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Theory of how Gulliver mechanics work (pre-feature-release)
This is my theory of how the Gulliver game mechanics work based on bluesun's datamined tables.
This is not a guide on the best or optimal way to play, or what to craft/trade in. It's just a game mechanics breakdown.
```
SUPER SHORT VERSION HOW 2 GULLIVER:
1) Give Gulliver 10 furniture/clothes. In return, he gives you 1 or more TREATS, 6 hours later (repeat this process forever)
2) Giving him GOOD SHIT gets you more TREATS... maybe even... THREE treats?! Wow!! /s
3) Whether you get NICE TREATS or SHIT TREATS is totally random, the items you give him have no effect on that
4) If you give him a lot of the REAL GOOD SHIT in one trip, you can unlock Gulliver villagers, and REAL NICE TREATS
5) Give those TREATS to villager friends for instant FRIENDPOINTS, just like your japanese dating sims
```
```
.---------------------------------------------------------------------------.
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! |
| !!! Nobody knows the mechanics for sure until the feature is released !!! |
'---------------------------------------------------------------------------'
[1] HOW-TO-GULLIVER BASICS
==============================================
1) You get to pick the direction Gulliver travels.
> Each cardinal direction (North/South/East/West)
is associated with 3 different themes (Cool, Cute, etc)
> I'm not sure which direction (1/2/3/4) is which (N/S/E/W),
but here are how the themes are grouped:
DIRECTION 1: Cute, Harmonious, & Modern
DIRECTION 2: Sporty, Civic, & Rustic
DIRECTION 3: Hip, Natural, & Special
DIRECTION 4: Cool, Elegant, & Historical
2) Give Gulliver 10 items to get GulliverPoints.
> The rarer the items, the more GulliverPoints
> If the item's theme matches one of the themes of the
direction chosen, you get a few extra GulliverPoints
3) Gulliver's trip takes 6 hours before he gets back.
4) When you talk to him once he's back, you get your reward(s) based on
your GulliverPoints total for the trip. After collecting your reward,
you can send him back out on a new trip.
```
```
.---------------------------------------------------------------------------.
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! |
| !!! Nobody knows the mechanics for sure until the feature is released !!! |
'---------------------------------------------------------------------------'
[3] HOW GULLIVERPOINTS ARE CALCULATED
==============================================
Furniture & Clothes give GulliverPoints based on their "Crafting Difficulty",
visible in the catalog.
You get more points if the item's theme matches one of the themes in the
direction Gulliver travels.
Furniture/Clothes Difficulty: ★ ★+ ★★ ★★+ ★★★
1Star 1Star+ 2Star 2Star+ 3Star
-----------------------------------------------------------------------------
GulliverPoints if theme matches: zero :( +2 +3 +5 +10
GulliverPoints otherwise: zero :( +1 +2 +3 +10
--------------------------------
Datamined difficulty rank ID#: 1 2 3 4 5
-----------------------------------------------------------------------------
IMPORTANT NOTE:
in-game in the catalog, ★+ items show up same as ★, and ★★+ show up as ★★.
You will need to consult guides/wiki/spreadsheets/datamined stuff to know the
true Difficulty of 1 & 2 star items.
```
```
.---------------------------------------------------------------------------.
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! |
| !!! Nobody knows the mechanics for sure until the feature is released !!! |
'---------------------------------------------------------------------------'
[2] POSSIBLE REWARDS FROM GULLIVER
==============================================
TREATS
--------------------
These can be given to villagers to gain instant Friendship Points.
1) Themed Treats
> The theme is random from the 3 associated with the direction travelled
(but only themes that have existing villagers can be picked for treats)
> You get more Friendship Points if the receiving villager's
theme and the Treat themes match.
> The rarity is random (plain, tasty, or gourmet) Higher rarity treats
are bigger, give more Friendship Points, and have a higher sell value.
Rarity: plain tasty gourmet
---------------------------------------------------------
Friendship Points (No Match) +1 +4 +10
Friendship Points (Themes Match!) +2 +8 +15
Sell Value (Bells) 50 100 150
-------------------
Datamined rarity ID # 0 1 2
---------------------------------------------------------
2) Treats Tin
> These treats give more Friendship Points than Themed Treats.
> Think of them as "generic higher quality treats"
Rarity: bronze silver gold
---------------------------------------------------------
Friendship Points +2 +10 +15
Sell Value (Bells) 50 100 150
-------------------
Datamined rarity ID # 0 1 2
---------------------------------------------------------
VILLAGERS
--------------------
You can also unlock new Villagers if you get a high GulliverPoints score.
More details further down.
The starting set of Gulliver-unlockable villagers are:
1) O'Hare
2) Plucky
3) Rowan
````
```
.---------------------------------------------------------------------------.
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! |
| !!! Nobody knows the mechanics for sure until the feature is released !!! |
'---------------------------------------------------------------------------'
[4] HOW GULLIVERPOINTS ARE SCORED FOR REWARDS
==============================================
1) For every 15 points in a single trip, you get one random Themed Treat.
> 15-29 = 1 treat, 30-
> The theme is random from the 3 associated with the direction travelled
> The rarity is random based on these odds:
Rarity % Chance
------------------
0 plain 60%
1 tasty 30%
2 gourmet 10%
2) If you pass 50 points in a single trip, you trigger an Extra Reward.
> It's unclear if you trigger a second Extra Reward for hitting 100.
> Villagers:
If you get an Extra Reward and there are still Gulliver Villagers
that you haven't unlocked, you unlock one of them at random.
That villager is (probably) permanently unlocked for you, and added
to your contacts in your phone. They (...probably?) also begin to
show up in normal rotations.
> Treats Tin:
The standard Extra Reward is a random Treats Tin.
You (possibly...?) still get a Treats Tin when you unlock villagers.
(though maybe only if you hit 100 points in one trip, It's unclear)
The EXTRA Treats Tin rarity is based on these odds:
Rarity % Chance
------------------
0 bronze 14.3%
1 silver 50%
2 gold 35.7%
3) If you get less than 15 points, you get a default prize of 1 Treats Tin.
> It's not clear if you only get this Treats Tin for <15 points,
or if you always get a Treats Tin as an extra reward.
> The DEFAULT Treats Tin rarity is based on these odds:
Rarity % Chance
------------------
0 bronze 96%
1 silver 3%
2 gold 1%
```
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