Legends of Ellaria

Legends of Ellaria

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City management guidelines for version 0.5.38
By Larkon Studio
This guide describes the basic guidelines for city management and resources.
   
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How the city generates income
You start your game with the following income points:
  • Gold Income: 2
  • Wood Income: 1
  • Iron Income: 2
  • Riftstone Income: 1

Every in- game hour, you gain the following:
Gold: [Income points] x [Number of houses]
Wood: [Income points] x [Number of houses]

Every in game day (at 6pm), you gain the following:
Iron: [Income points] x [Number of houses] x 5
Riftstone: [Income points]

So if you have five houses, and didn't build anything, then after 24 in-game hours (one hour of gameplay), you would gain 240 gold, 120 wood, 50 iron and 1 Riftstone
How to boost your city income
To boost your economy, you can do the following:
  • Build more houses. Each house multiplies your income points for gold, wood, and iron
  • Build a tavern. The tavern increases your gold income by 1 point
  • Build a market. The market increases your gold, wood and iron income by 1 point each
  • Complete the "The Gold Mine" quest. This will gain you 2 points of gold income
  • Complete the "The Iron Mine" quest. This will gain you 2 points of iron income
  • Complete the "The Rift Mine" quest. This will gain you 2 points of Riftstone income
  • Complete "Riverside Village" and "The search for food". This will increases the maximum number of houses you can build

* You can also find resources inside caves and dungeons
* Future updates will include taxes, laws and new buildings that manage income
7 Comments
jamoecw 1 May, 2020 @ 8:08am 
in the future maybe look into games like Ceaser or stronghold. basically have workers physically carry materials to place from where it is mined/refined/built. you can have complex supply chains (well maybe not that complex) in which the resources are used to build different things like wheat into flour into bread, or iron ore into iron into steel into weapons/armor/etc.

i understand that the first step of course is to have resources used to build things and some sort of income to figure out good rates and costs of things, so i am not disliking the patch.
SKEL 18 Sep, 2019 @ 9:16am 
I wish this game looked more like Age of Empires in this aspect of building and gathering resources. I hope it does in the furture...
isard999 26 May, 2018 @ 2:11am 
I have to admit that this fixed ressource income feels misplaced. If you build everything around the fact that the player is a lord then he should be able to give simple orders to the workers.

Example:
You gain 3 workers for every house. Lets assume we have 3 houses.
A lumbermill can have 4 workers in total.
A mine can have 7 workers in total.
A field with crops can have 5 workers in total.

So we end up with 9 workers for 16 open workplaces.

Now just give the player simple sliders or + and - buttons for each of this kind of work.
So we can set 3 workers for wood, 4 for food and 2 for stone.

If you recruit soldiers, every soldier means -1 to availible workers.

The tavern can maybe support 20 people that will go there to drink, sleep, ...
Public buildings should scale with your overall population until the limit per building is reached.

Later on this could also have a visual impact.
In our example you would never see more than 4 people gathering crops.
tford1956 6 Apr, 2018 @ 6:12pm 
In game time for resourses No not good let us set our workers to get it please....
Child of God 21 Jan, 2018 @ 9:17am 
We have a world, why not let us mine it? trees = wood? give us mines for iron and let us setup trade routes :)
typicallyintricate 25 Dec, 2017 @ 5:03am 
Great guide! Thanks!
Running 3 Dec, 2017 @ 8:45pm 
Thank you for these helpful tips.