yesI was wondering whether Goldsmith and Trapmaker has any kind of requirement as to the level of Residence and Workshop they are connected to ? Would Level 1 also work ?
you miss some requirements to buy it normaly, thats why it shows diamonds for you, most likely you dont have t5, tooltip will tell youHi friends, can anyone help me?
I was asked about: grave goods and traps.
Is it required to buy this two Diamond cost buildings (Trap Maker and Goldsmith) to continue the game?
Or is there an other possibility to gain the resources.
Thanks for you support
no it means you need to produce t5 first to build it without diamondsThat means: If you do not have Diamonds you can not continue the game
But realize that you absolutely WILL need to have a level 4 Temple of Dunes. You will need the storage capacity to hold the grave goods and traps just for doing the late chapter research. You should always put the upgraded size into your city plans.Maybe something like this, because we can build just 1 Temple of Veneration, 1 Temple of Sustainability and 3 Palm Gardens
Usually 1 or 2 weeks later than beta
Yes, 1 lvl per each tech
Finally they made this step, players used to swiftly build both 2 levels and graphics of the 1st upgrade was missing in most cities.
im not sure about your feedback here, is this now positive or negative?Just had a longer look at the tech tree for the new chapter, and noticed that the devs seem to have forgotten about Coins and Supplies when setting the costs of techs. There's one tech that costs Coins, one tech that costs Supplies, and... that's it. The rest all cost goods - T3, T4 and/or T5, depending on tech. There's also just 7 techs that cost Mana, and no tech costs Seeds.
Does anyone already have a clue about the "advised" amount of race buildings?
8 gold/4 traps
or 10/5 or 12/6
If you look at the productions buildings Goldsmiths consume gold and seeds, Trap Makers consume supplies and mana. So these are still critical, just not in the research.Just had a longer look at the tech tree for the new chapter, and noticed that the devs seem to have forgotten about Coins and Supplies when setting the costs of techs. There's one tech that costs Coins, one tech that costs Supplies, and... that's it. The rest all cost goods - T3, T4 and/or T5, depending on tech. There's also just 7 techs that cost Mana, and no tech costs Seeds.
Of course you are assuming that there is not a mandatory task to upgrade 5 of your workshops as there was in Elementals! Exactly why I hate that type of quest and think they are unfair. My layout has 5 workshops updated - just in case they throw that at us again.Came up with a layout that allows me to have the 8/4 (think I put them in backwards this - but the space is the same) that will be required. Losing both of my set building sets to create the space to move stuff.
City is going to be very ugly until I can tear down this mess. Also will have to wait until the end of the chapter to upgrade workshops or I lose needed space. No I'm not giving up my AWs
http://www.elvenarchitect.com/city/planner/8c66f7a6749f4eed8087c45b1a9ee512/