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An Introduction: Your Economy
The Production Manager
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Understanding Your Economy

In Legends of Elveron, a strong economy is perhaps the most important commodity you'll come across. In order to have a strong economy, you must understand how production in Legends of Elveron works. Every hour, on the hour, the game goes through what we call a "Tick" or "Hour change". Each hour change your resources, military, land etc. update. Resource production wise, the amount of resources you currently have INCREASE by your hourly production. You can find your hourly production on the production manager:

Gold


    Gold is the easiest resource to come across in Legends of Elveron, as well as the most frequently used. It is required for nearly everything, whether it be exploring land, training defense and offense to maintain your land, or building your land, 90% of the time gold is required. Gold is created by:
  • Peasants - produce 2.6 gold per hour
  • Workers - Trained on the military page FROM peasants, and produce 3.5 gold per hour
  • Slaves - Must be captured by either spy op Kidnap Peasants, RAID attacks, or Grey Raiders special ability. They are only housed in Slave Pits and die at 1% per hour. Produce 3.5 gold per hour
  • Gold Mines - Produce 60 gold per hour as well as house 20 peasants.
    *Term: Unit - A unit can be anything that takes up population space. Whether it is peasant or military, they require the same amount of space, unless specified otherwise. A slave is not considered a unit and takes up no population space, as they cannot be housed in any building other than a Slave Pit.
    Each acre barren acre you have can house 10 units. Upon building that barren acre into a building other than a slave pit or home, it houses an additional 10 units, equaling 20 total units. If you build a slave pit on a barren land, you then able to house 50 slaves, but no peasants. If you build a home on that barren land, you not only receive the 10 units from the barren, you also receive the additional 10 for it being a building, AND receive another 20 population points equaling a total of 40 units.
    For example:
    1 Diamond Mine will house 20 units, as well as produce 10 Diamonds every hour.
    1 Home will house 40 units, but give no other bonus.
    Increasing your gold production is very easily done, but in order to have the most optimized economy possible, it is important to do so correctly. Within the first 24 hours of the game, the best building you can get is a Gold Mine. It is a good idea to get as many of these as possible in construction during the first six hours of the game. After this point, unless you are a race that cannot build homes, building Gold Mines can hurt you more than help. The reasoning behind this is very simple; Homes filled with peasants produce MORE gold every hour than a Gold Mine filled with peasants. Since your homes are not initially filled with peasants, the instant production increase a gold mine gives is more beneficial up to the point of maxing out your population.
    You can also increase your gold production by training peasants into workers. Workers, as stated above, produce one more gold per hour than a peasant would. Sure, it doesn't seem like much, but over a few days, the workers not only pay for themselves, but start making you gold, almost like an investment.
    Finally, you can increase your gold production by investing in the improvement called Banking.
    Slave Pits are capable of making more gold than any other building in the game. The drawback is it requires so much upkeep. 1% of your slaves will die every hour, so if you have 100 slave pits, you will be able to steal up to 5,000 slaves. Unfortunately, 50 slaves will die EVERY hour change. So by the end of the day, you will be left with 1200 less slaves, which you will need to replenish if you want this building to stay productive. This requires a lot of spy strength and a high population race that you can kidnap peasants from. In my cases, 10% slave pits is doable, and easily kept up. But when you start to get more than that, the chances of being able to keep your slave pits full diminish.

Lumber


    Lumber is produced by the building called a Saw Mill. Lumber is required for some military units, but the main use for Lumber is for constructing buildings. You usually don't need more than the 30 initial Saw Mills you receive at the beginning of the game, unless your military requires lumber for training.
    You can calculate out how many Saw Mills you'll need by estimating the amount you'll spend hourly on military and buildings, and then dividing it by 115. Most players just start off with more Saw Mills than they think they'll need, and building them as they see fit. If you find yourself with excess gold because you are not producing enough lumber, it's time to build some more Saw Mills.
    One thing that is important to realize about lumber is that it rots. You cannot stockpile lumber like you can gold or diamonds, as you'll likely lose a good portion of what you produced to rot. Think of rot in this manner:
    You have 10 loafs of bread. You can only eat 1 loaf of bread a week. Theoretically, you could go 10 weeks without having to buy bread, but after 4 weeks you find that your excess bread has gotten moldy, therefore it is unusable.

Iron Ore


    Most of what was said about Lumber can also be said about Iron Ore. Iron Ore is produced from Iron Mines, and the only difference between an Iron Mine and a Saw Mill, is a Saw Mill produces Lumber at a rate of 115 lumber per hour, and an Iron Mine produces Iron Ore at a rate of 110 per hour.
    Iron Ore is generally used for Military units, some more than others. If you find that you are running out of ore while still having gold to spend on military, increase your Iron Mines, other than that, you can get a rough estimate of how many Iron Mines you'll need using the same method stated above for Saw Mills.

Diamonds


    Diamonds are produced by the building called a Diamond Mine. Diamonds are very important to your account, as they are the best resource available for investing into the improvements. Having strong improvements is always good, in fact, doing well in Legends of Elveron is almost impossible without having invested a good portion of your resources into your improvements. Each Diamond Mine produces 10 diamonds per hour. Each Diamond is worth 15 investment points, equally a total of 150 investment points per hour, per Diamond Mine. You will not find a building in this game that can produce more investment points every hour than a Diamond mine.
    A good rule of thumb is to dedicate roughly 10% of your land into Diamond Mines, which will result in decent improvements.

Magic Dust


    Magic Dust is used for multiple reasons that vary from race to race. It's produced at a rate of 50 per hour from the building called a Tower. Magic Dust, for the most part, is used for Spells and military units. If you are attacking, roughly 5% towers is plenty to get off your self spells and enough information spells to find decent targets. Military wise, the same rule of thumb would apply for Towers as a Saw Mill and Iron Mine.

Food


    Food is one of the most important resources in the game. Food is produced by a building called a Farm at the rate of 100 food per farm per hour. Most races consume .3 food per unit, however there are races that consume more than this. If you are not capable of producing enough food for your units, your peasants and workers will begin to die at a rapid rate. If all your peasants die, then so will your account.
    For most races, 5-6% of your land in farms is about right. As you increase your homes, you will need to up that percent a bit. Trolls require about 10% farms.
    Some military units also require food.

Runes


    Runes are one of the rarest resources in the game. Runes can only be found by your ruler hero in quests or attacks. Some races can train valuable units from runes but most of the races can only use them for improvement points.