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Topics - Kianne Cassidy

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Elevenar / Fellowship Adventures
« on: March 29, 2019, 12:01:34 pm »
I have not personally participated in Fellowship Adventures, but I've read about them online.  You can also read the in-game info on them by opening the adventure map and clicking the "?" button.  The below consists of a compilation of various advice and recommendation s that I've read on other sites.

When attempting a Fellowship Adventure, as many people in the guild as possible need to:
- Log in daily
- Be willing to devote most/all of their city's operations toward the adventure while it is active

General Strategies:

- Most of the rewards are for reaching the end. Thus, a quickest way there is to do only one path at each juncture. Doing more than one path is for fellowships that want higher ranking points. If you want the prizes (the good stuff) stick to a single path.

- Coordinate with the guild regarding which path is going to be taken at each juncture. Make sure everyone is on the same page. The different paths require different productions (from workshops and manufactories to gaining enchantments). Choosing a path may require some discussion among the guild members to determine which path is most suitable for the available members (based on what they are most capable of producing).

- Once the paths are determined, each guild member should be assigned toward making specific badges as necessary for each path (see below). This way there are no overlapping effort problems.

- Before the Fellowship Adventure starts, build temporary buildings (workshops, manufactories) and start some 1d and 2d productions (if assigned those badges). Don't collect these until you need them for the relevant Fellowship Adventure quests.

- Be careful when collecting anything; ensure that the proper Fellowship Adventure quest is on the board and ready to accept whatever it is you are about to collect.

- Use trades between guild members to satisfy the requirements for quests that just ask for a certain number of goods. You can use lots of small zero-star trades for this (zero-star to discourage non-guild members from taking the trades) of 100 goods each.

- Consider using the forums to communicate throughout the adventure as the in-game chat has a limit on number of entries and some messages may be lost.

- Consider using an editable spreadsheet (e.g. Google Sheets) to coordinate which badges are needed, and who is doing which badges.

- Players who cannot meaningfully participate but wish the rewards can put a badge into one of the paths that is not being pursued in order to qualify for the rewards. (This is sometimes necessary if they are unable to make badges for the paths that are being taken.) Good communication is needed, though, to make sure the other members know not to bother actually trying to take that side path. Otherwise people might get confused and waste efforts on the wrong path.

Allocation of Tasks:

- People who can log in a lot throughout the day can do the 5m, 15m, 1h, and 3h runs
- People who log in only once a day should be allocated the other runs
- People with free space in their city can build temporary buildings for constructing needed items faster
- People who lack space to build non-boosted manufactories should be assigned badges that won't need them
- Only one person should be in charge of collecting the stage rewards because this ends the stage

More Information:

When searching online, note that apparently Fellowship Adventures have changed throughout the years and thus some posts contain outdated information.  Some of the more helpful links I found:
- Official Wiki
- Gems of Knowledge (current adventure; spammy; visit with ad blocker)

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Elevenar / Elvenar Guide
« on: August 30, 2018, 12:35:39 pm »
Elvenar Guide


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Overview

Elvenar is a browser-based city-building game. There are also some mobile apps available, but the mobile versions are developed separately and thus their features differ from the browser version.

The game is designed to be played in small sessions over a long period of time. In other words, the idea is to log in, collect resources, perhaps start one or two construction projects, maybe fight a couple of battles, and then log out and come back in a few hours or the next day or whenever is convenient. As such, it is not a game for the impatient; do not expect things to progress quickly.

The game is nominally multiplayer, but there is no direct contact between players. You do not compete with players or fight against them. You can view other players' cities on the world map, but their presence does not hinder your own personal progress through the game. There is no PvP; other players cannot harm you in any way. (All combat is against the computer.)

The game is free to play. You can, if you wish, spend real-world money to purchase in-game "Diamonds" which is the game's premium currency that you can spend on various things in the game. (Not to be confused with "Gems" which are an in-game Good.) Keep in mind that Diamonds are never required to advance in the game. The things you can buy with Diamonds are mostly things which allow you to advance more quickly through the game or grant you cosmetic buildings.

Note: If you haven't played yet and are thinking of joining, keep in mind your account name will also be your player name, so pick something you want others to see.

Be sure to check the official wiki for the game's basic manual:
https://en.wiki.elvenar.com/index.php
The official forums are also a useful resource:
https://us.forum.elvenar.com/index.php

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Humans vs Elves

The first decision you have to make is whether to play as Humans or Elves. (Hint: You can play multiple cities with a single account by playing on different worlds, so try both races!) For the most part the two are pretty equivalent, so you really can't go wrong with either that you pick.

There are three main differences between the races:
  • Cosmetic: The buildings look different and your advisors are different. These are cosmetic only and do not affect game play. The Elves tend to have more "nature" style buildings (trees and stumps and whatnot) whereas the Humans have more brick-and-mortar. These differences tend to start disappearing as you advance further in the game as the two races start looking much more similar to one another.

  • Building Shapes: Although in functionality the buildings are basically equivalent, there are some differences in the sizes and orientations of the various structures. These differences do not really affect game play (except in very minor ways) but they do minorly affect the layout of your city.

  • Military Units: Humans and Elves share the unit rosters of the Training Grounds and Mercenary Camp, but their Barracks units are different. This is perhaps the most significant difference between the two races. As such, I have an analysis of the differences between the units below.
Military Units Comparison

Interestingly, the Human units are mostly focused on defense, whereas the Elven units are focused on offense. The practical result is the Elves suffer a lot more losses during combat, leading them to have to spend time and Supplies replacing all of those lost units. Whereas a Human player can often get through combat without a single loss, the Elves are not usually so lucky.
  • Light Melee: Axe Barbarian (Humans) / Sword Dancer (Elves)
    Functionally, these units are almost identical. I prefer the appearance of the Sword Dancer but they work basically the same in combat.

  • Light Ranged: Crossbowman (Humans) / Archer (Elves)
    Again, these units are very similar. I personally like the Archers because I like bows better than crossbows, but in a practical sense, there's not a lot of difference between them. Keeping with the traits of the two races, Crossbowmen have slightly higher health and better defense, whereas Archers deal slightly more damage, but these distinctions are not hugely significant.

  • Heavy Melee: Paladin (Humans) / Treant (Elves)
    Here is where we start to get into the differences. Paladin wins, hands down. The Paladin has an attack range of 2, which makes a huge difference. They can get into range to attack more easily. They can attack melee units outside of retaliation range. They can hit things over obstacles--and over each other. Treants do appear to be a bit more durable than Paladins, but they still will suffer damage in many places where the Paladins do not.

  • Mage: Priest (Humans) / Sorceress (Elves)
    On the surface it would appear that these two break the "defense/offense" trend: the Priest lowers the defense of enemies, making them suffer more damage, whereas the Sorceress lowers the enemy attack power, making them deal less damage. However, the Priest still comes out on top when comparing the two units overall because he can hit at a distance. The Sorceress has to put herself within attack range of the enemy in order to deal damage--which means she's going to be taking damage as well. Note that the Sorceress has a -60% defense boost against Heavy Melee and the Priest does not. Taken in isolation, this would be a big deal. However, the reason for this bonus is because the Sorceress has to get within range in order to deal any damage. If she didn't have this defensive boost, she would get absolutely massacred by the very Heavy Melee she's supposed to be specialized against. Priests, by contrast, can dance around Heavy Melee and stay out of their attack range. So overall, although the Sorceress's defense bonus is helpful, in the end, the fact that the Priest can avoid damage altogether is far better than a mere defense boost. After all, not getting hit at all is always better than taking less-than-normal damage.

  • Heavy Ranged: Mortar (Humans) / Golem (Elves)
    Mortar units have a ridiculous attack range. They can just stand back at the far side of the battle field and pepper enemies almost anywhere. Golems are far more conventional units; they have a decent movement range and a medium attack range, but--naturally--have to expose themselves to attack in order to deal any damage. Having said that, Mortars deal less damage than Golems (all else being equal) and are not as durable; they are quite vulnerable if enemies get within striking range since they can barely move at all. So, ironically, even though Golems have to go out there and take the fight to the enemy, often they can knock down foes more efficiently than the same number of Mortars.
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Bugs

In the browser client there is a bug you should be aware of: the tooltips are slow to update. Very often when you point at something that produces a tooltip, you will get the tooltip from the previous thing you'd pointed at. For example, you might point at a Workshop and it says that it's producing Planks. Or the tooltip might just show " ? ? ? " rather than the production amount. In situations like this the tooltip is wrong. To get the correct tooltip to appear, you need to move the mouse off the desired object and then point at it again to "refresh" the tooltip's content. Usually the second time will be correct.


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