Very advanced city Specialization Guide |
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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Posted: 29 Dec 2015 at 16:31 |
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Here is a guide for city specialization, I haven't touched diplomatic cities if someone else can do that. This is not for a generic city, this is for making a city extremely specialized, and to be used as such. Let me know if i need to fix anything else The elven examples are just examples, you just change the resources needed for your individual race. What to look for: This is for a more advanced city guide, once you know the basics of research and basic city construction. This is city specialization and how to set up your cities to be ultra specialized for an individual city. When making a very specialized city, you need to take into account everything, from the terrain you place the city on, to the res distribution of that terrain, to the sov nearby, and finally, how close you are to more of your cities. Once the city is placed, the work begins, you need to make sure that city is self-sustaining, and can build everything that city needs to produce what you need for that cities specialization, this is because if you are blockaided by the enemy, you need to be able to produce more of your troops without any outside help. You also need to make sure that every city has a purpose which will make it more efficient and that will make things easier to manage. All the buildings that i list are on top of the basics, Marketplace, Counsolate, Barracks, mage tower, kiln, flourmil, carpentry, stonemason, foundry,and library warehouse and storehouse. For a total of 12 base city squares. Each City has 23 open slots, 2 slots for your common ground/paddock, and then resourses, for a total of 25 resourse plots. How you manage what kind of plots you have is a vital first step in figuring out what type of city you will build. Spear Cities: Clay and Iron, In that city you should identify what equipment you need for spear production, for elves it is: Spears, chainmail, and leather armour. So you should have all 3 of the buildings that make them in this city, which are spearmaker, blacksmith, and tannery. Additionally, you should build 3 of the spearmen billets, which reduce the amount of upkeep for spears in that city. If you are into crafting, i would put 2 or 3 of the crafting buildings in there and depending on what else is around your city the 1-3 guilds, depending on what your goals are. I would have them focused on what kind of stuff is around your city and what would support your spearmen troops equipement wise. Sword Cities: Stone and Iron. in addition u just need a blacksmith for this city for elves, because all they require are swords and chainmail. In this city, i would also place 3 of the swordsmen buildings to reduce the upkeep, and if in a cluster use this as your magic location with 1-2 geomancers which takes clay, wood and stone, These will help you increase the power of your food spells for the city. or any other city u put a spell on for resources. After that, it would be up to you on how you would fill up your city spots. Cav Cities: Wood and clay, for elves, the resourses it takes is spears, saddles, and chainmail. so you need 3 of your cav parade ground buildings. After that it is your choice. Archer Cities: Wood and iron. for elves, archers take beer, leather armour, and bows. so you need a brewery, bowyer, and a tanner. Also 3 Archers fields. Trade Cities:Trade buildings take wood, clay and stone, if you wish to do a dedicated trade city, i would mix it with gathering, you will have the most available space, and you can build a small army out of other cities excess equipment, therefore you wouldn't need much t2 res production in this city, so you can do trade/crafting/gathering all in one city. And from here, you can move all your goods to all other cities. I would place this in your cluster for easy defense, And, i would place a foriegn office in this city as well, this increases the distance you can see incoming diplo attacks, and the distance you can see troop sizes. This will allow you to get more time to get ready for any diplo attacks. and I would make sure you have a vault in this location to protect your t3 weapons and t3 res as well. Clusters: A cluster is a large amount of cities in a small area by either 1 player, or an alliance, If done right you can protect your cities in a short amount of time with a varried amount of troop types to counter any threat, In this cluster i would not focus on one type of troop, and i would not focus on one type of terrain, because it prevents the enemy from just overwhelming u with one type of troop type. Unless you are an orc and want all your cities spear cities, but that is the exception to the rule. Factions: This will be becoming more of a factor as the months move on, factions are going to becoming more important consideration, unless you are trying to provoke a war, you should settle in an area friendly with factions near you, this will allow you not only to hide and trade goods in the nearest hub, but you won't have to worry about getting attacked by the factions. Terrain considerations:
Identify what type of city you are going to make, then identify the type of terrain is optimal for the defense by that type of troop. then subset it with a focus on res spread, for an example, in a spear city you need clay and iron, Spears are best on the defensive on a large mountain so you would be best served to either terraform a magic mountain with 5 clay and 5 iron with 7 food and either 3 wood or 3 stone, or just do your best finding a nice location with large amounts of food sov nearby. This is just an example.
Exodus/terraforming: Here i am not going to reinvent the wheel, I will give u 3 guides for this http://forum.illyriad.co.uk/the-magical-7-food-mountain_topic4094.html http://forum.illyriad.co.uk/stepbystep-guide-to-terraforming_topic6711.html http://forum.illyriad.co.uk/why-a-7food-square-is-so-important_topic5469.html Sov: Here is a how to guide on sov. A notation on this, when looking for a city, once you figure out what type of city you are building, look for a large amount of that type of sov near where your city is going to be located. and Food as well. http://forum.illyriad.co.uk/step-by-step-guide-to-claiming-sovereignty_topic2659.html High Population ONLY: This is if you are going for 30+ cities, when doing this you are required 7 food for all your cities, no exceptions, also, you need to look for a large amount of food sov near all your cities, you also need to focus on a large amount of your high population buildings, http://arcanum-illyria.com/wiki/Building_Charts here is the chart, you will need to max out all your res buildings and you will need to work on getting 30k + per city. Be warned, more then likely you will NOT have a barracks at this time, also you will not have much space for many troops. do not i say again, do not go about this lightly, Edited to make clearerEdited by demdigs - 30 Dec 2015 at 14:22 |
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Dungshoveleux
Postmaster Joined: 09 Nov 2013 Status: Offline Points: 958 |
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Not a criticism, but I think T3 resources are NOT stealable.
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kodabear
Postmaster General Player Council - Astronomer Joined: 18 Jun 2013 Location: Lucerna Status: Offline Points: 1515 |
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The NEW terrain modifiers,
from http://forum.illyriad.co.uk/22feb15-infantry-crafting-changes-now-live_topic6166.html
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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T3 weapons may not be steal-able at this moment, however, it would be foolish to believe that they will be safe forever. Planning for that inevitability will save you some headache later on when things change again.
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Agalloch
Wordsmith Joined: 12 Feb 2015 Location: USA Status: Offline Points: 127 |
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You left out warehouse in the basic buildings needed in a town,also you may wanna point out that both warehouse and either storehouse or vault is needed in a town till wall reaches lvl 20, with the vault now adding storage you can demo storehouse and still have enough space to level wall, if players like using the vault they can use it to replace storehouse and not loose a city plot.
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demdigs
Postmaster Joined: 12 Aug 2011 Status: Offline Points: 660 |
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OMG thank you, i can't believe i missed that key detail, nice catch. Updated to include warehouse/storehouse
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Captain Kindly
Forum Warrior Joined: 19 Aug 2011 Location: Fremorn Status: Offline Points: 276 |
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What about sov?
In cases where you need a lot of one basic resource, a good sov can be a help, especially if you also want to keep up the option of a decent troop building sov. Just make sure that resource type has 5 plots (or more if you want to go experimental). The good ones for clay are all on Small Hill terrain, so (as good as) neutral if anybody puts a siege there. Or place the city in a way that the sov is in the second sov ring. Level 3 for a 15 clay sov is still a 9% Clay boost with a lvl 3 Earth Works. The other resource types are a bit more tricky to have next door, but may still be good for the second sov ring. Stone sovs can be found on Plains, so that one is easier.
Edited by Captain Kindly - 30 Dec 2015 at 19:38 |
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Jayna
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Where can I find a list of the materials needed for specialist troop building for orcs? I'm a very new player, so don't have any of the relevant advanced buildings yet.
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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The buildings you choose will not be determined by your race, although race may influence how you choose to specialize your city (such as if you want to take advantage of cheap and fast builds for orc t1 spear units by having a spearman's billet). The resource upkeep costs for the various tier 3 buildings can be found here
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