Disclaimer: City development decisions are often controversial, and I don't claim to have all the right answers for all new players under all circumstances. After all, I've only been playing for three months (EDIT: 9 months now, and haven't changed my mind significantly). However, I have used these guidelines to build and develop eight towns (between my two accounts) and I've been happy with the results so far. Your mileage may vary. Not to be taken internally. Do not read while operating heavy machinery.
Part One: Your First Settlement
Your first settlement should have the following buildings as soon as possible:
Library
Market
Storehouse
Barracks
Mage Tower
Consulate
Your first settlement should also have the following buildings, but there isn't a big rush to construct them:
Book Binder
Flour Mill
Stonemason
City Wall (requires Stonemason)
Cottages (I'd suggest 3 or 4 of these)
Your first settlement also needs the following buildings, but they are (or may be) temporary, so don't upgrade them too much:
Saddlemaker
Brewery
Tavern (don't upgrade past level 2, there's no point to it)
Resource Bonus Buildings
Each basic resource has a building that gives you a bonus. The Flour Mill gives a food bonus and the Stonemason gives a stone bonus, but you should build those anyway. If you have a resource with more than 5 plots (that isn't food or stone), consider constructing the bonus building for that resource (Carpenter for wood, Kiln for clay, Foundry for iron). This increases your existing advantage. Some players choose to construct the bonus building for resources that have fewer than 5 plots to reduce the disadvantage. Personally I don't agree; I try to locate new settlements to compensate. So if my first town has 3 clay plots, I try to get 7 clay plots in my second town. Again, there's no truly correct answer; do what seems right for you.
Also, resource bonus buildings may be prerequisites for other needed buildings as described below. Look ahead on the Research Tree to see if you need them or not.
In addition, upgrade your Paddock and Common Ground (but there's no big rush to do those either).
I don't recommend constructing any other buildings until you relocate your capital out of the newbie ring. And I don't recommend starting a second town until you have relocated.
Part Two: Relocation
This is a very controversial topic for many players, so I won't say much about it. Except that I'd recommend relocating your capital to a relatively isolated spot so that you can build additional towns nearby without crowding existing players. Personally I think that concentrating your towns in the same area is best, but others may disagree. If you have or plan to join an alliance, they may require you to locate in a specific area.
Part Three: What To Build After Relocation
Before deciding on additional buildings, first determine your sovereignty bonuses available on all squares within a 2-square radius of your town. If you don't know anything about sovereignty, there are postings in the forum that explain it. Go through the research tree on Sovereignty to see what buildings your town needs to take advantage of these bonuses, and consider constructing those. Some of those buildings may have prerequisite buildings that you will need first (for example, you can't build a Blacksmith unless you first build a Foundry). This may mean adding resource bonus buildings that you don't already have.
Next, I'd recommend that your first town specialize in harvesting and trade (subsequent towns can handle weapons and armour; see below). To fully take advantage of harvesting, you will need a Skinners Guild, Herbalist Guild, and Miners Guild. To use trade hubs, you will need a Merchants Guild and Trade Office.
Next, make sure to save one plot for a Warehouse; you'll need it later. Also consider saving one plot for a Chancery of Estates (some players think the Chancery isn't worth it, but I build one in every town).
Now, write down all the buildings you need and see if you have enough vacant spots. If you are short of spots, here are some possible solutions:
1. Demolish your tavern if you have received the Block and Tackle discovery for doing level 1 quests. There's also a discovery for level 2 quests (Inquisitive Populace), but it's of minimal value (in my opinion). Besides, level 2 quests usually kill scouts, which then have to be replaced, using up resources for very little reward.
2. If you stop doing quests, you don't need the brewery. You will need beer to build ranged units (archers), but that can wait until you have a second town, and you start this all over again.
3. If you're still short of plots, demolish the cottages and abandon the cotters. However, you will need the hides, basic herbs and basic minerals that cotters provide in order to build skinners, herbalists and miners, so make sure you've stockpiled enough. Again, your next town can have more cotters.
4. Still short of plots? Then you have to eliminate something. Look at your sovereignty bonuses again, and delete the buildings that give you the smallest bonus.
5. If you have room to keep a Saddlemaker in a second or third town, you can demolish the one in your first town. But you should always have a Saddlemaker available somewhere.
Part Four: Considerations for Second and Third Towns
Basic buildings remain the same; the only difference is that your second and third towns don't need to focus on harvesting and trade. Instead, I suggest specializing one town for weapons (spears, bows and swords) and the other for armour (leather, chain and plate). Elves can't use plate armour, but can still produce it for sale if desired. Each weapon and armour type has a "basic" building and a "specialist" building; make room for both.
Finally, one of your three towns should include a Horse Trainer.
By this time you will almost certainly have some empty building plots. Save these for the advanced buildings that benefit diplomatic and military units, or increase your magic potential. These buildings won't be available until you've done some pretty advanced research, at which point you should be familiar enough with the game to decide which ones are right for you.
Part Five: Buildings To Avoid
This may be the most controversial part. Most players will recommend a Vault and an Architect. In my view, these are a waste. New players rarely have to worry about thieves, so a Vault is unnecessary. An Architect reduces construction time for other buildings, but that's not much of a benefit. Construction time is rarely an issue; if you do need something built right away, use prestige to "instant build". Otherwise, just be patient. An Architect consumes a lot of resources to construct and upgrade, and doesn't give much benefit until it's at a high level. If you do have a building spot that you don't need for anything else, go ahead and build an Architect if you want to. Personally, I don't.
Final Words
Please feel free to IGM me if you'd like more clarification on anything I've written here. If you disagree, constructive feedback is always welcome. Again, I'm fairly new but I've thought a great deal about city development (because I initially made mistakes that took time and effort to fix). This article isn't meant to be taken as any kind of gospel, but hopefully it will help new players who find the building choices a bit overwhelming.
Final Final Words
Think and plan ahead before constructing anything. Don't just think about your first settlement; think ahead to what can wait for your second or third. There's no rush for a new player to build military units, or diplomatic units other than basic scouts and basic spies (and even basic scouts aren't needed until you relocate). Hint: basic spies are for the Statue Mystery.
Edited by Llyr - 30 Jun 2013 at 02:48