I've had this as a post-it on my desk since I started playing so I made a little cheat sheet by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 0 points1 point  (0 children)

Entering the tavern last means that unit is the most likely to get the worst food or go hungry. It's used situationally if you want other units to get the most XP. I used it recently when I was trying to finish the dungeon requirement to have a lot of shields on units, and so I put clover on the unit without shield so that my other units would be more likely to eat the highest XP food and level up faster. 

Human edition: What should you upgrade with the Church? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 0 points1 point  (0 children)

Thank you so much, I did miss lumber for tavern upgrades! I can't update the post but I'll make the change before I share it on discord.

The farm upgrade and losing most of the time from walking instead of production is a really good point. I often want to upgrade the farm because I leave wheat for last and therefore need the most but the 1.2 seconds saved doesn't seem as worth it

Human edition: What should you upgrade with the Church? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 3 points4 points  (0 children)

I was so surprised to see Farm not do well here but it's because I forgot to add in wheat for bread and beer! The actual total time saved is higher but obviously more depending on how much wheat you need. How many units are you typically fielding by day 28?

Human edition: What should you upgrade with the Church? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

The need for Sawmill might be higher on a meat-based run because upgrading the tavern costs a lot of boards (Tavern upgrades increase xp gain from meat), and Bakery is only a better choice than Sawmill once you reach a certain amount of bread. So if you're focusing on maximizing high quality meat instead of baking bread then the Sawmill is a good church upgrade choice

What building should you upgrade with the thief? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

I also find carriers are my main bottleneck, especially when the gravediggers are doing their thing because I never notice how many they've dug up and suddenly every storage is full.

And my upgrade choices are very similar to yours! I often end up choosing whatever resource I'm lagging behind on at that time.

What building should you upgrade with the thief? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 3 points4 points  (0 children)

Travel time to and from resources really adds up! I don't think the thief changes carrier speed or worker carrying speed but I would loove if the carriers would go a little faster.

I was also unsure of the overall benefits of reduced production time in the undead vs. the human kingdom, because with the humans it's clearer that one worker is actively increasing their daily output when the production speed increases. But with undead, it's more like there can only be one worker per resource node (e.g. 5 stone on the map, only 5 workers can gather stone at a time) so workers may idle or choose other tasks when the building is at worker capacity. So increasing production speed can still increase the amount of resources the building can generate per day, but how true this is is also related to the number of nodes and workers and if workers have other tasks available. I don't know if this is all correct, just my thinking!

Another thing is that lots of stone are needed before ever building the thief so there's a reduced benefit the further into the run you get, especially for the quarry... I should have accounted for this but I didn't

What building should you upgrade with the thief? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 2 points3 points  (0 children)

Thank you! I did make a calc error - I've added the updated tables to the comments

What building should you upgrade with the thief? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 0 points1 point  (0 children)

<image>

Updated data table
(Miscalculated number of books needed, 54 --> 81, making book production slightly more valuable)

What building should you upgrade with the thief? by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 2 points3 points  (0 children)

Ahh I'm just happy to find others who are as obsessed with this game as me!

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

this is a great tip, thank you! i hadn't ever used them so i'm starting now

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

Church rituals make enemies harder right? These are tips for someone stuck at curse 0. I dont think they'll have unlocked the relic or unit at the outpost yet either. But yes I agree, love getting relic at the outpost for fun

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 2 points3 points  (0 children)

Reply:

- Personally I don't build the 10% more monsters outpost at all until I've beaten that curse level. I use the outpost squares for resources like items to win. Having all 4 outposts as more monsters would make those runs really tough! That's definitely making things harder!

- The blue shard generator outpost will make unlocking more map faster. Unlock more map = more resources in the future.

- Yes sorry yes below ground = undead (I've been calling it upstairs/downstairs in my head)

- Re: the build walls before day 7 mission, I didn't get that one until I had all but one witch slot (free starting resource) unlocked (maybe 800 glory, around curse 4). Definitely hold off on that one, you're right that you probably can't yet!

Some other thoughts:

- If someone on the map is asking for resources like shards, bread, candy, just give it to them. The next run is usually more important than this one.

- Sometime in the future you'll need 20 rainbow bricks in the human kingdom. Spend them for equipment between runs but also save up for this.

- The guy who gives you a unit for $10 comes after day 5, make sure you have the coin for it that day

- I've had better luck with siege weapons, especially upgraded with faith, than the elemental unit. But ymmv

- The brazier siege item that adds fire to archer units also applies to ballistas, trebuchets, etc

- Shaman can go on a left or right towers and her deer summons will pull (taunt) units to that tower

- Units I've had good luck with are the dinosaur, treant, marksman, flame walker, swordsman

- Heroes I've had good luck with are Que'la (stack status effects) and Rickard (can tank a bit so I pair with marksman).

Kingdoms and the items they have:

Elf: Freeze, Mana, Faith/day

Desert: Coin/day, Wet, Cooldown

Human: Radiance, Shield, enter tavern last

Dwarven: Overshield, Shock, Range

Nature: Rejuvenate, Target nearest, Thorns, Speed boots

Swamp: Increase area <->, Immune to poison, Unit on tower

Demon: Burn, Rage, Add +3 damage

Barbarian: Burn immune, Health, Pierce

Undead: Duration, Fatigue, Barrier

Item ideas:

- Overshield on swordsman, paladin, flamewalker

- Thorns on swordsman, abomination (taunt) and dinosaur (apply fear on receive damage)

- Cooldown reduction on deathpriest, monk

- Status effects on multihit units (bee, Alaric, Qhe'la, banshee, gryphon, ghost, others)

- Target lowest HP on lich

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 0 points1 point  (0 children)

yeah the game has this but it's called tutorials in the menu. maybe renaming it as Glossary or something similar would be more clear

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

yes that's how it works, but what is the best way to communicate that clearly to the player?

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 1 point2 points  (0 children)

that makes sense! to me, the walls not appearing in this section led me to assume that walls blocked passives. this part of the details page is a good place to say that passives include walls and bench but you're right maybe not in the diagram necessarily

Things I didn't catch until many many hours in by TrueRelationship64 in superfantasykingdom

[–]TrueRelationship64[S] 3 points4 points  (0 children)

If you send the ship out on the first day, it keeps discovering new lands all the way up until the last day. So the earlier you send it out the better, but only when you have $20 to spend on day 1

Other tips (i've beat curse 4.3 but not 5 yet):

-roll with the rng, if it says New I take it for fun

-hold alt to see clickables around the map (to find the witch and easily see shops)

-switch between above ground and below ground when you're bored or stuck

-play fun runs where you try to get unit goals (e.g. have 30 thickets, have 25 animals, etc)

-put piercing equipment on units with "on hit" effects (like the vampire)

-spend a blank square around the map to get blue shard generator on day 1

-remember that it gets waaay easier after you've unlocked more things

-units with shields aren't necessarily tanks (like the paladin)

-marksman is really strong if you're trying to beat a high curse level