Godus WiKi: Gameplay Tips and Tricks
GODUS is a game for android with a release date of 11/25/2014 from 22cans. Game genre: Simulations. In the article, we summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek site is constantly updated, visit us more often.
- A Beginner’s Guide
- A Guide to God’s Abilities
- Combat System Guide
- Overview of Progress Cards
- Review of God Cards
- Resource Cards Overview
- Follower Housing Guide
Godus: A Beginner’s Guide
Beginning of the game. You start the game with only two followers. Double-clicking on the stones will free up the area for building tents. Always keep your followers busy, they quickly die from idleness. By clicking on a follower, you add health to it. In homes, followers don’t die. After a while, you will notice flying particles. Below them are chests in which you can find cards. You can destroy trees, sculptures and stones, as well as kill wolves. With a double click, you can quickly lower the relief and raise it.
Album. Scrapbook - This book contains the history of your people. It starts with two lonely Souls in the desert and ends with the conquest of space. To develop your people, you need to collect Progress Cards. Without them, your civilization will not be able to develop. Progress cards can sometimes be made up of card items found in the world. The album contains all the cards that have already been found during the game, or that are yet to be found. He is divided for centuries. The cards are laid out in a table of four per page. If they are discolored, they are out of stock in the album.
Century. Ages or eras are the stages of the game through which God will have to guide his followers. Each epoch has its own goals for the development of civilization, which characterize the spirit of that time. The centuries are divided into periods. To proceed to the next period, you need to unlock four Progress Cards. All epochs and periods of the current are recorded in the table of contents Album. List of periods and occupied pages:
- Primitive age;
- Bronze Age;
- Iron Age;
- Philosophical Age;
- Age of Empires;
- Middle Ages;
- Age of Discovery;
- Industrial era;
- Age of Science;
- Atomic Age;
- Information age;
- Iron Age;
- Space Age.
Faith. Faith is the main game resource generated by followers. Faith is needed to change the game world and use the powers of God. Faith builds up over houses or city statues. For each level of houses, the amount of generated faith is different (higher level - more faith). The longer faith hangs over the dwelling, the more you will eventually collect it in the framework of growth, as it accumulates. Harnessing the powers of God for the good of the followers is one way to develop faith. You can also develop faith by special followers.
Primitive Age. The first stage in the development of your civilization. And it begins with just two followers seeking refuge on a deserted island. And your task, as God, is to help them develop, lead them across the sea to the mainland, and increase their Population. The population is the main element of advancement in the primitive age, because in the harsh conditions of the surrounding world, only a large population can take command over it. With the growth of the population, new lands and new abilities are opening up. Followers evolve, gradually migrating from precarious felt tents to large and sturdy houses and cottages. They unite in families, build society, and comprehend the surrounding phenomena.
Bronze Age. Storms begin to pass through the Homeworld, with hurricane winds, downpours and lightning. And one could rejoice at such beauty if these storms did not break the dwellings. Some of them are reduced in durability until the building collapses. To fix them, you will have to call a follower from a nearby building. If there is no suitable whole dwelling nearby, then it will be possible to call from the dilapidated house.
Storms do not affect settlement buildings, which means that followers must unite in structured societies. But everyone needs to be fed, everyone cannot, as before, get their own food from the surrounding nature. And for this, special people are gradually trained in the settlements, who cultivate the fields and accumulate grain for the townspeople.
Cards. Cards are the core of the game’s mechanics. All cards are placed in the album. Their presence promotes followers through different centuries. They give God abilities, new dwelling structures, or other values. Maps are divided into:
- Resource Cards - needed to open other cards.
- God cards or cards - upon receipt, any ability / its improvement is revealed, or any resource / followers are given once.
- Progress cards - advance followers over the centuries, develop various aspects of the game (open new dwellings, increase faith, etc.).
You can get these cards in different ways:
- Having restored the shrine, you can get the Cards of God;
- Having dug up the chest, you can get Resource Cards;
- For winning the battle on the Mountain of the Gods, you can get any card.
Followers. Followers are people who are affected by your divine influence. Followers live in the houses they built and go about their business (walking, talking to each other, and sometimes climbing palm trees) until you give them a job. Initially, there are three types of followers: Manufacturers, Builders. Previously, there were also Settlers along with buffers. With the advent of mines and farms, Farmers and Miners appear.
- Builder - builds. Dressed in blue clothes.
- The manufacturer creates faith. Dressed in pink clothes.
- Farmer - grows wheat.
- Miner - extracts ore and gems.
- The first inhabitants are dressed in brown clothes.
Godus: A Guide to God’s Abilities
Concept. To achieve his highest goals, God can use a number of his abilities. With the help of them, it is possible both to create favorable conditions for life, and to send destructive natural disasters. The abilities of God are located on the left of the screen and can be minimized. Mostly they spend Faith, unless a different price is indicated under them. They are revealed when you receive a card of this ability in a certain age.
The sculptor of the earth. First available ability. Allows you to change the landscape as you wish. You just need to press on the edge of the layer and pull in the desired direction. The ability is active whenever the others are not used. After opening the map, it becomes possible to move up to four layers of earth at once. It takes faith to move.
Deactivate / Activate Totem. Up to four unoccupied followers run to the activated totem. Also, God is given the opportunity to summon people from dwellings for the sake of a totem. Having reached the totem, they begin to build houses, rebuild temples in a small area around the totem. Or just worship him. When deactivated, all followers running to him, or praying to him, become idle.
Install Totem. An ability that allows you to move an active or inactive totem to any point in the territory under your influence.
Settlement. The ability of God "Settlement" allows you to create a statue on a site suitable for building (including with an already standing house), uniting 20-50 neighboring houses into a settlement, and choose a name for it (written in the cloud with the basic text town above it). The city is more ennobled than detached dwellings, houses are connected by roads, people in white clothes are walking around. Also, all the Faith of the inhabitants of the city is collected in one bubble above the statue, which makes it more convenient to collect it. The cost of creating settlements grows with each new city:
- 1st settlement: 2000 Faith;
- 2nd settlement: 7500 Faith;
- 3rd settlement: 10.000 Faith;
- 4th settlement: 50 jewels;
- 5th settlement and above: 100 jewels each.
The finger of God. The ability that gives God the ability to touch the ground with his finger. This touch damages buildings, kills followers and crushes wolves, sets fire to trees. Also affects enemies within your influence.
Statue of Speed. Creates a statue on a buildable lot that increases the movement speed of any follower within its area of ??effect.
Decoration. An ability that allows you to illuminate the ground, including corrupted ones, and swamps for ten seconds. On consecrated ground, followers feel better.
Champion. An ability that creates a large champion from the followers gathered from the totem, with a slow speed, high damage and high health, depending on the number of converted followers. The giant goes towards the enemy, destroying its buildings and killing enemy followers.
Swamp. For 8 seconds on the ground, you can create a swamp, being on which followers will get stuck and lose health.
Godus: Combat System Guide
Concept. Battles are matches in which a player fights against a computer or another player on a separate map. They are of three types:
- Population Race: Victory is awarded to the player with the highest population at the end of the match.
- Armageddon: Victory is awarded to the player who destroyed the enemy civilization.
- Capture Gems: Victory is awarded to the player who has obtained the most Gems.
In all three types of battles, if the enemy civilization is completely destroyed, the player instantly becomes the winner, becoming the "last survivor".
Battle with the computer. The battles against AI take place in the Mountain of the Gods, which opens after the repair of the Temple of Battles. Click on the renovated temple to start the battle. So far, only a limited number of matches are available: 10 during the Primitive Age and 10 during the Bronze Age. AIs will chat in the game lobby as unreal players and invite you to fight them.
The player cannot choose a card or type of battle, but can choose with how many Followers to start the game with. As a reward for these battles, the player receives any type of cards. Usually this is a special God Card and / or Progress Card, which will be needed for the further game. Also, usually two or three random Resource Cards are included in the reward.
Battles against other players. Online battles open after repairing the Multiplayer Temple and start by clicking on it. At the moment, you can only play against Steam friends. The special reward for these battles is the Online Opponent, as well as a God Card and three random Resource Cards. Due to the number of resource cards required and the fact that the number of Chests and Gems on the map is limited, most players will decide that multiplayer is a must in order to progress through the ages.
Gameplay. The gameplay in battles is similar to a regular game, except that there is an enemy and the game itself is accelerated. Constructed Dwellings will generate Faith much faster, however, dwellings of the fourth and higher levels will not raise flags to free the Followers. Also, large dwellings will generate large amounts of faith quickly. Followers will fight enemy Followers and destroy enemy dwellings when they get close. Some Forces of God in battles are worth more or less than Faith.
Godus: Overview of Progress Cards
Progress cards. Progress cards are a key element in the development of civilization. Opening all four progress cards completes one developmental period, and propels followers further through the eras. Progress cards include various cards that develop different aspects of your followers’ lives. These include Society Cards, Science Cards, Faith Cards, and more. These cards open up new dwellings, increase the growth of Faith, reveal the abilities of God, and so on. After obtaining Progress Cards, Resource Cards will be spent to unlock them.
Spirituality (no. 1). Effect: By praying to you, followers generate Faith. This belief allows the earth to be sculpted and creates space for your followers to grow. Leads to: Calendar, Commandments. Description: The earliest human religions can be dated back to around 3000 BC. Writing dates back to roughly the same period since humans began writing down their history.
It is very likely that religious beliefs originated earlier. Evidence of ceremonial burials and symbolic artifacts suggest that humans have believed since human dawn. Obtaining: The card is issued after helping two followers at the beginning of the game (breaking a stone).
Felt tents (no. 2). Effect: Rank 2 dwellings are unlocked. Attributes:
- Type of dwellings: 2 rank;
- Capacity: 5;
- Faith Maximum: 120;
- Fertility: plus 3.
- Faith gain: plus 2.
Description: Hunters and gatherers needed temporary shelters that protected them from the elements and allowed them to leave the caves. The felt created a very rigid protective barrier around the timber frame. This stiffness allowed the tents to be made larger. The most famous type of felt tents is the yurt, a large round tent traditionally used by the nomads of Central Asia as early as 1000 BC. Acquisition: 15 followers.
Construction (No. 3). Effect: 1st and 2nd rank dwellings are unlocked. Attributes:
- Rank 1. Faith: +45;
- Rank 2. Faith: +60.
Leads to: getting mud brick houses, settlements, architecture. Description: Since humans settled down, solid structures have become their way of life. The hipped structures have been converted into small houses made of wood or mud bricks. The most common form of the first human dwelling was around 5000 BC. there were long wooden houses. Often these houses consist of one large room with people and livestock. Acquisition: 30 followers.
Commandments (No. 4). Effect: the commandments will appear in your album. Leads to: Family, Battle Conditioning. Description: The Followers watched your influence on the development of their civilization and began to turn your activities and behavior into rules by which to live. Acquisition: 70 followers.
Settlements (No. 14). Effect: The ability of the god "Settlement" is unlocked. Attributes:
- Settlement type: Farm;
- Radius: Small;
- Collection of Faith: Combining;
- Paths: Simple;
- Walls: None.
Leads to: Ceramics, Mining, Outback. How to use: Select a "Settlement" among the abilities of a God, then place it on any Dwelling, or an empty lot. All dwellings within its radius of action will be connected to this settlement center by roads. Faith from all abodes will now be centered over the center of the settlement. Description: One of the first known settlements was Catal Huyuk in southern Turkey (c. 7500-5700 BC) with a population of nearly 10,000. Residents lived in mud brick houses nestled on a hill.
Clay brick houses (no. 15). Effect: Rank 3 of the dwelling type is unlocked. Attributes:
- Type of dwellings: 3 rank.
- Capacity: 6.
- Faith Maximum: 600.
- Fertility: plus 3.
- Faith gain: plus 2.
Leads to: Stone cottages. Description: Houses made of mud bricks, or adobe and straw, are more common in warmer climates, especially in areas where timber is difficult to obtain. The Ramesseum (1200 BC) in Egypt is one of the most impressive examples of mud brick construction, however there are records of this type of construction dating back to 7000 BC. Acquisition: 220 followers.
Calendar (No. 16). Effect: The cycle of day and night is open in the homeworld. Description: Calendaring systems were developed in many early civilizations. The Sumerian calendar (circa 2000 BC) was based on 12 lunar months of 29 and 30 days. He is believed to be the original source of the current Gregorian calendar. The first recorded calendar was the lunar calendar in Aberdeenshire, Scotland. Dated to 8000 BC. Obtaining: Win the first battle on the Mountain of the Gods.
Family (No. 17). Effect: Increased fertility for all dwellings. Leads to: Debate. Description: Ancient people lived in families. In fact, most of the early tribes consisted exclusively of one large family. Be that as it may, the tribes became more and more, and the social structure more complex. The household became more and more like modern families, consisting of two parents who directly care for their own children. Acquisition: 380 followers.
Stone cottages (No. 33). Effect: Rank 4 of the dwelling type is unlocked. Attributes:
- Type of dwellings: 2nd rank.
- Capacity: 12.
- Faith Maximum: 4000.
- Fertility: plus 3.
- Faith gain: plus 3.
Leads to: Farms. Description: Primitive people were able to build quite complex stone structures. The temples of Egypt are the most obvious example. Dwellings made of stone were much more durable and allowed for the construction of larger dwellings. Acquisition: 800 followers.
Ceramics (No. 34). Effect: Followers health increased. Leads to: Crafting. Description: For ceramics to appear, civilizations must have access to clay and the ability to heat it to the desired temperature. One of the most important uses of ceramics was the creation of a kiln. Instead of cooking over an open fire, it was much more convenient to use clay ovens. Acquisition: 1000 followers.
Mining (No. 35). Effect: Followers gain the ability to extract jewels. Description: Early civilizations mined stone, clay and metal found on the surface of the earth. Using primitive tools such as flint axes, they will find the materials required to create other tools. Ancient Egyptians mined precious minerals and gold for jewelry.
Architecture (no. 36). Effect: Unlocks improved details of the house. Leads to: Aesthetics. How to use: By right-clicking on a dwelling, you will see detailed information about the happiness of the followers inside it. The surroundings of the dwelling will affect the level of Faith and the birth rate of followers within. Description: Buildings first appeared to meet basic needs such as housing, safety, and the availability of materials. Later, people began to pay more attention to the aesthetics of their homes.
Farms (no. 48). Effect: Rank 5 of the Dwelling type is unlocked. Attributes:
- Type of dwellings: 5 rank;
- Capacity: 20;
- Maximum Faith: 20,000;
- Fertility: plus 2.
- Faith gain: plus 4.
Leads to: Farming, Homesteads. Description: New materials allowing for large structures. With the transition from a hunting-gathering lifestyle to an agricultural one, the ancients were able to maintain a larger population.
Farmsteads (No. 49). Effect: Rank 6 of the Dwelling type is unlocked. Attributes:
- Type of dwellings: 6 rank;
- Capacity: 30;
- Maximum Faith: 100,000;
- Fertility: plus 1;
- Faith gain: plus 5.
Description: Through advances in technology and the use of advanced building materials, larger and more complex structures can be created. From towers to tombs and temples, people built more and more impressive buildings, but most of the population still lived in simple, humble dwellings.
Craftsmanship (No. 50). Effect: Reduced construction time for all Dwellings. Leads to: Shoes. Description: Taking pride in their work, people have gained experience in various crafts. Becoming more effective in each discipline has led people to assume different roles in society. Craftsmanship and craftsmanship have been valuable human attributes since prehistoric times. Acquisition: 1300 followers.
Battle Hardening (No. 51). Effect: more rewards for multiplayer battles. Leads to: Feudalism, Politics. Description: The early wars were often more ritualistic, performed in the form of a show of courage and courage, rather than the destruction of an enemy tribe. Wars of this type are still practiced to this day by some primitive tribes around the world. Obtaining: Win the 10th Battle of the Mountain of the Gods.
Farming (No. 60). Effect: The ability to farm is unlocked. Leads to: Terrace Farming, Specialists, Plows. How to use: now the settlements will release farmers who will go in search of available plots and start working on the land. The harvested crop will be sent to the nearest settlement to provide it with food.
Description: There is evidence of a farming practice dating back over 10,000 years. Agriculture was an important step in human evolution. The shift from hunting and gathering to cultivating the land, allowing people to have a surplus of food, led to the development of civilization. Early crops ranged from cereals (wheat, corn, and rice) to fruits and vegetables (peas, squash, and figs).
Politics (No. 61). Effect: the cost of placing settlements has decreased. Description: As soon as people began to gather in larger settlements, political and administrative bodies began to form. The Sumerian people of ancient Mesopotamia had a complex theocratic political structure as early as 4000 BC, cities were housed by priest-kings with the assistance of a council of elders.
Debate (No. 62). Effect: Increase Faith in settlements. Attributes:
- 5 rank: +2000 Faith;
- 2nd rank: +10000 Faith.
Description: As soon as society became more structured and civilized, the foundations of politics began to form. There is evidence of political centers created in the Bronze Age by civilizations around the world. Debate is an extended form of deductive reasoning in which both sides put forward arguments, usually in a meeting.
Shoes (no. 4). Effect: Increased the speed of followers. Leads to: Cartography. Description: Ancient people used animal skins as a protective layer. The earliest evidence of footwear dates back to around 7,000 BC, but it is possible that shoe types existed long before that. Due to the perishable nature of the materials used, the evidence no longer exists. Obtaining: Win 13 Battle of the Mountain of the Gods.
Specialists (No. 72). Effect: More farmers can support the floor. Leads to: Salt Farms. Description: Historically collaborators will work together to accomplish a common task. Labor was divided among the members of society, and they constantly specialized in this activity. This will lead to the hierarchy and the birth of the complexes of social strata that we know today.
Plows (No. 73). Effect: the speed of processing the land has been increased. Description: A plow is a tool used in agriculture to cultivate soil. Initially, plows were driven by human power, but have become much more efficient when using animals such as horses and oxen. Early civilizations, Mesopotamia, Egypt and the Indus, used domesticated animals to pull simple plows known as "plows".
Cartography (No. 74). Effect: All arenas of influence are increased by 10%. Leads to: Urban planning. Description: Mapping dates back to the earliest known civilizations. The murals of Chatal Huyuk in southern Turkey (c. 7500-5700 BC) roughly depict the city. From the Minoans, Babylonians to the ancient Greeks and Romans, there are examples of maps of the known world. Obtaining: Win 16 Battle of the Mountain of the Gods.
Terrace farming (No. 17). Effect: Increased fertility in mining agriculture. Description: Terraced farming is when sloping pieces of land are cut into rows of flat platforms. Terrace farming reduces erosion and opens up the possibility of using techniques such as irrigation. Otherwise, the water would just go away. It has been widely used in Southeast Asia for centuries in the cultivation of rice paddies, wheat and barley.
Aesthetics (No. 83). Effect: the effect of the beauty of trees near the dwelling is increased. Description: Aesthetics is a branch of philosophy that deals with the perception of beauty.
Village (No. 84). Effect: A larger settlement is unlocked. Attributes:
- Settlement type: village;
- Radius: Medium;
- Collection of Faith: combining;
- Paths: simple;
- Walls: none.
Obtaining: Win 20 Battle of the Mountain of the Gods.
Salt farms (no. 85). Effect: Salt farms on the beaches are unlocked. Leads to: Fishing.
Urban planning (No. 86). Effect: The movement of dwellings is unlocked. How to use: By pressing and holding, you can move dwellings around the world.
Godus: Review of God Cards
God cards. God Cards - cards obtained during the game, and giving God any bonuses when received. If the card is issued multiple times, then the bonus will also be added for each receipt, be it Faith, Jewels, Followers or others. As a rule, such cards are issued as a reward for Battles. Cards that are issued once per game open up some kind of interaction with the game world. Most often, it opens the Ability of God, or improves the existing ones. Below will be considered the types of cards of God.
Expansion of influence. When you receive the next card, the area of ??your Divine influence increases.
Clever sculpting. Supplements the Ability of God "Earth Sculptor". By repeatedly clicking on a place on the map, you will pull the nearest layers above the selected layer to it, or expand the layers to a circular shape with a small radius around the place of the clicks, starting from the bottom layer. Convenient in that it quickly moves a large number of layers. Although this ability can only be used in the territory of your influence, expansion also occurs outside of it. Acquisition: 10 followers. Bonus: improving the ability of God.
Totem. How to use: Click to place it anywhere on the terrain. Activate to make the Followers take the risk of going to the Totem. Click again to deactivate and then Followers will continue exploring the area. While "Place Totem" is active, right-clicking allows you to constantly move the Totem. In other words, when an active totem is installed, free followers will run to pray to it. If there is something to do near it, the followers will do it, and the totem counter will be reset to zero. Bonus: the discovery of the ability of God.
Wooden idol. 200 Faith is added. Acquisition: Win a battle.
Decoration. How to use: Move your cursor over the land to make it bloom and inspire your followers to settle. Do this to cleanse the tainted ground.
Statue of speed. How to Use: The wilderness is a vast area for traveling Followers. Click on the lot to place this statue and make sure all nearby Followers move much faster. Obtaining: Win 3 Battle of the Mountain of the Gods.
The finger of God. How to use: click to interact directly with the world around you. Press or click Followers, destroy dwellings, set trees on fire, and press rocks into the ground.
Network contender. After the battle, a crowd of followers arrives. Some of them may have an inscription with the name of their former God. Acquisition: Win a battle.
Savage. Be careful, if you do not find him a place to live after receiving, he may die. Acquisition: Win a battle.
Champion. How to use: You can knight followers who worship in front of the Totem. Champions are blessed with instinct and toughness like true warriors. Obtaining: Win 6 Battle of the Mountain of the Gods.
Swamp. How to use: Click on a piece of land that enemy followers are likely to cross to turn it into a swamp that will trap them and leave tainted ground.
Sculpting the Cliff 1. With one "pull" of the layer, the other 3 layers will also be "pulled" if the first layer is on the edge. More Faith is spent on this than on a single sculpting.
Samson. Be careful, if you do not find him a place to live after receiving, he may die. Acquisition: Win a battle.
Moving plots. How to use: By pressing and holding, you can move parcels around your world. After moving the site, it is fixed in this position, and only you can move it manually. If you want to revert to automatic placement of parcel locations, simply drag the land over the parcel to destroy it.
The Statue of Mastering. How to use: Set up this statue to inspire all nearby residents to leave their homes in pursuit of expansion.
Meteorite. How to use: Click and drag the pointer diagonally from the sky to summon a fiery Meteorite to the ground, destroying everything in its path.
Cliff Modeling 2. With one "pull" of the layer, 5 other layers will also "pull" if the first layer is on the edge. More Faith is spent on this than on a single sculpting.
Cliff Modeling 3. With one "pull" of the layer, 7 other layers will also "pull" if the first layer is on the edge. More Faith is spent on this than on a single sculpting. Obtaining: Win the 17th Battle of the Mountain of the Gods.
Godus: Resource Cards Overview
Resource maps. Resource Cards - Cards required to unlock Progress Cards. The album is arranged on the pages of the period in which they can be obtained. You can find them in chests, get them as a reward for a battle, or buy them for jewelry. The types of resource cards will be discussed below.
Felt. Felt was a nonwoven fabric made from wool. Early civilizations used felt to create fabrics, carpets, and even tents.
Wood. Wood has been a common material since primitive times. In the Neolithic era, farmers built long wooden houses that could accommodate up to 20-30 people.
Ocher. Ocher is a natural earthy pigment that ranges from yellow to dark brown in color. It was used for wall paintings and ancient manuscripts.
Stone. The early adopters used stone for everything from buildings and walls to tools and statues.
Flint. A stone tool used for crafting. Flint tools were numerous and easy to manufacture, making them suitable for all types of work.
Plaster. The followers mixed the dry powder with water to form a paste. This seal was used as a finishing material to cover the Abodes.
Clay. A soft and physically deformable element that Followers can mold and burn to remove moisture so that it becomes ceramic.
Candle. Animal fat was ignited with a wick made by braiding three threads of cotton.
Meat. Meat is rich in protein and is part of a balanced diet. The first followers hunted indigenous animals in this area.
Fur. Furs were used for clothing and furniture. The First Followers used all the parts of the animals they hunted.
Brushwood. The First Followers opened fire, but to create fire, they needed kindling. Dry plants and branches from trees allowed them to keep the fire going throughout the day.
Clay Bricks. Formed with hands or wooden molds, sun-dried clay bricks have formed some of the most extraordinary landmarks throughout history.
Coal. Mineral found on the surface of quarries. It is highly flammable and therefore has been widely used as a heat source.
Pick. The simplest tools consisted of a stone head and a wooden handle. The pen made them a much more efficient tool.
Oak. From the tiniest acorn, the most powerful oak can grow. Oak is strong and durable, making it an ideal building material.
Sandstone. A very common yellow stone has been used for construction since prehistoric times. It is formed from the compression of sand, which hardens it over time.
Gold. A rare mineral found in the ground.
Red tree. A more efficient and attractive type of wood.
Limestone. White / gray stone mainly found in caves. Limestone is durable but very heavy and difficult to move.
Seeds. The wheat seeds that can be grown are harvested from wild wheat.
Papyrus. Thick paper like growing papyrus material.
Leather. A flexible material created by tanning animal skins.
Copper. Copper ore is one of the most important materials of the Bronze Age.
Hoe. A versatile agricultural tool used for cultivating the land.
Ink. Ground graphite with water creates a simple and effective ink.
Granite. Sturdy stone is great for building.
Axe. Stone axes were replaced with metal axes, which were more effective.
Godus: Follower Housing Guide
Concept. The dwellings are the main source of the growth of the population of your followers and the Faith generated in them. The filling rate and capacity of these resources, as well as their durability, depend on the rank of the dwelling (in other words, its type).
Construction. Dwellings are built automatically by the closest free followers. They are built on special plots (allotments, Plot), which appear on the ground, if there is enough space for this. In the corner of the plot, the rank of the dwelling being built on it is indicated. Stripes appear at the bottom when unlocking the progress map - architecture. They show the influence on the piece of land on which it is located (whether it is decorated or damaged), as well as the surrounding landscape (trees, stones, etc.). Each site will expand and increase its rank as the territory underneath increases. To do this, it can overlap smaller areas.
The increase in the rank of the parcels comes from the corner, so it can suddenly take up a lot of space. To move the parcels at the beginning of the game, in order to arrange them more compactly, the parcels can be moved by pulling a layer of earth to the edge. At the moment, free-standing dwellings can accommodate followers one more than their rank. But two times fewer followers will agree to build these dwellings than this rank of dwellings can accommodate. Each follower increases the speed of the building time flow.
Cards. Maps affecting the construction of dwellings:
- Move area - allows you to move and fix areas;
- Crafting - increases the speed of construction;
- Urban planning - allows you to move buildings.
Settlements. Settlements are the "blindness" of several dwellings, with a common goal. You need to select "settlements" and dazzle several buildings. Settlements are:
- Farmers. This settlement will create followers - farmers. They can build a Wheatfield and mine Wheat there.
- Miners. This settlement will create followers - miners. They build mines and mine Ore.
- Builders. They just made more builders.
- Military settlement. Creates archers. In theory, with the help of it they fought off the raids of Astari.
- Caravan. Unrealized. I got a certain product. It looks like a purple box, judging by one of the screenshots.
- Village. Larger settlement. No longer needed with the addition of ability enhancements for crystals.
Population. Dwellings directly affect the population. People will not be able to live long without a home, but the former will not be empty either. Followers in dwellings will fill them to the maximum, and live in them until you send one of them to start a new family (although one person in the house can handle the growth of the population). When the dwelling is full and the follower has something to do next to it, a flag will rise next to its entrance. When you press it, you will call a person to work.
If the follower, who came out at the call of God, did not start building a new dwelling for himself, then he will still be assigned to his home, where the number of inhabitants will not decrease. A follower who wanders outside the home for a long time will lose health until he dies. The radius of coverage of the dwelling, upon hitting which the possible employment of the follower raises the flag, depends on the rank and is:
- Rank: 10.
- Rank: 20.
- Rank: 50.
- Rank: 100.
- Rank: 200;
- Rank: 500.
The rank of the dwelling. Much depends on the rank of dwellings. From the rate of accumulation of faith, to the maximum number of inhabitants. If a dwelling belongs to a settlement, then its characteristics increase, and the species changes.
Shelter. The first rank 1 dwelling available to your followers. Get rid of it if possible, as it does not generate Faith. Accommodates 2 followers.
Felt tent (Felt Ten). Dwelling rank 2. Accommodates 3 Followers, and only this is better than Shelter. Influencing Cards: Felt Tents - Unlocks this type.
Wooden Hut (Wood Hut). Dwelling rank 1. Accommodates 2 followers. It has a high birth rate and is being built quickly, so they can be built primarily for the settlement of new territories. Brings little Faith. Influencing Cards: Building - Unlocks this type.
Cabin. Dwelling rank 2. Accommodates 3 followers. Brings slightly more faith than the previous rank. The settlement is improved and accommodates 6 people. Influencing Cards: Building - Unlocks this type.
Lodge. Dwelling rank 3. Accommodates 4 followers, 8 per settlement. Effect Cards: Clay Brick Houses - Unlocks this type.
Cottage (Cottage). Dwelling rank 4. Accommodates 5 followers, 11 per settlement. Effect cards: Stone cottages - unlocks this type.
Farm (Farmhouse). Dwelling rank 5. Accommodates 6 followers, in a settlement 14. Will likely become the most common type of dwelling by the end of the Primitive Age. Although it takes a long time to build, Vera is accumulating much more than the previous ones. Its size is almost the same as the radius of the settlement, which makes their placement not particularly compact. To settle them, if you put them, then on the edge of influence. Impact Cards: Farms - Unlocks this type.
Manor (Manor). Dwelling rank 6. Accommodates 7 Followers, 16 in Settlement Effect Cards: Homestead - Unlocks this type.
Article author: Nadezhda D.