Lately some have been asking me for a simpler breakdown of expansion races. When I started getting into Orcs, I noted some common themes. For better or worse, the devs tend to experiment with new ideas through new developments. We all know my feelings about combat. But with settlements, while some become an interminable slog, I can appreciate the attempt to evolve the process every time. Dwarves is long, and boring. Fairies is not boring, but very short. Orcs is very long, but while I won’t call it fun I certainly won’t call it completely boring because you do have to plan ahead a little more than with the others. Wood Elves so far I’ve encountered Culture buildings that require roads and a 10% cut to your Mana store every night around 3am WST (Whatever Standard Time). As irksome as that sounds, I just finished Orcs so I’m really not that bothered by that. So while I’m going to offer a guide on strategies for each settlement, note that they all have similar themes that you can likely apply to future settlement (I’ll project for Wood Elves as best I can).
A note: Is this long? Yes, because I’m covering 3 and 1/2 Settlements. But it’s well worth reading through to see how elements of previous Settlements apply to the current one you’re on (or will be on).
Dwarves: The Elvenar Wiki is a great resource and not utilized enough by players. For example, which researching this article I realize I should be calling them Settlements instead of Expansions, which I’ve been doing up until now for no apparent reason. But no longer! I digress: there’s information abounds on Settlement buildings so you can get an idea of how much space you need. Your Portal gets bigger as you upgrade it, so you want to leave free space for it to grow. Every Settlement requires a Portal with road access. Your Settlement Buildings have to be connected by their own set of roads as well. Dwarves presents you with two different buildings: Granite Mines and Copper Foundries. Your Research Tree and your Portal tells you what Buildings you want to dedicate your space to. Your Portal stores more Granite than Copper. Upgrades also cost considerably more Granite than Copper to unlock. Therefore, you want to gather a lot more Granite than you do Copper.
In this Settlement, Granite Mines operate like Residences. Granite gathers over time with a cap depending on its level. At Level 1, a Mine gathers 24 Granite per hour with a max of 4 hours. After 4 hours, you stop gathering Granite until you click on it. So you lose out on precious Granite while you sleep until you get to an 8 hour cap at level 3 (or 10 hours at Level 4 for those who like to sleep in on the weekend). It’s imperative to upgrade these ASAP. Unfortunately, after Level 2 you need Copper. You can increase your production by 20% by upgrading the Portal to Level 2, but after that you need copper. And to even build Copper Mines you need a bunch of Granite to go with the KP. So expect a lull, but upgrade your buildings as much as you can before proceeding. Portals store more goods, but more importantly they boost your Settlement Goods output. Eventually, you’ll get to unlock Copper Foundries. These work like your Factories, only they take small amounts of non-boosted Tier 1 goods and produce a trickle of Copper. Fortunately, you don’t need all that much copper so just keep producing it in 3 hour bakes and 9 hour ones while you sleep (there are some pesky mandatory long bake quests so bear with those). The Foundries are the exception to the Max Every Building rule because after Level 2 you spend too much Granite and Copper to justify the 4-8 Copper increase. Once you have your Factories and Portal where you want them to be, just collect and bake and work your way through the tree. Be patient and put your excess KP into Wonders. Our motto for Dwarves: You’ll Get Through It.
Fairies: Fairies is most everyone’s favorite Settlement. If you’re not a fan of the Tenement High Rise style of Dwarves, you’ll love the new buildings (even if the design style is largely Put a Flower On It). It also offers a much needed building upgrade for 2nd Tier goods. The factory designs range from bizarre to very pretty. Be prepared as this Settlement starts the trends of certain buildings making a more abrupt and severe dimensional change than Dwarves. Consult your wiki for building sizes and plan ahead, especially with workshops. There’s a fun little Grasshopper and The Ant style quest. The resource gathering is entirely bake based and less of a grind while the basic principles from Dwarves carry over with some key differences.Here, you can see the devs getting away from the things that made the Dwarf slog…well, a slog. It’s short and sweet. Short is a good thing for you, bad for the devs. More on that later.
NOTE: At some point you will get a quest to demolish your Settlement. DO NOT DECLINE IT. If you want to continue to gather resources for roads, leave it open until you’re ready to move on. You can also keep Resources after you’ve sold your buildings and research new technologies with that quest open. Things get more costly as you move forward, and every quest reward counts. Don’t demolish it until you get the quest too, because it can get messed up.
From here on, expect the Portal to expand as it upgrades and for production buildings to be static. Note that the Day and Night Farms are much bigger than Mines/Foundries, so you won’t be building as many Farms. Looking at the Portal, you’ll note the Portal stores more Ambrosia than Night Essence. So you may think you want to build more Day Farms than Night Farms. And you can (I may have had 5-6 Day Farms to 4 Night Farms), but pay attention to what they produce. Take heart: you don’t ever need to buy diamonds to make Ambrosia. This is a new concept to the Settlement Resource: both buildings are used to make goods in separate manners. It may seem confusing at first, but all becomes clear and can be applied to Orcs as well. Start with the Fundamentals: upgrade the first unlocked building and Portal right off the bat. Unlike Dwarves, you’ll unlock Night Farms at a much quicker pace and will need that to continue with upgrades. Day Farms benefit from early maxing out because a large number of Sunflowers are needed for upgrades but are also easily produced. And for free! So get used to that NEVER HAPPENING EVER AGAIN. Sunflowers and Night Berries don’t have a purpose outside of making Roads and upgrading buildings, so that’s their purpose. Max your Portal and all buildings and you’re ready to begin. Ambrosia is made via the Fireflies produced via Night Farms, which is fairly straightforward. Night Essence is a tad more complicated: you need to produce cocoons at the Day Farm. The Night Farm has to produce Night Sheep before it can produce Night Essence. Build both at the same time so you have enough to make Night Essence. Keep a calculator handy if you want to be super efficient but it’s really not a must for this chapter. It’s not difficult at all to complete.
Orcs: Here we are. The product likely borne of some high scoring bellyacher complaining about Fairies being too short and leaving them with nothing to obsessively log onto every hour and ruining it for the rest of us. It’s easy (and fun) to knock the devs, but I understand completely that it takes time to come up with a new Settlement feature that expands on gameplay, introduces new elements and a fantasy race with a backstory etc. etc. So I’m going to cut them some slack. Because I just finished orcs, and time forgives all. Residences get a little beefier which means some restructuring, but I actually added MORE Residences with the change because Orc Residences give more Population in the higher upgrades. Which you’ll need if you want to boost 3rd tier if you’re so inclined. The Orc resource is available, which those of you trying to expand to the 10th outer ring know all about regardless of which chapter you’re on. In any case: Orcs takes Fairies and Dwarves and mashes it up into a bundle of complicated frustrations while the devs get breathing room to do whatever the hell they’re doing with combat, make contests to soothe your anger over the messed up combat system and not being able to expand your map without Orcs. And come up with Wood Elves. It’s a test of your patience, to be sure. Great news, though! You’ve already learned the key principles to success. Now we just apply them.
Leave room to expand your Portal, set your tracks. Mushroom Farms are the first Resource Building to unlock. They’re small and build/upgrade fast. You want to have as many of these as you can pack in with room for a couple Rally Points. I dedicated a lot of space to this chapter to place 17 Mushroom Farms and 4 Rally Points. It still took a lot of time, but I also started with the wrong strategy. Like with Dwarves, max out your 1st Resource Building and Portal first. Mushroom Farms are going to be producing full time and unfortunately produce the majority of what you need. Rally Points should be maxed out, but save that for last. While upgraded Rally Points bake more and with faster times, Mushrooms are critical to speed things along.
To upgrade all of your Orc Resource Buildings, you need Hardshrooms and Debris. Like the Sunflowers and Night Berries of Fairies, these two items are only used for roads and building upgrades. The downside is that to make Debris, you need to make Psychoshrooms in order to make them at the Rally Point. Which takes several hours. Like in Fairies -but moreso- alternate bakes of what you’re going to need. Start with Hardshrooms twice a day followed by Psychoshrooms daily. Keep doing that if you need to upgrade your Armories to produce Orcs for expansion space (try to religiously do 12 hour cooks of Orcs to build a cache) or go straight to building your first Rally point. By then you should have enough Psychoshrooms to start building Debris. Use that debris and Hardshrooms to upgrade all your Farms all the way up to 4. This will snowball the amounts of Hardshrooms and Psychoshrooms so inch your way closer to maxing out your Portal. Your Portal boosts production to the point where you can upgrade your Rally Points. Once your last Rally Point is upgrading to Level 4, stop making Hardshrooms and Debris. DO continue to make Psychoshrooms as you’ll need them. For poop.
Yes, POOP is a resource in the Orc chapter. I remember the moment when a quest asked me to make Orc dung twice. The Reward dialogue from the Goblin was GHARR-HARR IT’S A POO PARTY! POOOOO-POOOOO! (ed. note- I swear I am not making this up and only partly paraphrasing.) Anyhoo: while you spend your time making doo-doo at the Rally Point, you can fire up some Powershrooms. These take a day and a half to make, which make it a challenge. Make collection times as routine as possible (manage your time). Consistent times make collection easier, but don’t sweat it. The important part is to always be producing something at your Mushroom Farms to fuel your Rally Points, and vice versa. Case in point: once your Rally Points have created enough Orc Mookie, your Mushroom Farms can finally produce Shrooms of Wisdom. They take 2 days. But worry not! While those simmer at 225 degrees, you can turn your Rally points to producing Armaments. To keep things simple, I will now point out that you can always bake these if you’re in between debris or dootie stinks because they only cost a smidge of gold/supplies/orcs and are the fastest to collect on. These combined with Powershrooms equal Loot. Loot and Wisdom Shrooms are a topsy turvy mix of Ambrosia and Night Essence in terms of components required and time to produce. Keep both factories producing and you’ll do fine.
If you want to be hyper efficient, use a calculator to project needs. Requirements for production can be a little lopsided. For example and with all buildings maxed: each Mushroom Farm produces 400 Psychoshrooms. 280 of them produce 72 units of Orc Dung. 80 units or Orc Dung are required to make 100 units of Wisdom Shrooms. Similar with Loot regarding Armaments and Powershrooms. Purely up to you, but a little basic math can keep you from wasting precious time to get through this. As with Dwarves, you’ll get through it. I did.
Wood Elves: I’ve only just started this, but I’m ready to apply! In this one, the Orc resource is Mana. Mana is accumulated through Culture buildings that unfortunately require roads. On the plus side, the Weeping Willow is a high end Culture building whose size and rating outstrips the Pond of Recreation for overall Culture. But what I’m really drooling over is the WoodElves Habitat to finally replace my Wayfarer’s Tavern as a non-Diamond non-contest Population/Culture building. Long story short: you’ll have to build roads for Culture now, but it’s a small price to pay for a much needed bonus resource. I also anticipate at some point there will be outer province rings requiring Mana and possibly Orcs as well. I suspect this because of the strange rule of your Mana stores getting a 10% deduction every evening. That means if you have 1000 Mana, when the clock strikes 3 AM WST, you lose 100. If you have 100,000 you will lose 10,000. It’s certainly to keep you from stockpiling millions of Mana, but don’t fret. I built 7 Weeping Willows where my Ponds were and I pull in 30,000 Mana a day. Losing 3 grand is a drop in the bucket. Plus Mana gets used a lot. The following is an attempt to apply the formula before, but again they evolved it a bit. The research tree is less linear, so expect a lot of jumping around before getting to the end.
Unlike earlier chapters, there’s a lot to unlock before you get to the Portal. Feel free to take detours for Expansions and building upgrades because you’ll want to re-organize your buildings to set up your Settlement buildings. Leave room for your Glade (portal) to expand. Forest Fabricators use Mana to build Mana Tears and are your first building. I can’t speak to the quantity of which buildings to use, but you’ll probably want something like 3 Forest Fabricators, one dedicated to each Grafting Site. Here’s how it works: Grafting Sites are permanent level 1 buildings representing tier 1 goods that cook raw materials to be processed by the Fabricators into goods used for Research upgrades. Upgrade your Fabricators first, because upgrading your Glade (Portal) requires these finished goods. Mana Tears are your Hardshroom type resource for upgrading the Glade, so only build enough to max out your Glade. Space constraints aside, this seems rather straightforward. Time will tell.
Next: My review of Wonders. Even the ones I don’t have yet. Because you can tell.