DeletedUser61
Guest
There are two extreme ways of playing a City Builder, of which Elvenar is a good example.
But there's another way to play a City Builder, that's more akin to "real life" where the objective is to deliver the expected results on time, and within budget. The way to achieve that goal is to aim for just enough, just in time, and to reallocate your resources when you detect excess capacity anywhere in the system.
I prefer using two constraints in my various Elvenar Cities, and if one city gets bogged down at a particular point in its development, then I'll pay extra attention to that area in my subsequent cities. I use two primary criteria:
- Maximize (raise) your benefits, as represented by your personal score.
- Minimize (lower) your costs, as represented by the number of clicks that you'll need, each day.
But there's another way to play a City Builder, that's more akin to "real life" where the objective is to deliver the expected results on time, and within budget. The way to achieve that goal is to aim for just enough, just in time, and to reallocate your resources when you detect excess capacity anywhere in the system.
I prefer using two constraints in my various Elvenar Cities, and if one city gets bogged down at a particular point in its development, then I'll pay extra attention to that area in my subsequent cities. I use two primary criteria:
- I try to keep up with the tech tree. I always want to have the "right amount" of Coins/Goods/Supplies on hand as soon as I fill up the knowledge bar for each technology. My objective is to "keep up" with the game, but I see no need to push the game by conquering sectors just for the knowledge points nor the expansion slots.
- I try to do so with as FEW clicks as possible, because I regard mouse clicks as my primary cost metric.
- The combination Workers + Culture premium buildings are wonderful, except that they don't generate any Coins. You'll still need some housing.
- Supply buildings are expensive, because you have to manually restart them several times per day.
- Training troops EATS supplies.
- Manufacturing buildings also require a lot of clicks, and they eat supplies, but they require 10 times as many coins as supplies. Manufacturing buildings are VERY expensive.
- Upgrades are a mixed lot. Skillfully managing your upgrades is essential, and you must resist the temptation to overwhelm the upgrades because you'll just end up with tons of excess capacity once you've upgraded everything
- Trading is essential. You'll need to trade your boosted goods for the unboosted goods that you'll require.
- Ancient Wonders are, ummm, wonderful. They require very few clicks for the benefits that they provide.
- Visiting folks on the World Map is fairly efficient. You click on the hands, you buff something, you click on the World Icon, and you click on the next city on the World Map. Rinse and Repeat.
- Someday, when there's an easier way to do a fellowship rotation, fellowship visits will be more advantageous. At the moment there are cheaper ways to get Coins and Supplies, even when you're returning visits and garnering the extra supplies.
- One very effective questing approach is to WAIT for an appropriate quest before you explore the World Map, as an example, so that you'll reap the additional quest benefits without incurring any additional costs.
- Declining quests, to run up your Supplies/Coins is a VERY expensive approach.
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