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Mykan's guide to Elvenar

  • Thread starter DeletedUser1829
  • Start date


Welcome to the world of Elvenar. You will find lots of valuable information in the Elvenar wiki, https://en.wiki.elvenar.com. 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.

Upon starting a city you will have selected one of 2 races; Humans or Elves. This guide is generic for both races unless specified otherwise.

Town design
Everyone has to work out how to build their town. The frequency of play and purchasing of diamonds for specialty buildings all impact a town and what is needed making each town unique. The slight variations between the 2 races and different manufactory buildings all add to the uniqueness of each towns design.

As a general guide a basic town layout would be:
  • 6-8 workshops. If playing mostly every 9 hours go for 8 workshops
  • 3 armories you can vary this up or down to suit you, if you do more you will likely need an extra workshop
  • Residences start with 10 and work up to 20. Your gold and population needs will determine the number you need ultimately. This varies a lot as you upgrade buildings sizes
  • Goods manufactories vary by race and good so a guide based on factory numbers can differ from the guide to what you need. The goods produced by square for each factory is very similar regardless of type and race and practically identical at level 15 and 19. Ideally 40 squares of factories for each type of basic, crafted and magical good is the aim. Information below is based on building boosted good factories only (see boosted verse non-boosted).
    • Basic good factories (usually 4-5 factories)
    • Crafted good factories (usually 2-3 factories)
    • Magical good factories (usually 2-3 factories
  • Monitor your coins, supplies and goods, if they are not increasing a little each day then upgrade buildings or add temporary buildings
  • Don’t be afraid to delete buildings
  • Upgrade old cultural buildings for new ones, check that the culture per square is higher for the building you plan to place
Elves tend to need 1-2 more factories for basic goods until superior level, Human basic good factories are larger than Elves so they produce more. Humans tend to need 2-3 more factories for crafted and magical goods until superior level, Elves magical good factories are larger than Humans initially so they produce more.

People visiting your town start at the town hall, try to place the buildings you want them to boost close to the town hall so they are easier to find and faster to help. The best culture buildings should be closer to main hall for example.

Roads generally offer very little so plan your town to minimize the number of roads. Consider
  • Culture buildings and builders hut do not need roads
  • Buildings only need a single road
  • You can fit more buildings per road by placing the road along the short edge of a building rather than the long edge
  • Often placing roads in rows or columns lets you group similar buildings and use less roads thus more space for buildings
  • Upgrade roads when able for the increased culture, often a single 1 x 1 culture building gives more culture then a road so you can put culture objects at the end of roads.
What is a boosted good?
There are 3 types of goods; basic, crafted and magical. Every town has 1 boosted good for each type, this will be a good you get a bonus for when collecting relics and can produce in large quantities. To quickly identify your boosted goods click on your main hall and then the relics tab. The lower half of the screen shows you which goods you are boosted in as well as the percentage boost and number of relics to the next increase.


Boosted manufactories verse non-boosted manufactories
All players must decide what manufactories to build. Due to limits on space, population and culture there are only so many total manufactories that can be built, you need to figure out how many and of which type.

If you have a goal of aesthetic appeal or another goal that is not about efficiency then this part of the guide will not suit your goals. Those considering efficiency are looking for the best use of each square of space in their town to maximize the population, culture and production output. If you can maximize your production and use less people/culture and space it gives you more room to build other buildings.

Focusing only on boosted factories is the most efficient approach as you get more goods per square while using the least space/culture/population possible.

Calculation of why boosted is beneficial
To help demonstrate why focusing on boosted only is so beneficial the production for a boosted and non-boosted approach was calculated and compared for an individual and a fellowship.

Using some assumptions of 200% boosted production and building one of each non-boosted factory at max level of an advanced factory it is possible to see the math’s of why this is better. Using 1-day production, for Elves a person would produce 1,561 goods less per day then a person who focuses on boost only. For Humans this is 1,638. For a fellowship of 21 people with an equal split of boosts it is 39,000-41,000 less goods per day that can be shared between players.

The factory level, boost % and number of factories used are reasonable to conservative and most people do 3 or 9 hour production thus the numbers above are quite low to the likely reality.

As an individual would an extra 1,500+ goods per day be helpful or would an extra 40,000 goods per day in your fellowship be nice?

Due to the increasing cost of production between good types, basic, crafted and magical, the cost of not focusing on boosts is higher for the more costly good types. Thus building a non-boosted magical factory is far more inefficient then a non-boosted basic factory.

Focusing on boosts only and trading with your fellowship actively is like being boosted in all goods.

Fellowships are a collection of up to 25 people who are able to communicate and trade easily with each other. The benefits of joining a fellowship are:
  • No trading fee
  • Increases the number of people you can visit to gain a reward from visitations
  • Increases the number of people who can visit you
  • Social interaction and advice
  • Team approach to the game
Every fellowship is different and will have different rules. If you would like to join a fellowship you will need to find one that meets your needs and play style. Areas that fellowships often look at when selecting players:
  • Score – Usually used to ensure you have achieved a certain technology level, certain level of development or to maintain a high rank
  • Rank – Usually used to maintain a fellowship in a high ranking
  • Technology and buildings related to goods – Used if a fellowship wants to ensure all member can benefit equally from trades or are at a similar technology level
  • Activity – Different measures and rules are regularly used when it comes to activity
    • Number of visits to fellowship members is the most common and this can vary from a daily requirement, to a few times a week to no requirement
    • Increasing score over a set time, usually a week
    • Talking in chat or messages
    • Length of acceptable absence whether notified or unannounced – This varies from a set time if notification is given to no limit as long as absence was notified. Most fellowships have less patience if an absence is not announced to relevant parties.
Fellowships might use some or all of these different requirements or other unique ones. Look for a fellowship that suits your level of competitiveness, strategy and expected activity level. A fellowship that fits you will greatly enhance your play experience.

If you are in a fellowship it is polite to:
  • Notify if you are going to be absent for a while
  • Place a return date in your town name if you will be absent
  • Accept trades from your fellowship before neighbour trades
  • Polite chat – avoid conversations that could be controversial
Fellowship and neighbour visits
You can increase your money and gain supplies by visiting fellowship and neighbours regularly. In addition to coins and supplies you can randomly find 3 chests per day with varied rewards; relics, knowledge points, or spells.

Regardless of if a person visits you, visiting others is a great way to increase your coins. Even if you are near maximum coins visiting everyone lets you choose how to use the excess coins to grow your city even faster.

Visiting other towns
For neighbours click on the world at the bottom of the screen, then select a neighbour. A time under the persons name shows you how long until you can help them again.

For fellowship members click on the fellowship shield under the mail icon below your name.

From the members tab you will see different helping hands next to people’s names

The green tick is people you have helped already, the hand shake is people you can help and the gold hands are people you will gain supplies from helping them as well as coins because they recently helped you.

Click the house button on the line for each member to visit them.


Providing help
When you are at your neighbour’s town click the hand icon at the bottom of the screen. After you click you will see hands appear over items in the city where help can be provided.

Before you click, check their town name to see if they have a preferred help. Letters are listed left to right in order of preference. Often people use:
M = Main Hall, sometimes this is abbreviated to MH or $.
C = Culture and
B = Builders​
If the preferred option is culture aim to click the highest value building.

If none of the preferred choice is available move to the second choice, etc. If no preference is listed select any building you feel is useful. If the person is absent for a few days then the main hall is the best assistance.

It is possible the person has no help option available for you to do. This occurs when they are upgrading their main hall and all of their culture and builder boosts have already being done.

Culture buildings with sparkles have had a spell cast on them to provide more culture. If one is available to boost you should focus on this over the buildings without the sparkles.
If you receive a message that there is a treasure chest in the town then search around the edges of the town to find it.

What help should you ask for
You will need to decide what help is best for your town, whether in a fellowship or not it is a good idea to place a code for help in your town name for visitors. At different times different types of help will suit you better.
Main hall – Very good early in the game when you are trying to upgrade everything and grow your income stream and stockpile of coins. Also useful anytime you are low on coins and the only useful help if you will be absent for several days or weeks. If people boost your main hall while you are absent for a week you will have a very nice stash of coins upon your return. Just check you won’t max out at the time of collection or you might lose some of the coins. Hover over the main hall to see how much help has been provided before collecting it.​

Builders – Less useful early in the game unless you are playing almost constantly. A couple minutes saved is not helpful when you are playing every few hours. Your buildings only upgrade at the time you log into the game. If you start a 20 minute build then logout for 2 hours the building will only complete when you login 2 hours later. Builder boosts are very helpful later in the game, also very helpful for main hall, barracks and other buildings that have long build times like wonders.​

Culture – One of the most common helps requested to try and get your culture bonus up to the maximum 170%. This is not helpful if you have the max bonus culture without help or even with all culture buildings boosted you won’t reach the next bonus level. Help last for 8 hours so you would need to collect from residences and workshops while it is active for it to be helpful.​

A list of cultural buildings by race

There are 2 aspects to culture:
  1. Required culture – that which is needed to build/grow your town
  2. Bonus culture – used to obtain a bonus for coin and supplies, your fellowship can help with this
If you have not built enough culture objects and buildings you are prevented from upgrading and growing your town until you build more, watch the number to the right of your population to ensure you stay above the required culture. Once you start to build culture buildings (swans, trees, codex, butcher, etc.) your fellowship members can start to help you by polishing these when they visit your town. These visits increase the bonus culture only NOT required culture values. Watch the little sun picture, the brighter less cloudy the better the bonus, hover over the icon for more detail.

When you have researched and built your trader you can start trading with fellowship members and neighbours. Your neghbours trades fall into 2 categories; those you have discovered and those you have not. You will incur a 50% trader fee for trades with people you have not discovered.

When posting trades in the trade if you select the goods you offer and the goods you want and enter the amount of goods you are offering the game will default the wanted amount of goods to a fair or 2 star trade. You can then alter this to be more generous, 3 star, or less generous 1 or 0 star trades.

The maximum ratio of goods traded is 4:1 or 1:4. Thus you can trade 100 planks for 400 marble if desired. People you have not discovered yet often have their trades showing as 1 star trades due to the 50% trading fee, hover over the stars to see the details of the trade. As a general rule people will not accept 0 or 1 star trades and some fellowships forbid it.

Where 0 or 1 star trades are very helpful is if you are trying to assist someone and would like to offer them more goods then what they have, for example 400 marble for 100 planks. If you put this trade up it will show as 3 stars and the first person to see it will likely take it, this might not be your intended recipient. This is where you get your intended recipient to post the trade and it will appear as 0 or 1 stars. As most people ignore these you can pick it up at any time without fear of your generous support going to the wrong place.

Cross tier trades are acceptable and the game defaults to a fair ratio when doing this. Many players however are less keen on such trades so they may take a little longer to clear. This depends a lot on your neighbours and fellowship. Some fellowships dislike cross trades particularly if it is between basic and magic goods and may even ban such trades in their fellowship


While in the chat window
  • Type /w name to whisper to a person, if the person has 2 or more words in their name use quotes /w “Their name”
  • Type /who in the chat window will show you who is online at that time
While in the world map you can use the arrow keys on your keyboard to navigate

When resetting production click the building – if you count from left to right top row to bottom row you can press that number key to start the production.
Manufactories: 1=3hr, 2=9hr, 3=1 day and 4=2 days

Supplies: 1=5min, 2=15min, 3=1hr, 4=3hr, 5=9hr, and 6=1 day

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Fighting guide
General fighting
Manual fights will typically cost you less units, learning to fight early when fights are easier will save you in the long run. Losses are inevitable assess possible losses against the cost of negotiation, it can be cheaper to negotiate if losses are expected to be high. The more varied the enemy types the more likely losses might occur.

You can scout a province by choosing to do a manual fight and then quit. This costs nothing and allows you to effectively scout a battlefield so you can position troops effectively. The starting position of troops depends on the order you select them. The first troop starts in the middle, second troop goes immediately above the first and the third immediately below. The fourth one goes at the top and the fifth at the bottom. Whether manual or auto-fighting improved placement can save you from suffering heavy losses.

The enemy targets the highest initiative troops within range. Thus Sword Dancers and Axe Barbarians are often good as cannon fodder to draw enemy fire.

Look at the offensive and defensive bonus of your troops. A defense bonus of -80% means you take 80% less damage. An offense bonus of 20% means you cause 20% more damage.

Only one special ability stays in effect on an enemy if it is a similar type of effect. Effects of different types will stack. Pay attention to this if fighting with multiple troops with the same effect as the impact on the enemy changes based on who attacked them last. For example a -20% weakens enemy will replace a -60% weakens enemy if it was the last attack on the enemy.

Each province type has the same sort of troops and similar terrain. Certain provinces are likely to be easier or harder for you.

Tournament enemies are Human and Elven armies and they can vary a lot in type and composition.

If manual fighting often passing the first turn out of range and drawing the enemy close to you allows you to hit first. A troop only retaliates once per turn so ganging up on an enemy can mean you take less damage then fighting 1v1

Generally use ranged troops against ranged troops.

Elven armies
Sword dancer – these are your light melee troops, use them for rushing an enemy and as cannon fodder. Their high initiative means they get targeted first by the enemy. Often used to rush necromancers, cannoneers and have a special ability against heavy ranged units like golems. Avoid using them against treants.

Archer – Short range troops. Good against other short range archers. Avoid using against Cerberus (dogs). Good against treants/swamp monster due to archer range been greater then treant/swamp monster movement but you might need to manual fight as the AI doesn’t use hit and run tactics. Use their range and movement to keep moving away from them and to kill with minimal loss.

Treant – Heavy melee, good against light melee troops like cerberus (dogs) and orcs. With their promotion these troops make crystal provinces a walk in the park. For a fast fight you can just load up 5 squads and auto-fight. Do a manual fight for less losses but even on auto fight you will only loose a handful while clearing an entire province. Special ability will not stack with sorceress ability, be careful when fighting not to replace the higher penalty of a sorceress with the weaker treant effect.

Golem – Heavy ranged units, good against heavy melee like treants/swamp monsters and archers. Special ability increase damage on enemy unit and stack with the treant or sorceress ability.

Sorceress – Very effective against ranged enemies (archers, cannoneers, steinlings, and golems), enemy squads of 5 or less can be taken out easily. The special ability of the Sorceress and its defensive ability make them almost impervious to attack if you can ensure each enemy suffers the special ability from the sorceress. Sometimes taking 1 squad of sword dancers as cannon fodder to take the hits on round 1 is worth it for often no losses to your sorceress for the rest of the battle if facing 4 or less enemies, particularly cannoneers.

Human armies
Axe Barbarian – these are your light melee troops, use them for rushing an enemy and as cannon fodder. Their high initiative means they get targeted first by the enemy.

Crossbowman – Short ranged troops, avoid using against Cerberus (dogs). Good against treants/swamp monster due to archer range been greater then treant/swamp monster movement but you might need to manual fight as the AI doesn’t use hit and run tactics. Use their range and movement to keep moving away from them and to kill with minimal loss.

Cerberus – Light melee, fast attack troop. Very effective against archers, can also be used against cannoneers and sorceress but might take heavy losses if isolated on enemy lines by themselves. Special ability will stack with paladin’s ability but will replace the effect from a priest.

Paladin – Heavy melee unit that can attack from 2 spaces away. Good health and damage make them a great addition to your army. Special ability stacks with Cerberus and priests.

Priest – Very large range but slow to move. Special ability will increase damage on enemy units and is good to use when ganging up on a unit to maximize damage dealt. Often good in combination with paladins due to complimentary effects and good damage.

Monster armies
Thief – Found in silk, scroll and plank provinces. Let them approach you and weaken with ranged units. Attack them first, usually on your second turn. Specialised units against light melee are helpful like treants, paladins and axe barbarians.

Bandit – Found in steel, scroll and gem provinces. Use cerberus, axe barbarian, sword dancers, archers or sorceress. Specialised units against short range units are helpful like cerberus and sorceress.

War Dog/Cerberus – Found in crystal, marble, magic dust and gem provinces. Let them approach you and weaken with magical units. Attack them first if possible, usually on your second turn. Due to their movement some of them may reach you in their first turn. Specialised units against light melee are helpful like treants, paladins and axe barbarians.

Orc – Found in crystal and marble provinces. Let them approach you and weaken with ranged units. Attack them first, usually on your second turn. Specialised units against light melee are helpful like treants, paladins and axe barbarians.

Archer – Found in silk and magic dust provinces. Use cerberus, axe barbarian, sword dancers, archers or sorceress. Specialised units against short range units are helpful like cerberus and sorceress.

Steinling/Golems – Found in elixir and marble provinces. Use sword dancers, cerberus and sorceress.

Knight – Found in steel and gem provinces. Use archer, crossbowman and golems. Where possible use obstacles to keep them from reaching ranged units.

Swamp monsters/Treants – Found in elixir and plank provinces. Use hit and run tactics with ranged units. Archers and crossbowman range is greater then their movement so keep moving and try to avoid getting trapped in a corner.

Necromancers – Found in elixir and magic dust provinces. Due to their range and movement you often need to rush in and kill them quick. Sword dancers and axe barbarians are decent and can draw thier attacks from other units.

Canoneers – Found in silk and steel provinces. They can do large damage try to kill quick and rush them with Cerberus, axe barbarians, sword dancers or sorceress. Specialised units against heavy ranged units like cerberus and sorceress are helpful.

The possible combination of enemy and map terrain is too great for a definitive tactic for each province. Use the above troop information to customise your approach. Below is a more generic style for provinces.
Crystal – Only have light melee troops, one of the easiest as manual or auto fights. Any unit specialized against light melee will do well like Treants and Paladins. Early game use sword dancers with archers or axe barabarian with crossbowman. Vary composition based on terrain, plan for first strike and use terrain and archers to weaken enemy as they approach.

Silk – Frequently have cannoneers, plan to use sword dancers and axe barbarians to absorb hits while you close on the enemy. Early game light melee and short ranged combinations work, short ranged are for non-cannoner troops on the map.


General tips
Supply production
A simple trick to monitor supplies:
  1. Before collecting any supplies note the amount of supplies
  2. Collect all supplies, goods, etc.
  3. Start goods production for next cycle
  4. Note amount of supplies
  5. Calculate approximately the surplus or deficit of supplies by taking the amount in step 4 and minus the amount in step 1.
If you get a deficit you have no supplies for building and armies and need to increase factory level, number of factories or culture bonus for sustainability. The greater your stockpile of supplies the more time you have to correct the imbalance.

If you get a surplus this is the amount of supplies available for building armies. Build some armies and note if supplies are still surplus so you have some savings for buildings/tech. If not prioritise between armies, barracks and techs.

Runes for wonders
When you are approaching a wonder technology on the tech tree it is wise to only complete 7 out of 8 encounters in a province. When you unlock the wonder technology it will be easier to get runes as you get them when completing a province. Every new set of wonder you unlock reduces the likelihood you will get the rune you want. Consider carefully when is the right time to unlock a wonder technology.

Your score is calculated by adding together your working population, required culture and encounters completed. Encounters give points based on their distance from your town, if 5 provinces away you get 5 points per encounter in that province. You can also earn bonus points by competing in tournaments and placing in the top 100 in the world.

Max coins and/or supplies
When you reach the maximum limit for coins and supplies you can decide how best to use the resources. Extra supplies can be traded for a non-boosted good at the trader. With coins you can choose to either purchase non-boosted goods or knowledge points (KP). Buying knowledge points is initially cheap and can speed you though technologies. Be warned this can make KP expensive to buy over time and sometimes rushing through technologies is not the best option if you lack the resources to get through techs and you may find yourself tech locked.

Repeatable quests
You will have 2 quests you can complete. One is the main story line quests, the other repeats after a set number of quests. You can decline the quests until you find one that suits what you are doing in the game, this can be very beneficial early on. At each new era the quests change, you do get some new non-repeatable quests at this time that you may choose to complete.

Do not be afraid to decline any quest that is counter to your game strategy or if you can’t decline the request to just ignore it. While losing the use of a quest can be annoying you need to decide if doing something against your strategy could be more detrimental.


Be sure to regularly keep scouting on the world map. At later levels this can take a day to scout so scouting constantly will ensure you have several provinces to clear when required.

Chests for province completion
Keep an eye on the chests at the end of each era and how many provinces are required to advance through each section. Pace yourself in working through provinces as you progress through the era so you do not get chest locked and have to clear a large number of provinces before advancing.

How to view boosts for building production
When looking at the production screen for residences, workshops and factories you will see a green arrow pointing up. Hover your mouse over the arrow to see how much of a boost you have and where the boost comes from.

Tournaments are a weekly event with prizes of relics, knowledge points, and runes. You can also gain ranking points if you finish in the top 100 players at the end of the tournament.

Tournaments cycle around so expect to wait 9 weeks for a particular relic to return as a tournament. If it is your boost decide if you wish to compete or wait. Non-boost tournaments compete in as suits your strategy

When competing it is better to do fewer tournaments to a high level than lots of tournaments to a low level. You get runes as rewards at the higher levels of a tournament.

If you are not conquering provinces further then tournaments are a good option for farming runes for wonders. Focusing on 1 or 2 provinces each week should provide runes without depleting your goods or supplies too much.

For those who prefer to cater for tournaments when you know what the next tournament will be look at what goods are used to negotiate in an encounter and that will let you know what goods to save for catering. Expect to use a lot of goods if only catering.

Magic academy
The magic academy allows a person to produce spells which use non-boosted relics. Ensure you have a sufficient supply of the relics required for the spells you want to use. Tournaments can be great to supplement province expansions for this purpose. Also be sure to maximise your spells. Once a spell is cast on a building its benefit applies, this is great to do before collecting from the building and then run the building on the shortest production times you can while the spell lasts. If the spell ends before your production completes you will gain no benefit from that production.

Saving your spells for emergency situations or later in the game can be a good option. This will let you build up a stock of spells and ensure you are not dependent on them as a strategy, but use them to enhance your approach. As spells often provide a % increase this has a greater impact on quantity later in the game when your buildings give more as a base amount. For example 200% of 400 supplies is 800 supplies but 200% of 4,000 supplies is 8,000 supplies for the same cost of 1 spell.

While not essential it can be beneficial to save workshop spells for dwarves and particularly fairy eras as the upgrades can be very demanding on your supplies.

You need to collect a set of 9 runes for any wonder you wish to build. You need these sets again to get to level 6 and 11.

You can contribute to anyone’s wonder in the game once you have unlocked a wonder technology.

Runes are gained from:
  1. Completing provinces
  2. Rewards for top contribution to someone’s wonder
  3. Tournaments
Guest races
Guest races do not add any points to your town but you will unlock new buildings and troop upgrades that will progress your town. When approaching these eras be sure to plan for spare expansions that can be used to host the guest race.

Each guest race has its own set of unique resources that are needed to unlock the new technologies. It takes time to stockpile the resources so target your research to get these technologies first and build the resource buildings. Skipping some techs when approaching these eras and then returning to the skipped techs while you upgrade and stockpile the unique resources and their buildings will help to reduce the risk you will get tech locked.

Aim to upgrade your portal and resource buildings quickly to maximise production speed.

Guest races tend to use a lot of supplies, if you have spells for extra supplies this is a good time to use them, particularly for fairies.

Granite and copper are the unique resources for Dwarves. The number of copper and granite mines you build will depend on space and how quickly you hope to move through the technologies. 10 Granite mines fully upgraded and 10 copper mines at level 1 should be plenty. You could build less copper mines and upgrade them but they require copper to upgrade and it can take some time to recoup the invested copper.

You do not need to upgrade every mine you might place, if you have some spare space just placing level 1 buildings to occupy the space and increase production temporarily can be helpful.

Unless you are desperate for culture wait to upgrade your roads as they use the unique resources. There is lots of time to upgrade the roads at the start of the fairy era.

Once you are finished with dwarf techs you can start deleting the mines and eventually the portal. There is a quest to delete the portal, if you have already deleted it you can decline the quest. The game will remember what copper and granite you have in the portal when you delete it, this means you will still have resources to build dwarven roads should you need more.

Day and night farms are the unique buildings. The special resources all have fixed production times and rely on different resources and goods. The special resource for technologies are ambrosia (day farm) and night essence (night farm). Both of these require other fairy resources, you also cannot store these until you have upgraded the portal a few levels.

4 day farms and 3 night farms should be sufficient, you could do some more but will likely be at maximum resources several times.


What to do if you are “stuck”
There are different ways in which a person can get “stuck”, this section covers some of those situations and possible strategies to get you past that point.

Tech locked
This is when you are unable unlock a technology due to a lack of goods or resources. You can be tech locked due to a lack of one or several reasons:
  1. Coins – Possible solutions: Save money, don’t scout or build buildings, visit every neighbour and fellowship member as often as you can. Building level 1 residences in spare grids will turn a small surplus within a few hours. Use spells to increase culture, request people to boost main hall. Complete quests.
  2. Supplies – Possible solutions: Stop constructing new buildings, stop army production, either stop good production or do longer build times of 1-2 days so goods keep producing but at a slower rate than supplies. Run supplies on the shortest production times possible. Use spells on workshops and visit people who have visited you. Complete quests.
  3. Goods – Possible solutions: Use shortest production runs possible, focus on boosted factories only and trade, request fellowship help, use spells on factories, complete encounters for boosted relics to increase production, build more boosted factories either temporary or permanent. You could upgrade factories but mointor what goods this uses as it might use the goods you are saving.
Chest locked
This is when you are unable unlock a scout technology due to a lack of completed provinces to unlock the chest at the end of an era. The only solution to this is to complete more provinces either by fighting or negotiating.