I would say MH is a critical, must-have wonder for a cater player and is still very, very good for a player pursuing a fight/cater hybrid strategy. The population it provides is going to be equal to what a Golden Abyss of the same level provides. Mountain Halls is also a very good source of population. In fact, Mountain Halls is the only way in the game to exceed 700% boost. And you will get this bonus even if you are already at max boost. It will give you a bonus to your goods production boost at all 3 levels. Dwarven Bulwark will also give you free light melee troops every 3 hours, but this is very much a secondary benefit: the massive increase in training size is why you build it. It makes a huge difference during periods you are logged out of the game for long periods of time such as overnight or when you're at work: instead of running out of troops to train and going idle, all 3 of your military buildings are just going to keep making troops. It will let you stack many more troops into your barracks, training grounds, and mercenary camp so that they just keep training troops between you log ins. Even at only level 1 it is going to provide the same training size as 3 or 4 max level armories combined. The Dwarven Bulwark is absolutely critical for a combat oriented playstyle. So you have not gotten there quite yet, but you will fairly soon. The next 2 AWs I would advise you to focus on are coming up at the end of Dwarves. A Manufactory that is specialized in cutting and polishing Gems. If I were you I would build it in the human city. Goods and relics will vary depending on the boosted goods of the player. It has a different name and picture, but statwise it is the exact same as MM. In a human city, this AW is called Sanctuary. I think you also said you have MM in your elf cities. As Lyapo1 1 said the MM/Sanctuary AW is very important for fighters. The key difference is entirely based on play style: how heavily you are focused on fighting or on catering. In this magnificent hall reside some of the Elvenar that are guests in your realm. Now you have said goodbye to the Constructs, the Elvenar step out of the Portal with an array of ancient knowledge for Humans and Elves. I don't think there is any difference in AW selection based on if you're playing as human or elf. Once the Council Hall is built, it acts as a Portal for the new Guest Race, the Elvenar. they mostly grunt, but they are incredibly strong, so you can use their brute force into your advantage to grow your city even further. One thing you must know about the Orcs: they can barely speak. On the other hand, the lovely smell of flowers, the peaceful environment with birds, trees and bees will disgust the Orcs, so they will be arriving wanting to crush and smash everything that is beautiful, including eating the Fairies! Please don't let that happen! Have your best warriors ready to escort the Orcs into your city, to ensure the safety of your citizens and help the Fairies to take their settlement into a distant place where their farms are safe from these beasts, so that they keep evolving in the new lands of Elvenar. As expected, as soon as the Fairies pick up the scent of smelly, rotten elements, they become suspicious of what is to come and decide to leave your city! But not before giving you a warning: "if you take your decision of reviving the Orcs any further, they will not help you and you will have to deal with the nasty consequences yourself"
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |