Newbies Guide By The Liberation [Heat] |
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Dust
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Joined: 17 Jan 2015 Location: London Status: Offline Points: 55 |
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Topic: Newbies Guide By The Liberation [Heat]Posted: 19 Jan 2015 at 01:35 |
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thank you for your reply and i agree with you in all, and what you said about cotters is extremly good for newbies.
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Brandmeister
Postmaster General
Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 19 Jan 2015 at 01:08 |
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Overall a fine guide.
I have minor disagreements with some of the recommendations. The only thing I strongly disagree with is the statement about armies. New players who want to hunt should build 60-100 attack troops. Most hunting can be done with a set of level 10 commanders (with 10 Heroism) of the proper type. It doesn't cost much gold, and it helps to occupy the time otherwise spent building. Also, I strongly recommend building cottages. Harvesting herbs and minerals with cotters is very profitable. 3-4 cotters per Herb, and 5 cotters per mineral, will generate a lot of gold income. Players can sell directly to Centrum now. And that gold can be turned back to hunting troops or other pursuits. |
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Dust
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Joined: 17 Jan 2015 Location: London Status: Offline Points: 55 |
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Posted: 19 Jan 2015 at 00:59 |
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A Very Welcome to Illyriad!!! Welcome
to the wonderful world that is Illy! Take your time joining an
alliance. It's a great game! Newbie Guide:
You should be aware, that Illy is a never ending game, therefore things
move slow. The good part is that you do not need to check out your account every day
(though the more often you are online, particularly at the beginning, the more
you will grow). New players should be aware that you
Enjoy!
What you need to know at the beginning: 1. Complete the tutorial You get a basic understanding of the interface and mechanics of Illyriad and
you will receive a gift.
2. Change your tax rate to 0% If you increase your tax you will earn more
gold (you do not need gold when you're starting out!) and less resources (you
do need these, though!). Later you may alter the tax rate. Keep in mind you can
only change it once every 24 hours! 3. Visit Global Chat (GC) and never be shy asking for help Many large players routinely send new players resources and goods with no
expectations. Tell them how much of what resources you need. Also you can ask
questions in GC. But do not troll in the GC! In many alliances as in this
Republic, you can ask in Alliance Chat (AC) for help and we will provide
substantial support.
4. Upgrade your storehouse It should be high priority to upgrade your storehouse (and later the warehouse,
which you can start to build if you have a level 15 storehouse) to increase the
amount of basic resources you can hold. This allows more substantial resource
shipments to your city.
5. Increase your resource production Since begging at GC is not really what you want to do all the time, you should
increase wood/clay/iron/stone production . Always watch your food requirements!
This is very important! Buildings will collapse, if you run out of consumed
resources!
6. Build your library and start research You need a library to produce research points and complete research. If you are
lucky an older player will send you some books you can convert to research
points. This will enable you to research at the start without having to wait
for points to amass. You should aim to get you library up to about level 12 as
quickly as possible. At this level you can produce enough research points to
research continously. 7. Build your architect's office soon!
Building time is the main constrain to growth (unless you buy a lot of prestige
– in that case you might not need the architect). From my perspective one of
the most important buildings for new players is the architect office, as it helps you to
level up your buildings more quickly. 8. What should I DEFINITELY not do? A. Relocate your city or build a second city without carefully considering
where you put it. If you do this too hastily, it will probably be the worst mistakes you
can possibly do at the beginning (see below) B. Attack other players (unless they are inactive). C. Start to promote commanders without carefully thinking about it (see below). D. Build an army (you do not need it at the beginning). E. Build T2 buildings. There are some buildings that consume basic resources
per hour (all those listed here except the Architect office). You should wait
to build them!
9. Information for impatient players: Do not build any other
buildings? It might indeed be beneficial to focus on the above mentioned buildings. Most
new players will think that is too boring. And I have to agree. That is why the
guideline of the Republic Legions do cover more buildings at the beginning to
add some more fun and experimenting to this game. In the next section you will
find some other tips about those buildings and other things.
Other important advices: 1. City relocation/founding of a new City
Again: Do NOT move your capital or found your second city, unless you know what
you are doing!!!!! There are many things to think about (see below). Ask for
help! And do not settle too close to another player without permission.
2. Which buildings to consider at the beginning?
3. Daily Log in Bonus
Claim a free bonus every 24 hours (see the starting screen)! I would highly
recommend claiming prestige! If you are desperate for resources ask your
alliance or the global chat.
4. Population Growth and Tax The common misconception seems to be, if you continuously upgrade your farms
your population will increase by itself over time. WRONG! Every building has a
food upkeep value. The higher a buildings food upkeep the greater the
population it provides for your city. Population consumes food. Therefore you
need to produce enough food depending on the food upkeep requirements of your
buildings. Tax depends on you population and your tax rate. Your tax rate
influences food and the production of wood, clay, stone and iron, mana and
research. That is a very important mechanism in the game of Illy (see also
here)! Do not run out of food (or any other primary resource)! Your buildings
will collapse, if you do!
5. Barracks and military: Don't build armies... It is not important to upgrade your barracks and build up your military at the
beginning! Any army you could build at the start is completely insignificant! Building an army will also make you raise your tax rates which will reduce your
resource production and thus hamper your growth. Upgrading your barracks though is a good idea when you have a chance. See below
for more information on military. Here, you can find good information about the
different units of Elves, Orks, Dwarfs and Humans. 6. Research Arcana and build a Mage Tower: ... but do defend yourself! Magic is your best defence at the beginning of the game. Once you have built your Mage Tower you can research your first school of magic. Currently there
are three schools of magic you can research:
- Runes are your first cheapest defense against enemy units and are
effective at all stages of the game. It might be worth starting with this
school of magic!
- Geomancy increases your resource production. It also serves as
defence if Blight spells are casted on you. This should be your second choice, after you further upgraded your mage tower.
- Blights have no use for you early in the game as they are an
offensive school of magic used to sabotage other players resource production or
storage. They are described by some as coward magic but can be highly effective. More information on magic in the step-by-step guide to use magic!
7. Marketplace You need a marketplace to make caravans. Caravans ship goods to friendly
cities, make trades in the market, and harvest resources that spawn on the
world map.
Resource harvesting is very useful as you start the game and you
can use it to subsidise your resource production (see here for a step-by-step
guide to harvesting resources). If you send caravan(s) to nodes where
harvesting is already occurring then yours will send those harvesting there
already back to their original city without getting a full load allowing you to
harvest what remains there or filling your caravan(s). These interruptions are called 'bumping' by the community and although it is accepted that it is part
of the game, a lot of players recommend not to deliberately sending your
caravans to locations already being harvested.
Trade is definitely worth it at a certain stage! See the guide:
Trading for dummies! It is not worth trading all kinds of goods. You need to
calculate whether you make a profit or not.
8. Diplomatic Defence Most likely a new player will suffer attacks from diplomatic units before
armies (and those attacks can be devastating). Diplomats are anonymous unless
captured and prisoners successfully interrogated unlike armies which identify
the attacker when sent. Your first defence against enemy Diplomats are your
Runes so ensure you have a powerful one cast (the one against thieves)! Second
build your own force of diplomats. Put simply your diplomatic forces can stop
enemy diplomats but your defending force needs to be about 50% the size of the
attacking force to be effective. Also only diplomats of the same type stop the
enemy; i.e. thieves stop thieves, scouts stop scouts etc. You train diplomats
in your consulate. Each diplomat type comes in a basic and advanced tier. The
basic tier units are good at defence whilst the advanced ones have better
offensive and movement statistics (see here). You are a target of thieves? Se
here what to do!
9. Buiding Your Second City Once you hit 450 population in your first city you will be ready to settle your
second city. To do this you must first have completed 'Pioneering' city
research. Once you have completed this research you should start training your
settler as soon as possible. They cost 15000 gold, 8 horses, 20 beer and 10
saddles each to produce and require 4 days to train!
Don't leave yourself having acquired the required population but having to wait
a further 4 days to found your second city. Also if you are considering
relocation of your capital (and you should!) now would be the time to do it before you send your settler. Read the information on city relocation below! Take some time to look for a good spot and get some help (!) but get to a
decision as early as you reached 450 pop. Do not settle too close to another
active player!
City relocation/founding of a new city:
For new players it is very difficult to evaluate where to build a city or
relocate your capital to. Some players even recommend not to do it at all. And
in fact you should not move your capital if you do not know what you are doing. There is not a more important long term decision, since it can be costly to
correct at a later stage. You should therefore think carefully about that
decision and ask for advice. The decision is made more complicated because it
is nigh impossible to find a perfect location, and often one has to make a
sacrifice somewhere. This is the first in a series on the tactics of Illyriad
and will hopefully encourage debate on such issues.
1. Sovereignty The concept of sovereignty may appear difficult at first, but it isn't. It
allows you to claim the squares around your city as your own, which allows you
to build sovereign structures on them. Sovereign structures provide a bonus to
your city. The most common use of soverignty is to build farmsteads, which
provide a food production bonus. This is beneficial because city size is
usually limited only by the ability to produce enough food. With this in mind,
some squares offer a larger bonus than others. This bonus is based on the
number of food tiles a particular square has. Hover over a square to see this.
Ideally, you would have 2 or 3 squares with 6-7 food immediately adjacent to
your city. This provides a larger bonus, which means you won't have to claim as
much sovereignty (remember that claiming sovereignty is expensive!). There are
some guides about sovereignty here, here and here.
Something else to consider when settling is that you cannot claim sovereignty
on some squares. For example, water, volcanic peaks, lakes, and swampland are
all "impassable" and you cannot claim sovereignty on them. If these
squares are very close to your city, this means you will have to expand your
claims outward more (which is also expensive). In general, you want to be able
to claim sovereignty on all of the squares immediately around your city, and at
least one or two that are two squares away.
2. Resource Distribution When settling a city, you likely want it to either have balanced resources or
to have 7 food. Having a balanced resource distribution is beneficial in the
short-term, as you're less likely to lack any specific resources, but having a
city on a seven food square is more beneficial in the long term. Large cities
often have a surplus of resources, but may lack the food required to sustain
their size. As such, 7 food squares are highly recommended.
When moving a city, note that using Tenaril's Spell of Ultimate Transportation
does not change the resource distribution of your capital. Exodus, on the other
hand, does adopt the new resource distribution.
3. Defence There is a military bonus that depends on the terrain. Mountains favour ranged
units and nimble spearmen, and penalise cavalry heavily. Attacking swordsmen
are also hampered by the passes, gullies and canyons that make frontal assaults
more difficult. Hills also benefit ranged units and spearmen to a lesser
extent, but still penalise cavalry (to a lesser extent). Swordsmen are largely
unaffected by hilly terrain. Forests penalise ranged units and cavalry due to
the foliage, but swordsmen and spearmen love all the opportunities
for cover and ambush. Plains provide the opportunity for cavalry to shine -
their ability to manoeuvre makes them the masters of open flat space. Lightly
armoured spearmen dislike the open terrain of plains, where they are
easier targets for cavalry and archers.
Think about “if the worst happens”: the worst is probably that someone will try
to siege your city. This requires an attacker to take up a position on an
adjacent square to your settlement, and if they do, you will want to attack
them – so think about whether you are happy attacking the squares immediately
around you. For example, if you want to build a cavalry army, don’t put your
settlement next to a mountain – a siege camp can just sit on that mountain,
knowing that your cavalry will be at a disadvantage attacking them. You're at
an advantage if you build just one type of military per city, so if you want to
build cavalry, you should choose a plain to build your city upon surrounded
only by plains. Particularly due to the new buildings and the just described mechanism, it is worth it to concentrate on just one kind of military unit per city and
one kind of terrain surrounding your city.
Another thing to consider is the use of the arctic, desert, and jungle warfare
college. They give a defence and attack bonus on those terrains. Therefore, it
would be beneficial to make sure that your city does not straddle two different
types of terrain (jungle and desert, for instance), as the bonus will only
apply to one of these terrains (unless you build another building).
4. Politics The political surrounding is important but very hard to evaluate. Where are
players that will send you resources? Where are other Republicans? Do you want
to be in a cluster with your alliance? Are my new neighbours friendly towards
me and my alliance? Some players will not like it if y ou settle too close to
them and may have planned to use your square, or the squares around it for
sovereignty claims. For example, Harmless? does not allow new cities to be
settled closer than 10 squares to an existing H? city. It's good practice to
send your new neighbours a welcome message and to settle a good distance away
from them.
Also consider the factions controlling the area you're going to settle in. While they are still under development, you will want to avoid hostile
factions, such as the Melders (who have a -80 standing for all races; to put
that into perspective, at -75, they will "actively seek out and try to
destroy cities within a certain radius of faction hub.")
5. Proximity You have to consider the proximity of your cities to one another when placing
your cities. Some prefer cities which are very tightly packed. This is good for
deference, because resources can easily be transferred between cities as needed
in minutes and any attacker would be vulnerable to attack from any of the
nearby cities. However, widely dispersing cities is also beneficial because it
allows easier access to areas across the map. Some prefer their cities
relatively close to each other, but still quite dispersed, with an hour or two
between each city. There is no right answer to which one is best, and a
combination of these settlement patterns are possible. However, it is something
you have to consider before settling.
6. Final advice
A Guide to specialisation: What to think about when you build an army and choose your
commanders?
In the last article we have told you about the military bonus that depends on
the terrain. Mountains and Hills to a lesser account, favour ranged units and
spearmen, and penalise cavalry heavily and swordsmen to a lesser extent.
Forests penalise ranged units and cavalry and favour swordsmen
and spearmen. Plains provide the opportunity for cavalry to shine, while
spearmen dislike it. That is one reason, why it is likely beneficial to specialise in one kind of
military unit per city, if the terrain surrounding your city favours that unit
type. There are other arguments. If you choose a certain kind of military unit,
for example you only build swordsman, you can build the T2 building that allows
you to reduce its upkeep by 30-52.5 %. In our example, you would need to build
one to three level 20 Infantry Quarters and could build 30%-52.5 % more
swordsman. Your considerably larger army is now particularly dangerous in forests.
If your city is entirely surrounded by forests you can cope with a much larger
player that is not specialised. Now you can also decide what buildings you need in your city and which
buildings should be built in cities that are specialised in other militaryunites.
Specialising in swordsman will allow you to demolish buildings that produce
weapons you do not need to produce them. You have free building slots to build
Infantry Quarters, if you demolish the Spearmaker and the Fletcher but should
level up the blacksmith.
If you decide what units should be upgraded to commanders, there is just one
important difference between them. Commander skills can be generally upgraded
to level 10. You can upgrade a T1 commander to level 15 only in the commander
skill that gives you a defence bonus against this specific unit type. E.g. a T1
swordsman promoted to a commander can provide a 15 % defence bonus against
swordsman. A T2 commander can only be levelled to 15 in the skill that provides
a 15 % attack bonus for the specific kind of military unit. A T2 swordsman
eventually provides a larger attack bonus to swordsman.
If your city is specialised in swordsman, it would be smart to have minimum one
T2 and T1 swordsman-commanders in your city. There is definitely no point in
promoting any other T2 unit to a commander, since you only have swordsman and
it would provide a 15% attack bonus to a unit you should not possess. Eventually it would be good to have a T1 spear- and cavalry-commander, because
spear units are also favoured in forests and swordsman may also operate on
plains quite efficiently (where again cavalry is favoured). Likely you do not
need a T1 bow-commander, as bowmen are favoured and swordsmen are panelised in
mountains, you should not move your army to a mountain at all. Now you have a
well specialised army.
FAQ: When should I build an army?
[HEAT] and [Block] recommends
avoiding army building until you are around 450 pop. So you can focus on
growing your city very early on. I think that sounds reasonable, but it might
be better to wait a little longer. You should consider very carefully whether
it is smart to attack an active player. Can I cancel build or research items in my queues? No.
Can I speed up research? No
Can I speed up building construction? Yes, but you should wait spending your prestige. It is not cost effective to
spend it at the beginning. The build time for some of the higher level
buildings can literally take days to complete....
What are the purple/pink circles on the world map? You will see animals/monsters and army encampments on the world
map that have a purple/pink circle around them. These are Non-Player Combatants (NPCs) and are static targets for players to kill. The squares on
which they spawn are referred to as NPC nodes and there are many different
types. They do not attack you. If you want to attack them you can scout them
before you send armies to ascertain numbers and troop strength. Every six hours
the NPC nodes respawn either a new NPC or resources for harvesting.
What are Mysteries? Mysteries are special sites around the world map which when visited
correctly can give you an added gaming boost. Some mysteries are:
What happens when I have negative food (or resource) production then run out of
food (or other resources)? Your buildings will collapse in the order you have finished them until your
production is positive again. You should definitely avoid this!
Edited by Dust - 21 Jun 2015 at 02:44 |
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