Guestrace Factories



When I was building this site, Someone asked me; "how many factories do I need ideally for "this" chapter?"
This reminded me that I got this question over and over again. So I decided to devout a part of this website to it.
Before we get to the part with just plain numbers, I like to give a few tips first, that might help you more, than just a few numbers.


Overbuild:
Usually when you start you have already dedicated an area for your portal, and factories. but factories are only unlocked 1 at a time. So build the first factory you unlock as much as possible in the dedicated area. Let me explain with the fairy farms as an example.




 
Sunflowers, Velvet and Nightshade are only needed to upgrade your portal, Day Farm, and Night Farm. they have no other use than that. But they require you to be at your screen every 1 hour 1.5 hour and 3 hours, essentially always. This can be very tedious and boring, by building a few extra buildings at the start that you do not level up, you can reduce this time of boredom by quite a bit.

So if you "need" 4 Day Farms, but at the time you have room for 7, then build 7, level up 4 of those and discard the other 3 when you require the space for something else.


Turtle Start:
The fastest way to get trough a chapter is by actually starting like a turtle. It requires you to have your main focus not on your research, but on your portal. Only once you have your portal upgraded to level 4, then you will start on the research requiring guest race goods. We have tested this several times, and the first ones to finish the research in our guild are always the ones who focus on portal first, not one ones with the most factories.

So prepare to put some knowledge points in your wonders before flying trough the chapters at lightning speed.




Guest Race 1: Dwarves
Granite Mine Copper Mine
10 6


When we were at the dwarves chapter we had 10 granite mines at level 4 and 6 copper mines at level 3, we thought the price for upgrading the copper mines to level 4 was simply to high and since they are small it was much easier to just build an extra one. If you aquire knowledgepoints from the tournaments on a regular basis (this didn't exist when we did this chapter), I would reccomend 2-4 more granite mines and 1-2 more copper mines to adjust for the additional knowledgepoints you aquire compared to us.
Upgrade your granite mines asap, there production is time based, and the time is extended from only 4 hours at level one to 10 hours at level 4.
Even if your using turtle start, upgrading your mines go before upgrqading your portal. you cannot compensate the loss of production at night / work shifts by improving the portal, You first of all need to upgrade your mines to a level where you can have a good nights rest without loosing production.


Guest Race 2: Fairies
Day Farm Night Farm
4 3




Guest Race 3:Orcs & Goblins
Mushroom Farm Rallypoint
20 3


start with as many mushroom farms as you can muster, there tiny with the 2x2 footprint, but leveling up the 20 you require, takes a huge lot of effort. this was one of my least favorite races because of it.



Guest Race 4: Woodelves
Forest fabrication Marble Grafting Site Steel Grafting Site Wood Grafting Site
3 4 4 4


try to start with a few extra forest fabrications. you need a lot of mana tears at the beginning.



Guest Race 5: Sorcerers & Dragons
Alchemy Faculty Arcane Faculty
3 3
Necromancy Faculty
3


At this guesrace your severely restricted in how you construct your guest race production. everything is centered around a huge campus, and each building will need a direct connection to it.

With production times of 10 and 20 hours, 1 faculty can keep busy 2 other faculties. with 3 of each faculty this will create a perfect loop. if you get stuck on students, you can build the smallest faculty a bit more, once build you can disconnect if from the campus and still get the students (confirmation needed)


Possible guest race layouts:






Guest Race 6: Halflings
Halfling Farm
6+ (read below)
Grain Field Carrot Field
3 3
Pumpkin Field Apple Field
4 5


Another unique race, Only the halfling farms need to be connected to irrigation channels, all the fields need a direct connection to the halfling farms similar to the faculties of the previous race that needed a direct connection to the campus.
The only field you can build this time is the Grain field, the other fields are accessed by upgrading the fields to the next level changing it's output.
Our early calculations show that there is absolutly no need to upgrade the halfling farms if you can make 4 6 hour productions a day. off course this is unlikely to happen. We therefore advise 8 halfling farms at level 1, or 6 at level 2. upgrading beyond this point seems to be a waste of time and recources that could better be used to unlock the research tree.


Extra clarification because of question from a player like yourself:
Question: What makes this statement true for Halflings and not the other guest races? From what I understand, the other guest race production buildings also require time/resources to upgrade. Could you elaborate on why this isn't efficient for Halflings in particular?

Answer: It's different than the other races because fields do not increase in output as they level, instead they change there type of output.
Farms on the other hand when they level they require more input, which means more fields are required to produce the goods to keep them running
6 lvl 1 farms need ~12 fields to support it
6 lvl 2 farms need ~18 fields to support it
6 lvl 3 farms need ~24 fields to support it
6 lvl 4 farms need ~30 fields to support it.

You can imagine there is no way you can have 30 fields working with only 6 farms since every field needs to be directly connected to a farm. This is why leveling the farms at the halfling chapter is a waste of time and recources.