Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In the Empire screen, top center, you see your six strategic resource quantities (or blank if you don't have any yet). Below that are your 15 luxury resource quantities.
For Vaulters/Mezari only(*), your strategic resource quantities are also left-click-able, which activates them as a booster (for 10 turns), and also as your holy resource (permanent, until you activate another one). It works exactly the same as your luxury resources, and uses the same UI.
- Quantity. You need (cities + 1) * 5 of a resource (luxury or strategic) to activate one tranche of it, so 10 at start of game (with 1 city), 15 when you have 2 cities, 20 at 3 cities, etc. (If you search a ruin on turn 1 before you found a city and get some Titanium or Dye, you actually could activate it, and it does cost 5 resources with 0 cities :) If you have enough of a resource and it isn't already running, then the UI shows a golden box highlight around it. Just left-click that box.
- Duration. Each luxury resource, or Vaulters/Mezari strategic resource, activates for 10 turns. In vanilla EL, additional activations (while a booster is still running) add +10 turns per click to the duration, but don't increase the effect. (In EL Community Patch, additional activations are quietly wasted: they don't increase the effect, and don't extend the duration.)
For Vaulters/Mezari, each strategic resource has a finite (10 turn) effect, as stated when you hover over it. It also enables teleportation as part of the 10-turn effect. Mid-game, you may find that you activate something else solely to (re)enable teleportation.
- Holy resource. In addition to the 10-turn finite effect, each activation of a strategic resource also designates it as your holy resource "forever", until you change it by activating a different strategic resource. It can remain your holy resource for 150+ turns after one activation, if you never activate anything else. This matters for every improvement (and gear?) that has a holy resource cost (esp. Winter Shelters for your faction quest), and for capacities like Technolover.
~~~~~~~~
It's standard for all factions to win the Era I legendary deed Wealth Harvester for 130 Dye or similar, and promptly click Dye 13 times to queue up 13 * 10 turns = 130 turns of bonus effect. This is clearly optimal, because you'll never get a better price as your empire grows ever larger. ELCP nerfs this kind of spamming.
Vaulters/Mezari can do almost the same thing with strategics, but I don't recommend it, because your needs will change. You generally want your 1st holy resource to be something you will have in abundance (50+), because you might need to build 20-40 resources' worth of city improvements with it, plus more for some weapons & armor. So activate it once, and use the rest to build things. Thereafter, switch your holy resource judiciously to get useful FIDS or Technolover bonuses, whichever is more relevant.
If I remember correct, duration differs by chosen game speed.