


If you negotiate mostly this priority might be goods, if you’re in need of FPs it might be those, so on and so forth. That would mean a building that grants attack boost(s) will always take priority over one that doesn’t, even if the one that doesn’t offers extra goodies over one that does. Your main focus is gaining attacking army boosts, both attack and defense, and that is what you want to be the priority in your city. How do you know which is better? That’s entirely personal, because it depends on what you value. Don’t get too excited though, because even if a building is producing four unique things instead of just two, it doesn’t necessarily make it better. I did mention multiple resources though, didn’t I? We all know many event buildings grant us more than one thing upon collection, which is awesome because we’re getting more bang for our buck.

Essentially though we want to know resource per square as a measure because the more resources you’re creating per square, the more efficient the building is. If that sentence is confusing please don’t fret, because we’ll be breaking this down when we get to the math. Generally speaking, when it comes to building efficiency it’s not necessarily about how many different things it produces, but rather how many resources per square it’s producing. I promise though this is very simple math, so please don’t panic (yet). That’s where building efficiency comes in, and it’s going to require a little math to determine. Eventually there’s simply no more room available to you, and you need to decide what to keep in your city, and what to toss. It’s the one thing that you have a hard limit on, both based on era and overall. It has been said in various places on this site, but the most valuable resource in this game is space.
