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Essential Buildings for a Military City

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Forum Description: Player created guides and advice.
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Printed Date: 19 Apr 2024 at 23:50
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Topic: Essential Buildings for a Military City
Posted By: Princess Botchface
Subject: Essential Buildings for a Military City
Date Posted: 04 Sep 2016 at 11:00
If you're new to the game, you may find the amount of options available to you a little overwhelming and if you ask on GC for suggestions on what to put in your city, you'll receive different answers from sources who's authority on the subject you'll be unable to determine. In light of this, for those of you who are interested in taking the military track in the game, I will tell you exactly what you'll need to make a viable and efficient military city in the long term. This guide will cover only the essentials that you need to be effective, everything else is up to you. 

Scope
This guide assumes that you have already decided city placement and your troop specialization and you are at the point you are trying to figure out what to build in it. The advice here is applicable in all situations (for military players). 

Primary Focus
Barracks - Allows you to build troops and complete military research, the higher the level the faster the troops will build.

Consulate - Allows you to build diplomatic units and complete diplomacy research, the higher the level, the faster diplomatic units will build (also gives you a lot of population).

Library - Produces research points which you consume as a one time cost to do researches and also per hour to claim sovereignty. Leveling this up early will give a greater pool of research points to draw from later and allow you to more comfortably go into negative when the need arises. 

Marketplace - Allows you to build caravans and complete trading research, the higher the level, the faster the caravans travel. This is an essential part of your city's basic ability to function. 

Basic Resource Plots - Even if your alliance is sending you constant streams of free resources, it is unwise to neglect these for long. Troop sov (sovereignty) buildings and troop cost reduction buildings consume basic resources per hour. If your res goes negative and you run out, the buildings will level down. 

Warehouse - Much greater storage capacity than storehouse, you will not be able to complete your barracks without it.

These allow your city to function as intended. In the next section we refine it a bit. 

Secondary Focus
City Walls - At level 20 this provides a defensive bonus of 115% to your troops as well as reinforcements while they are inside the city. 

Archers Field, Cavalry Parade Ground, Infantry Quarters, Spearmens' Billets - Select the one corresponding with your troop specialization, Archers Field for archers, Cavalry Parade Ground for Cavalry, Infantry Quarters for Infantry and Spearmens' Billets for spear units. These consume two types of basic resources per hour; with the correct resource allocation, you can comfortably support 3 of these at level 20 without going negative. Having 3 of these buildings at level 20 will give a substantial per hour cost reduction of 52.5%

Carpentry, Flour Mill, Foundry, Kiln, Stonemason - These buildings provide bonuses to basic resource and food production. This will allow you to support more and higher leveled troop sov. They also provide a healthy amount of population (except the flour mill as that would defy the point of it).

With these you'll be able to support larger armies over time, build them faster and cause more damage to attackers with defensive troops. 

Tertiary Focus

Mages Tower - Unlocks magic research and allows casting one spell per school available at a time. Start with runes, then geomancy, then blights. Best used to supplement food production and defend against enemy diplomatic units, in particular scouts. Ward of Intentions will kill 400 of a chosen diplomatic unit type, while Ward of Destruction kills 250 of any hostile unit both military and diplomatic. Killing 250 enemy soldiers will make almost no difference, while killing 400 scouts may prevent you from being successfully scouted by your enemy. 

Vault - protects basic resources and food from theft and being plundered by enemy troops. Especially helpful if you are the target in a siege or if you run negative res. If you are running negative and you are attacked, they may empty your stores of a particular resource and the building consuming that resource will level down until you are at parity or positive. A vault prevents that from happening and gives a slight increase in storage capacity. Many people replace the storehouse with this building.

You do not really need these two buildings, however they do give you helpful defensive benefits. 

Build and level these buildings as it pleases you, they all need to be level 20 eventually. If you include the buildings in the third section, you'll be left with 9 spaces to play around with. Most people will build the production buildings that their troop type requires (Blacksmith, Forge, Saddle Maker, and Spear Maker for T2 Cavalry as an example), this will save you a bit of money but they will not produce enough gear to meet your needs once you get into the higher levels of competition. Whatever you do with these unused spaces is fine so long as it does not compromise the primary function of your city (for example building too many extra buildings that consume basic resources per hour) which is building and maintaining large armies at a fast pace. 

Conclusion

This guide was not intended to be comprehensive and assumes that you have basic knowledge such as navigating the interface and received advice or a read guide on city placement. There's a lot more to being a successful military player than what's covered here, this guide was just intended to give a new player interested in pursuing the military track information about the basics they'll need to create an effective city that they can retain in the long term. In using this guide, a new player can proceed without worrying that they'll have to redo something major later on. While almost anything is undoable, it will cost you time so it's better to build a strong foundation that will continue to work for you long into the future. 



Replies:
Posted By: Mr. Ubiquitous Feral
Date Posted: 04 Sep 2016 at 12:21
Very nice, thank you. My towns are almost like this just because it seemed best. I hunt so I have 3 cottages and 3 Skinners' Guilds in each city also. I've built thinking each town should be as self sufficient as possible.

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I am a Machine.


Posted By: Small Boy
Date Posted: 04 Sep 2016 at 18:36
Actually if you have a few towns within a 30 square radius, you need not make your town self-sufficient. I have seen people place their cottages and guilds in one town and the weapons and armour buildings in another town within 20 squares. Also if you are in jungle, desert or artic, a biome warfare college would be necessary. A Geomancer's retreat in one town can help you squeeze out more gold across multiple towns in range. And of course, if you are of the type who would rather have a rapid troop building rate as opposed to a huge standing army, military sov can really help.


Posted By: Leinad__
Date Posted: 05 Sep 2016 at 09:02
A Geomancer's retreat in one town can help you squeeze out more gold across multiple towns in range.
 
I totally agree, the geomancer (2 of them for the 20% food bonus) is pretty much mandatory for anybody planning a dense HUB; it gives a huge bonus considering nature`s bounty can be casted up to 10 towns ...
Nice guide  ;)


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Posted By: Princess Botchface
Date Posted: 04 Jul 2017 at 17:30
Originally posted by Leinad__ Leinad__ wrote:

A Geomancer's retreat in one town can help you squeeze out more gold across multiple towns in range.
 
I totally agree, the geomancer (2 of them for the 20% food bonus) is pretty much mandatory for anybody planning a dense HUB; it gives a huge bonus considering nature`s bounty can be casted up to 10 towns ...
Nice guide  ;)

Geomancer consumes basic resources per hour that could be going to sov and troop cost reduction. You could place a town from a farm alt near your cluster and throw in 2 or 3 geomancers if you wanted a bunch of large towns for some reason. 


Posted By: Urian
Date Posted: 09 Jul 2017 at 04:02
Geomancer is good for farms.  I have two in one town right in the center of my cluster. and with geo spells cast on all other towns.

"The power provided by your Geomancers Retreat adds +150% to this spells' effectiveness, bringing the total resource bonus from this spell to +20.00%."


Posted By: Count Rupert
Date Posted: 09 Jul 2017 at 04:10
Originally posted by Urian Urian wrote:

Geomancer is good for farms.  I have two in one town right in the center of my cluster. and with geo spells cast on all other towns.

"The power provided by your Geomancers Retreat adds +150% to this spells' effectiveness, bringing the total resource bonus from this spell to +20.00%."

The point isn't whether it's good for farms; it is.  The point is for military cities it's unnecessary as the populations of military cities tend to be not high enough to benefit much from the geomancers given their cost in resources for upkeep.  Resources needed for the military city's primary focus; fast troop production.


Posted By: Urian
Date Posted: 09 Jul 2017 at 04:21
You're right, I missed the title of original post.



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