The Official Architect Guide

Architect profession discussion
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Aedales
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The Official Architect Guide


Tow’lin Tow’s Architect Guide

Introduction
Well to start, let me introduce myself; as I’m sure most of you already know, I am Tow’lin Tow and I am (was) your Architect Representative. I played as an architect for a few years Pre-CU and during CU, but quit after the NGE. I was part of the rebel alliance (though not strongly politically associated) and in the infamous guild Damage, Inc. on Gorath. I had a few alts, but my most predominate one was ProofOfPurchase, a Master Medic and Master Doctor back when buffing was making a killing in Coronet. After the CU, he was a Master Tailor and Master Droid Engineer, but mostly used for his lots to place factories and harvesters. I am very glad to have the opportunity to help out my fellow Architects and the Emu community as a whole.

Getting Novice Architect

Before you can think about getting Novice Architect, you need at least 4/0/0/0 Artisan (Master Artisan recommended, when you get the chance and surveying is also recommended so you can get your own resources). There are a few ways to get this: one way is to grind the only fashion way (macro free) with Mineral Survey Devices. The other way is to use a macro:

Start by getting a metal (either by mining or purchasing; any ferrous metal will do) and begin crafting survey tools. Actually create the 1st tool, and then use this macro for the rest. (Macro by Imodi Ibanei)

Code: Select all

/ui action toolbarSlot01; (uses first tool in F2 box)
/selectdraftSchematic 33; 
/pause 5;   (this pause gives you time to add in the resources, adjust it as you see fit) 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot02; (uses second tool in F3 box)
/selectdraftSchematic 33; 
/pause 5; 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot03; (uses third tool in the F4 box)
/selectdraftSchematic 33; 
/pause 5; 
/nextC; 
/nextC; 
/nextC; 
/createprototype practice no item; 
/createprototype practice no item; 
/pause 2; 
/ui action toolbarSlot00; (loops macro)
To use this macro, place the macro in the F1 slot of one of the toolbars, and place 3 generic crafting tools in the F2, F3 and F4 slots. This will run until you type /dump. A good tip to help save time is to double-click the resources into the slots (its even better if you have a mouse that has a third button for double-clicking).

This is the best way to grind out the Engineering tree until you get to Engineering III. Once you get to Engineering III you can start making harvesters (I suggest Wind Power Generators because they will benefit you the most in the long run). You won’t need a macro for these because they give you a very large amount of XP and you can use them all the way to Novice Architect.

Grinding to Master Architect
The grind to being a Master of Architecture is one that involves many resources, many days (if you mine the resources yourself) and, many credits. The grind in architect, as in artisan, has two path in which you can follow:
  • - You can do the “traditional” way and just make things a lot until you get master.
    - You can grind it out.
To grind it out, you must build many Structure Modules and Wall Modules (which uses 10 Structure Modules) and SAVE THEM, THEY ARE IMPORTANT TO EVERYTHING YOU MAKE! Make these until you can train Construction I (which should be the first thing you train). Once you train Construction I, you better have some massive amounts of resources on you, because from here on in, it get’s real easy, but real costly. You’ll need to grind 258 Gungan Head Statues which use 2,000 units of ore and 1,000 units of gemstone, which equates to a total of 516k of ore and 258k of gemstone. These will give you about 5250 XP per item on practice mode (advice you practice all of them because they take up a lot of space). If you decide to buy these resources, look for really terrible quality (because quality doesn’t matter right now) at less than 1CPU (credit per unit) to save you money. At a good price, you can expect to pay at least 750k on resources just to grind Architect. Once you’re done with that, you can craft whatever your heart desires!

Being a Master Architect and what you can do with it
Firstly, architects make their money off of three things: large order for new cities and guilds; furniture; and interior decorating. Whilst some of us are gifted with great design ideas and great taste, others are not so lucky. For those of you who do not have any decorating skills, stay away from this area, and stick to selling structures and furniture. For those of you who do have skills in interior decorating, you will make out quite well.
  • - Decorating
    You can find decorating macros here (Go to General Game Guides -> Other General Game Guides -> Decor Guides and click the first link) to help you out with some ideas. The best advice for decorating is to be aware of the structure and its purpose. If your customer is a combat stacker and has an obscene amount of loot that he keeps in his house, try to keep the amount of items you use to a minimum and keep it simple. If the house is just used for decorating, go all out. You can find a list of house’s item caps here

    - Furniture
    An easy way to make money is to sell furniture on a vendor (I will cover vendors in a bit). Try not to put a large amount of furniture on there, because chances are it won’t move for a while. Avoid making the cheap looking furniture, because no one will buy it. The best items to make are the master level (white) furniture. They sell very well and you can charge a lot, because there usually aren’t many architects around.

    - Harvesters
    You will make a good amount of money off selling these on vendors. A good idea is to make several Mineral Mining Harvesters (the mediums, BER10) because these are the most cost effective for you and the buyer. You can put a few Heavies on (BER13), but they won’t sell as well as the medium. Fusion Generators (BER14) are good sellers for energy, and even a few Wind Power Generators. A few chemical harvesters you can throw on there (mediums to be cost effective) and one or two Solar Power Generators.

    - Factories
    You can throw a few factories on your vendors as well. Don’t put any Structure Factories up because the only people who use them are architects, and an architect isn’t going to buy a something they can make on their own. Wearables Factories are good as well as Food Factories, but Equipment Factories are your best bet because there are popular professions that use them (artisan, weaponsmith).

    - Houses
    Here is where you will make most of the money from your vendors. Depending on what planet your vendor is on is dependant on what type of houses make (i.e., Tatooine and Lok make Tatooine Houses, Dantooine and Naboo and Rori make Naboo Houses, Corellia and Talus make Corellia Houses). You can put a pretty even amount of small, medium, and large houses at first, and put more of whatever sells the best next time you stock your vendor.

    - Other Structures and Civic Structures
    I wouldn’t suggest stocking your vendors with civic structures, because you will probably only need them on request. In the first few months of the Emu you can, because I'm sure everyone will want to make a city, but afterwards it's not practical.
Vendors
It’s always a good idea to have vendors (at least 4 or 5 for Houses, Furniture, Harvesters, Misc Structures, and whatever else). If you’re in an area where you get a lot of business, it’s always a good idea to stock your vendor every day. Try not to stock your vendors with slow selling items for obvious reasons. It’s also a good idea to put somewhere that you can accept custom orders (which you should do, because it’s more money in your pocket) so customers know they can contact you if they need something. I wouldn’t get master merchant and save your skill points for another elite artisan profession and master artisan.

Conclusion
In short, architect can be one of the most fun professions in the game. Just be courteous to your customers and get a good reputation, and you’ll be set!
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OdiumHector
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Hi. I already have a trader that I've been leveling up as an armorsmith and weaponsmith, and I started leveling up another trader to be an architect. I already created the macros from the "The Penultimate Guide To Weaponsmithing" post on the forum, and this morning I've been using them on the new toon to go back through the Engineering column of Artisan. I unlocked Engineering III to start crafting Wind Power Generator, but I can't get the /selectDraftSchematic command to work in the macro now. I used my testing macro to find out which schematic number I needed to use. 01 is for the Personal Mineral Harvester. 02 showed up as the Micro Floral Farm. 03 came up invalid even though there are 3 schematics showing up in my Structures Crafting Tool. A few minutes later, I tried to show my wife this, and when I put in 02 it showed the Wind Power Generator. So while she was watching I put 02 into the grind macros. As soon as I started it, it showed that it was trying to make the Farm. I went back to the test macro, and it showed 02 as being the Farm again.

I tried doing a soft log of the character in question. Now, 03 will call up the correct schematic for the Wind Power Generator in my test macro, but 03 will still say Invalid Schematic Index in the grind macros. The commands are typed exactly the same. My wife even double-checked them for me.

Has anyone else ever experienced their schematic numbers changing like this?
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Darkspecialist
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yes i noticed it as i learned new boxes in the profession the number for the schem would change

i have learned about pre loading the schem so you would never have to worry bout those parts of the macro

viewtopic.php?f=80&t=9120&p=63539#p63539 heres a couple good macros without the selecting the schem in the macro. its not that this macro in the thread doesnt work well, just doesnt work well for me. more than a few macros around that will get you to the same place
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OdiumHector
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Darkspecialist wrote:viewtopic.php?f=80&t=9120&p=63539#p63539 heres a couple good macros without the selecting the schem in the macro. its not that this macro in the thread doesnt work well, just doesnt work well for me. more than a few macros around that will get you to the same place
I'll check that out.
Darkspecialist wrote:yes i noticed it as i learned new boxes in the profession the number for the schem would change
The thing is though that it wasn't changing because I was learning new boxes in the Skills window. I would run the macro for a few minutes. Stop with the /dump command. Then, I'd start it back up without even moving the character around the room or doing anything else, but the schematic number would trigger a different schematic as soon as I restarted the macro. I've been having other problems with the grinding macros as well that I'm mentioning in the Penultimate Guide to Weaponsmithing.