Re: Ancient Wonders
- While only maxing @35 currently, you really don't need them to go beyond Lv25-30 depending on which AW it is.
Lv's 31-35 basically have no/almost no stat gain, yet every single AW level will negatively factor into the difficulty calculation for your weekly Tournament + Spire costs. (ie: every AW level makes these cost more to fight/cater - yes, it's very dumb, but hey, Elvenar gets the crappy devs.

)
- Due to the above, it is vital to only build & level those AW's which will effectively complement your play style & weekly goals.
If you decide for example to focus more on fighting, then AW's like the Blooming Trader Guild are almost entirely useless. Building it would only screw you over in you fighting for basically 0 gain... (yes, it *will* make the Guest Race chapters go a bit faster, but the negative effects on the Spire/Tournament are hellish!)
- Like FoE, some AW's are just pure hot garbage and should never, ever be built, unless you simply don't care about having even a semi-efficient city...
Tome of Secrets + Endless Excavation for example are basically worthless... the KP + Relic bonuses are laughable, and if you *really* need the supplies they generate that badly, well, your city simply needs some drastic improving.

Likewise, not all military AW's are created equal, as both the Victory Springs + Hero's Forge are terrible... the Springs boosts the game's most worthless & near-useless troop type (Light Infantry - you will learn to hate them!), while the Forge boosts Heavy Infantry, which is really not much better. (too slow moving + gets screwed over by terrain too often = high losses)
Re: Humans vs. Elves
- Overall, human goods factories early game produce more goods vs. the elven versions, but elves have insanely stronger military units with 1 notable exception. (Priests vs. Sorceress)
As a human, you will need slightly fewer goods factories, but you will then sink those 'saved' resources into your military, (barracks + armouries), while elves will be the opposite.
- Human units are generally completely worthless with 2 exceptions; Xbows are decent, but it's still the worst Light Ranged option in the game. However, until you unlock Rangers in Ch9, they will serve you well.
Priests are (thankfully!) the single most OP unit in the game! Their only real terribad match-ups currently are vs. enemy doggies + the much loathed Mist Walker enemy. (...though it's still a bad idea to throw them into combat vs. 3-4+ enemy light ranged units of course!)
On the downside, both your Light Infantry unit (Barbarians) + your Heavy Ranged unit (Mortars), are just about the most useless piles of steaming rodent gak in the game! As a human, you will want to craft yourself 2-3 'Grounds of the Ork Strategist' which will give you access to the Ork Strategist unit, which normally doesn't unlock until into Ch8. (plus it also requires a second resource to train on top of just basic supplies!)
If/when they return to the Spire/Crafting, a human city will also want to keep their eyes out for both the Brown Bear & Witch's Hut buildings + the artifacts to level them up... these buildings yet again give you 'free' troops, the former giving you 4 different troops, while the later gives you Frogs which are a juiced up version of your Mortar. (...and once they eventually hit 3*, they're almost as OP as Priests!)
- Elves do much better on the military front, as their Archers + Gollums are great units. the only area they fall flat is in their Mage unit, the Sorceress who has well, never recovered from the epic beating of INNO's dreaded 'Nerf Bat(tm)'
In Ch7 though, you will unlock the 3rd military building - the Mercenary Camp, and with it will soon after gain the ability to train Blossom Mages, which are a slightly inferior version of the human Priests. (less HP & specialise towards killing Heavy Infantry vs. Heavy Range, but they are still amazing units, just not quite as OP as Priests)
Re: Combat
- Unlike in FoE where you can just throw up stupid-high atk+def% boosts & auto-battle away with the '1-2 real units + 6-7 rogues' insta-win "strategy", Elvenar will require you to always pay careful attention to the specific unit bonuses...
Each unit in this game is 'strong' vs. 2 different unit types, but gets blasted in turn by 1-2 other unit types. (think of it as the 'Weapon Triangle' from Fire Emblem games, but there's 5 different types vs. only 3)
- Also unlike in FoE, terrain in this game SUCKS!!! As in, terrain will ACTIVELY screw you over so bad, that you will ALWAYS lose some fights!
Now the reverse is also true, that sometimes, the terrain will allow to win fights with 0 loses, but overall, this game will drive you completely bonkers since the fight system is basically garbage.
Because of this, in general, Range >>>>>>> Hand-to-Hand.
- On the world map, your fighting/negotiating difficulty is determined simply by the number of provinces you scout. Each province will get slightly harder than the previous (noted too by the increase in cost + time to scout), and the difficulty will take a higher jump once you move into each new 'ring' of provinces around you city.
Now, if you go into the research tab, and look ahead to the next 'Chapter', you will see a tech called 'Advanced Scouts'. This tech will reduce your scouting costs/time + the difficulty factor. Also, you will typically see a text box over the AS tech that will show you how many provinces you must clear in order to access the tech.
This is your 'safety net' gauge! If you stay within the target of just only ever doing the 'required minimum' of provinces, your world map encounters will quickly become very easy/cheap to fight/cater.
- For the weekly Tournament/Spire, your difficulty/costs, near as we can tell, are calculated based on: # of researched techs completed + # of expansions placed (premium expansions hurt less) + total AW levels.
So basically, pretty much everything you do to actually grow your city actively hurts your tourney/spire, because... "reasons".
Hence why it's now so critical to be very careful in which AW's you choose to build & level up.
Re: Event Buildings
- unlike FoE, our event buildings have been getting nerfed into the ground the past 18+ months...
- Most of the time the 'grand prize' will be an evolving building (ie: think something like the Terracotta Vineyards or Olympic Treasury). Occasionally a set building (like the Cherry Garden set) will show up.
Mostly though, outside of a few gems like the 2019 Phoenix & 2019 Bears, these buildings tend to be generally 'meh' to outright crap. Also, these 'evolving buildings' CANNOT! be returned to your inventory via the Teleport spell, so you *really* to be careful in choosing which one/s to place, since the only options afterwards are to keep them forever in your city, or else sell/delete it and then have to wait potentially years to rebuild later should you suddenly want it back! :O
- Don't get attached to the daily prizes either, since unlike FoE, they are basically designed to be replaced within a number of months/year or so...
A few really good ones do crop up, but overall, you will NOT! be building an OP city in this game through events like what FoE does!

(*cough*hippodrome*cough*)
On the other hand, the visuals in this game blow FoE out of the water, and Orks & Gobbos chapter "iz da best, cuz Orks iz da biggist 'an da strongist!"