Several players have written comments or emailed me to ask my advice on the best buildings to buy for their kingdoms to get ahead. Before I answer that question I usually drop by to see what they’re doing.
One thing I’ve noticed is that novice players (and even experienced players) prefer to invest in one of each building rather than concentrating on multiple copies of the more lucrative buildings.
You can build an attractive kingdom and still focus on adding multiple copies of the more lucrative buildings. This layout is available by L6. Spend six dollars for three ice sculptor’s abodes and you will be able to attract repeat business. I didn’t add the abodes because I didn’t want to spend the money just to do this illustration.
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I understand the reticence. Until you really study the leading players its easy to follow the model of the players you order from every day. When players do stumble onto kingdoms that concentrate shops, it’s easy to think they’re the players making the wrong move.
There are a couple of other reasons I can imagine.
A game is rarely defined by its rules. Those are merely the stepping stones for players to develop strategic responses. These responses include making the rules and guidelines work to their advantage, often in ways the games’ designers never intended. It takes a lot of practice for players to see the difference between strategic and ordinary moves.
Another reason is that players follow the game’s achievements lists, which basically take players through a basic set of moves for building their kingdoms. What many players never consider is this: You can take the achievements on at your own schedule. You can earn the coins and experience first, then fill in the shops for the achievements lists later.
Players begin to make moves up the leader board when they realize they don’t have to build their kingdoms based on the buildings available at each level. The real goal is to reach the level where they can purchase the buildings with the best return.
Unfortunately, I think a number of players are afraid to install six or seven mines or ponds—even though the return per cost is better than many of the shops at higher levels—because they are afraid they will lose their money.
Players also seem to be extremely reluctant to sell back shops because they think it will cost them. They fail to understand a basic business principal that applies to this game: You have to spend coins to earn coins (and more experience).
Now that you can move buildings back to inventory, you shouldn’t have that fear anymore. When you finally reach a level where you need to install multiples of a better shop, you can move the older shops into inventory and put them in another realm later.
You should also remember, however, that every new shop you install also earns a lot of experience points up front. Items in inventory don’t add additional experience points. You will do even better to sell those old buildings off and add new buildings for the experience points.
Attracting customers
The number one reason why you should concentrate on multiples of the best shops rather than one of every shop is to attract customers. Players who want to move up in the game want the best return for their visit. If they know that your shop will have six viking ships and six medusa’s lairs that means they will have a better chance of finding a good shop than a kingdom with one of everything.
If you doubt this, think it through yourself. A young player orders from you so you return the order to keep her business. The player has several friends already and only ten different shops. Almost always the only open shops will be the mine and the lumberyard.
You return as soon as you get the notice that she returned your order, but the others remain filled. The odds are likely that you will not be able to place better orders, and the ones you can place just don’t return enough to make coming back again and again worth your while.
Another lower level player has four ice sculptor’s abodes, four cemeteries and four tailor shops in her kingdom. Which kingdom do you think is more likely to provide a higher paying return for your visit? Yes, this is a rhetorical question but even rhetorical questions have value when they remind you of what should be obvious.
Customers will go to the kingdoms with the better payoffs.
If you’re still not convinced, visit the leaders (and the leaders among your friends, whom you can also access from the leader board). You can look for two things:
- How many copies of the better shops do they have?
- What are customers ordering?
Most of the game leaders not only have tons of ruby groves, they also tend to concentrate their kingdoms on three or four shops. And these shops are almost always full.
The second question is probably more illuminating. In my experience, orders will always flock to the high value shops with only the occasional order being placed with the occasional lower valued shops placed for decoration or balance. The higher-return shops always get better traffic than the lower return shops.
Still pretty
I think young players may also be concerned that their kingdoms should have one of every kind of shop because they will look better. This isn’t necessarily true, at least later on as they reach higher levels and more decorative objects become available.
Great designers frequently repeat elements to create distinctive patterns and looks (and I will talk about this in the future). With thoughtful placement you can make a beautiful kingdom out of nothing but ponds, tailor shops, pine trees and roads.
If you don’t have multiples of one or more shops, but you do have some customers who drop by regularly, try an experiment for me. Invest in three of the most profitable shops available at your level before you add anything else. Make sure they really have a good total point and hourly payout.
If the customers gravitate toward the three shops, add another. You should find that the four copies of the same shop are always full and your other shops aren’t. This should be all the convincing you need.
If not, move the extras into inventory to use when you add new realms, and go back to the old way.