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hiram_sedai
New Poster
Joined: 22 Feb 2012 Location: elsewhere Status: Offline Points: 39 |
Posted: 29 Feb 2012 at 10:49 |
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and my response: |
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jordigui
Wordsmith
Joined: 20 Jun 2010 Status: Offline Points: 157 |
Posted: 29 Feb 2012 at 13:43 |
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Good! This is a clear example that size matters!
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hiram_sedai
New Poster
Joined: 22 Feb 2012 Location: elsewhere Status: Offline Points: 39 |
Posted: 04 Mar 2012 at 14:10 |
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quick question - where is it written about which buildings are useful and which buildings are useless ie kiln, stonemason et al?
thanks |
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Aldineyer
New Poster
Joined: 02 Mar 2012 Status: Offline Points: 3 |
Posted: 04 Mar 2012 at 18:43 |
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I'm only slightly older (maybe, tough to decide from town size) than hiram_sedai, so take my ideas with a big spoon of salt or something.
In the long run resource production buildings become less important and I may end up keeping only my Flourmill to get better food output. The others I've built so far to satisfy requirements for research. I need to read (and understand) http://wisdomofkurdruk.wordpress.com/2011/07/31/specializing-cities/ and http://wisdomofkurdruk.wordpress.com/2011/09/10/specialized_examples/ before I make any long term decisions. |
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 04 Mar 2012 at 21:51 |
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There isn't a general guide to which buildings are useful, so far as I know. However, new players are advised to avoid most buildings requiring upkeep in resources other than food, sometimes referred to as "tier 2" buildings. These buildings consume resources but provide benefits that are not needed until you're more advanced, such as reduction in upkeep cost for military and diplomatic units (which you won't have many of) or reduced cost for sovereignty. In the beginning, you need the basic resources those buildings will consume to construct other buildings.
There are seven basic buildings that every city needs: storehouse (and later warehouse), library, mage tower, marketplace, consulate and barracks. You will upgrade all of these buildings to level 20 with the possible exception of the storehouse, which only needs to be upgraded to level 15 in order to unlock inventory management and permit construction of the warehouse. All cities come with a paddock and common ground in place; these should be upgraded to level 1 within the first week of play. Common ground should eventually be upgraded to level 20 in all cities; paddock should be upgraded to level 20 in most cities, unless population is a constraint. Almost everything in the "city" portion of the research tree is worth building with the possible exception of the siege workshop. The vault can be built to a low level per recommendations in the basic self defense guide, then demolished when no longer needed. The kiln is not needed in most cities and can be deferred until a city specialization is decided. Flourmill is a must in the long term. You must build the stonemason to unlock defensive structures (lev 1 stonemason) so you can build a wall and it might be a good idea to upgrade it to level 5 and study Siege Construction, just so you have the option to build a siege workshop if you want one later. You should build a carpentry to level 5 in order to study Fletching and build a fletcher; this may not be required in some specialized cities but is wise for all in a first city. You must build a foundry and upgrade to level 5 and study Smithing in order to build a blacksmith; probably every city will need a blacksmith. All humans and most other non-elves will want to upgrade the blacksmith to level 10, study Forging and build a forge. Elves do not use plate and as such don't need a forge, although it can be used to make good for trade. All first cities will need a tannery and a saddlemaker to produce leather armor and saddles, respectively. These buildings may be omitted in later cities because it is difficult to keep up with production of both armor and saddles given the limitations of the common ground. Players building their first cities will also want a spearmaker, brewery and tavern. These do not need to be upgraded past level 1 (lev 2 for the tavern) until the city is fairly mature. A bookbinder is useful to have in a first city, enabling one to build a few books if one has been hit by thieves and needs to reset a rune, for example, or produce books needed for diplomats. The library should be upgraded to at least level 10 before building a bookbinder; you will need all the research points to do basic research before then. Altogether that adds up to 19-21 buildings that are must-build for a new city. This gives you some space to experiment with city specialization; some of the buildings may be demolished as your city matures. Edited to add: Architects Office is highly recommended for new cities; it can be built in a first city as soon as resource production is adequate to support a building program, at around 100-300 production of each resource per hour. It can be demolished when other buildings in the city are complete and replaced with another tier 2 building.
Edited by Rill - 05 Mar 2012 at 02:14 |
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Marquesta
Wordsmith
Joined: 31 Jul 2011 Location: Nevada, USA Status: Offline Points: 180 |
Posted: 05 Mar 2012 at 00:01 |
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I seriously LOL'ed at this Good answer LB! |
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~~Marquesta
Whether tis nobler in the mind to suffer the slings and arrows of outrageous fortune, or to take arms against a sea of troubles, and by opposing, end them... |
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Aldineyer
New Poster
Joined: 02 Mar 2012 Status: Offline Points: 3 |
Posted: 05 Mar 2012 at 00:42 |
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Thanks Rill. This is the kind of info I was looking for. The only exception/warning to going to level 20 has to do with exodus, but that's sort of a topic covered in some other thread (which I can't find fast). Edit: Rill was kind enough to point me towards the thread here. http://forum.illyriad.co.uk/29sept11-moving-cities_topic2495.html Edited by Aldineyer - 05 Mar 2012 at 04:26 |
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Berde
Forum Warrior
Joined: 10 Dec 2011 Status: Offline Points: 380 |
Posted: 05 Mar 2012 at 01:30 |
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This also changes depending upon factors such as, oh... being an Elf who: 1) Doesn't use Plate Armor, and therefore has no need to study Forge. 2) Starts on a plot with only 3 clay, so will likely find the Kiln very useful, at least in their first city until that city is moved via Exodus to a square with more clay plots.
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 05 Mar 2012 at 02:05 |
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Not sure if you read the whole post. I mentioned the fact that elves don't use plate in my discussion of the forge. With regard to the kiln, Ryelle is an elf and has not yet had a need to build a kiln in her 3-clay city. It depends on the tier 2 buildings one eventually wants to construct, but even for elves a kiln is far from being a requirement due to the low need for clay in general. Building a kiln in a 3-clay city is probably not a good strategy anyway, since it results in lower production (since it's only boosting 3 clay squares.) It is likely better to build another city on a square with abundant clay or as you noted to Exodus to a square with more clay if one wants to build tier 2 buildings with high clay upkeep.
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Rill
Postmaster General
Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
Posted: 05 Mar 2012 at 02:08 |
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Aldineyer, the thread that discusses Exodus is the Moving Cities thread in the Announcements section of the forum.
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