
Chapters 1 to 5 are just building you up to chapter 6 !
Chapter 6 onwards Its a new Feature the 'Portal'. this will now feature in all the next chapters, and involves building a Portal building and a number of other chapter specific buildings only required for that chapter. This is all done in the Building /s tab, only one portal will be required up-gradable by 4 stages, any number of the other buildings are possible, limited only by your free space. I have listed below what works for me there, but many other scenarios are possible & all are time dependent both on the buildings and your game time availability.
Note all information below is extra to your normal game play
Help is at hand in the form of the portal profit spell, worth anything from 5% to 50% extra settlement goods, but use it wisely as you get more settlement goods when your portal is at level 4 .Craft this item when you can.
Try to work your way through the KT by taking the quickest route to all Settlement buildings first, then go back in the KT and complete all others.
Chapter 6 Dwarves
1 X Portal this needs upgrading to max as soon as you can both for production boosts but also storage capacity (note there is a separate storage icon for settlement resources) and must be connected to roads. (note it gets bigger with each upgrade)
Portal tracks this is the new road that connects your Portal to the other settlement buildings
9 or 10 Granite mines upgrade to 4 as soon as you can, this building will automatically produce granite but only for a certain amount of time and waits to be collected , the time increases with each upgrade
5 or 6 Copper foundry upgrade to 3 or 4 as soon as you can, each upgrade produces more copper, this building can be set to build copper for 3, 9 hours or 1,2 days.
Note at the end of this chapter all settlement buildings can be deleted but wait until you have upgraded your main road to the next level, as deleting the 'portal tracks' reduces your culture. Upgrading your main road using settlement goods will replace lost culture.
Chapter 7 Fairies
1 X Portal this needs upgrading to max as soon as you can both for production boosts but also storage capacity (note there is a separate storage icon for settlement resources) and must be connected to roads. (note it gets bigger with each upgrade)
Flower lane this is the new road that connects your Portal to the other settlement buildings
5 or 6 ,Day Farm upgrade to 4 as soon as you can, this building will require setting 3/9 hrs etc
3 or 4, Night Farm upgrade to 4 as soon as you can, this building will require setting 3/9 hrs etc
Chapter 8 Orcs & Goblins
1 X (Orcs & Goblins ) Portal this needs upgrading to max as soon as you can both for production boosts but also storage capacity (note there is a separate storage icon for settlement resources) and must be connected to roads. (note it gets bigger with each upgrade)
Mushroom Farm build lots (as much as your space allows) upgrade is less of a problem if you have lots 20 +, level 2/3 is OK .
But if you have a limited number the upgrade to 4 as soon as you can. Their time of production can be set to 12 hrs 1 day 1.5 & 2 days .
Rally Point if space allows build 4 . upgrade to 2 as soon as you can, this building will require setting 9 hrs etc
Chapter 9 Woodelves
1 X Portal (Forest Glade) this needs upgrading to max (4) as soon as you can both for production boosts but also storage capacity (note there is a separate storage icon for settlement resources) and must be connected to roads. (note it gets bigger with each upgrade)
Forest Stream This is the new road that connects your Portal to the other settlement buildings
8 or 9 Forest Fabrication Slowly upgrade to 3 as and when you can, will be a long way through the Research before you can do this.
6 Marble Grafting Site no upgrading required (build 1st)
6 Steel Grafting site no upgrading required (build 2nd)
4 Planks grafting site no upgrading required
Chapter 10 Sorcerers & Dragons
1st Build the Wisdom square , it produces apprentices. Note it needs to be connected to a road. (Note no more upgrades for this required)
2nd Build Campus. Note needs to be connected to the Wisdom square (can be upgraded 4 times)
3rd Build 2 x Alchemy Faculty, 2 x Arcane Faculty,3 x Necromancy, faculty . Each of these buildings need to touch the Campus. Each building can be upgraded 4 times. Now there should be enough space around your Campus to place one more building of your choice, giving you a total of 7 buildings around your Campus.
These buildings make ....See images below



NOTE
Making items from the 5 hr productions are needed for upgrades. 10 hr productions allow you to make items in the 20hr productions (takes a little working out) also the 20 hr time reduces with each upgrade .
The 3 main items you will need to go through the knowledge tree will be:
1. icon = a circle with a blue bottle with a skull inside (Alchemy Neceromancers) 20 hr production
To make these you will need: icon = circle with a green skull inside (Neceromancers) 10 hr production
To make these you will need: icon = circle with a head & shoulders inside (Apprentices)
Apprentices are produced in the Wisdom Square
2. icon = a circle with a blue bottle & a yellow star inside (Arcane Alchemists) 20 hr production
To make these you will need: icon = circle with a yellow star inside (Aranologists) 10 hr production
To make these you will need: icon = circle with a blue bottle inside (Alchemists)
To make these you will need: icon = circle with a head & shoulders inside (Apprentices)
Apprentices are produced in the Wisdom Square
3. icon = a circle with a green skull resounded by a yellow star (Arcane Necromancers) 20 hr production
To make these you will need: icon = circle with a green skull inside (Necromancers) 10 hr production
To make these you will need: icon = circle with a yellow star inside (Arcanologists)
To make these you will need: icon = circle with a head & shoulders inside (Apprentices)
Apprentices are produced in the Wisdom Square
Chapter 11 Halflings
A new chapter and new goods.
Seeds will now be needed, produced by upgrading your Trader.
The Trader will get an upgrade during the Halflings Chapter in order for you to gain Divine Seeds, a new type of decaying Good needed for different aspects of the Chapter.
First Build the Spring Grove
The Spring Grove is the Halflings Portal. Upgrading the Spring Grove will increase the storage capacity of Tingle Bread, Savvy Soup, and Jolly Jelly, and will increase the production output of the farms and fields. The Grove will grow in size with each upgrade.I
Irrigation Canal
Irrigation Canals are your Settlement Street which will connect your Halflings Farms to the Spring Grove. They will also give you 80 culture for each Irrigation Canal Tile built.
Halflings Farm
5 or 6 The Halflings Farms will produce Magic Fertilizer, Tingle Bread, Savvy Soup, and Jolly Jelly. They are 3×3 tiles in size and will need a connection to Irrigation Canals to produce goods.
Fields
The fields need to be directly connected to a Halflings Farm
Fields are different, though, from other Settlement Buildings because instead of increasing the amount of goods when they are upgraded, they instead change the type of goods that they produce. There are, then, four types of fields: Grain Fields (level 1), Carrot Fields (level 2), Pumpkin Fields (level 3), and Apple Fields (level 4). To upgrade the Fields you will need Magic Fertilizer and Divine Seeds.
the advisor guides you through making fields and upgrading them, for me 3 of each type worked.
Important at some point in this chapter it is a good idea to start on a new goods building that will be your new sentient goods producer for the next chapter, It will be a non boosted steel or marble or planks, but when fully upgraded in the next chapter will produce your new sentient goods. To find out which one to make look in you Main Hall, open the relics tab and you will see it listed in the second line of goods see image at end of this section.
Grain
Grain is produced by Grain Fields (the level 1 version of fields) and is used as a cost to produce Tingle Bread.
Carrot– Carrots are produced by Carrot Fields (the level 2 version of fields) and are used as a cost to produce Savvy Soup.
Pumpkin
Pumpkin is produced by Pumpkin Fields (the level 3 version of fields) and is used as a cost to produce Savvy Soup.
Apple
Apples are produced by Apple Fields (the level 4 version of fields) and is used as a cost to produce Jolly Jelly.
Magic Fertilizer
is produced in the Halflings Farm and is used as a cost to upgrade Fields.
Tingle Bread
The Spring Grove has a storage capacity on Tingle Bread, so be wary. Tingle Bread is used as a cost to upgrade Halflings Farms and as costs to complete certain Technologies in the Research Tree.
Savvy Soup
The Spring Grove has a storage capacity on Savvy Soup.
Savvy Soup is used as a cost to upgrade Halflings Farms and as costs to complete certain Technologies in the Research Tree.
Jolly Jelly
The Spring Grove has a storage capacity on Jolly Jelly.
Jolly Jelly is used as a cost to upgrade Halflings Farms and as costs to complete certain Technologies in the Research Tree.


ELEMENTALS CHAPTER 12
New in this chapter
New Boosted Goods Type
Sentient Goods
Trader Upgrade
Upgrade to level 3 allows trading of Sentient Goods
Guest race production buildings
Portal
Canals
Manifestations
New type of layout/connection
New method of production – cheap vs. fast
Seeds and Mana will be needed in heavy supply. Hopefully by now you’ve placed and upgraded some Ancient Wonders or nice event buildings to help with this.
Ancient Wonders to help with Mana:
Maze of the Dark Matter
Dragon Abbey
Ancient Wonders to help with Seeds:
Elvenar Trade Center
The Layout is space hungry so going into this chapter clear as much space possible, after you are through the advanced scouts section start putting your KP into the steel/plank/marble research choosing your boosted type for Sentient Goods first ,If you have not done so already build that Sentient Goods type required for your game and upgrade to max quickly ,
It will be a non boosted steel or marble or planks, but when fully upgraded will produce your new sentient goods. To find out which one to take a look in your Main Hall, open the relics tab and you will see it listed in the second line of goods.
once your Sentient Goods research is done for your boosted type upgrade it to start producing Sentient goods
Next you will need the Advanced Trader research complete so you can upgrade it and start trading for Sentient goods.
Next complete research on the portal then canals its a new type of road, canals produce minerals which you will need to purchase new buildings / Manifestations
Chapter 13 Amuni
- Trader upgrade
- New level 2 allows trading of 2nd tier Sentient Goods
- 2nd tier Sentient Goods added to Wholesaler
- T2 Sentient Goods​
- New Boosted Good type check in your Main hall for which building need to be made & fully upgraded
- Useful Ancient Wonders
- Lighthouse of Good Neighborhood
- Pyramid of Purification
- Maximum level has increased for all Ancient Wonders from 25 to 30
-
- New type of layout/connection
- Goldsmith place next to a house (8)(have 4 upgrades to level 4)
- Trap Maker place next to a workshop (8) (have 4 upgrades to level 4)
-
Chapter 14 Amuni
- Trader upgrade
- New level 3 allows trading of 3nd tier Sentient Goods
- 3nd tier Sentient Goods added to Wholesaler
- T3 Sentient Goods​
- New Boosted Goods type check in your Main hall for which building need to be made & fully upgraded
-
Chapter 14 Amuni
- Council building (like the old portal with 4 upgrades)
- Academy needs to be directly to the council building 4 upgrades possible build 4 of thease
- Agriiculture connects directly to academy
- Atler conects directly to the academy
- Vault of wisdom conects directly to accemy,factory&atler
- NOTE it it is usefull to have a 2nd sentient tier3 and use this to trade down for the others, you will also needs lots of seeds to hlep feed thease
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