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Topic Closedcity builds

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Rorgash View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:41
well placing 2 cottages is easy enough, but with that little its better to just buy it all :P
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Rill View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:50
You don't need the resource boost buildings other than flourmill in most cities.
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Direct Link To This Post Posted: 20 Aug 2012 at 21:03
except if you start running negative, im running 2500 negative in one basic in one from army spec upkeep and sov :P

Edited by Rorgash - 20 Aug 2012 at 21:04
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Direct Link To This Post Posted: 20 Aug 2012 at 21:23
Originally posted by Rill Rill wrote:

You don't need the resource boost buildings other than flourmill in most cities.

Depends on your goals. If you want maximum gold production so you can support maximum # of troops, you'll need maximum possible population. Resource boosting buildings have much better population than cottages, brewery, storehouse, and vault. 

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Direct Link To This Post Posted: 20 Aug 2012 at 21:29
well storehouse is worthless once you have lvl 20 warehouse, vault is worthless from the start, cottages arent very useful unless you have enough, and soon the cost of the stuff will go down and money will buy it all.

Brewery can still be needed depending on which type of troop you train, for example kobolds, they seems to drink 4000 beer every week :P


Edited by Rorgash - 20 Aug 2012 at 21:34
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Direct Link To This Post Posted: 20 Aug 2012 at 22:39
Originally posted by Rorgash Rorgash wrote:

storehouse is worthless once you have lvl 20 warehouse 
and walls 20 and the military outfitter research before the storehouse demolition hits level 9.  Tested.Dead
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Direct Link To This Post Posted: 20 Aug 2012 at 22:43
Brewery is needed to make wine.

I specialize across both accounts.  So, My Dorf has the Swordsmith, my human has none.  Basically, across both accounts, I have 16 cities so I have 1 craft shop in each of several cities.  I have a Horse Trainer on each account.  A Trade Office/Merchant's Guild combo on each account, too.  I have not reached the point of T2 buildings to reduce unit maintenance costs though I am approaching that point.

Choices for demo: vault, siege workshop - I have none now.
Tavern - only 1 remains - just in case a tech comes along that requires it.
Brewery - just a few on each account.  1 at level 20 for wine-making.
Kiln - only retained in cities with 3 clay plots
Stonemason - only retained in cities with 3 stone plots
Carpenter and Foundry are retained in all cities
Right now, I think I can do ok with about 1/3 of cities retaining Spearmaker.
Fletcher in about 1/2 of cities.
Still thinking about if I need Forge in every city (human and dorf accounts) - maybe 1/2 or 2/3 of cities will be enough.  Obviously Elves can demo the Forge.
Blacksmith is a must have.
Tannery and Saddlemaker - retaining both in all cities for now.
Bookbinder - I think this is a must have, too.
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Rill View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 23:44
Originally posted by geofrey geofrey wrote:

Originally posted by Rill Rill wrote:

You don't need the resource boost buildings other than flourmill in most cities.

Depends on your goals. If you want maximum gold production so you can support maximum # of troops, you'll need maximum possible population. Resource boosting buildings have much better population than cottages, brewery, storehouse, and vault. 

You could build multiple advanced resource production buildings or multiple miners guilds, herbalists or skinners guilds to get MORE population than resource boost buildings, plus they would actually do something useful.
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Direct Link To This Post Posted: 21 Aug 2012 at 00:59
another important thing to consider is race, different races uses different units and so needs different things.
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Direct Link To This Post Posted: 27 Aug 2012 at 00:09
wow thanks for all the replies very helpful information.  thanks for sharing your thoughts and ideas.
 
 
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