DeletedUser
Guest
Hello and welcome
Do we need a little guide for new players?
I don't know, just thought about sharing a few things that might be helpful.
Anyone can contribute to this, feel free to add a reply here.
First of all this is a city builder game where you start out small and over time your city will grow and expand and can become very beautiful .. or a little bit chaotic.
So what do you need?
The game has a tutorial - or quest intro - that shows the basics of the game like the first buildings you will place and upgrade and also the world map and the research section.
Buildings and placement
All buildings in Elvenar can be upgraded
However the Builder's Hut does require Diamonds (premium currency) to do so. Otherwise it will remain at level 2, which means 2 simoultaneous constructions maximum.
The Builder's Hut does not need to be connected to a street section to work.
Every other building that is not a culture building needs a street connection to do their job.
ie. residences that are not attached to a street will still operate as a boost to population, but you won't be able to farm coins (taxes).
So let me say this again, since I see many cities that have their cultural buildings being placed right next to streets:
Culture buildings do not require a street to add their culture bonus to your total!
You can save some squares if you line them up at the edge of your city plot, namely: out of the way.
Upgrading buildings can have its limitations since they need free population (except for residences obviously) and culture. It is a good idea to plan a little bit ahead when you see a building upgrade soon to become available on the tech tree, so that you will have plenty free population, culture and plot space.
Generally buildings have 3 stages of upgrades:
Basic - or *as is* once you have unlocked the building - Advanced and Superior.
Every consecutive stage has a larger base size and will need more space.
For example the Residence (Elves) starts out with 2x2 grid space (Basic).
Once you can upgrade to Advanced, it grows to 2x3 and Superior Residences need 3x3 grid space on the city plot.
Buildings cannot be rotated in Elvenar which means you have to be a little bit creative how to place all your fancy structures.
Coins, Supplies and KP (knowledge points)
Always spend all your knowledge points in the research tree before you log off.
You get 1 KP (knowledge point) for free every hour which means the bar is filled after 10 hours ( =10 KP ).
There's a timer on residences before they fill up with coins so it is easier for you to estimate when you should log back in if you don't want the cash flow to stop. Simply mouse over your residences.
Culture and Relics
Culture bonus will change the amount of coins from residences (taxes) and the supplies on workshops that you will get the moment you farm those buildings.
Culture bonus has no impact on manufactories (Marble, Steel, Planks etc).
To get a higher production for goods, you should finish more encounters on the world map in provinces that have the same icon as your production type. These are called relics.
You can check your relics numbers and how many more you will need for the next boost upgrade at the bottom panel of the world map and also when you click on your main hall in the city.
The boost from relics need the appropriate research unlocked in the tech tree.
Try to mostly build manufactories that match your Relic type (check Main Hall for which you have).
They will give you so much more than unboosted factories.
Theres a trader for your city, once you have that unlocked, where you can exchange your (boosted) goods for those of other players.
Also some loopable side quests will reward you for gaining goods (check info on side quests below).
Neighborly help
Neighborly help is 1 of the 2 ways to interact with your neighbours at this time.
Another way is to use the Trading menu to exchange goods (sending a message is a 3rd option and communication is good!).
When you click on a player city on the world map:
Some players change their city name to tell you what kind of help they prefer.
For example: Culture please! or Polish please! means they want more cultural bonus and it is nice to click on the strongest culture buildings you can go for.
A word how to use neighborly help:
When you visit a city that you have discovered on the world map, use the hands icon below their player name to enter the help menu.
Quests
You will have 2 quest NPCs at the left edge of your screen.
1 guy is telling the main quest story line and some of those quests can't be declined at all.
The other guy has a set of quests - let's call them side quests - which can always be declined.
Important:
Those quests will come back once you have completed or declined (or a mix of that) the set of side quests.
Side quests have a decline button. Use this and confirm to skip to the next side quest.
Now, clicking this does not remove the quest once and for all, but instead only the current progress for the quest will be lost and the loop will bring you to the next side quest of the set.
And so on and so forth, until you come back to the end of the loop and start over with the same side quests.
Usually the NPC for side quests is the top of the 2 NPCs, after you log in.
Side quests will change at certain points when you advance your main quest story line.
Usually they want more of X to give you more of Y.
For example early on in game: Gain 500 Supplies. Reward: 10.000 Coins.
Later on the equivalent side quest would be: Gain 2.000 Supplies. Reward: 45.000 Coins.
Trading
Just a few words here.
Using the wholeseller is quite expensive. Some will say, it's a scam!
So try and resort to player trades before you buy goods with hard earned coins or supplies.
Player trade offers have a rating system. That's also explained in game.
Generally a 1:1 trade is considered fair and will be accepted quickly.
However when you see a 50% markup for the goods asked for it means that you will have to pay an extra 50%, because the trading player who has put up the offer has not been discovered by you.
The same will happen to players who check your own offers and who did not discover your city on the world map, yet.
You will notice a small (!) exclamation mark next to the rating for those trades.
The maximum markup for placing an offer is 400% trading value, the lowest markdown is 25%.
This means you could potentially ask for 4 times the value of the goods that you offer.
Or only a quarter of them. Or anything in between.
The default ratio is 1:1 when you set up a new offer.
i.e. 100 apples for 100 oranges
All of this takes into account that next tier goods have 4 times the value:
16 Basic goods /tier 1 = 4 Crafted goods/tier 2 = 1 Magical goods/tier 3
Note about the Trader and paying a 50% fee on a basically fair trade (1:1)
Fighting and Training
I'm not doing any fighting on this world (EN).
Maybe someone else who is more experienced can add a few words or share a link to a guide that explains fighting?
Thanks and have fun
____________________
Feature Discussions
reduce trader fee for undiscovered neighbors
Do we need a little guide for new players?
I don't know, just thought about sharing a few things that might be helpful.
Anyone can contribute to this, feel free to add a reply here.
First of all this is a city builder game where you start out small and over time your city will grow and expand and can become very beautiful .. or a little bit chaotic.
So what do you need?
The game has a tutorial - or quest intro - that shows the basics of the game like the first buildings you will place and upgrade and also the world map and the research section.
Buildings and placement
All buildings in Elvenar can be upgraded
However the Builder's Hut does require Diamonds (premium currency) to do so. Otherwise it will remain at level 2, which means 2 simoultaneous constructions maximum.
The Builder's Hut does not need to be connected to a street section to work.
Every other building that is not a culture building needs a street connection to do their job.
ie. residences that are not attached to a street will still operate as a boost to population, but you won't be able to farm coins (taxes).
So let me say this again, since I see many cities that have their cultural buildings being placed right next to streets:
Culture buildings do not require a street to add their culture bonus to your total!
You can save some squares if you line them up at the edge of your city plot, namely: out of the way.
Upgrading buildings can have its limitations since they need free population (except for residences obviously) and culture. It is a good idea to plan a little bit ahead when you see a building upgrade soon to become available on the tech tree, so that you will have plenty free population, culture and plot space.
Generally buildings have 3 stages of upgrades:
Basic - or *as is* once you have unlocked the building - Advanced and Superior.
Every consecutive stage has a larger base size and will need more space.
For example the Residence (Elves) starts out with 2x2 grid space (Basic).
Once you can upgrade to Advanced, it grows to 2x3 and Superior Residences need 3x3 grid space on the city plot.
Buildings cannot be rotated in Elvenar which means you have to be a little bit creative how to place all your fancy structures.
Coins, Supplies and KP (knowledge points)
Always spend all your knowledge points in the research tree before you log off.
You get 1 KP (knowledge point) for free every hour which means the bar is filled after 10 hours ( =10 KP ).
You probably want to farm all your residences as well if you don't know when you log back in for the next time.In addition to what is already mentioned about KP (knowledge points), you can acquire them by purchasing them underneath the name of your town. If you click on the green "+" sign, there are some options you can look at on how you want to purchase them. Also, completing encounters in provinces will also reward you with KP (1 per encounter).
There's a timer on residences before they fill up with coins so it is easier for you to estimate when you should log back in if you don't want the cash flow to stop. Simply mouse over your residences.
Culture and Relics
Culture bonus will change the amount of coins from residences (taxes) and the supplies on workshops that you will get the moment you farm those buildings.
Culture bonus has no impact on manufactories (Marble, Steel, Planks etc).
To get a higher production for goods, you should finish more encounters on the world map in provinces that have the same icon as your production type. These are called relics.
You can check your relics numbers and how many more you will need for the next boost upgrade at the bottom panel of the world map and also when you click on your main hall in the city.
The boost from relics need the appropriate research unlocked in the tech tree.
Try to mostly build manufactories that match your Relic type (check Main Hall for which you have).
They will give you so much more than unboosted factories.
Theres a trader for your city, once you have that unlocked, where you can exchange your (boosted) goods for those of other players.
Also some loopable side quests will reward you for gaining goods (check info on side quests below).
Neighborly help
Neighborly help is 1 of the 2 ways to interact with your neighbours at this time.
Another way is to use the Trading menu to exchange goods (sending a message is a 3rd option and communication is good!).
When you click on a player city on the world map:
Some players change their city name to tell you what kind of help they prefer.
For example: Culture please! or Polish please! means they want more cultural bonus and it is nice to click on the strongest culture buildings you can go for.
You can choose any message you desire (ok, within reason) where your town name is located. Players can use this space to notify others of what building they'd like assistance with (whether it's cultural, building help, or simply coins donated to the main hall.)
A word how to use neighborly help:
When you visit a city that you have discovered on the world map, use the hands icon below their player name to enter the help menu.
Quests
You will have 2 quest NPCs at the left edge of your screen.
1 guy is telling the main quest story line and some of those quests can't be declined at all.
The other guy has a set of quests - let's call them side quests - which can always be declined.
Important:
Those quests will come back once you have completed or declined (or a mix of that) the set of side quests.
Side quests have a decline button. Use this and confirm to skip to the next side quest.
Now, clicking this does not remove the quest once and for all, but instead only the current progress for the quest will be lost and the loop will bring you to the next side quest of the set.
And so on and so forth, until you come back to the end of the loop and start over with the same side quests.
Usually the NPC for side quests is the top of the 2 NPCs, after you log in.
Side quests will change at certain points when you advance your main quest story line.
Usually they want more of X to give you more of Y.
For example early on in game: Gain 500 Supplies. Reward: 10.000 Coins.
Later on the equivalent side quest would be: Gain 2.000 Supplies. Reward: 45.000 Coins.
Trading
Just a few words here.
Using the wholeseller is quite expensive. Some will say, it's a scam!
So try and resort to player trades before you buy goods with hard earned coins or supplies.
Player trade offers have a rating system. That's also explained in game.
Generally a 1:1 trade is considered fair and will be accepted quickly.
However when you see a 50% markup for the goods asked for it means that you will have to pay an extra 50%, because the trading player who has put up the offer has not been discovered by you.
The same will happen to players who check your own offers and who did not discover your city on the world map, yet.
You will notice a small (!) exclamation mark next to the rating for those trades.
The maximum markup for placing an offer is 400% trading value, the lowest markdown is 25%.
This means you could potentially ask for 4 times the value of the goods that you offer.
Or only a quarter of them. Or anything in between.
The default ratio is 1:1 when you set up a new offer.
i.e. 100 apples for 100 oranges
All of this takes into account that next tier goods have 4 times the value:
16 Basic goods /tier 1 = 4 Crafted goods/tier 2 = 1 Magical goods/tier 3
Note about the Trader and paying a 50% fee on a basically fair trade (1:1)
I feel like adding this in is important since the thread turned into a debate whether the 50% fee for remote player trades is justified or not.
For example, on player trades where you see an offer that reads:
100 Steel (Offer) < - > 150 Marble (Demand) >!< (check this exclamation mark in game)
The other player asking for your Marble will only get 100 not 150.
The additional 50% fee is a game feature that kicks in when
the other trade partner is in trade range but not discovered by your scouts, yet!
If you think about this as a game world immersion factor, it could be a tax taken by highway bandits, since you haven't liberated the provinces between you and the other player (not scouted yet).
As such it is a game feature that is intended.
If that trade option very profitable for you it can be a good idea to free the provinces between you and that trade partner and pay no fee in the future!
For example, on player trades where you see an offer that reads:
100 Steel (Offer) < - > 150 Marble (Demand) >!< (check this exclamation mark in game)
The other player asking for your Marble will only get 100 not 150.
The additional 50% fee is a game feature that kicks in when
the other trade partner is in trade range but not discovered by your scouts, yet!
If you think about this as a game world immersion factor, it could be a tax taken by highway bandits, since you haven't liberated the provinces between you and the other player (not scouted yet).
As such it is a game feature that is intended.
If that trade option very profitable for you it can be a good idea to free the provinces between you and that trade partner and pay no fee in the future!
Fighting and Training
I'm not doing any fighting on this world (EN).
Maybe someone else who is more experienced can add a few words or share a link to a guide that explains fighting?
The amount of armories you have directly affects the amount of troops you can train in the barracks. (Bear in mind that you can upgrade the barracks to reduce the time it takes to train troops and also to unlock more troop slots.)
Thanks and have fun
____________________
Feature Discussions
reduce trader fee for undiscovered neighbors
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