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Feedback Quick and Dirty Summary of Ancient Wonder Changes

iamthouth

Tetris Master
@Silly Bubbles yes I do the same, hoping that Ch22 is launched within the next 36 days, then I'll claim the KP for the first research, and wait until first research is done to be properly into the chapter before I claim any buildings, so I get next chapter level buildings.
1725618163103.png
 

Dhurrin

Well-Known Member
How/why do you have so much vision vapor?
You do not have to collect when you reach 100 VV. I usually save them so I can collect a bunch during the FSA. Since my lvl 31 Dragon Ark gives me 14 CCs for chest it's a fast way to instantly gain a lot of CCs and thus badges.
 

TimeMachine

Well-Known Member
Luckily I am still able to continue crafting.

1727134181498.png

1727200938518.png

Funny situation while being asked for vision vapor in event. :D
1727213938397.png
 
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TimeMachine

Well-Known Member
Since it seems to be a lot about RRs since the changes, I would like to give you a short impression of how time and modesty can make humans and elves rich.

First example - my US city which has started orc chapter. I have only one 3x3 event building that I used RRs on plus that moonstone library set.
I like to upgrade wonders but I am not racing through the wonder levels. About once a month the 10th chest in tournament is earned.
The spire is mostly played up to high halls only, occasionally up to the laboratoy

1727402175965.png


Second example - one of my DE cities that scores 19 chests+ every week of the year. This city is in chapter 15, has lots of event buildings and sets upgraded to current chapter and did a lot of Ancient Wonder upgrades during the last month.
Every spire of the year is a gold spire in this fellowship and I am always on the top of spire.

1727402568372.png
 
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Dominionofgod

Thinker of Ideas
Finally got around to changing up a small bit of my city layout today; due to the aw change.

This new chapter specific quests in events are a little annoying, time wise. For me, it asks for orcs. With four armories iv always had, it takes 2-3 days for each occurrence of that quest which is rather time consuming.
The shrooms aw was changed to no longer be dependent on the total levels of armories in its calculation for increased training size.
Since my training size is high enough that my full barracks que takes about 20h (Even with a lvl 30 needles), i had time to spare on that. So i no longer needed any armories for training size purposes at all. That left only the orcs it produced.
However, the orc nest building makes a little bit more orcs per square then the armories did. So i teleported all four armories to inventory and replaced them with 8 orc nest buildings.
As stated, the training size bonus from the armories being gone is no concern at this point. And the orc nests will make more orcs then the armories. - Plus.. the orc nests will take up less room then the armories. And also notable, the armories take up population and culture. The orc nests dont take any population, and GIVES culture.
So it looks like the orc nests are superior nearly all around compared to armories.
(Im sure many ppl already know all this.)

Armory lvl23:
pop needed: 1338x4=5,352
cult needed: 3116x4=12,464
orcs made: 520/day x4 2080/day
space: 25 squares x4=100 squares. (not counting roads)
*Training size increase: 130 *4= 520

Orc nest chap9:
pop needed: 0x4=0
cult needed: 0x4=0
*Cult produced 880*4=3520
orcs made 450/day *8=3600/day
space: 8 squares * 8 = 64 squares (not counting roads)
Training size increase: 0

Net results after switch:
pop +5352
cult +15,984
orcs/day +1520/day
space +36 squares
Training size -520 (from ~20h que to 17h 30m)

While the orcs factor is unchanged from the aw update, with the update taking away the armory levels needed for the shrooms, it effectively killed the need for armories at all (aside form new players/low lvl aw players)
 

Silly Bubbles

I only POP the bad ones
Finally got around to changing up a small bit of my city layout today; due to the aw change.

This new chapter specific quests in events are a little annoying, time wise. For me, it asks for orcs. With four armories iv always had, it takes 2-3 days for each occurrence of that quest which is rather time consuming.
The shrooms aw was changed to no longer be dependent on the total levels of armories in its calculation for increased training size.
Since my training size is high enough that my full barracks que takes about 20h (Even with a lvl 30 needles), i had time to spare on that. So i no longer needed any armories for training size purposes at all. That left only the orcs it produced.
However, the orc nest building makes a little bit more orcs per square then the armories did. So i teleported all four armories to inventory and replaced them with 8 orc nest buildings.
As stated, the training size bonus from the armories being gone is no concern at this point. And the orc nests will make more orcs then the armories. - Plus.. the orc nests will take up less room then the armories. And also notable, the armories take up population and culture. The orc nests dont take any population, and GIVES culture.
So it looks like the orc nests are superior nearly all around compared to armories.
(Im sure many ppl already know all this.)

Armory lvl23:
pop needed: 1338x4=5,352
cult needed: 3116x4=12,464
orcs made: 520/day x4 2080/day
space: 25 squares x4=100 squares. (not counting roads)
*Training size increase: 130 *4= 520

Orc nest chap9:
pop needed: 0x4=0
cult needed: 0x4=0
*Cult produced 880*4=3520
orcs made 450/day *8=3600/day
space: 8 squares * 8 = 64 squares (not counting roads)
Training size increase: 0

Net results after switch:
pop +5352
cult +15,984
orcs/day +1520/day
space +36 squares
Training size -520 (from ~20h que to 17h 30m)

While the orcs factor is unchanged from the aw update, with the update taking away the armory levels needed for the shrooms, it effectively killed the need for armories at all (aside form new players/low lvl aw players)

The only thing I'd watch out for is the cost of getting and upgrading orc nests as we move through chapters. Some chapters do need a lot of orcs.
 

Dhurrin

Well-Known Member
The only thing I'd watch out for is the cost of getting and upgrading orc nests as we move through chapters. Some chapters do need a lot of orcs.
Even so, the Orc nests are way more effective than the armories up until chap 22, then it changes.
Upgrading costs for orcnests are crafting costs; so CCs and spellfrags. I'm not wasting RRs on them.

So here is the comparison for the chap 22 versions
Armory chap 22 Orc Nest chap 22
Ranking points 82.000 0
Size 6x4=24 squares 4x2=8 squares
Pop needed 25.000 (or +3.000 from chap 21) 0
Culture needed 57.000 (or +3.000 from chap 21) 0
Culture generated 0 10.000
Training Size increase 1.500 (o +300 from chap 21) 0
Orc production 5.600 / 12 hours 1.600/12 hours
Orc prod/hour/square 19.44 16.67

So now the Armories are more effective in producing orcs, partly because the size of the Armories dropped; from 5x5 to 6x4, but even then the increase on the armories would be better.
For a lot of players armories have been a main source of ranking points though. Those who care about that will find that placing armories is the best way to increase. However, they eat through pop and culture like crazy and I'd rather use those on other things.
The trainingsize is far easier improved by placing one (or both) of the AWs that do so; Shrooms and Bulwark. Either of them alone will outperform several armories with just a few levels in that aspect.
 

Dominionofgod

Thinker of Ideas
So here is the comparison for the chap 22 versions
Armory chap 22 Orc Nest chap 22
Ranking points 82.000 0
Size 6x4=24 squares 4x2=8 squares
Pop needed 25.000 (or +3.000 from chap 21) 0
Culture needed 57.000 (or +3.000 from chap 21) 0
Culture generated 0 10.000
Training Size increase 1.500 (o +300 from chap 21) 0
Orc production 5.600 / 12 hours 1.600/12 hours
Orc prod/hour/square 19.44 16.67
while a direct comparison is perfectly reasonable and good to look at, i will also add one section for comparison based on space. You mentioned the lvl 22 armories are 6x4=24 squares and orc nests are 4x2=8 squares. So you can fit three orc nests in the same space.
Note: Im using the numbers you provided since im not chap 22. - (And, as with anything, what to use will change each chapter along with play styles.)

amrory orc nest comparrison pic_01.jpg

Chap 22 numbers.
The top two are comparisons between a single orc nest (on the upper left) and three orc nests (upper right). Including some of the math.
The bottom two are the same thing just with the final results show.

In the bottom right set, you can see that with 3 orc nests, at chap 22 (Assuming provided numbers are correct) that a single armory would come out ahead in orc production and training size. Tho worth noting that it would take a 4th orc nest to yield more orcs (6,400) then the armory. Which would be 8 more squares.

The interesting part is the rest of the factors to consider.

1. The training size boost form the armories. This will vary for every single player. If your dependent or need that boost, then your probably keeping armories. If you dont need that boost.. then its an irrelevant factor.
Me personally, at only chapter 9, my bulwark and shrooms are a high enough level that my training que in the barracks is around 17-18 hours long. (With a lvl 30 needles for training time boost). I will be on before 17-18 hours runs out to set more troops to train. Unless something horrible happens irl, ill be on to do that. (And if something irl happens... then i probably wont care about the game in that moment.) So since my training que is already long enough... i have no need for the small boost from the armories. So it doesnt matter to me.
Also worth noting, this is another effect of the AW change. The shrooms used to be tired to the armory levels. If it still were, then we may not be having this conversation. Because while i can do without the small boost from the armories directly, the combined boost from the shrooms (based on armories) i would have absolutely needed. So under the last aw system, none of this would have come up for me. Only because inno decided to make shrooms independent of armories.. does this become an option for me.

2. Culture provided/taken
Armories take culture. A chap 22 armory takes 57,000 culture per armory.
Orc nests take 0 culture. - Huge difference.
Orc nest also PROVIDES culture. It gives 10,000 for one nest (according to the provided numbers).
So thats a differece of 67,000 culture on a 1:1 scale. - On a 1:3 scale thats a difference of 87,000 culture.

3. Population
Armory takes 25,000 pop at chap 22.
Orc nest takes 0 population.

4. Ranking points.
This one always favors the armories.
Armory at chap 22 provides 82,000 ranking points
Orc nest provides 0 ranking points.
If you care about ranking points, then armories wins this round hands down. If you could care less about ranking points, then this is irrelevant.

5. Orc nest
You actually have to get the orc nests. Be it through an event or crafting. But you have to get the multiple orc nests.
Armories can be built any time. Tho potentially a lot of time to upgrade if starting from scratch.

6. Collection time
Armories are a set time. You set a production for 12h, 24h, 48, 96h. When its done, its done. If you show up late one day and collect and reset, then your next days collection will be later. You either have to accept that and work with it. Or do a 12h production to try an get your schedule back on track the next day.
Orc nest are far more simple. Its a 24h production. But you can collect ANY time after 12h. After that 12h mark, if you dont collect then the orc nest keeps making orcs until the 24h cap. Providing much more flexibility to a time schedule without losing out on orc production.

7. Supplies
Armory orcs take supplies to make.
Orc nests do not take supplies to make.


So its interesting comparing the different factors at play here. Each player could come up with a different final answer depending on there needs.

----

Heres another comparison. This time between a single armory vs 3 orc nests at the start of chapter 8 when you first get orcs (armory lvl 20), and the end/cap of chapter 8&9 at cap level (armory lvl 23). (Armories reach level 20-23 at chap 8. Chap 9 is the same levels as chap 8. No more upgrades appear until chap 10).
I also added orcs per 24h in addition to 12h

amrory orc nest comparrison pic_02.jpg


I guess it shows the flip flop nature of buildings and productions. Orc production, strickly, at chap 22 showing a slight advantage for armories over 3 orc nests . Where as on chap 9., where i am, its a different story. Orc nest out performs orc production by a lot.

Note; my armories were lvl 20 when i teled them to inventory. So i dont have the numbers for the ranking points or 12h production for a lvl 23 armory.
 

Dominionofgod

Thinker of Ideas
fyi... id much rather be making posts like that one above ^^^. Id much rather be doing that instead of pointing out horrible changes and practices that seem to be constantly done in game. Feels like thats all thats left anymore... So inno.. if you could knock that crap out so i can back to running numbers like this... it would be much appreciated. :)
 

TimeMachine

Well-Known Member
is there a list of wonders somewhere, and what each one does and what it is good for?
Before ancient wonder changes german forum had a very good wonder guide, well explained by a very experienced and highly regarded endgamer.
It was the most understandable and most helpful wonder guide I've ever red across the forums.

Unfortunately that player left Elvenar on day one of the ancient wonder changes. Since he left nobody ever really tried to follow in his footsteps.
This guy was very good in explaining things as short and understandable as possible and was even able to answer me questions that noone else ,not even team members, could answer me.

I must admit that I really do miss this guy a lot! Maybe I will try to write a wonder guide accorfing to "changed wonders" one day in the future.
But it could be hard for me to be sadisfied with my guide, since my expectations on a wonder guide like this and on myself are very high.

Plus one would need to invest a serious period of time to write something like this the way that it could help most humans and elves.
Anyway, I think it would be a nice task and a nice challenge too, to do this. ;)
 

Dominionofgod

Thinker of Ideas
I must admit that I really do miss this guy a lot! Maybe I will try to write a wonder guide accorfing to "changed wonders" one day in the future.
But it could be hard for me to be sadisfied with my guide, since my expectations on a wonder guide like this and on myself are very high.
Then the other problem with that... by the time you finish, they may have changed the aw's again and all your work would have to be redone.

I had/have a similar issue with my guide on how/why to raise a military. I get a lot of questions about that i was able to do nearly 3k tourney and full spire at my size. (End of orcs when that strategy becomes fully available.) And a 1000 page report just doesnt cut it. So i made a video on it. After some time it needed updated which is no surprise. Then the damn aw shook up the whole aw section of the strategy. And i needed to redo it. Now the horrific spire changes killed that strat all together with the massive reduction of time instants. So now it needs redone again..
It kept annoying me that i wasnt able to get around to updating them as quickly as i would like... now im partially gratefully i didnt because they keep changing the system on us...

Thats why guides, aside from just being a 'guide', are such a pain in this game. Every update could render them obsolete.
Im not saying the game shouldnt change or evolve... (a change for the better would be a nice surprise tho..). But it does make this a pain.
 

Dhurrin

Well-Known Member
while a direct comparison is perfectly reasonable and good to look at, i will also add one section for comparison based on space. You mentioned the lvl 22 armories are 6x4=24 squares and orc nests are 4x2=8 squares. So you can fit three orc nests in the same space.
Note: Im using the numbers you provided since im not chap 22. - (And, as with anything, what to use will change each chapter along with play styles.)

View attachment 17826
Chap 22 numbers.
The top two are comparisons between a single orc nest (on the upper left) and three orc nests (upper right). Including some of the math.
The bottom two are the same thing just with the final results show.

In the bottom right set, you can see that with 3 orc nests, at chap 22 (Assuming provided numbers are correct) that a single armory would come out ahead in orc production and training size. Tho worth noting that it would take a 4th orc nest to yield more orcs (6,400) then the armory. Which would be 8 more squares.

The interesting part is the rest of the factors to consider.

1. The training size boost form the armories. This will vary for every single player. If your dependent or need that boost, then your probably keeping armories. If you dont need that boost.. then its an irrelevant factor.
Me personally, at only chapter 9, my bulwark and shrooms are a high enough level that my training que in the barracks is around 17-18 hours long. (With a lvl 30 needles for training time boost). I will be on before 17-18 hours runs out to set more troops to train. Unless something horrible happens irl, ill be on to do that. (And if something irl happens... then i probably wont care about the game in that moment.) So since my training que is already long enough... i have no need for the small boost from the armories. So it doesnt matter to me.
Also worth noting, this is another effect of the AW change. The shrooms used to be tired to the armory levels. If it still were, then we may not be having this conversation. Because while i can do without the small boost from the armories directly, the combined boost from the shrooms (based on armories) i would have absolutely needed. So under the last aw system, none of this would have come up for me. Only because inno decided to make shrooms independent of armories.. does this become an option for me.

2. Culture provided/taken
Armories take culture. A chap 22 armory takes 57,000 culture per armory.
Orc nests take 0 culture. - Huge difference.
Orc nest also PROVIDES culture. It gives 10,000 for one nest (according to the provided numbers).
So thats a differece of 67,000 culture on a 1:1 scale. - On a 1:3 scale thats a difference of 87,000 culture.

3. Population
Armory takes 25,000 pop at chap 22.
Orc nest takes 0 population.

4. Ranking points.
This one always favors the armories.
Armory at chap 22 provides 82,000 ranking points
Orc nest provides 0 ranking points.
If you care about ranking points, then armories wins this round hands down. If you could care less about ranking points, then this is irrelevant.

5. Orc nest
You actually have to get the orc nests. Be it through an event or crafting. But you have to get the multiple orc nests.
Armories can be built any time. Tho potentially a lot of time to upgrade if starting from scratch.

6. Collection time
Armories are a set time. You set a production for 12h, 24h, 48, 96h. When its done, its done. If you show up late one day and collect and reset, then your next days collection will be later. You either have to accept that and work with it. Or do a 12h production to try an get your schedule back on track the next day.
Orc nest are far more simple. Its a 24h production. But you can collect ANY time after 12h. After that 12h mark, if you dont collect then the orc nest keeps making orcs until the 24h cap. Providing much more flexibility to a time schedule without losing out on orc production.

7. Supplies
Armory orcs take supplies to make.
Orc nests do not take supplies to make.


So its interesting comparing the different factors at play here. Each player could come up with a different final answer depending on there needs.

----

Heres another comparison. This time between a single armory vs 3 orc nests at the start of chapter 8 when you first get orcs (armory lvl 20), and the end/cap of chapter 8&9 at cap level (armory lvl 23). (Armories reach level 20-23 at chap 8. Chap 9 is the same levels as chap 8. No more upgrades appear until chap 10).
I also added orcs per 24h in addition to 12h

View attachment 17830

I guess it shows the flip flop nature of buildings and productions. Orc production, strickly, at chap 22 showing a slight advantage for armories over 3 orc nests . Where as on chap 9., where i am, its a different story. Orc nest out performs orc production by a lot.

Note; my armories were lvl 20 when i teled them to inventory. So i dont have the numbers for the ranking points or 12h production for a lvl 23 armory.

Thanks for a more extensive comparison. And yes, the values are the chap 22 as they show me when the buildings are placed.

Before the AW changes I tended to have 3-5 armories, because that helped the Shrooms. Most of the game I managed to grow my army with only a few armories like that and a Shrooms AND Bulwark. The 2 of them are more than enough to generate a nice queue with few armories. Heck, the Bulwark by itself does that.
The nice thing about it for me was that, since I don't really care about ranking, it made it possible to teleport armories whenever I needed space (or pop) without making the queue too short to become an issue.

And most of the game I preferred the Orc nests as the generate culture and have a better output per square/hour than the armories do. They do show up reasonably regularly in the MA, so I can craft them as needed instead of wasting RR's on them.

The fact that now in chap 22 the armories are more efficient in the orc-generation doesn't really do much for me; I'm halfway through the chap 22 techtree and have about 33 million orcs wandering around somewhere (luckily, out of sight) so it's not as if I'm running short anytime soon.
At the moment I have 2 maxed out armories in my town, 3 more maxed out once in my inventory and another 3 that need that last upgrade in my inventory, which will be fixed later.

But I might go without any armories at all from here on; both my Shrooms and my Bulwark are maxed out and since the change in AWs the Shrooms doesn't depend on armories anymore, so the queue will be long enough for me to not need armories anymore. If that drops me a few ranks, so what?
 

Pheryll

Set Designer
The fact that now in chap 22 the armories are more efficient in the orc-generation doesn't really do much for me; I'm halfway through the chap 22 techtree and have about 33 million orcs wandering around somewhere (luckily, out of sight) so it's not as if I'm running short anytime soon.
At the moment I have 2 maxed out armories in my town, 3 more maxed out once in my inventory and another 3 that need that last upgrade in my inventory, which will be fixed later.

I would encourage players in general to keep an armory stockpile like you have in reserve. Replacing the 4 day production for a completely different type of production doesn't seem that far-fetched for the upcoming chapters.
 
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