![]() I also ignore the last 1/2 of the quests. (I use PP for Statutes and don’t have to bother with building Meditation Circles. So the proportions of DA and FA depend upon the number and levels of beer halls and tea houses. There is an intermediate step of Dwarven Propositions and Fairy Propositions between the beer/tea and the DA/FA. Sell all tea houses after amassing 31,000 FA.ĭA and FA (and Statutes) are the requirements to advance through the tech tree.Īnd DA and FA require the products of beer and tea to be consumed, respectively. When that amount is reached, sell all beer halls and replace with all tea houses. Progress to Improved Training Grounds, then to Improved Elven Style Residences.Īfter that, port out tea houses, replace with beer halls and quickly accumulate 23,000 DA while continuing through the tech tree. Upgrade beer halls to lvl 3 or 4, tea houses to lvl 3 or 4, depending on number of buildings.Īfter upgrades, accumulate 3x as much DA as FA by adjusting buildings or levels. Site Senate and both Embassies and upgrade Senate and upgrade to level 4. After the tea houses accumulate a mass of FA, you can then sell most of the settlement buildings and re-establish your more normal layout long before you get to the end of the chapter. It is suggested at some point to site more beer halls, then to sell them and replace them with tea houses. 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.The main point of this is, the need for Dwarven Amendments (DA) and Fairy Amendments (FA) are not symmetrically positioned in the tech tree. 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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