In the Halflings chapter, not only do we get new buildings, but the way the buildings work together is again different from any other previous chapter.
There is a portal, and there is a 'road' of sorts, but not all buildings connect to the 'road.' Only the first type of building does, and then the 2nd building type must be connected to the first.
Also for the first time ever, we have a new level for the Trader. Once unlocked in research, the trader can be upgraded to level 2, and will begin to produce 'Divine Seeds.'
The new buildings for this guest race settlement (and the order to build/research them) are:
Spring Grove (Portal)
"Road," or Irrigation Canal
The first building to research and build is the Spring Grove, which is the portal building of the Halflings chapter.
As with previous guest race chapters, upgrading the portal building adds a production boost to the other guest race production buildings. If you have the Blooming Trader Ancient Wonder, the portal is further boosted by the applicable percent.
This boost increases the output, but does not increase the number of resources required to start each production.
New this chapter comes the ability to upgrade the trader.
After unlocking the research for improved trader, you'll want to upgrade it as soon as you can accumulate enough mana to do so.
In the upgrade tab of the trader, you'll see that it will grow in size and it requires population and culture to build.
Upgrading the trader will add 950 points to its existing point value of 50 for a total of 1,000.
IMPORTANT NOTE: While you are upgrading your trader, you will NOT be able to use it. When the chapter was first released, the "T" hotkey to access the trader was still working, however, that was an unintentional glitch; you will not have access to the trader you wait for the construction to complete.
You can also see what the Divine Seeds production rate will be. If you hover over the amount, you'll also be able to see a breakdown of how the amount is determined:
Number of completed provinces x Main Hall Level
Once the upgrade is complete, you'll also notice that you'll receive an additional bonus collection for each early collect, which is available as often as every 3 hours:
An additional amount based on Ancient Wonder Levels x Main Hall Level each time you collect
To maximize your daily seed production, collect as often as possible!
Divine Seeds will remain a permanent resource of the game beyond the Halflings chapter, similar to how the Orcs chapter added Orcs and the Woodelves chapter added Mana.
After building the Spring Grove and unlocking the Irrigation Canal, you'll want to unlock and start building the Halflings Farms.
The Halflings Farms are 3x3 and do not grow in size as they are upgraded.
As soon as you unlock the Halflings farm, start building quite a few of them and then producing Magic Fertilizer.
The recommended minimum number of Halfling Farms to build is 6. This is based on the chapter quests; 6 is the highest number the latest quest will ask for (earlier quests may ask for fewer.)
We suggest however, that if you'd like to progress quickly through the chapter and minimize risk of hitting a stall in research to build more like 6-8 or even more for initial fertilizer production, and then reduce as needed as they are upgraded.
Particularly in the beginning; you may like to sell a few as you get some upgraded if you need space for more fields by the time you get to a little later on in the chapter.
6-8 Farms is the suggested
range to start; as they are upgraded, 4-6 becomes plenty.
The more you have producing fertilizer in the beginning the easier time you'll have. You'll need a good amount of fertilizer to build and upgrade the fields.
You'll also need Divine Seeds for this, however, so there's no point to producing more fertilizer than you can use with the Divine Seeds you have.
As you upgrade the Farms, the production output will increase with each level.
However, the required resources to start each production will increase with each level as well, as like previous guest race chapters. The capacity of each farm increases; the cost per production stays the same.
Note the costs for each production cycle on the level 1 compared to the level 4 farm:
After unlocking the Halflings Farm, work towards unlocking and building some Grain Fields.
You'll need grain fields to produce the goods that will fuel the farms.
Grain Fields produce goods in the same way that Residences produce coins and Culture buildings produce Mana; its resource accrues over time up to a maximum amount, and has a minimum amount of time that must pass in order to collect any.
New with this building is the way the various resource types are produced. Instead of choosing a production cycle, the type of good that each field produces will be based on its level.
This means you'll need to keep some of each level field around to be sure you have all the goods you need for the chapter. Upgrading too many too quickly could prove to be a costly mistake.
The Grain Field is 4x4. It does not change in size as it is upgraded
Early collect possible at 5 hours.
Maximum accrual 6 hours.
Early collect possible at 7:30 hours.
Maximum accrual 9 hours.
Early collect possible at 12:30 hours.
Maximum accrual 15 hours.
Early collect possible at 10 hours.
Maximum accrual 12 hours.
With Fields, we'll start with a few at level 1. As we can afford to, we'll add a couple, and then upgrade a couple level 1s to level 2s.
As we can afford more, we keep adding, and then upgrade some 2s to 3s, and some 1s to 2s, and so on, always keeping some 1s and 2s, until we have plenty of each.
We can tell from the quests that we'll want to start with at least 6, and eventually 15.
15 Fields is the suggested
minimum; Start with at least 6 and add more as you upgrade a few at a time.