View Full Version : Fantasy Friday - Elven Economy

Alex Walz
01-21-2011, 03:16 PM
<font size="+4"><b>Fantasy Friday</font>
<font size="3">A Field Guide to the Elven Economy</b></font>

<blockquote><i>"It seems you have lived without watching, and survived without understanding. You must change. You must learn to understand the small actions through which our lives are lived.

Harmony guides our thoughts and balance steers our hands. When we take resources, we do so with great care. Wardens harvest resources through use of gentle magic. With this same magic, this gallo, they transport resources to your stockpile.

Clear your mind of violence. We do not harm the forest. We do not chop and torture trikio, the trees. We do not murder animals. These beings do not belong to nhoblio. Our alchemy and symbiosis magic provides both gold and wood."</i> - Nothras</blockquote>

<a href="http://reverieworld.com/screenshots/ff47/screen1.jpg"><img src="http://reverieworld.com/screenshots/ff47/thumb1.jpg"></a> <a href="http://reverieworld.com/screenshots/ff47/screen2.jpg"><img src="http://reverieworld.com/screenshots/ff47/thumb2.jpg"></a>
<font size="-2">For the Elves, economic development starts before players even enter their homeland. Pick your homeland region wisely, weighing its economic pros and cons.</font>


While most fans seem to have a good grasp of combat by now, the just as important aspect of economic management has rarely been discussed. Especially for the Elves with their semi-automated economy, Dawn of Fantasy encourages unique economic strategies for each race which may require some introduction and recommendations to aid the new player.

The Elven economy is the most simplified of any of the races, in order to create a self-sustainable economy allowing Elven players to focus on military and homeland construction. Their economy is stable year-round and can continue to thrive even when their homeland comes under attack, making it ideal for the defensive player.

With this said, there are still several parts to their economy:

City Selection:

Building an economy starts before players even enter their homeland for the first time. When prompted to choose a region to settle in at the beginning of the game, players will get a choice of three regions, each with different economic advantages and disadvantages. Isolated from the lower lands, the Elves of the mountainous Taltos have become adept in magic, allowing their alchemy labs to offer cheaper upgrades and a faster generation rate. The greater connection to nature of the Wood Elves of the swamps of Erthee L'Bala means that wood aids wood generation rates, while the rich forest environment of the Elves of Bolfores'l benefits food generation.

These economic attributes, however, may be outweighed by the other advantages of each region, so players should not solely choose their region based on these stats and any region can establish a thriving economy.

Economic Units:

Male Warden - The generic Elven worker unit built from Dwellings or Settlements, capable of gathering resources, corpse looting, fighting fires with magic.

Female Warden - A worker with the same capabilities as a Male Warden, with added skills in ranged combat to create a more flexible unit. Like the Male Warden, Female Wardens can be built from either Dwellings or Settlements.

<a href="http://reverieworld.com/screenshots/ff47/screen3.jpg"><img src="http://reverieworld.com/screenshots/ff47/thumb3.jpg"></a> <a href="http://reverieworld.com/screenshots/ff47/screen4.jpg"><img src="http://reverieworld.com/screenshots/ff47/thumb4.jpg"></a>
<font size="-2">The Elves have a semi-automated economy based on resource trickles provided by their primary economic buildings as well as resources generated by magic through tribute to the forest.</font>

Economic Buildings:

Residence - Increases the population cap and provides an automatic trickle of a resource of your choice. Residences can be built from your Settlement building, and do not take up Great Trees for construction.

Alchemy Lab - Allows players to transmute resources into another type of resource over time. This allows players with excesses of a single resource type to exchange that resource for a resource they're lacking in without having to resort to trade. The Alchemy Lab also features purchasable upgrades to increase stone and gold production rates and to improve its resource output.

Tree Symbiosis - Creates resource nodes and offers economic upgrades. Economic building which provides gatherable resources. Can summon forest spirits, which provide wood.

Forest Spirits - Harness the power of the boleta by summoning a forest spirit for a small tribute. Forest spirits drift between the trees, granting the player a small, but constant, trickle of Wood.
Enchanted Resources - Each Symbiosis building provides the player with three enchanted resource nodes, similar to the slots used for construction in the human realm. Elven players can use these nodes to summon an enchanted resource for gathering - a berry bush, a stone mine, or a gold mine. These resources means that the Elves will have a stable economy all year-long, and will have a more sustainable economy than the semi-nomadic men and orcs.

Sylvan Shrine - Economic building which provides a Food trickle. Trains Unicorns and populates the forest with Deer. Upgrades from the Sylvan Shrine can improve the efficiency of food gathering and Sylvan Shrine generation.

Deer - The Elves live in harmony with the creatures of the forest. By giving gifts to the forest, the forest will, in turn, provide players with resources. Wild deer can be trained to provide a slow trickle of food, and will roam around your homeland freely.

<a href="http://reverieworld.com/screenshots/ff47/screen5.jpg"><img src="http://reverieworld.com/screenshots/ff47/thumb5.jpg"></a>
<font size="-2">Recognizing the value of trade is fundamental to a thriving economy - shop around with NPC and players to use your economic surpluses for your advantage.</font>


Any economy can be boosted with some well-planned trade. Players can travel to any NPC town to trade resources for other resources - ideal for players concentrating on a single resource without having to dump their other excess resources to stay within their production limit. Each town specializes in a different resource - so be sure to shop wisely, and ask advisors what they specialize in before making a transaction.


Looting is the final aspect to the Elven economy. The Elves loot by means of magic, giving the corpses back to the forest for a small gift of resources. Looting is ideal for warmongers and traveling armies, with no other form of resource gathering. Players should be sure to always have Wardens in their army, and to task them to loot after each battle.

01-21-2011, 03:20 PM
The elves eco has always been a bit mysterious like the elves themselves. I can't wait for all to get their paws on the eco and play/manipulate it all. Will MMORTS land feature dynamic markets? IE flooding a market with food will lower the price of food across the world?

01-21-2011, 04:03 PM
Very interesting stuff, especially since I plan to play as the Elves right off the bat. What can I say? I like me some strong defense!

One question does come to mind though. Your post mentions the Great Trees that Elves appear to build the majority of their buildings on. Are those trees essentially the same as Human building plots, and there are a set number and arrangement of them inside of any Elven settlement?

Just curious, as I'm trying to flesh out the Elven building strategy.

Henry Martin
01-21-2011, 04:57 PM
Very interesting stuff, especially since I plan to play as the Elves right off the bat. What can I say? I like me some strong defense!

One question does come to mind though. Your post mentions the Great Trees that Elves appear to build the majority of their buildings on. Are those trees essentially the same as Human building plots, and there are a set number and arrangement of them inside of any Elven settlement?

Just curious, as I'm trying to flesh out the Elven building strategy.

Yes they are like the human building plots and Yes I believe there is so many inside the elf settlement.

01-21-2011, 07:49 PM
Male Warden (...) corpse looting

Hahaha guys are always for the dirty work.

Interesting solution to separate different jobs for Male and Female worker. I wonder if Ors will have Female unit too, and how they will look :p

01-21-2011, 10:03 PM
Sounds very original in the way you can play the game. Although I believe it would take many hours to fully master how to manage your kingdom and your subjects well. That being said it would definately be well worth it as you constantly learn new things and always have something to do. I give this two great big thumbs up ! :)

01-21-2011, 11:54 PM
There seems to be a lot of green when viewing anything Elvish. I mean, green is a very Elvish colour, given their tree-dwelling tree-loving tree-treeing attitude, but it all combines to be a bit monochromatic.

All the individual elements look great, but (this is especially true in the trade window) if you put roots on top of grass in front of trees with green murals as a background in the windows, you're going to lose a lot the contrast that you need in menus.

01-22-2011, 04:25 AM
Interesting take on the economy. Sounds nice on paper, will be curious to see how it plays out in the game.

01-22-2011, 11:45 PM
I am very interested in seeing how this is economy ends up working in game. I like the idea of the defensive nature the elves have, but i am wondering there will end up being just one way of setting up our economies and therefore preventing diversity. Also why the separation of male and female wardens? Oh and can we purposefully attack the home tree to take out a base quickly?

Alex Walz
01-23-2011, 12:19 AM
Hahaha guys are always for the dirty work.
As the FF says, both Male and Female Wardens have the same capabilities. The difference comes down to melee vs. ranged.

Also why the separation of male and female wardens?
A lot of it comes down to resources. The two wardens cost different resources, so we give the player a choice of what worker unit to get based on their available resources. If the player is in need of strictly a worker, they will likely choose a Male Worker as it will often work out to be slightly cheaper than a female. Otherwise, the player will likely choose a Female Worker for added combat strength.

can we purposefully attack the home tree to take out a base quickly?
Nope, that's not how our combat works. But you can try and take out the king unit as soon as possible in an NPC siege to end the battle. Otherwise, you're just trying to occupy the whole town.

01-23-2011, 02:12 AM
Female Elves are Stronger than Male Elves ? That dont sound that cool imo :/

I dont wanna make in a 1v1 just a Female Elve Army cause its Stronger !

Chnage it if`s possible plz !

01-23-2011, 05:28 AM
Female Elves are Stronger than Male Elves ? That dont sound that cool imo :/

I dont wanna make in a 1v1 just a Female Elve Army cause its Stronger !

Chnage it if`s possible plz !

Its a melee v range argument the female will cost more but also will be more versatile where as if you are looking for strictly worker units the male will be cheaper.

01-23-2011, 08:46 AM
Female Elves are Stronger than Male Elves ? That dont sound that cool imo :/

I dont wanna make in a 1v1 just a Female Elve Army cause its Stronger !

Chnage it if`s possible plz !
What's wrong with strong female units? Considering that the Orcs will probably be almost exclusively male, I think it's a nice idea to give female units some important roles in the Elven race.

Besides, this article only talks about the workers, so if you want to have an all-male fighting force for whatever reason, I'm sure you'll be able to.

I think the Elven economy sounds great :) Nice to see you guys talking a bit about the economy, it's always been an important part of games like this one.

01-24-2011, 09:41 AM
First off... go elves!!!
This gives some really great insight into playing as the elves... You can really see the originality of DoF in this

01-27-2011, 07:58 AM
this sounds so cool, cant wait to test out this race. I like the way you have build the economy to make it fit into elven lore :)

01-27-2011, 10:50 AM
Okay, quick question: Can the deers be slain to cut off the elven supplies?

01-27-2011, 11:40 AM
Female Workers and Soldiers are ok but i was thinking that the Best Units from Elves are Females ;)

01-27-2011, 11:44 AM
i like this economy system cuz no one other game has anything like that, in my opinion real RTS's must have very deep economic system (i know its not right written) cuz RTS games are not all about killing and burning and hackin etc., there should be some trading, technology improvments and stuff like that

01-27-2011, 02:35 PM
While I do like the idea of a mostly automated economy, I think I'll be skipping the elves in favour of the humans even though I actually prefer a more defensive approach in my gaming style.

I'd also like to see my farmers and peasents being busy with their daily routines and stuff ^^

01-27-2011, 04:16 PM
Nice information, I'm really excited to see how this is going to be played out

01-28-2011, 03:53 AM
very interesting indeed.I like how they stay true the the elven way and dont just destroy trees and kill animals but get there resources in a different way cheers to the elves.

01-30-2011, 10:14 AM
Nice...love how there is three sub-races of the Elves. Gives alot of direction and choices!

01-30-2011, 11:04 PM
i personaly like the elfs, but orcs rule i know....

01-31-2011, 02:10 AM
I am hoping that the economy portion of the game will be as fun as the castle seiging. I have always looooved RTS games.

01-31-2011, 09:03 AM
Sounds really interesting! I dont have any problem whit the good old build a farm and a windmill style, but i think im going to try the elf race. It's something different:)

01-31-2011, 06:03 PM
Good starting race information for potential elveish players.

01-31-2011, 06:19 PM
I have chosen humans to start with..
but every time i read what the orcs and elves can do i am just getting confused:P
I am a thinker and my brain is calculating what kind of strategies i could play with these races.
It goes totally automatic pilot.. and its annoying :P

i love to be a defensive type.. while making battalions to cover eachother up it would be awesome to test the elves as well..

I voted for human but i am not sure about it after reading this..
Makes me wanna turn to the elves.
Very usefull information :D thanks!

02-01-2011, 01:52 PM
Is there a post for orc/human economy like this?

02-01-2011, 05:09 PM
Just a thought, but with an alchemist lab, I might be an idea to have some form of research that must be undergone to obtain the ability to convert resources. Something like an alchemist's stone or something that almost seems to be a universal lore whether games, books, cartoons etc. Where as other players might have to work the market to get resources through trading etc. It might add a little more balance if players were made to 'work for it' to some degree rather then making a building and some non-specific workers start turning lead to gold as the thought on it goes. Or perhaps some form of method of powering/sustaining a building of this type? Just some thoughts from outside the box.

02-02-2011, 12:11 AM
Nice screens, this thread rocks!

02-02-2011, 03:06 AM
As GPS51 stated I hope as well they have some counter-method to markets being flooded. Hopefully there is some mechanic to prevent this.

Other than that however, the Elves look pretty cool. I would like to see fairly deep upgrade options available so we can always have something to work towards. We shall see if elves are good at warmongering :P

So pumped for this.

02-02-2011, 03:37 PM
I really like the look and sound of the Elves, especially the way they seem to be set up as a good casual army.

02-03-2011, 05:26 PM
Thank's for posting this. I've been reading about it and this makes me want to make an elf.

02-03-2011, 07:37 PM
mmm makes me like the elf faction even more im always more of a defensive player

02-08-2011, 01:39 PM
Seems a bit complicated to me. Will have to try it out.

02-09-2011, 08:00 AM
I can see its gonna be a while to fully master your kingdom in this game. But, I also see its gonna be fun too. Elves are the best race for me, I'm mostly am that race when I play games like these if they have it available.

04-10-2011, 01:42 AM
LOOTING in an RTS game that is awesome. Excellent feature

04-11-2011, 09:41 AM
I'm wondering, will there be a penalty if you trade with the elves with a non elven race, and trade them wood etc?

04-14-2011, 04:05 AM
Very interesting cant wayt for release :) sounds really great

04-16-2011, 04:22 AM

I have a question about the post : what do you mean exactly by "Elves have the most simplified economy"?. Is it because of the semi-automated function? Or is it because their resources are really simpler to manage than those of the other races anyways?

I also read elsewhere on the website that their are 12 resources for each faction, many buildings but no micro-management, that doesn't sound so clear to me... Does that mean that once you have builded your buildings once, you do not need to worry about production anymore? If anyone can explain it a bit for a newcomer in MMORTS like me, it would be great :rolleyes: (In my mind micro-management is like in The Settlers or Anno series)

I ask this because I use to be a defensive player but at the same time I like complex economy systems, so I really wonder if the elf faction is the one for me...or not!

Alex Walz
04-16-2011, 01:17 PM
Simplified as in the most automated. :)

I also read elsewhere on the website that their are 12 resources for each faction, many buildings but no micro-management,
I have no idea where you got that information. There are four resources, plus Influence which can be used to speed up construction or purchase micro-transactions. There are many buildings, and I'm not sure what you are referencing with micromanagement. There is a high level of micromanagement for units.

04-18-2011, 05:12 AM
Thank you for answering.

My informations are from this page :


Combines the complexity of nearly a dozen gathering possibilities, different for each race

Ok... my bad, I'm mistaking gathering possibilities for resources... i'm not a native speaker,that's why :D

Each player's Stronghold features hundreds of buildings that look and behave like a City-Simulation game, but without any micro-management

That's for the micro-management question ...

04-18-2011, 08:58 AM
It makes you wonder what game they played...

04-20-2011, 06:13 PM
I wonder how fast the alchemy labs can convert resources. When I read what they did i instantly thought of the idea of having loads of alchemy labs and manipulating the markets by solely producing whichever resource is worth the most and just trading that for whatever cheaper resource you need at the time :P
Lol elvish people being the original inventors of the stock market. God I'm looking forward to playing the elves :P I prefer their lore, sustainability and armies to any other armies, the one thing which might change my mind is the freedom of the way orcs build :)

04-20-2011, 06:25 PM
You can only have a set amount of buildings as elves. If you went with alchemy labs solely you'd have to travel to other trown to buy troops etc leaving your town very opent o attack.

04-25-2011, 11:58 PM
I like the different approach to the elven economy. Prevents everyone from being a copy of each other. I'm not sure what other attributes each realm will have that will overshadow the resource bonuses though. I also wonder how the resource generation of the three factions will be balanced against each other.
And I would love to know if the Orcs can kill and eat the elven deer :)

04-28-2011, 12:28 PM
Elven are rocking!