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mufridaz View Drop Down
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Direct Link To This Post Topic: city builds
    Posted: 27 Aug 2012 at 01:08
yea the idea of one mage tower if all cities are close saves a plot just hope its not already lvl 20 in which case will probally just leave it
 
and guess don't need barracks if its a trade or diplo town etc
 
maybe have those cities that are close make all the basic stuff advanced materials bows etc.  but like maybe out of 3 cities only one makes plate or siege stuff if you don't use it that much. 
 
and maybe 2-3 of the tier 2 buildings as they eat up resouces and have an upkeep
 
like maybe one city has calvery parade ground, one archer's field, another geomancer retreat
 
with the new trade stuff i'm saving 2 plots for trade office and merchant's guild
 
books seem to be a bottle neck for me as i'm trying to make some diplo units and advanced herb/skinners both require books so trying to have more of those in cities
 
so like if i have 3 cities close by i might just have one siege, spear, forge building instead of making one in each if i don't use them that much.
 
i know like for some of the advanced gatherers they said you might need 3 buildings for some of the larger plots.  of course i wouldn't make any advanced miners if there was no mines nearby.
 
in my magic city i have 4 plots left.  one of those will probally be my 2nd geomancer building.  but isn't there like some other magic stuff coming soon like mana something etc.  so idk maybe could just put a cotter there until the new buildings come.  what's nice is they only take a minute to make so they are fast to demolish. 
 
just a lot to take in and i haven't even really messed with the crafting stuff as that is more buildings ha.
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mufridaz View Drop Down
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Direct Link To This Post Posted: 27 Aug 2012 at 00:56

Another thing is where I am there are not many natural resouces like the new things.  So that brings another decision whether to maybe move a city to where there are abundance of natural resouces and there are less neighbors.  Luckily the only thing I would be loosing by exodusing this city is time and downgrade of 20 warehouse and 15 storehouse back to 12.  Its an 8 day move.  I tried to put an army to protect the square in hopes noone else finds that square appealing.  There are of course risks I found like an animal spawning on the square.  What I didn't know is the rare herbs aren't always in the same place like mines always are.  So I could be moving my city to help get these rare herbs and the plots might disappear and respawn in another location thus making my move almost pointless if there is overfarming of the resouces.  Is this a wise decision to move a city where almost 1/2 the map is covered in animals or resouces or staying put where there might be 1 or 2 animals every 15 squares or a herb/mine every 20 squares.

If you were going to say have a small city that is just cotters/miners/herb/etc what buildings are must haves?  I assume market to transport those goods.  And library to get research points.  I can see bookbinder to make the advanced gathers.  And warehouse/storehouse.  What other buildings would be a must have? 
 
The spots I'm looking for are where they have 2 of the 3 resouces.  A lot of mines are in the mountains where there is not many 7 food plots.  But for example I could move where there are tons of basic herbs and tons of animals.  then make advanced skinners to gather the left overs from the animal kills and use cotters to gather the basic stuff. 
 
How many cotters do you typically send out to gather one resouce.  Do you typically scout it first?  Or is scouting just for the advanced plots to make sure don't overharvest.  Thanks.
 
 
 
 
 
 
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mufridaz View Drop Down
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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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Rorgash View Drop Down
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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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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: 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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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 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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geofrey View Drop Down
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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 21:03
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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