DeletedUser1829
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Introduction
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:
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
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
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:
If you are in a fellowship it is polite to:
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.
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
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.
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
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
- 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.
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
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.