 100% an easy to maintain addition that you should add to the baseline for early. I also do mallard feathers once a sling becomes available, just need to pop 3 ducks a day.


I understand not doing mirkwoods because of the high weight and high exp cost but early game i usually do island dwellling and have easy access to lemons and oranges. Lemon Fruit Snacks give a chance of +2 int so i am usually VERY heavy on Int early game and can eat up the weight... They also spiral really well with hunting cause entrails drag them up but definately will swap them for mallard feathers and striders if you think they are better, you know this game alot better than i do.
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