The following tips and plans are mostly designed for a quick passage through the chapters. Those who prefer a more leisurely game can simply build fewer buildings. Even then, the sample plans are helpful for arranging and prioritizing the different buildings.
In the quest series for the chapters, Elvenar requires, among other things, the construction of a certain number of guest race buildings. These are also calculated so that players can progress quickly through the chapters. Anyone who sets up fewer than Innogames planned will not be able to complete the quest series. However, this blockage is lifted at the end of the chapter, as players can then decline the outstanding tasks. Overall, it is not disadvantageous for players to build fewer guest race buildings than required – except for the longer time spent in the chapters.
The plans shown here are labeled in German. Some have been enlarged and scaled down again, resulting in blurry images. However, by comparing the images with the dimensions, it's easy to identify the buildings in question. These plans should therefore be useful despite the different language and poor image quality.
It's essential to start securing space by Chapter 5 at the latest. Ideally, about six to nine fields, preferably in a square – this space must be increased with each additional guest race.
The portal will expand to 5 x 5, so plan for space.
Approximately 10 to 15 granite and 6 to 8 copper mines are recommended. If you have space, feel free to build more! Whether everything should be fully developed is up to each individual. I recommend it for granite; I personally haven't developed copper beyond 3.
The portal expands, like the dwarves', to 5 x 5. Note that ambrosia can only be stored from level 2 and night essence from level 3 of the portal.
4 to 6 day and night farms are best. Build the day farms first, then the night farms. Make sure you have some goods, such as
e.g. B. You only need velvet for expansion – so don’t make more than you need (a common mistake 😉 ).
Fully upgrade your armories! This must be done right at the beginning, because starting at level 20, they produce orcs, which you urgently need for guest race production.
The portal expands from 3 x 4 to 4 x 6.
It's best to have as many mushroom farms as possible! At least 20 to 25, preferably more (otherwise it will take forever!), and at least three gathering points. If you notice towards the end that you've already collected quite a few mushrooms, feel free to demolish a few farms and set up more gathering points.
Whether you upgrade the gathering points is up to you; however, upgrading them doesn't produce more goods per production as usual, but simply reduces the duration. The mushroom farms should be fully upgraded.
At the beginning, have about 50% of the mushroom farms produce knobby mushrooms and the other 50% produce psychic mushrooms, which you'll need most in the beginning.
Important: Starting with the Orc chapter at the latest, you should allocate plenty of space for the "Weeping Willows" cultural building. This produces the new "Mana" resource. However, you should soon replace the Weeping Wise Men with more productive event buildings.
By now, you should be diligently exploring provinces, because the later "Halflings" chapter requires many explored provinces.
From now on, you'll need mana, mana, mana! Every night at 4:00 AM, 10% of your mana reserves will disappear from your stores. So try to time your collection well.
The guest race buildings for the Wood Elves appear late in the research process, but don't be fooled: They're coming!
The portal is now called "Forest Glade," which expands from its initial size of 4 x 2 to 5 x 4.
You should have about 4 to 6 forestry farms. Upgrade them as fully as possible. Start producing mana tears immediately—you'll need quite a few.
Refining sites (which cannot be upgraded) require 6 for marble, 6 for steel, and 4 for wood. (There's a quest that requires this number.)
The campus will fully develop and cover an area of 11 x 11. The Place of Wisdom trains students – with each additional building/expansion, more students will come.
There are three different types of faculties directly connected to the campus. Try to set up a fairly even number of these buildings. Eventually, a total of four buildings of each faculty will be possible. This requires a total area of approximately 21 x 21.
It's best to only start five-hour productions in the first few days. Collect students first and only use them once your campus is already developed.
The goods required for the research tree can be produced in two of the three faculties. For example, Arcane Alchemists can be produced in both the Alchemy Faculty and the Faculty of Arcane Power.
From now on, in addition to mana, you also need "Divine Seed" as a discovered resource. The seed supply is also reduced by 10% every night. The marketplace expanded in this chapter produces seed. Production runs around the clock. However, you can collect as little as every three hours – and frequent collection is worthwhile: Each time, a certain bonus is paid off, depending on the size of the main building and the wonder upgrades in your cities. The total amount of seed produced also depends on the main building and the provinces already explored.
Halfling farms are also recommended; at least six are recommended. It's important to develop the farms to different levels, as they produce different things depending on their level (Level 1: Grain, Level 2: Carrots, Level 3: Pumpkins, Level 4: Apples). These must be connected to the farms – ideally, you should have four or more of each.
There will be new goods produced in the manufactories of the first good. This means that players with the bonus good marble now also need steel manus, steel needs wood, and wood needs marble (two are usually recommended). These produce the new goods once they have been upgraded to the corresponding level! These decay at night, like mana and seeds.
As with the elementals, there are also new awakened goods: scrolls, silk, and crystal.
The layout of the guest race buildings is simpler for the Amuni than for the previous levels. Not all buildings need to be connected to the portal. Goldsmiths need contact with residential buildings, trappers with workshops.
The remaining guest race buildings must and can only be placed in limited numbers. The total area around the portal (temple) therefore takes up a maximum of approximately 17 x 11 spaces.
Temples and guest race buildings, which must be adjacent to them, grant prestige. This is needed to build and upgrade goldsmiths and trappers. You'll receive just enough prestige to upgrade four trappers and eight goldsmiths to four. These numbers are also required for quests.
Some maps can be viewed in full resolution and legibly under the links.
Unfortunately, the image quality of the reduced-size maps and those without the originals is quite poor. This cannot be remedied. However, the different dimensions should make it easier to identify which buildings are being referred to.
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