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Topic ClosedIdeas to help your city out.

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Ivorich Von Forge View Drop Down
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Joined: 16 Apr 2010
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Direct Link To This Post Posted: 22 Apr 2010 at 05:49
I'm not necessarily saying you are wrong, Dunwick. Your figures look good on paper, but I find my caravans are able to supplement my less developed resources sufficiently to allow me to reach level 7 on my "main" resources rather quickly. Now, I am not advising anyone to neglect the "0ff-main" resources completely, just to focus more on getting the mains to 7 so you can start the tech tree in your desired product line.
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MFrance View Drop Down
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Direct Link To This Post Posted: 22 Apr 2010 at 11:35
I think you both have right.. you're just a little bit too heavy on the details. Everybody has their own style of governing their city.
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Dunwick View Drop Down
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Direct Link To This Post Posted: 22 Apr 2010 at 12:57

But Ivorich, you can get to lvl 7 with almost all the resources at the same time. You just have to focus at upgrading...

And I did it too... But to get to the desired "tech tree" its still a long way... Foundry and the others are TOO expensive to get to level 5.

 

Well.. Like MFrance said, it's just a style of governing, but it would be nice another experienced player commentary.. ;)

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Ivorich Von Forge View Drop Down
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Direct Link To This Post Posted: 22 Apr 2010 at 18:19
Well, my way seemed fine up through level 5. To upgrade to level 6 and 7 I needed 2 accounts supplementing each other, once specializing in Wood and Clay, the other in Stone and Iron.

"My way" is a tough road. In retrospect, I would agree that one should level one's main town evenly and save specialization for one's settlements.

And yet, maybe the 2 acct, dual-specialty system will pay off in the long run. It's just tough getting over that lvl6 hump.


Edited by Ivorich Von Forge - 22 Apr 2010 at 18:20
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 22 Apr 2010 at 20:27
Each subsequent hump is bigger.
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nonin View Drop Down
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Direct Link To This Post Posted: 23 Apr 2010 at 18:52
:) about resources - if You are in an alliance - You shouldn't worry about that much (if Your rank is lower than other member's)... they will be always happy to share - just ask :)
 
and prepare for war ;)
 
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Ivorich Von Forge View Drop Down
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Direct Link To This Post Posted: 24 Apr 2010 at 02:45
that all depends on the (in-game) age of the alliance and of it's members
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Kevlar33 View Drop Down
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Direct Link To This Post Posted: 30 Apr 2010 at 20:44

I always get nervous when someone says "I needed two accounts..." when giving newcomers advice.

For what it is worth, my advice-geared to people from beginners to  under 200 pop(after that, you should be beyond simple advice)
As they said, drop taxes to 5- 10%- each pop makes 4 gold coins per hour, and you don't have much to spend it on.
You start off with a bunch of food in storage.  Don't worry about building farms past level 2 until you hit -20 food growth, then build it back to -5 or so
  If a building currently uses 1 food per hour, and the building costs lists "+2 food p/h", it will go up to 2 food p/h, not 3 food p/h.
Build your 4 resources evenly until you have 20 level 4 sites.  Then push one from each type to level 7 (for the specialty buildings).  Now decide on one to concentrate on (probably wood), and build it faster than the others- but don't forget to keep building the others.
Trading with your caravans is almost useless (the transport time is the biggest headache, but seriously, how much extra are you willing to part with, to get that item?)- your guildmates don't need a formal "trade" to send you stuff
However, increase your market to at least level 5- caravans are useful for gathering extra resources you'll see lying around, sending stuff to your guildmates, and doing quests.
Thats right, "quests" are tradeing deals you discover in the tavern.  Be sure to read the helpful guide on what you'll get for your hard earned resources http://forum.illyriad.co.uk/quests_topic46.html
Remember, you need a bookbinder to cast spells- and casting a rune spell such as "fear" will not cost mana beyond the intial casting cost.
start building your army by the time your pop hits 50-
Your armies cannot raid gold from other players, but they can get other resources.  You get more resources from "attack"ing than "raid"ing, since all the troops participate.
You need at least 1 commander per army.
Settlers can't be used to build new cities until your pop hits 450
 
 
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Wuzzel View Drop Down
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Direct Link To This Post Posted: 30 Apr 2010 at 22:14
Hello Kevlar33.

Nothing really wrong with your guide, but please use alineas in your post.
Makes reading easier. Smile

Greetings,

Wuzzel
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Ungrimm View Drop Down
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Direct Link To This Post Posted: 29 May 2010 at 08:28

When I started I focust on market. There a loth of free resources laying on the map and you can have an other caravan with every lvl marked. Plus, with a higher marked you can reseach Improved Loading and if you push it a little to lvl 7 Reinforced Cartwheels. This will make your caravan carry more.

It gives you something to do when you start and helps you get the resources you need. plus, the carravans are very usefull doing quests to get stuff you can not build your self. You'll need a libory to there is a loth to reseach in the beginning.
 
To defend my self I made spearman. Which I use to pillage nearby inactives this help my resources very much and I feal a bit saver. When that's done a couple of scouts. They are good for many quest and it enable you to see people who use diplomacy units on your town.
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