The Planks Tournament starts 1/29/19 - and Here Is A LINK with some good tips for making the tournament easier.
Check it out and give the ideas a try. But don't forget to alter things a little and find out what works for you. You'll find the best results from this page occur after trying the ideas and seeing what works. Since each city is unique in it's chapter, progression, buildings, troops, etc., one piece of advice does not work for everybody.
Good luck! And let's knock it out of the park!
Showing posts with label tips. Show all posts
Showing posts with label tips. Show all posts
Steel Tournament Tips
Here is a link to some helpful advice on the Steel Fellowship Tournament. I have been using this site's advice for some time, and I have found that it is very good.
A few things I have learned through experience and would share with everyone:
- I mix between fighting and catering based on the makeup of the troops I am facing, and how many resources I have available. If I am low, I will usually fight more battles and cater less
- I almost exclusively use the "Auto-Fight" option because it is much quicker
- I will cater most provinces that have a mix of 3 or more troop types, unless there is only 1 squad of the 3rd unit type. When there is a good mix of 3+ types, I have found that I will usually lose a lot of troops in those battles
- I don't usually mix the 2 different troops they suggest in the "Auto Fight" section. I choose the troop that is effective for most of the units, and use only that one. I have been able to win most of the battles without losing many troops using this strategy
Things might be different for you based on any bonuses you may or may not have for your troops, based on your squad sizes, etc. Trial and error is the best way to learn what will work for you!
Check out the link, hopefully it will help you!
Steel Tournaments
A few things I have learned through experience and would share with everyone:
- I mix between fighting and catering based on the makeup of the troops I am facing, and how many resources I have available. If I am low, I will usually fight more battles and cater less
- I almost exclusively use the "Auto-Fight" option because it is much quicker
- I will cater most provinces that have a mix of 3 or more troop types, unless there is only 1 squad of the 3rd unit type. When there is a good mix of 3+ types, I have found that I will usually lose a lot of troops in those battles
- I don't usually mix the 2 different troops they suggest in the "Auto Fight" section. I choose the troop that is effective for most of the units, and use only that one. I have been able to win most of the battles without losing many troops using this strategy
Things might be different for you based on any bonuses you may or may not have for your troops, based on your squad sizes, etc. Trial and error is the best way to learn what will work for you!
Check out the link, hopefully it will help you!
Steel Tournaments
Scouting on the World Map
I wanted to share a tip today about scouting on the world map. Numerous times I have read on different forums and groups where players are complaining about being "stuck" once they get near the Orcs chapter. It always has to do with the fact that the player feels like they can't ever fight and win encounters, and negotiating encounters now cost Orcs. But the person isn't far enough in the research tree to produce Orcs yet.
Without a doubt, almost everyone of them have made the same mistake - they have scouted too far from their city too quickly.
How does that matter, you ask. Well, to understand the issue, one must understand the interconnectedness of scouting, squad sizes, negotiating costs, and catering costs in tournaments.
So let me try and start at the beginning to unravel a giant ball of twine.
The basis of this problem is that squad size not only affects how many troops you have available per squad, it affects the size of armies you face in both the world map encounters and during tournaments, as well as the negotiation costs during tournaments.
Squad Size Upgrades in the research tree increase the size of each of the 5 squads that you fight with, allowing you to have bigger armies, and effectively fight against bigger foes. That's a good thing, right? Well, that depends.
The farther you go from your city, the larger the size of armies you will come across in the encounters while scouting. That means if you choose to fight in those encounters instead of negotiating them, you will certainly need a bigger army. So the farther you are from home, to effectively fight in the encounters, you will need to do most, if not all, of the Squad Size Upgrades in your research tree.
But, during tournaments, the squad size of your enemy and the Catering costs are based on your squad size. So, if you are diligently doing every Squad Size Upgrade you come across, your squad size will be bigger, but therefore, so will your enemy. And your catering costs during tournaments will cost more. Ouch!
It is important to understand that not all of the Squad Size Upgrades in the research tree are required. If you look at your research tree, you will see that some of them are "dead ends", and not required to advance to a new tech. Others, however, are required.
"Ok, so I understand that doing all of the Squad Size Upgrades not only gives me a bigger army but increases my tournament costs. How does that matter to scouting." Good question. When Elvenar first started, it was common practice to keep your scouts going 24 hours a day, 7 days a week. Once you get out far enough, it's not uncommon for it to take days to scout one province. So better to scout out quickly, and keep 'em going! Right?
Not really any more. The game has changed, and InnoGames has made it clear they don't want players scouting out too far. And to "enforce" this, they now require Orcs as part of the negotiating costs once your army gets around 1250+. Even if you are not yet in Orcs, or if you can't produce them yet.
So the farther you scout, the bigger the armies you face, and therefore the bigger the army you need. But if you are not far enough in the research tree to have a big enough army, it only leaves negotiating encounters to unlock them. Which becomes VERY expensive if you are really far out. Leaving you very little resources to do anything but negotiate encounters, instead of participating in tournaments or trading.
And if you research all of your Squad Size Upgrades to have a bigger army to scout farther out, your Catering costs during tournaments will be much higher. Meaning you will have to fight more during tournaments, using up more of your armies, and leaving less for fighting in scouted provinces.
Basically:
Scouting far away = larger army needed or higher negotiating costs
Larger squads = easier fights = higher catering costs in tournaments
So how do you fix it? First, by deciding how you want to approach encounters while scouting, and tournaments. Do you want to mostly fight during encounters, and cater during tournaments? Or do you want to fight during tournaments and negotiate during encounters? Second, by striking a balance in how you approach the game. InnoGames has openly stated the best approach to scouting is to only scout enough provinces to unlock the next chapter. A few extra shouldn't hurt, but anymore than that, and you will be out of balance and eventually find yourself "stuck". Unable to effectively fight, and completely unable to negotiate.
How to apply this tip to your game:
Without a doubt, almost everyone of them have made the same mistake - they have scouted too far from their city too quickly.
How does that matter, you ask. Well, to understand the issue, one must understand the interconnectedness of scouting, squad sizes, negotiating costs, and catering costs in tournaments.
So let me try and start at the beginning to unravel a giant ball of twine.
The basis of this problem is that squad size not only affects how many troops you have available per squad, it affects the size of armies you face in both the world map encounters and during tournaments, as well as the negotiation costs during tournaments.
Squad Size Upgrades in the research tree increase the size of each of the 5 squads that you fight with, allowing you to have bigger armies, and effectively fight against bigger foes. That's a good thing, right? Well, that depends.
The farther you go from your city, the larger the size of armies you will come across in the encounters while scouting. That means if you choose to fight in those encounters instead of negotiating them, you will certainly need a bigger army. So the farther you are from home, to effectively fight in the encounters, you will need to do most, if not all, of the Squad Size Upgrades in your research tree.
But, during tournaments, the squad size of your enemy and the Catering costs are based on your squad size. So, if you are diligently doing every Squad Size Upgrade you come across, your squad size will be bigger, but therefore, so will your enemy. And your catering costs during tournaments will cost more. Ouch!
It is important to understand that not all of the Squad Size Upgrades in the research tree are required. If you look at your research tree, you will see that some of them are "dead ends", and not required to advance to a new tech. Others, however, are required.
"Ok, so I understand that doing all of the Squad Size Upgrades not only gives me a bigger army but increases my tournament costs. How does that matter to scouting." Good question. When Elvenar first started, it was common practice to keep your scouts going 24 hours a day, 7 days a week. Once you get out far enough, it's not uncommon for it to take days to scout one province. So better to scout out quickly, and keep 'em going! Right?
Not really any more. The game has changed, and InnoGames has made it clear they don't want players scouting out too far. And to "enforce" this, they now require Orcs as part of the negotiating costs once your army gets around 1250+. Even if you are not yet in Orcs, or if you can't produce them yet.
So the farther you scout, the bigger the armies you face, and therefore the bigger the army you need. But if you are not far enough in the research tree to have a big enough army, it only leaves negotiating encounters to unlock them. Which becomes VERY expensive if you are really far out. Leaving you very little resources to do anything but negotiate encounters, instead of participating in tournaments or trading.
And if you research all of your Squad Size Upgrades to have a bigger army to scout farther out, your Catering costs during tournaments will be much higher. Meaning you will have to fight more during tournaments, using up more of your armies, and leaving less for fighting in scouted provinces.
Basically:
Scouting far away = larger army needed or higher negotiating costs
Larger squads = easier fights = higher catering costs in tournaments
So how do you fix it? First, by deciding how you want to approach encounters while scouting, and tournaments. Do you want to mostly fight during encounters, and cater during tournaments? Or do you want to fight during tournaments and negotiate during encounters? Second, by striking a balance in how you approach the game. InnoGames has openly stated the best approach to scouting is to only scout enough provinces to unlock the next chapter. A few extra shouldn't hurt, but anymore than that, and you will be out of balance and eventually find yourself "stuck". Unable to effectively fight, and completely unable to negotiate.
How to apply this tip to your game:
- Only scout enough provinces to unlock the next chapter's chest. Don't scout out much farther than that, otherwise you will get stuck
- Use a different approach for encounters and tournaments. Choose one of the two and fight the majority of that type, and negotiate/cater the majority of the other
- Once you've decided your approach to world map encounters and to tournaments, only research the Squad Size Upgrades you need. If you decide you don't need one now, you can always invest the KPs in it now and unlock it later when you feel you need it. Just be careful higher you go, some upgrades will require chapter specific ingredients. So be sure you've stored up enough before you leave that chapter
Tournament Difficulty Ranking
In Elvenar, when it comes to fighting, not all tournaments are created equal. Especially if you find yourself using "Auto Fight"! For most tournaments, you can easily use Auto Fight most of the time in the beginning round or so. And in some, you can still use it often into rounds 3 and 4. However, some tournaments are more difficult. And for a few it will be difficult to use Auto Fight regularly. I'm looking at you Scrolls and Magic Dust! After trying a few out, you may choose to Cater the more difficult tournament types.
Below is a list, in ranking order, from the easiest to the hardest tournament to fight. Remember, this list is largely fluid! The difficulty for each tournament type is affected by each player's race, advancement in the tech tree, level of units, amount of squad size upgrades completed, etc. But one thing everyone agrees on are the two most difficult types!
From easiest to hardest:
Planks
Silk
Crystal
Steel
Elixir
Marble
Gems
Magic Dust
Scrolls
A great explanation of why the tournament types are ordered as they are, can be found on a post by qaccy on the Elvenar Forums. It goes into detail about the unit types and their general strengths and weaknesses.
A great resource for participating in tournaments can be found at Elvenar Gems of Knowledge. This site has a ton of great information, including a complete breakdown of each tournament type. The suggestions it gives for which units to use during each tournament type is normally spot on! Just play around with the number of squads of each unit type, and eventually you will find exactly what you need to use when facing the different enemy groupings.
I hope this helps. Good luck!
Below is a list, in ranking order, from the easiest to the hardest tournament to fight. Remember, this list is largely fluid! The difficulty for each tournament type is affected by each player's race, advancement in the tech tree, level of units, amount of squad size upgrades completed, etc. But one thing everyone agrees on are the two most difficult types!
From easiest to hardest:
Planks
Silk
Crystal
Steel
Elixir
Marble
Gems
Magic Dust
Scrolls
A great explanation of why the tournament types are ordered as they are, can be found on a post by qaccy on the Elvenar Forums. It goes into detail about the unit types and their general strengths and weaknesses.
A great resource for participating in tournaments can be found at Elvenar Gems of Knowledge. This site has a ton of great information, including a complete breakdown of each tournament type. The suggestions it gives for which units to use during each tournament type is normally spot on! Just play around with the number of squads of each unit type, and eventually you will find exactly what you need to use when facing the different enemy groupings.
I hope this helps. Good luck!
Magic Dust Tournament Tips
Here is a link to Elvenar Gems of Knowledge which explains and gives tips on participating in the Magic Dust tournament. It is usually considered the second hardest tournament to fight. So read over the page, and try out the units it suggests to use. Some individual fights might require you to make a few changes on the exact number of each squads of each unit type. But I am sure you find the tournament much easier if you use the suggestions found on this page!
Silk Tournament Tips
The link below is to a page with a lot of useful information on how to do well during the Silk Tournament. I have personally been using the strategies it suggests with great results! Check it out and give it a shot!
Scrolls Tournament Help
The site below has some great advice on how to do well in the scrolls tournament. Read it over and try out some of the suggestions. Just be careful, it doesn't mention the Ranger unit, which Inno added to the mix a while ago. But you should still do well using the same mix of units it suggests.
Scrolls Tournament Tips
Scrolls Tournament Tips
Tips For Fellowship Adventures
With a new round of Fellowship
Adventures (FAs) starting soon, I wanted to post some tips to help
our fellowship get ready for them! While the prizes might not be the
best, FAs still offer a little something for everyone: fun, prizes,
goals, and a little chaos!
As the FA approaches:
- Make room for several level 1 workshops
and non-boosted “manufactories”. If you are going for the
shorter run-time badges, you will need a massive amount of workshops!
You will need to produce 50 beverages (5-minute each), or 35 simple
tools (15-minute each), and even 20 bread (1-hour each) just to get
badges.
- Don't forget to make the 3-hour goods
production badge – OFTEN! We need 3x as many 3-hour goods badges
(Luxurous Flacon) as we do the 1-day goods badge (Diamond Necklace) for the path we are taking! And in the past, it has been one of the badges we have had the most trouble with.
- Stick with the badges that fit your
play style. If you only log on once a day, then produce the longest
run badges. But if you can log on often, then help out with the
shorter run-times. Produce what fits. If we all work together, we
can cover what's needed!
- Remember to check the Google Doc often
to see what everyone already has, or is working on, so you know what
to produce. Just picking something and making it without checking
the list won't help the fellowship at all.
- Remember, this event can only be done
with everyone working together, cooperating with each other. It
cannot be finished if we are only a group of individuals working
individually.
- Communicate! Try to stay away from chat, and instead use the messaging system in the game. That way, it's time stamped and sticks around. And won't get lost in the scroll that can happen if everyone is talking on chat.
Robert Redbeard parts 1 & 2
Here is a link to some good info on the current event, as well as part 2 that will follow soon after this part is done.
This specific link is to the list of quests that need to be completed for each part. But the site also has the prize info, etc. Check it out!
Robert Redbeard Event
This specific link is to the list of quests that need to be completed for each part. But the site also has the prize info, etc. Check it out!
Robert Redbeard Event
Tips on Neighborly Visits and Naming Your City
When it comes to naming your city in Elvenar, there is a kind of "standard" for everyone to follow. While the letters might be slightly different from fellowship to fellowship, the concept is the same. Below I will explain the standard, and list the letters the Fiery Talons use in naming their cities.
When you go to someone's city to help them with a neighborly visit, it's nice to know what the person wants or needs. If you can give them what they want, instead of what's the easiest to click, then you really are providing "neighborly help". So to accomplish that, so use some codes in the titles of our cities.
We ask all members to use any of the following letters to let others know what they need. If you need money, use "M" or "MH" in your title, which means Main Hall - which donates some coins to the person. If you want faster build times, use "B" or "BH" means Builders Hut. And if you want more coins and supplies when you click on your own buildings, use "C" which means Culture.
Each person wants something different to help them out, and it often changes, so be sure to check their title before you click a building for help. And it really helps those who are visiting you city if you put the codes in the beginning of the city name! That way they can be seen right away. Not all of the name space is shown to others, so there can be hidden letters at the end. And the only way to see all of them is to hover over the name for a few seconds. With more members in the fellowship, trying to hover over the name to see what they want can take awhile!
If you receive a lot of visits, sometimes your first choice won't be available to a visitor. So it's best to list at least two of them, in order.
Also, if you are going to help someone with Culture, choose the largest building you can. Usually, the largest culture buildings give the most culture bonus.
And finally, but maybe most importantly, it's not very helpful if someone is asking for a specific type of help, and you don't help them with it - if it's available! So if they ask for Culture, and culture is available, but you help their Main Hall, that's not being very "neighborly".
When you go to someone's city to help them with a neighborly visit, it's nice to know what the person wants or needs. If you can give them what they want, instead of what's the easiest to click, then you really are providing "neighborly help". So to accomplish that, so use some codes in the titles of our cities.
We ask all members to use any of the following letters to let others know what they need. If you need money, use "M" or "MH" in your title, which means Main Hall - which donates some coins to the person. If you want faster build times, use "B" or "BH" means Builders Hut. And if you want more coins and supplies when you click on your own buildings, use "C" which means Culture.
Each person wants something different to help them out, and it often changes, so be sure to check their title before you click a building for help. And it really helps those who are visiting you city if you put the codes in the beginning of the city name! That way they can be seen right away. Not all of the name space is shown to others, so there can be hidden letters at the end. And the only way to see all of them is to hover over the name for a few seconds. With more members in the fellowship, trying to hover over the name to see what they want can take awhile!
If you receive a lot of visits, sometimes your first choice won't be available to a visitor. So it's best to list at least two of them, in order.
Also, if you are going to help someone with Culture, choose the largest building you can. Usually, the largest culture buildings give the most culture bonus.
And finally, but maybe most importantly, it's not very helpful if someone is asking for a specific type of help, and you don't help them with it - if it's available! So if they ask for Culture, and culture is available, but you help their Main Hall, that's not being very "neighborly".
Info and Tips on Eldrasils Ascending Event
The new fall event, Eldrasils Ascending is starting later today. So I wanted to share some info that will hopefully help you do better at the event.
Here is a good link to all of the Sequential Quests required to complete the event.
Eldrasils Ascending Sequential Quest List
And here's a link to a forums post with some great advice, not only for this quest, but for all quests that are like this. Elvenar runs several quest lines throughout the year that are based on this same overall mechanic style. So these ideas will help you a bunch:
General Event Tips
So basic ideas:
Here is a good link to all of the Sequential Quests required to complete the event.
Eldrasils Ascending Sequential Quest List
And here's a link to a forums post with some great advice, not only for this quest, but for all quests that are like this. Elvenar runs several quest lines throughout the year that are based on this same overall mechanic style. So these ideas will help you a bunch:
General Event Tips
So basic ideas:
- Prep ahead of time, if you can
- Build a few extra workshops, and leave them at level 1. They don't have to be the biggest, they just have to produce the required item
- Get 2 Power of Provision spells brewing
- Don't finish provinces - save a few up. Having a few unfinished on your world map are the best way to gain massive amounts of Knowledge Points (KPs)
- Leave at least 1 or 2 technologies filled and ready to go, but not activated/unlocked. That way you can unlock/activate them as soon as the quest pops up
- Save up your KPs - there are usually at least 1 or 2 different quests requiring you to spend a large amount of KPs
- Know the list of required quests
- Once the event starts, keep an eye on the quest list - this way you won't be surprised at what's needed next, and you can plan for those longer production runs
- Remember, fellowship tournaments are a good source of relics, KPs, and Power of Provision spells - just remember to time it out well
- Look over the prizes and know which ones you want! This way, you can save your trinkets (whatever it's currently named), and attempt to get the ones you want! Sometimes, it good to have multiple of a building also
- Near the end, use all of your trinkets for additional chances for prizes - no use in having any left after it's over
Good luck and remember to enjoy the event!
Tip on Dwarves Chapter (Chapter 6)
For those in our fellowship that haven't gotten to Chapter 6, the Dwarves Chapter yet - let me share something I've found out the hard way!
Make sure your workshops and residences are upgrades as far as they can go!
Once you get into the Dwarves chapter, some of your research techs can take 50k to 75k tools, and 150k to 400k coins to activate! That's a big chunk of tools and coins! And upgrading the granite and copper mines, as well as the portal, all take a good investment of tools and coins also. This wasn't something I was expecting due to the costs of the previous chapters.
Using that many tools and coins at one time will mean replenishing them will take awhile! I would strongly suggest between 8-10 fully upgraded workshops, and 12-15 fully upgraded residences. At the minimum!
Good luck and have fun!
Make sure your workshops and residences are upgrades as far as they can go!
Once you get into the Dwarves chapter, some of your research techs can take 50k to 75k tools, and 150k to 400k coins to activate! That's a big chunk of tools and coins! And upgrading the granite and copper mines, as well as the portal, all take a good investment of tools and coins also. This wasn't something I was expecting due to the costs of the previous chapters.
Using that many tools and coins at one time will mean replenishing them will take awhile! I would strongly suggest between 8-10 fully upgraded workshops, and 12-15 fully upgraded residences. At the minimum!
Good luck and have fun!
How To Show Fellowship Only Trades
A quick tip for everyone. There is a checkbox in the upper right corner of the trade window. By default, it is unchecked. If you click it, and put a check mark in it, you will only see trades that have been posted by players in your fellowship.
It's a great way to check to see if your fellow members have posted something before posting your own trades. This way, we can help each other much faster!
Here's a picture of the window with the checkbox circled:
It's a great way to check to see if your fellow members have posted something before posting your own trades. This way, we can help each other much faster!
Here's a picture of the window with the checkbox circled:
City Planner
If you're like me, you want to optimize and use every possible inch of your city. A well-built city helps you grow quickly and allows you to better help your fellowship mates out. When I first started, I would spend hours visiting other cities followed by moving things around, trying to find the best place to put something. Then I found this site!
Elvenar City Planner
This is an incredible site which allows you to easily build and test different layout for your city! You can move buildings around and delete them much easier than you can in the game. It has all correct sizes and shapes of the buildings based on which race you are. And it even has all of the culture buildings, including the event buildings.
It also lets you check to see if you have enough culture or population based on the buildings you have chosen!
In all, it is a great site!! Check it out and see if it helps you build a more efficient city.
Elvenar City Planner
This is an incredible site which allows you to easily build and test different layout for your city! You can move buildings around and delete them much easier than you can in the game. It has all correct sizes and shapes of the buildings based on which race you are. And it even has all of the culture buildings, including the event buildings.
It also lets you check to see if you have enough culture or population based on the buildings you have chosen!
In all, it is a great site!! Check it out and see if it helps you build a more efficient city.
How To Donate To Ancient Wonders
It was recently asked by one of our newer players how to make a donation to an Ancient Wonder. Here are some (crude) pictures showing what the Ancient Wonder (AW) help icon looks like, and how to make a donation of Knowledge Points (KPs) to someone's AW.
The first picture shows what it looks like when you visit someone else's city. If you see these floating icons, they have AWs built and the AWs can be donated to.
This second picture shows the menu that will pop-up if you click on another person's AW. In this example, I clicked on a fellowship member's Martial Monastery. It shows the two green buttons you would use to make a donation, and it shows the list of people already donating, and the rewards they are getting.
This last picture shows the rewards detailed for this specific AW. It points out how the reward rune might be for a different named AW, based on the race of the giver.
I hope this helps some!
Why cross-tier trades are uneven
There's one aspect of trading that I
never took part in, and that's cross-tier trades. A cross-tier trade
is when someone is willing to give up a good from one tier, wanting a
good from another tier in return. This is most often done where
someone posts a trade giving up a higher tier good, like tier-3 Magical Goods
(elixir/magic dust/gems), in exchange for a lower tier good such as
tier-1 Basic Goods (marble/steel/planks).
Everyone has their own opinion on it,
and those opinions are usually very strong! But personally, I have
always thought that it was unfair. Especially when someone is giving
up a higher tier good for a lower tier good. And, I think it's extremely bad for a fellowship! I know – at first,
this sounds backwards, maybe even downright crazy, but let me explain
why.
First, we must understand how the game
suggests trades. When making a trade, the game groups the trades
into four categories: 0-star through 3-star trades. 2-star trades
are considered “even”, basically a 1-1 ratio. 0-star trades are
just bad, and I won't even mention them here. 1-star trades are a
little off balance and happen most often when you come across someone
in the trade window that you haven't found on the map yet. Then the
game imposes a 50% penalty. So if the person is really asking for
100 units, the game will tack on another 50 units for a total cost of
150. 3-star trades are good for the “buyer”, and it happens when
you are getting better than a 1-1 ratio. Usually, someone needs
something bad and they are willing to give up more to get it.
Now, when placing a trade, the game
will suggest a 1x4x16 ratio between the tiers to achieve a 2-star, or
balanced, trade. You are allowed to waiver from that ratio some, but
get too far away from it and the game will reject your trade offer.
So that means for every 1 tier-3 good being offered it would be
“worth” 4 tier-2 goods, and 16 tier-1 goods.
So, some examples:
(Tier-1 Basic Goods offers)
You offer 100 steel and the game will
suggest you ask for 25 crystals/scrolls/silk
You offer 100 steel and the game will
suggest you ask for 6 elixir/magic dust/gems
(Tier-2 Crafted Goods offers)
You offer 100 silk and the game will
suggest you ask for 400 marble/steel/planks
You offer 100 silk and the game will
suggest you ask for 25 elixir/magic dust/gems
(Tier-3 Magical Goods offers)
You offer 100 gems and the game will
suggest you ask for 400 crystals/scrolls/silk
You offer 100 gems and the game will
suggest you ask for 1600 marble/steel/planks
So you can see that if you are offering
a good, it will require more lower tier goods to fulfill the offer,
and less higher tier goods. Why does this matter? Because of the
difference between what each tier factory produces. The lower tier
factories yield a lower amount of goods per production run. While
the actual amount depends on which race you are (Elf or Human), and
on your current boost rate based on the number of relics you have –
overall the lower the tier factory, the lower the yield per run.
While the actual production numbers
will be personal, let's use some numbers from the wiki. In chapter
5, you could have max level 15 marble and elixir factories. Their
base productions per day would be 173 for marble, and 571 for elixir.
That is already a big difference in their production amounts. But
that's just base amounts. Let me use my factories on my Elf city as
a real world example (all puns intended):
Factory Factory level Boost
amount 9-hour Production yield
Marble 14 433% 496
Crystal 9 402% 477
Elixir 5 472% 584
That's a noticeable difference between
tier-1 to tier-3 production. But especially when you consider I
could upgrade the elixir factory another 10 levels to level 15! Even
when you take into consideration that tier-3 goods cost more coin and
supplies to run, tier-3 can easily outproduce tier-1 when spending
that same amount of time, coins, and supplies!
Right now, on my server, there is a
trade posted where someone is giving up 300 gems and wants 4000
marble in return. This, by the way, is considered a 3-star or really
good trade by the game. So using my example city above, it would
take me 8 marble factories all running 9-hour productions to produce
3986 marble. Better hope I already have some marble saved up or I
would need a 9th factory to fulfill the offer. Assuming the numbers
for gem factories are somewhere close to my elixir factories, it
would only take that person 1 gems factory to produce the 300 gems
they are giving up. And they would have a surplus amount of leftover
gems for themselves!
This is why, unless it was dire
circumstances, I never take cross-tier trades. They aren't fair and
equitable trades. Now I know people might still need them, and some
people like them. But you usually see the same people posting the
same cross-tier trades over and over. And that's just a drain on the
“economy”. Those people usually cut down or eliminated their
tier-1 factories to save space. But it is very inefficient and
forces others to carry their deficiencies
That's why all it takes
is one fellowship member running their production like this and it
will drain the fellowship of resources. Especially if not everyone in the fellowship is participating in trades. But that is a topic for another post!
The new "Pay some amount" mechanic
This event has a new mechanic that I've not seen before in an event. I have taken some screenshots to help make it easier to understand. This first pic shows what the window looks like when you click on the quest to view it.
The red arrow points to a plus sign, that I am assuming will either be green (if you can afford it right now) or possibly gray (if you can't afford it). If you click on the green plus sign, you will get the next window.
Once you get to this screen, you have two choices on how to pay. You can click the "Maximum" button on the right side which will automatically add whatever is required. Or you could click the green plus sign to increase the amount to whatever you want (say, if you didn't want to pay it all right now for some reason). Either way, once you are done, then click on the "Pay" button which should be green once you decide how much you are going to spend.
Just a new mechanic, and easy to use once you figure it out!
The red arrow points to a plus sign, that I am assuming will either be green (if you can afford it right now) or possibly gray (if you can't afford it). If you click on the green plus sign, you will get the next window.
Once you get to this screen, you have two choices on how to pay. You can click the "Maximum" button on the right side which will automatically add whatever is required. Or you could click the green plus sign to increase the amount to whatever you want (say, if you didn't want to pay it all right now for some reason). Either way, once you are done, then click on the "Pay" button which should be green once you decide how much you are going to spend.
Just a new mechanic, and easy to use once you figure it out!
List of Cultural Buildings and Values
When providing Neighborly help and the person requests you to boost their Culture (by having a "C" in their town title), it's important to boost the highest value buildings first! This will give them the best boost value, and help them the most. Here is a list of some of the common buildings by the player's chosen race.
The list does not contain any of the event buildings. I'll try and find something better in the future. But this should at least help give you an idea of which Cultural building to start with. Just remember, please choose the best building you can! When others help you, they will do the same - this way everyone gets the most help!
Tournament Guide
Here is a link to a general guide to tournaments with lists of individual rewards, fellowship chest rewards, etc.
Mykan's Guide to Tournaments
I hope this is helpful!
Mykan's Guide to Tournaments
I hope this is helpful!
Combat Matrix
Here is a link to a good visual representation of which units are good for fighting based on what you're facing. On the left is the troop you will be facing. On the top is your units. An "X" is a bad match-up for you. A green check is a good match-up for you. The other are about even.
Looking at this has already helped me determine which units to use, especially when facing a mix of enemy troops. And, it as helped my success rate!
Jack Luyt's Platinum Leaf Elvenar Tips
Looking at this has already helped me determine which units to use, especially when facing a mix of enemy troops. And, it as helped my success rate!
Jack Luyt's Platinum Leaf Elvenar Tips
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