![]() ![]() Number of strategies are as number of players (and this is the beauty of this game)! Only takes time mostly to get back to where you were. Your city will never stay the same as you progress- utilise the building teleport spells or don't be afraid to delete and rebuild. In terms of armouries 3-4 is a good amount, nothing wrong with starting with 1 or 2but once you start needing to produce orcs with them (orc chapters+) you'll probably find you will want more. I'd say a good general rule of thumb is 6-8 workshops, 4x tier 1, 3x tier 2 (unless you are boosted scrolls, sorry many players are scrolls overloaded) 2x tier 3. Find you are running out of supplies? You probably need more workshops to accomodate (or you have low culture, you might be able to survive by boosting culture instead) You should generally find your demand for certain goods will go up and down between each chapter - one chapter might want more tier 3goods (dust elixir and gems) while another might demand more tier 1 goods (Steel planks and marble) so you should adjust accordingly. Have you hit the relics cap for your boost? It's 500 relics of your boosted goods for 700% production bonus and you can go even higher with certain ancient wonders like the Mountain Halls. I don't think there's any one set answer but you've got your boosted goods strategy which is one thread of efficiency, as recommended by another having buildings at max level is another form of efficiency. I would say MH is a critical, must-have wonder for a cater player and is still very, very good for a player pursuing a fight/cater hybrid strategy.Thing is, it depends on your own gameplay, your activity, how active your neighbours and/or fellowship members are and how much you trade. The population it provides is going to be equal to what a Golden Abyss of the same level provides. Mountain Halls is also a very good source of population. In fact, Mountain Halls is the only way in the game to exceed 700% boost. And you will get this bonus even if you are already at max boost. It will give you a bonus to your goods production boost at all 3 levels. Dwarven Bulwark will also give you free light melee troops every 3 hours, but this is very much a secondary benefit: the massive increase in training size is why you build it. It makes a huge difference during periods you are logged out of the game for long periods of time such as overnight or when you're at work: instead of running out of troops to train and going idle, all 3 of your military buildings are just going to keep making troops. It will let you stack many more troops into your barracks, training grounds, and mercenary camp so that they just keep training troops between you log ins. Even at only level 1 it is going to provide the same training size as 3 or 4 max level armories combined. The Dwarven Bulwark is absolutely critical for a combat oriented playstyle. So you have not gotten there quite yet, but you will fairly soon. The next 2 AWs I would advise you to focus on are coming up at the end of Dwarves. If I were you I would build it in the human city. It has a different name and picture, but statwise it is the exact same as MM. In a human city, this AW is called Sanctuary. I think you also said you have MM in your elf cities. As Lyapo1 1 said the MM/Sanctuary AW is very important for fighters. The key difference is entirely based on play style: how heavily you are focused on fighting or on catering. I don't think there is any difference in AW selection based on if you're playing as human or elf. ![]()
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