Chapter 17 - whaaat, again?! Yep, let's continue previewing Elvenar Chapter 17 chapter. You may want to start with out Research Preview, but today we will be talking about guest race production setup. So let’s take a look at what is speculated so far – of course, anything you find here is subject to change. Or it might be entirely made up. You have been warned ;) So without further ado, let's preview settlement production in Elvenar Chapter 17.
Aaand it is time again to engage in some speculation about the future. The deafening silence from the development team with respect to the new tournament is disappointing, and there is not much to add there at the moment. So instead let's try to imagine how the next chapters are going to looks like. In particular, the rumors are swirling about Chapter 17 coming up somewhat soon. So let's take a look at what is speculated so far - of course, anything you find here is subject to change. Or it might be entirely made up. You have been warned ;) So without further ado, let's preview research tree in Elvenar Chapter 17.
We're back in Elvenar, and it is time to fight! Tournaments, that is ;) Here we will be doing a commentary on a Crystal Tournament run - 2* provinces of 01-20 (and a separate video for 21-50). We'll discuss matchups, troops selection, losses and more! Stay tuned ;)
In this post I am going to outline how Tournament and Spire of Eternity requirements calculation works after changes that were introduced in 2020. Both game elements feature fighting and catering options, and squad sizes for fighting and negotiation/catering costs increase as your city evolves and you do more encounters. So this is an umbrella post for several models that are (or will be) used for calculating these requirements.
City Advancement Level (CAL) Model takes different parameters that developers consider relevant for city development (e.g. relics boost, research, AW levels and expansions) and bakes all of them into a single CAL number. This number represents city advancement level (duh!) the way the game sees it. So how does it work?