Elin
Inari Nov 6, 2024 @ 10:09am
Reasons to build a village?
Heya,

just wondering. I hear you can like have a village here? But I'm wondering.. is there any particular reason to have one and to grow? Attackers to fend off? Wars to fight?
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Showing 1-7 of 7 comments
Naqel Nov 6, 2024 @ 10:23am 
This is the kind of game where you need to find your own reason, but there is also a storyline about growing a specific town.
Inari Nov 6, 2024 @ 11:41am 
Originally posted by Naqel:
This is the kind of game where you need to find your own reason, but there is also a storyline about growing a specific town.

Well that would still include potential reasons the game offers.
So is the only potential reason "I like a big village"?

Generally I like when the game responds to stuff you do in it. E.g. you can make a big village, it has htis and this pro and this andt his con, and you'll have to deal with A, B, and C. Or you could keep a small village which appeals to it's own set of things. Or you could decide you don't want one at all, which again leads into another playstyle, and so on.
village is usually a pretty good way to get a steady amount of money to pay off your taxes pretty easily

and offers more condensed forms of crafting stations

you can of course just ignore it entirely and focus on going after towns and simply mooch of them

or ignore those entirely and live off the land though you'll typically want to have a base to pay taxes since the karma penalty and late fees can be annoying to work around
Inari Nov 6, 2024 @ 12:27pm 
Hm, so a bigger village would help with taxes more, I guess? Or past taxes, maybe generate extra money to use
Skivin Nov 6, 2024 @ 1:41pm 
Bigger villages also generate more taxes ofc, so if you'd rather spend all day adventuring and not doing base management it's probably better to just ditch all your land and live out of towns with no taxes to pay.
But there's a lot you can do with them. Residents of various jobs will passively generate resources for you. Some of them don't serve much purpose since most resources just feed back into the crafting/basebuilding loop that never really results in cool new gear to use in dungeons or anything, but if you can set up a steady production of goods to sell an a shop in a little town with high tourism bonus, you can secure a pretty hefty stream of cash.

I think the biggest reason, though, is to make a big town so you can maintain a bigass farm, because one of the most reliable ways to raise your potentials is via high-level food, and you can only make that out of good ingredients with a lot of farming to improve crops. If you don't put some time into farming and cooking, your skills are going to level a lot slower than a gourmet player who always adventures with his cooler chock-full of handcrafted food to optimize every point of satiety every time he gets hungry.

Learning how food works is a whole journey of its own, though, so if you're really not interested, yeah, best to ignore it. Elona/Elin is a very sandboxy game, do what you want!
Inari Nov 6, 2024 @ 1:51pm 
Sounds interesting, thanks~

And yeah, just a lot of "sandbox" games where it just means you can do stuff, but the game world also doesn't really react. So it's more "action" than "interaction". so I'm always curious about these
Skivin Nov 6, 2024 @ 1:59pm 
Yeah, this game is in a weird spot on that, because you can do super drastic stuff like nuking a city, which is really neat, but eventually they return to normal, and the only consequences is that they're quite upset about it and you've taken a karma hit. You can add your own cities to the map but they don't really interact with any of the other ones.
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Date Posted: Nov 6, 2024 @ 10:09am
Posts: 7