Um, you're missing the whole amendments production?what am I missing? Except for the quest line, just what are the tea and beer buildings needed for? I cannot find anything that requires beer or tea.
Ah...ok thanks both of you. I havent opened those upgrades up yet, but that makes sense. I thought I was missing something.
Yes, thanks. I've got them, and am doing the research for the upgrades now...figure I'll be done with the first one, around Christmas! LOLThey can also be used for propositions,...
Thank you Dave, Sad to hear that but you gave me the answer I needed.That's all they are good for this chapter, statutes. So, there are only of value when you reach those techs. You only need to fill your portal 10 times and are only used in 14 techs. Not near as useful as the last 3 chapters.
Thank you Dave, Sad to hear that but you gave me the answer I needed.
I agree - the economics of this chapter sucks. The required real estate is also pretty heavy. I'm going to use my resources to upgrade AWs and then maybe pursue the chapter at a later time. There's plenty of activity in the game that I don't need to advance through more chapters to keep active.I've got no problem with seeds. That's the upside of having all of the AW's and working on upgrading them for a few yearsIt's the Orcs that are killing me so far in chapter 16. I expect that to resolve shortly but I used up an insane amount of Orcs when the battle boosts were messed up and I catered a whole lot of the tournament. It didn't even cross my mind that this was definitely not a good time to be catering
It would be a great time to have my Hero's Forge upgraded. Alas, still working on getting the Sanctuary up to level 30 for the Spire of miserable waste
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That's the spirit! One great thing about this game is there's no pressure to keep up with the Jones'.I agree - the economics of this chapter sucks. The required real estate is also pretty heavy. I'm going to use my resources to upgrade AWs and then maybe pursue the chapter at a later time. There's plenty of activity in the game that I don't need to advance through more chapters to keep active.
Until level 3 embassies guest race goods we limiting for me. I average 5k in tournaments. However, since there are only 3 buildings (except at the very end of the first part when you need beer and tea to make amendments for L3 senate and Meditation circle), the cost in time boosters to avoid tech lock was affordable.In chapter 16 production was never an issue, to say the least. Not because goods requirements are low, but because KP requirements are so high. This means that for the great many players KP will be a primary constraint - not production. Unless you're hitting 10K+ in tournaments regularly or something![]()
OK, so I have just finished all guest race goods requirements (with PPs) for the chapter. This took 47 days, and as anticipated I still have about 30 days to go to fill in all the KP requirements. I have to say, I like balancing of chapter 16 a lot more than for chapter 15. Ch15 was pretty stressful as a lot of production (guest races goods, sentients) was really tight with respect to KPs. I enjoyed the challenge, but I can see how that could be pretty tough for many players.
In chapter 16 production was never an issue, to say the least. Not because goods requirements are low, but because KP requirements are so high. This means that for the great many players KP will be a primary constraint - not production. Unless you're hitting 10K+ in tournaments regularly or something
This chapter may suck if you can't login often, as most production options are fairly short. That's the only real negative I can think of - for some players. But then again, with so much time needed for KPs you may take your sweet time. Requirements for orcs and regular goods are significant, but if you know about them and make some minimal preparations ahead of time (i.e. don't start chapter with zero orcs), your regular production should be able to carry you through the chapter with no significant issues.
All in all, not a bad chapter. Improvements are not great though - MH upgrades are nice, Training Grounds upgrades are nice, residence upgrades are nice - and that's about it. Everything else is pretty meh. New AWs are... not greatAh well, perhaps something good will show up in chapter 17...
Yes, I have used some time boosters in the beginning, but mostly to rush to fully upgraded settlement. There was not real need to do so as I had a few available research items (e.g. City Expansion, Improved Manufactories) to sink KPs in, so most if not all timeboosters could have been avoided.Until level 3 embassies guest race goods we limiting for me. I average 5k in tournaments. However, since there are only 3 buildings (except at the very end of the first part when you need beer and tea to make amendments for L3 senate and Meditation circle), the cost in time boosters to avoid tech lock was affordable.