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’sup
“Increase the production of all buildings based on their tier, giving the best bonus to the lowest.”
What does it means exactly.. I don’t get it.
I thought it could be related to the upgrades purchased after each 100 buildings, but since there are 3 of this…

I believe the formula is as follows:
Bonus – (Building with lowest “All Buildings Produce” percentage) X (0.000662957 X A^.9 X B^.9\* C^.9)
A, B, and C are the buildings with the highest “All Buildings Produce” percentage.
This is assuming that it gives the same sort of “balance” that Grand Balance gives when cast, just permanently to your buildings. A big assumption, of course, and I’m sure someone else here might be able to point you in a better direction, but this is taking it simply. Just imagine that your three best-performing groups will help out your lowest performing group or groups, as a means of balancing out their production.

I think it groups the buildings up into different “tiers” and provides different bonuses to each tier.
Dunno if it’s true, but if so I’m fairly certain Farms, Inns and Blacksmiths make up the lowest one; maybe Deep Mines, Stone Pillars and Alchemist Labs the next highest; then Monasteries, Labyrinths and Iron Strongholds; with Ancient Pyramids and Halls of Legends making up the highest tier.

> *Originally posted by **[Cyrilgar](/forums/8945/topics/524382?page=1#posts-9552114):***
>
> I believe the formula is as follows:
>
> Bonus – (Building with lowest “All Buildings Produce” percentage) X (0.000662957 X A^.9 X B^.9\* C^.9)
>
> A, B, and C are the buildings with the highest “All Buildings Produce” percentage.
>
> This is assuming that it gives the same sort of “balance” that Grand Balance gives when cast, just permanently to your buildings. A big assumption, of course, and I’m sure someone else here might be able to point you in a better direction, but this is taking it simply. Just imagine that your three best-performing groups will help out your lowest performing group or groups, as a means of balancing out their production.
While this is certainly a logical and natural approach to the idea, it cannot be accurate. Any time one building became more profitable than another, it would lead to a shift in which building was the lowest tier, and as a result, there would be a further shift in production to match the new values. I have never seen any sign of this happening, even while carefully watching the various productions.
While I have no evidence to support my own theory, I’ve always thought of it like this: Farms are always the lowest tier, and they get the highest buff, then Inns get slightly less, Blacksmiths get slightly less, and so on. Since Druid is all about balancing everything, the weakest buildings would need the biggest push towards the average.
P.S.
I had immense trouble wording this properly to make sense, so if it still doesn’t, let me know and I’ll give it another shot.

You got it a little wrong, didn’t you. It is “most built”, not hightest producing, so pyramids might have the highest % of production while Grand Balance is not active, but it won’t be (presumably) the most built one. That is going to be farms, inns, and blacksmith/mine/stone pillar.

What you really want is the thread on “Based On” Upgrades – [http://www.kongregate.com/forums/8945-realm-grinder/topics/509904-based-on-upgrades](http://www.kongregate.com/forums/8945-realm-grinder/topics/509904-based-on-upgrades)
In this case, the formula is:
(150\*x)%, where x starts at 1 for Hall of Legends, and scales up to 11 for Farm. So Hall of Legends gets 150% increase, and Farm gets 150\*11 = 1650% increase.

> *Originally posted by **[fistoz](/forums/8945/topics/524382?page=1#posts-9552080):***
>
> ’sup
>
> “Increase the production of all buildings based on their tier, giving the best bonus to the lowest.”
>
> What does it means exactly.. I don’t get it.
>
> I thought it could be related to the upgrades purchased after each 100 buildings, but since there are 3 of this…
It means Farms get the best boost from it while Hall of Legends gets practically nothing. Deep Mines also get a crappy boost from them (to the point they still produce less than a hall of legends) and as such it’s common to not build a single Deep Mine while playing as druids to ensure Halls of Legends get the boost.

Wait, why are people talking about grand balance?
So every building has a tier.
Farm is 1, inn is 2, blacksmith is 3, and so on until HoL which is tier 11.
So that’s what tier means.
And havoc above me explained the rest.
(Tier one gets more bonus and all, and tier 11 gets less bonus of all)

> *Originally posted by **[NiborRis](/forums/8945/topics/524382?page=1#posts-9552507):***
>
> What you really want is the thread on “Based On” Upgrades – [http://www.kongregate.com/forums/8945-realm-grinder/topics/509904-based-on-upgrades](http://www.kongregate.com/forums/8945-realm-grinder/topics/509904-based-on-upgrades)
>
> In this case, the formula is:
> (150\*x)%, where x starts at 1 for Hall of Legends, and scales up to 11 for Farm. So Hall of Legends gets 150% increase, and Farm gets 150\*11 = 1650% increase.
I don’t know why, but it never occurred to me to include an example for these upgrades, even though people have trouble understanding them all the time. I’ve done that now.
> *Originally posted by **[havoc777](/forums/8945/topics/524382?page=1#posts-9552512):***
>
> It means Farms get the best boost from it while Hall of Legends gets practically nothing. Deep Mines also get a crappy boost from them (to the point they still produce less than a hall of legends) and as such it’s common to not build a single Deep Mine while playing as druids to ensure Halls of Legends get the boost.
“Practically nothing” is a bit severe. While it’s certainly true that Halls get a much lower bonus than your other buildings, the \> 1400% increase that it gets from these three upgrades together is nothing to sneeze at.

so… Basicaly, it’s just a passive bonus changing for each building type ?
like (with totaly random numbers) +100 for farms, +95% for inns, +90% for blacksmiths, +80% for mines, +70% for pillars etc… rather than a flat +50% to all buildings or something ?

> *Originally posted by **[fistoz](/forums/8945/topics/524382?page=1#posts-9553366):***
>
> so… Basicaly, it’s just a passive bonus changing for each building type ?
> like (with totaly random numbers) +100 for farms, +95% for inns, +90% for blacksmiths, +80% for mines, +70% for pillars etc… rather than a flat +50% to all buildings or something ?
With very different numbers, but yes. If you wanted to figure out what the exact bonuses were, record the numbers before buying the bonus and after, the calculate it out.

While not building a single Deep Mine is a good strategy, it has been discovered that if you get 700+ Deep mines and all the associated upgrades that it preforms about as well as the HoL, within about .05% total production, the boost that it gives from both the heritage and the boost to CtA is actually really nice. So prior to being able to build 700 Deep Mines, dont build them with Druid, Once you have enough Gold to build 700 of them do it and buy all the Upgrades and you will be doing very well especially if you triple cast.

> *Originally posted by **[Georgie\_Leech](/forums/8945/topics/524382?page=1#posts-9553423):***
> If you wanted to figure out what the exact bonuses were, record the numbers before buying the bonus and after, the calculate it out.
Or just read any of the posts in this thread (or the “Based On” thread) that tell you **exactly** what it is.
150% for Halls, 300% for Pyramids, 450% for Strongholds, … 1650% for Farms.