![]() Don’t be afraid to keep available space to adapt to changes, new opportunities, and guest races.Upgrade old cultural buildings for new ones, check that the culture per square is higher for the building you plan to place.Monitor your coins, supplies and goods, if they are not increasing a little each day then upgrade buildings or add temporary buildings.Magical good factories - 40 squares (usually 2-3 factories).Crafted good factories - 40 squares (usually 2-3 factories).Basic good factories - 40 squares (usually 4-6 factories).Information below is based on building boosted good factories only (see boosted v non-boosted). This will allow you to fight, negotiate or both and have sufficient goods for average province expansion. Ideally a minimum of 40 squares of factories for each typeof basic, crafted and magical good is the aim. The goods produced by square for each factory is almost identical regardless of type and race. Goods manufactories vary by race and good so a guide based on factory numbers can vary from the guide to what you need.You might decrease residence numbers as the size of the buildings increase but you are continually increasing the number of squares allocated for residences. This varies a lot as you upgrade buildings sizes and if you buy diamonds for special buildings. ![]() Your gold and population needs will determine the number you need ultimately. Residences start with 10 and work up to 20 and continue as needed.You will want 2 armouries by the orc era even if planning to negotiate (refer Orcs). 2-3 armories you can vary this up or down to suit you, if you do more you will likely need an extra workshop.If playing mostly every 9 hours go for 8 workshops. Wonder and event buildings also add to the customisation of each town.Īs a general guide a basic town layout would be: The slight variations between the 2 races and different manufactory buildings all add to the uniqueness of each town's design. The frequency of play and purchasing of diamonds for speciality buildings all impact a town and what is needed, making each town unique. Join an established group so there are experienced people who can help teach you.Įveryone has to work out how exactly to build their town. Join a fellowship - be part of a team and see the benefits.Don't be dismayed it does get much easier. Combat is at its most difficult in the first 2-5 chapters.Exploration, technology and its impact on combat.Take things one step at a time, learn about what you need in the town right now and try not to read to far ahead.Stay true to your style and you will have a great town to be proud of Any advice or guides should be put through your own filter for how you like to play. There is no one way to play or on correct style of play.A few key aspects to understand and help you out: When you first begin the game can be a bit daunting and there is a lot of information available that can seem overwhelming. The armies are also different, typically an Elven army is more defensive in nature and the Humans are more offensive in nature.Residences and factories are very similar but there is a difference on when certain things are unlocked and even what levels each race can build up to before requiring a new technology.The technology tree is unique for the first 5 chapters.The two races are very similar in many ways but there are unique aspects for each race. This guide is designed to take you through various aspects of the game and apply the raw information about buildings, troops and other game components into a successful and thriving city that matches your own unique approach and style. You will also find lots of valuable information from the forum (beta and US sites), wiki and Gems of Knowledge. This guide is generic for both races unless specified otherwise. Welcome to the world of Elvenar, upon starting a city you will have selected one of 2 races Humans or Elves. I have tried to give credit where specific content was taken from someone else. A guide like this is always a collaboration of many minds.
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