2014, New player questions
Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: General Questions
Forum Description: If your gameplay question isn't answered in the help files, please post it here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=5392
Printed Date: 16 Apr 2022 at 22:42 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: 2014, New player questions
Posted By: geofrey
Subject: 2014, New player questions
Date Posted: 15 Jan 2014 at 18:16
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With so any new faces to Illyriad, if any of the more recent players have any questions, feel free to ask them in this message and the community will provide an answer.
When answering a question please quote the question and provide a solid un-opinionated answer.
I remember when I first joined Illyriad I had no idea how the sov. system worked until my 3rd town, and I wished I would of asked someone about it earlier.
So ask away!
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Replies:
Posted By: Hora
Date Posted: 15 Jan 2014 at 21:27
I remember when I first joined, there had been no sov yet
But good idea to bundle new questions to this thread, geofrey.
People, there is no such thing as dumb questions... if there are, they might be entertaining and help other people not to repeat them 
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Posted By: st aug
Date Posted: 15 Jan 2014 at 21:42
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What is the best thing a new players should do right out the gate?. What should a new player focus on?
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Posted By: Rill
Date Posted: 15 Jan 2014 at 23:02
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St aug, you are not a new player!
But I would say a new player should focus on learning about all the options available in the game. A good place to start with this is to read through the research tree. This gives you a good idea of all the stuff you can do in Illy and the buildings and research you need to do them.
A quick perusal of the Help topics on this forum can also be useful. http://forum.illyriad.co.uk/help_forum9.html" rel="nofollow - http://forum.illyriad.co.uk/help_forum9.html
There's a lot of stuff to do in Illy, and you can't do it all right away. Taking some time to figure out the stuff that most interests you and how to do that stuff is worthwhile.
Oh, and while you're reading, UPGRADE YOUR STOREHOUSE! Also your resources and library.
Have fun out there and know you are welcome.
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Posted By: Dwrwd
Date Posted: 12 Feb 2014 at 00:14
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Hi geofrey,
And thanks for offering your help.
Sometimes I have questions that I think are too silly to deserve a new thread to be opened about them, so I guess this could be the right place to ask them (no offense). Actually, had I noticed your thread before, I could have posted here most of my (silly) questions.
Right now these come to mind:
1) I noticed the sov around some players' cities is a different shade of yellow than most others. Most of these players belong to [PLAN] but I also noticed one from [Fairy]. Why the different colour?
2) Why do so many of Illy's alliances have crows in their names?
3) Some players' signature banners have additional lines under their names (one written in blue, one in black). What do they mean and how do you get them?
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Posted By: Aral
Date Posted: 12 Feb 2014 at 00:56
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1: Those players are in a NAP with your alliance. Confederations and alliance members show as green. Your own cities show as blue, and alliances at war with you show as red.
2: The Crows (or crowfed) are Illy's largest confederation of alliances, although they seem to each have a slightly different idea on how to conduct their business in Illy.
3: The Blue text is the player's title given to them from their medal, the black text is that player's role in their alliance.
------------- Aral Llc is not responsible for any grievous bodily harm sustained while reading this signature. No rights reserved.
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Posted By: Dwrwd
Date Posted: 12 Feb 2014 at 01:49
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Thanks Aral,
About question n. 2: What I really wanted to know is where did the reference to crows originally come from. For example, does it have anything to do with the movie "The Crow", or with Poe's poem, or with the Tower of London or what else?
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Posted By: Rill
Date Posted: 12 Feb 2014 at 02:04
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It refers to our propensity to wear black and gather in large, noisy groups.
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Posted By: Aha
Date Posted: 12 Feb 2014 at 08:58
I wasn't around, but since the first crow alliance was founded by Grego, it may refer to how the Absaroke people were called.
"The main food source for the Crow was the American bison which was hunted in a variety of ways." :)
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Posted By: Dragonwort
Date Posted: 12 Feb 2014 at 18:42
Another noob question : Do I understand correctly...the research military outfitter allows interchangeability of weapons (bows, spears, swords) for your militia troops. AND if this is so do the troops need more research in order to use the different weapons? In some cases (hunting), ranged weapons would be preferable to swords for instance. Is that the way this works? Dragonwort
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Posted By: Aurordan
Date Posted: 12 Feb 2014 at 18:55
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No, troops always use the same weapon type. Eventually, you will have access to crafted weapons, which you can equip to units that use the same type (Giving Ranged units hunting bows, for example.)
Militia, in this example, would only ever use spears and leather armor, but you can use crafted items to give them certain bonuses, like increased attack on hills, or defense against cavalry.
It should be noted that these are very work intensive and marginal, so newer players are pretty safe just ignoring it for a bit.
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Posted By: Dragonwort
Date Posted: 12 Feb 2014 at 21:00
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Well if that is the case then what exactly does the military outfitter research accomplish? What effect does it have and upon who/what? It reads like he takes care of the weapons but the weapons are with the troops....does the outfitter relieve the soldiers of their weapons/armor to enable them to rest/heal/get drunk? Just trying to understand....please elaborate..Thanks..Dragonwort
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Posted By: ES2
Date Posted: 12 Feb 2014 at 21:32
Dragonwort wrote:
Well if that is the case then what exactly does the military outfitter research accomplish? What effect does it have and upon who/what? It reads like he takes care of the weapons but the weapons are with the troops....does the outfitter relieve the soldiers of their weapons/armor to enable them to rest/heal/get drunk? Just trying to understand....please elaborate..Thanks..Dragonwort |
I believe that the military outfitter technology allows you to equip equipment to your soldiers and commanders. Note that some equipment can only go on some units.
------------- Eternal Fire
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Posted By: Dwrwd
Date Posted: 12 Feb 2014 at 22:16
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@ Aha:
Too bad there are no bisons then. Hopefully there will be some in the Broken Lands.
So what do the Crows eat here in Illyria? ;-)
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Posted By: bansisdead
Date Posted: 12 Feb 2014 at 22:41
"Crows are omnivorous, and their diet is very diverse. They will eat
almost anything, including other birds, fruits, nuts, mollusks,
earthworms, seeds, frogs, eggs, nestlings, mice and carrion" wiki
------------- http://elgea.illyriad.co.uk/a/p/124253" rel="nofollow">
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Posted By: Impedious
Date Posted: 14 Feb 2014 at 05:04
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Hey I am a Lord of Ultima refugee so I am trying to find how this compares1) Are there mass battles involving dozens or even 100's of players 2) Is there an end game or does it go on forever 3) Do you have hundreds of cities or just few but more detailed 4) Alliances are really important as in LoU or just a minor issue 5) Are troops just a number or are they more detailed 6) Does Electronic Arts have anything to do with this game 7) Haven't figured out if there is goal to meet
Lord of Ultima is getting shut down in a couple of months my alliance is working on getting their crown in the next few days and we are looking at finding a new home. So I am have been trying this game for the last couple of days to see if it is something we would like (We enjoyed playing as a group and many of us would like to stay together)
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Posted By: Aral
Date Posted: 14 Feb 2014 at 05:37
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1: Yes, generally during tournaments or during the siege of an active player's city. 2: The game is open; there is no end. 3: The maximum amount of cities is 20, and each one can be quite specialized. 4: Alliances vary in importance, although I would say they are one of the most important factors in the meta-game. 5: Just a number, although there are a number of interesting and strategic modifiers that can affect that number. 6: Not yet, we hope. 7: See #2.
------------- Aral Llc is not responsible for any grievous bodily harm sustained while reading this signature. No rights reserved.
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Posted By: Rill
Date Posted: 14 Feb 2014 at 06:11
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I was recently involved in a battle that involved more than 100 incoming attacks along with multiple defender armies, as well as use of magic and diplomatic attacks. If you are looking for complexity, Illyriad offers that. It's also possible to engage in single-player combat or to fight against system-generated NPCs.
The game is persistent and so far has been going for nearly 4 years. There is only one world in Illyriad at the moment, although the developers have suggested that new lands might open in the future.
The maximum number of cities PER ACCOUNT is 10. You are allowed up to 2 accounts. Many players choose to only have one account. Many players choose to specialize different cities for different uses; it is not possible to build all buildings in a single city, so in the long run one must choose the buildings to suit the city's purpose. (There are some basic buildings that most cities have, but after that there are a lot of choices.)
There are some players who choose not to join alliances, but most active players choose to join an alliance eventually. There are many different alliances and many different styles of alliances; some are more peaceful, others more warlike; some have specific goals or expectations, others are more free-form.
There are a variety of different troop types and situations in which one type of troop might be more useful than another type, or where you might choose a particular type of troop to be more cost effective.
For more information on the people behind Illyriad, check out http://elgea.illyriad.co.uk/#/Home/About
There are lots of possible goals in Illy; it's up to each player and/or alliance to choose a goal. Once you meet a goal, you might choose another one.
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Posted By: Daufer
Date Posted: 14 Feb 2014 at 06:13
Dragonwort wrote:
Well if that is the case then what exactly does the military outfitter research accomplish? What effect does it have and upon who/what? It reads like he takes care of the weapons but the weapons are with the troops....does the outfitter relieve the soldiers of their weapons/armor to enable them to rest/heal/get drunk? Just trying to understand....please elaborate..Thanks..Dragonwort |
Until you complete this research you cannot equip any of the special crafted gear that you may own onto your troops. Once you complete the research you can, for example, equip Hunter's Bows (+24% vs Animals) onto your archers and send them out to hunt rats. If you come back from hunting to see an army of cavalry descending on your town you can swap the Hunter's Bows for Long-Draw Bows (+16% Cavalry Defense) to help them protect the city. You can also place the special gear on your commanders.
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Posted By: AZADICAN
Date Posted: 14 Feb 2014 at 11:25
bansisdead wrote:
"Crows are omnivorous, and their diet is very diverse. They will eat
almost anything, including other birds, fruits, nuts, mollusks,
earthworms, seeds, frogs, eggs, nestlings, mice and carrion" wiki
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Nope, those are orcs  Being a Crow, I'm eating daily fresh Harmlesses, Dwarven lords and Night Crusaders. They are really tasty 
-------------
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Posted By: Dragonwort
Date Posted: 14 Feb 2014 at 12:55
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@ Daufer,
Thanks for the info...very helpful. I've tried my luck at hunting and mostly lost many troops for a few hides. This tells me that there are upgrades to help with that problem. I've started using scouts and have read the NPC difficulty material which is good for knowing which NPCs are tougher to defeat. I'm still looking for a guide for number of troops vs NPCs. I've been told that not enough and you're wiped out (well acquainted with this scenario) and too many increases your losses and the need for re-recruiting...if true that would make exacting troop count very important.
Hunting is on the shelf ftm while I tend to other growth priorities but I'm sure to use the info when I resume hunting..thanks again  Dragonwort
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Posted By: Daufer
Date Posted: 14 Feb 2014 at 15:14
Dragonwort wrote:
@ Daufer,
Thanks for the info...very helpful. I've tried my luck at hunting and mostly lost many troops for a few hides. This tells me that there are upgrades to help with that problem. I've started using scouts and have read the NPC difficulty material which is good for knowing which NPCs are tougher to defeat. I'm still looking for a guide for number of troops vs NPCs. I've been told that not enough and you're wiped out (well acquainted with this scenario) and too many increases your losses and the need for re-recruiting...if true that would make exacting troop count very important.
Hunting is on the shelf ftm while I tend to other growth priorities but I'm sure to use the info when I resume hunting..thanks again  Dragonwort |
Helpful Tip #1: When hunting NPCs for hides focus on creatures like rats, wild dogs and wolves. They are the weakest critters out there with defense scores that average in the 4-6 range. The best troops to attack them with for a human will be cavalry, with attack scores ten times as high. Work on getting your barracks up toward 15 and doing the research for cavalry before you worry too much about hunting. At lower levels you can attack with infantry and still get decent results, but attacking with weak bow or spear units tends to bring poor kill:loss rations.
Helpful Tip #2: Make several strong offensive commanders (men-at-arms, charioteers, knights) and level up their Heroism skill. Put all of the commanders into a single army of multiple divisions and add 70-100 offensive troops. Heroism increases the attack power of each commander by a factor of 6 or 7 per level BUT their max attack power cannot be higher than the total attack power of the units in the army with them. A single knight commander with Heroism 10 can reach an attack power of 3500 or more if he has enough troops to power him up. usually about 70 troops of his type will do the trick. An army of 50 knights and four heroic knight commanders has more than 16,000 attack power, enough to wipe out hundreds of rats with minimal casualties.
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Posted By: Daufer
Date Posted: 14 Feb 2014 at 16:09
Impedious wrote:
Hey I am a Lord of Ultima refugee so I am trying to find how this compares1) Are there mass battles involving dozens or even 100's of players 2) Is there an end game or does it go on forever 3) Do you have hundreds of cities or just few but more detailed 4) Alliances are really important as in LoU or just a minor issue 5) Are troops just a number or are they more detailed 6) Does Electronic Arts have anything to do with this game 7) Haven't figured out if there is goal to meet
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1: Wars between major alliances tend to revolve around sieges, with dozens of players on one side reinforcing the siege camps and dozens on the other side trying to eliminate them. I have seen battles involving over a million troops and there were probably bigger ones that I wasn't a part of. Coordinated offensives involving multiple alliances in a single battle are also possible but timing such operations can be tricky. Unless one side has a gross numerical advantage however, tactics and coordination will often win over brute force.
2: There is no set ending date when "the winner" will be announced and the server will reset. You basically play as long as you are having fun. If your idea of fun is military however, be aware that politics and diplomacy will make or break you.
3: Up to ten cities per account and up to two accounts. The first few cities come pretty fast, the ninth and tenth take a lot more time and effort. Cities can specialize in manufacturing, trading, harvesting or military units. It is usually worthwhile to specialize each town to do one thing very well rather than try to make a city dabble in everything.
4: Alliances and inter-alliance diplomacy are vital if you want to do anything remotely military. If you just want to chat, sell items and resources and watch your city grow you can usually thrive without an alliance as long as you make more friends than enemies.
5: There are four basic military unit types, two for attack and two for defense. Each has its own advantages and disadvantages and thrives in some situations while struggling in others. Each race has one unit type that is better than comparable units made by other races, so many players specialize in one troop type. Others may have a certain military role in their alliance and specialize based on their function. Then there are the diplomat units such as the scouts who count troops in your city and the assassins who kill your commanders, the spies that find out what you are building and the saboteurs that burn those buildings down, and the thieves who descend like locusts to "redistribute" your wealth.
6: No, not that I know of
7: The only real goal is to have fun. That can mean cornering the chainmail market, getting the highest questing score in the game, building the biggest city, having the most formidable army you can make, fighting wars, helping feuding alliances negotiate peace, or just hanging with friends in the chat room. You can pretty much do what turns you on unless someone bigger and meaner makes you stop.
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Posted By: Dwrwd
Date Posted: 14 Feb 2014 at 16:27
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Got another question for you vets.
When looking at the stats of crafted items you see, for example: "+12% defence against cavalry" or "-5% speed", and I get that.
But when you read something like: "+8% against animals" or "+6% for elves", does that mean in attack or defence or both?
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Posted By: Brandmeister
Date Posted: 14 Feb 2014 at 17:46
Posted By: Dwrwd
Date Posted: 14 Feb 2014 at 19:46
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OK, ready for another one? (two, actually)
If I equip only half of my units with crafted weapons and I suffer ~50% losses in a battle, will I leave 50% of the weapons on the battlefield or none?
Is all the equipment dropped after a battle recoverable (with cotters) or is some of it lost forever?
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Posted By: Rill
Date Posted: 14 Feb 2014 at 20:09
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You will leave approximately 50% of the weapons on the battle. However, if you equip your commander and your commander survives, he will keep the weapons. Thus some people ONLY equip the commander for battles against NPCs.
Some equipment will be lost forever; only a percentage is recovered. The exception to this is fighting in a city; in this case 100% of the equipment (from both sides) drops into the city's inventory.
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Posted By: Brandmeister
Date Posted: 14 Feb 2014 at 21:41
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Rill, I believe only defenders in the city have a 100% drop rate. Attackers against cities seem to have the same drop rate as field battles (which is far less than 50% in my experience). The only exception I've heard is the drop rates on draught horses when attacking a city with catapults; people claim that's 100%, for whatever reason.
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Posted By: Dragonwort
Date Posted: 14 Feb 2014 at 23:47
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Okay, another newbie question: What are factions? They seem to be small groups within an alliance..BUT why? Why are they formed and what purpose do they serve?
I've seen things like the Council of Five? OR The circle of Nine? or some such and I wonder what they do...Can someone explain?..thanks..  Dragonwort
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Posted By: Daufer
Date Posted: 14 Feb 2014 at 23:55
Dragonwort wrote:
Okay, another newbie question: What are factions? They seem to be small groups within an alliance..BUT why? Why are they formed and what purpose do they serve?
I've seen things like the Council of Five? OR The circle of Nine? or some such and I wonder what they do...Can someone explain?..thanks..  Dragonwort |
Factions are NPC groups that will eventually function like alliances, trading with or possibly warring with their neighbors depending on their programming and your actions toward them. For the moment their only function is to provide flavor text for the various trading hubs located around the map and to occasionally litter the map with small NPC camps, but one day there should be more to it.
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Posted By: Rill
Date Posted: 15 Feb 2014 at 00:21
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In my experience and in the documentation, there is a 100% drop in cities for attackers as well as defenders. Draught horses are just the most obvious example of this.
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Posted By: Rill
Date Posted: 15 Feb 2014 at 00:25
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"Factions" are system-generated NPCs that currently have two functions.
1) Players can place buy and sell orders at faction trade hubs. Some items such as crafted items and advanced harvestables can only be traded at faction hubs and not by city-to-city marketplace trade. (Although these items can be traded informally without going through the marketplace.)
2) Factions generate small armies that set up camps various places on the map. These armies can be killed by players.
There are other things that factions theoretically will do in the future; however these features have been promised for several years, so no one is holding their breath as to when these features might be rolled out or what they will look like when they do. Some items that have been discussed are faction troops attacking player cities or player armies and factions generating NPC cities on the map that can be attacked, thieved and/or captured.
We will believe that when we see it.
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Posted By: Dragonwort
Date Posted: 15 Feb 2014 at 09:59
Yet another newbie question...One answer to ,"Who is winning?" was "Anyone who is improving their ranking is winning". That led to a look at the rankings and I found that players with fewer people in their first city than I; had twice my score in rankings...Oh, yeah...the questions...How are the ranking scores calculated? Do different races have advantages in certain areas that could improve their ranking score? Does your time spent on the server affect the ranking score? Does anybody really know what time it is?(just kidding) Some help on the ranking questions?.. Dragonwort
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Posted By: JerryCraft
Date Posted: 15 Feb 2014 at 10:17
Dragonwort wrote:
Another noob question : Do I understand correctly...the research military outfitter allows interchangeability of weapons (bows, spears, swords) for your militia troops. AND if this is so do the troops need more research in order to use the different weapons? In some cases (hunting), ranged weapons would be preferable to swords for instance. Is that the way this works? Dragonwort |
No you do not. Once you have researched Military Outfitter you can equip troops with any Weapon/Armour/Horse but armour or weapon must relate to the soldier type.
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Posted By: Aurordan
Date Posted: 15 Feb 2014 at 10:21
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Just about every action in game affects your ranking. If you look at the "rankings" tab under a player's profile, you can see the breakdown of their ranking score.
(Also, Daufer, your Dwarfness is showing. You excuse for a cavalry unit may have a 3500 max, but a maxed heroism knight commander gets 3965 attack points :P )
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Posted By: Dragonwort
Date Posted: 15 Feb 2014 at 11:35
What is the proper etiquette re. Bumping? As a newbie if I'm bumped by a much larger player do I bump back? And then what? He rebumps me AND stations troops? Or what? Dragonwort
AND is this considered "bullying" or does that only apply to aggression against your cities?
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Posted By: Zakathan
Date Posted: 15 Feb 2014 at 13:13
So here it is - my first forum post  Here's my noob question - are guilds worth building?
I looked around and there are no advanced minerals or herbs on the map. I guess I can build a skinner's guild or a trader's guild, but it seems like there aren't many advanced minerals/herbs. If that is so, then am I hampered by lack of advanced resources?
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Posted By: Dwrwd
Date Posted: 15 Feb 2014 at 14:37
Dragonwort wrote:
What is the proper etiquette re. Bumping? As a newbie if I'm bumped by a much larger player do I bump back? And then what? He rebumps me AND stations troops? Or what? Dragonwort
AND is this considered "bullying" or does that only apply to aggression against your cities? |
Hi Dragonwort,
Most bumping actually happens unintentionally but "bumping back" might be interpreted as an hostile action so I advise you not to do it.
If someone bumps you intentionally they are actually doing you a courtesy. They probably want you to acknowledge that the resource you are harvesting belongs to them but are polite enough not to destroy your gathering units with an army.
Some people claim ownership on any resource within 5 or 10 squares of their cities (which is bull, imho). Others are only upset if you harvest on their sovereign squares (not sure they have a point). Most will consider harvesting hides/animal parts from their NPC hunting as poaching (I could agree with that). So being intentionally bumped for harvesting something claimed by another player is not usually considered bullying.
My personal take on harvesting rights is that resources belong to whoever can be bothered to harvest them so, if you find stuff lying around unattended, just go for it. If you get bumped, assume it was done in good faith and just move somewhere else. There's plenty of resources for everyone in Illyria.
Just be warned that, while most big players will simply ignore newbies like you (and me), others can be aggressively protective of what they perceive as private property and you may be attacked without warning (or maybe they consider the attack itself as a warning? Some people are just not good with words).
Anyway, even if you are attacked by a stronger player (as it happened to me), don't panic. If you are in an alliance, contact them and they will probably find a way to straighten out the matter for you. If not, just build up your defences as best as you can then sit tight and wait for his/her rage to simmer down.
PS: look at me dishing out good advice to newbies as if I wasn't one myself ;-) Anyway I have been a dedicated harvester since I started playing Illy so I thought I could share my experiences on this matter
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Posted By: Dragonwort
Date Posted: 15 Feb 2014 at 16:20
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This is a very touchy subject because I don't want to offend the very generous people who send resources to the newbies in Illyriad. However, I am a bit confused...
Every so often someone will come to global chat and ask if any new players need resources. there are usually a number of responses and sometimes the person giving resources will ask how many the newbie can hold. The newbie answers and this is the confusing part....very often the generous resource supplier will send much more than the amount requested and include a message to "upgrade your storage".
Is there a way to do that? Something similar happened to me(although storage amounts were not discussed) and I found 10 K of each resource inbound when I could only hold around 7500. Thinking there might be some lag, I waited until the very second that the resources arrived and upgraded my storage, hoping to upgrade with the overstock and then have the remainder to work with. I failed miserably and succeeded in using more than 1/2 of the 7500 I actually could store. My storage was upgraded but at the time I would rather have used the incoming to upgrade resource production and then upgrade storage with the increases resources I produced.
I certainly don't mean to look a gift horse...etc. BUT if the extra resources are lost to cyberspace; is the inclusion of extra resources a way to emphasize your need to upgrade storage? OR is there a way to make this work and I just don't know it yet? thanks  Dragonwort
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Posted By: Angrim
Date Posted: 15 Feb 2014 at 16:47
Dragonwort wrote:
Every so often someone will come to global chat and ask if any new players need resources. there are usually a number of responses and sometimes the person giving resources will ask how many the newbie can hold. The newbie answers and this is the confusing part....very often the generous resource supplier will send much more than the amount requested and include a message to "upgrade your storage". | this is typically pretty poor advice. i'm not sure if the givers intend for it to be taken seriously or as encouragement/teasing/celebration.
there is no way to upgrade your storage beyond doing just that...building additional levels of storehouse (or warehouse). it does not happen instantly, as you know. any resources that cannot be stored on arrival are lost; levels of storehouse in process do not store resources. the player sending the resources means for you to use the time between sending and arrival to add additional levels of storehouse, but if they are not complete on arrival, they will not help you.
imo, newbs are not served by upgrading storage for the purpose of storing a one-time gift, or even serial ones. your benefactor is generous and intends to assist you in the game; thank him/her, and then build what you intended when you asked. there is far too much wood/clay/iron/stone being produced in the game to allow the excess to distort your building plans.
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Posted By: Rill
Date Posted: 15 Feb 2014 at 18:05
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1) Bumping harvesters may be annoying but is not considered bullying. Don't sweat the bumping thing, just bump back -- with the caveat that if it is on a location claimed by sovereignty, check with the player who owns the square before harvesting. Keep in mind that harvesting basic resources is not crucial for game growth, whereas positive relationships with other players may very well be.
2) With regard to the folks who send more than a new player's storage can actually hold, I have never been able to fathom why they thought that was a good thing. They may feel it's helpful, but more often it is just annoying for the new player. Probably it reflects the fact that it's been a long time since they were a new player themselves and can't put themselves in your shoes. My advice would be to make the best use of whatever is incoming that you can, consistent with your own goals. Play your own game.
3) If you don't have any rare herbs or minerals around you or if they are all claimed, there is little point to building a herbalists guild or a miners guild. A skinners guild can be handy once you have a small army and start killing stuff, or if there are a lot of unclaimed animal parts left lying around your area. Cotters are cheap and very useful. Building a trade office and merchants guild can be useful to build a trader and take advantage of safe storage in hubs. I wouldn't recommend upgrading them very far unless you plan to be very active in hub trade. (Upgrading merchants guild beyond level 1 seems pretty pointless for all but perhaps the top 1% of traders.)
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Posted By: Dwrwd
Date Posted: 15 Feb 2014 at 19:16
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I'm about to build my first trader so I want to clear a doubt: if I send the trader to a hub from town A, will I be able to send stuff to that trader from town B? Also, how do you improve your standing with a faction?
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Posted By: Rill
Date Posted: 15 Feb 2014 at 19:34
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Yes, you can send from town B and the trader from town A will control the goods.
Faction standings cannot be changed at this time.
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Posted By: Impedious
Date Posted: 16 Feb 2014 at 05:00
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Now I am a confused nube, I had 0 beer so I made 10 build schedule says I have made 8/10 but now I have 13 beer and it says I have 14 currently stored, while you can never have enough beer my Canadian school math can't figure it out this British math
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Posted By: Rill
Date Posted: 16 Feb 2014 at 05:23
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Perhaps someone sent you some beer as a gift? The inventory +whatever number that allegedly shows production is actually meaningless (just shows how many you have, not how many are in progress).
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Posted By: Ander
Date Posted: 16 Feb 2014 at 06:42
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Did you do some quest that gave you beer? There are some quests that give beer as reward.
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Posted By: Anjire
Date Posted: 16 Feb 2014 at 09:40
Impedious wrote:
Now I am a confused nube, I had 0 beer so I made 10 build schedule says I have made 8/10 but now I have 13 beer and it says I have 14 currently stored, while you can never have enough beer my Canadian school math can't figure it out this British math |
This is a petitioned issue and has been an issue for well over a year.
What you queue up for production is rarely what you will make. Mind you, more often than not you will produce more than you actually queue up.
Quantities for production still wrong | | Ticket Number | Category | Status | Assigned To | Last Updated |
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| 7666 | Gameplay | New | Unassigned | 14/09/2012 11:55:30 |
------------- http://elgea.illyriad.co.uk/a/p/26125" rel="nofollow">
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Posted By: Dragonwort
Date Posted: 16 Feb 2014 at 12:37
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Back to the Information Well...lol...
I am a newbie located in Tor Carrock with many other newbies and more appearing everyday.
My question is this: 2 new cities have now spawned next to my favorite spot to gather herbs. (actually the ONLY spot for many squares). One settlement has a population of 5 and the other 3. Am I poaching? I assume they are not far enough along in research to gather the herbs anyway. should I wait until they are larger and ask permission to harvest there OR just wait until they bump me ? Oh, and they are unaligned..Whats the proper etiquette for this situation?  Dragonwort
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Posted By: Dwrwd
Date Posted: 16 Feb 2014 at 14:28
Dragonwort wrote:
Back to the Information Well...lol...
I am a newbie located in Tor Carrock with many other newbies and more appearing everyday.
My question is this: 2 new cities have now spawned next to my favorite spot to gather herbs. (actually the ONLY spot for many squares). One settlement has a population of 5 and the other 3. Am I poaching? I assume they are not far enough along in research to gather the herbs anyway. should I wait until they are larger and ask permission to harvest there OR just wait until they bump me ? Oh, and they are unaligned..Whats the proper etiquette for this situation?  Dragonwort |
I already expressed my support for freedom of harvesting so my suggestion is to harvest as much as you want (provided you don't overharvest) but if the patch is being harvested by someone else wait till they are finished.
A few more things to keep in mind: Herbs are regenerated to the max available on each spot at midnight (game time). So if you scout the patch shortly after midnight you will know how many herbs are there. This is important to know because if herbs are overharvested (e.g. if you send 10 herbalists on a patch with 9 herbs) they will disappear forever from that spot.
I am also a self-appointed "environmental guard" meaning I protect the rare herbs patch closest to my city by scouting every time I see other people harvesting it (I advise you to do the same). If I ever see too many harvesters there, I am ready to bump them off and even kill them (if I don't have any harvesting units to bump them with) but luckily this has never happened.
Considering the size of your neighbours they will not be interested to the rare herbs for a long time, if ever. Chances are they will either abandon the account or tenaril to a new location.
If any of them decides to stay in the area I think you should approach them not to ask permission but to encourage them to agree to a shared use of the resource.
If they claim rights on it because of vicinity you could claim precedence, since you were there first. My personal opinion is that natural resources belong to everybody so they should be shared.
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Posted By: Dwrwd
Date Posted: 16 Feb 2014 at 14:46
Dwrwd wrote:
I'm about to build my first trader so I want to clear a doubt: if I send the trader to a hub from town A, will I be able to send stuff to that trader from town B?Also, how do you improve your standing with a faction? |
Am I fish or fowl (i.e. am I a noob or a vet)? Not sure but anyway, after answering to a noob's question here I am posting a question myself.
Expanding on my previous question: since I can access my traders from any city I came to the conclusion that I only need to have a Traders' Guild and Trade Office in my first city and I only need to pursue trade research up to Faction Markets in other cities (so I can send goods to hubs from there).
Please let me know if there is any advantage I am missing by doing so.
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Posted By: Angrim
Date Posted: 16 Feb 2014 at 15:17
Dwrwd wrote:
since I can access my traders from any city I came to the conclusion that I only need to have a Traders' Guild and Trade Office in my first city and I only need to pursue trade research up to Faction Markets in other cities (so I can send goods to hubs from there). | true. the vast majority of players will be well-satisfied with a single Trader's Guild and a single Trade Office across all of their holdings.
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Posted By: Angrim
Date Posted: 16 Feb 2014 at 15:36
Dragonwort wrote:
My question is this: 2 new cities have now spawned next to my favorite spot to gather herbs. (actually the ONLY spot for many squares). One settlement has a population of 5 and the other 3.Am I poaching? I assume they are not far enough along in research to gather the herbs anyway. should I wait until they are larger and ask permission to harvest there OR just wait until they bump me ? Oh, and they are unaligned..Whats the proper etiquette for this situation?  Dragonwort | etiquette varies widely by region and alliance (and the newb ring is another situation completely). sovereignty is recognised universally as a claim. occupying the square is also recognised, but some alliances consider attacking an occupied herb patch to be acceptable and not an act of war (and, of course, the garrison must be maintained every 14d). many alliances project a radius around their cities in which the resources are considered to belong to them. the only sure way to protect a rare resource claim is to settle within three squares and sov the surrounding area.
all that said, keep in mind that these are newbs and a cordial note to let them know the situation they've been dropped into might go a long way toward easing tensions later. also, most newbs abandon, and of those left a sizable majority will relocate their first city. it will be some time yet before you know if you have trouble.
edited for spelling.
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Posted By: Rill
Date Posted: 16 Feb 2014 at 17:41
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With regard to a merchants guild and trade office, I would offer the caution that it's always possible to lose a city in Illy. Since one can't speed research, you MIGHT choose, after other necessary research is done, to duplicate your trade research in at least one of your other cities, so that should you lose the city with completed trade research you would still have the option to make a trader in another city.
This is more of a long-term consideration than one you need to worry about in your first month or two of play. Note that you can just knock down the trade office and merchants guild in your other cities after you've completed the research. Also note that the merchants guild is not used for any purpose other than to build traders and complete research, so once you've built a trader it's possible to demolish the merchants guild in your trade city as well. (You would need to rebuild it if you ever wanted to make another trader in that city.)
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Posted By: Impedious
Date Posted: 17 Feb 2014 at 18:44
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How is population growth decided in this game? Is it a excess food, money, which buildings you have ,how many buildings you have or is it just time? Or is it a combination of all of them
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Posted By: Brandmeister
Date Posted: 17 Feb 2014 at 19:12
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Population is determined by buildings. Every unit of food consumed by a building is one population point.
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Posted By: JerryCraft
Date Posted: 19 Feb 2014 at 12:00
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Can you cast additional Mana on Runes?
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Posted By: Brandmeister
Date Posted: 19 Feb 2014 at 13:06
JerryCraft wrote:
Can you cast additional Mana on Runes? | It has no additional effect for runes.
For new players who are wondering: Extra mana will make geomancies and ongoing blights more "powerful", which means they are harder for PvP opponents to overturn. The extra mana does not increase the bonus, penalty or result from the spell.
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Posted By: Zakathan
Date Posted: 19 Feb 2014 at 13:48
I've got a question regarding trading:
Say you want to setup a trading office/merchant guild - what kind of surrounding city tiles would make it a good fit?
Do you want to be as close to Centrum as you can manage (to cut down on caravan times)
Is it better to place all your goods in Centrum or pick a close trade hub? Other than Centrum are any trade hubs worthwhile
Would making a diplomatic/treasury city be a good fit with a trading city. I would envision building lots of Thieves and perhaps a thieves den or two to guard any gold/rez that is coming/going to your trade city
With the advent of trade hubs - do treasury cities even matter anymore?
Thanks for this thread!
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Posted By: Rill
Date Posted: 19 Feb 2014 at 18:06
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I am not an expert trader, so hopefully one of those will weigh in, but until then here are my thoughts.
Treasury cities are NOT a good idea since the advent of trade hubs. Just keep most valuables in hubs. The only reason to keep a large body of standing thieves anymore is to thieve people. They are not cost effective for protection purposes.
There really are no special requirements for a trading city. The trade office itself is high population (2k), so you want to find a square that has good food sovereignty. This is true of any city in general, of course. Trade office consumes a lot of wood, moderate stone and low clay, so you might choose a low iron square.
However, there's really no reason to "specialize" a city in trade. Trade buildings take at most 2 squares (merchants guild and trade office). I suppose if you were a really gung-ho trader you COULD build more than one trade office to have more orders, but there's no need to have them both in the same city, as trade offices operate at an account level rather than a city level in terms of placing orders.
The next question is what combinations work well for a trade city. Pretty much any military specialization is possible, although bow or cavalry might be less preferred because of the wood production of the trade office. A harvesting and/or crafting specialization is also very possible and perhaps desirable.
The additional specialization (if any) of the trade city will influence location. In particular if you choose a harvesting and/or crafting specialization, you will want the city to be close to a ready source of supplies for harvesting, including animals to hunt. The center of the map may not be conducive to this aim, so any benefit from being close to centrum and having less caravan travel time would be outweighed by the relative scarcity of animals to hunt and other rare resources to be gathered (as well as the increased competition for such in densely populated areas).
Keep in mind that caravans can be sped up with prestige, while armies cannot. In terms of broad geographic location, I would recommend placing defense and hunting opportunities above hub proximity, even for a trader.
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Posted By: JerryCraft
Date Posted: 20 Feb 2014 at 10:20
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The text box to enter additional mana isn't appearing on my cast spells page
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Posted By: Zakathan
Date Posted: 20 Feb 2014 at 11:04
Got another question:
I understand now that Treasury city is an old concept. Is it still worthwhile to have some T1 spies and thieves in your city then to detect enemy diplomatic units? What about Saboteurs and Assassins?
If so - how many should you have in your city (let's say after it's been well established).
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Posted By: Rill
Date Posted: 20 Feb 2014 at 16:01
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Adding mana to spells is only relevant to Geomancy and Blight spells. Please don't attempt to add mana to runes, it doesn't do anything. To protect you from that error, there is no box to add mana on the Runes spell page.
I think it's worthwhile to have some defensive diplomats of each type to give you a CHANCE of catching any incoming diplomats of that same type. As to how many, that depends on whether you are at war or peace, how many people you've pissed off lately, that sort of thing.
There is little need to maintain a large body of defensive assassins unless you are at war (and perhaps not even then) since the main risk from assassination is from assassination when you are under siege.
As for saboteurs, once your city is largely built, you will rarely be researching anything (research will be completed) and so the risk of saboteurs is diminished. Therefore it's harder to justify keeping a large body of saboteurs.
I'd start with 5 of each as a minimum and adjust from there based on your level of paranoia and/or tendency to engender controversy.
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Posted By: Dwrwd
Date Posted: 21 Feb 2014 at 19:01
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A question about commanders.
Everybody tells you you should use T2 units as commanders but, since T1 units can give a higher defensive bonus, shouldn't we have some T1 commanders for defensive purposes?
edit@ aurordan: could you please elaborate? how should I decide which T1 commanders to use in different situations?
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Posted By: Aurordan
Date Posted: 21 Feb 2014 at 19:22
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T1 commanders certainly have their place. I'm not sure who was telling you that.
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Posted By: Dwrwd
Date Posted: 21 Feb 2014 at 19:27
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I noticed that most IGMs disappear from my mailbox after some time. Do you know how long do they stay there before being erased? Is it only system messages that get erased or also messages from other players?
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Posted By: Rill
Date Posted: 21 Feb 2014 at 19:28
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t2 units tend to have advantages for attacking NPCs, since they have higher attack values and thus can have MUCH higher heroism scores. For a new player, the increased attack value can substantially improve kill ratios vs. small animal groups.
You are absolutely correct that in the long term you will probably want to have some t1 commanders as well. I personally build at least one t1 cavalry commander in each city both for speed and for the enhanced defense against cavalry potential.
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Posted By: Daufer
Date Posted: 21 Feb 2014 at 20:10
Dwrwd wrote:
A question about commanders.
Everybody tells you you should use T2 units as commanders but, since T1 units can give a higher defensive bonus, shouldn't we have some T1 commanders for defensive purposes?
edit@ aurordan: could you please elaborate? how should I decide which T1 commanders to use in different situations?
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T2 commander can give up to a 15% attack bonus to troops of their type in their division. For example, if you have a city building infantry for attack and plan on sending out more than 500 troops at a time, you will get better overall attack power by using a T2 infantry commander trained to 15% Bloodlust than by using a T2 cavalry commander who can only be trained to 10%. For small units (anything under 500 or so) there is more advantage to using T2 cavalry commanders because their much greater attack power via Heroism more than makes up for the 5% difference at the division level.
T1 commander can give up to a 15% defense bonus against troops of their type. If you are setting up a siege camp for example, it is most likely going to get hit by a lot of cavalry. A T1 cavalry commander will give his division 5% more defense against cavalry than any other type of commander can and this bonus applies whether your defending troops are spears, bows or anything else. If you are trying to protect someone who is being sieged and their city has a mountain next to it, odds are a lot of bow units are going to be landing on that mountain before the camp arrives. You could send a bunch of troops under a T1 bow commander there to wait for those troops to arrive and get a slightly higher kill ratio. Of course the alliance doing the sieging is probably going to scour that mountain with cavalry before their defense troops arrive just in case so you might still be better off with a T1 cavalry commander instead.
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Posted By: Aurordan
Date Posted: 21 Feb 2014 at 20:15
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If player mails ever get deleted, I haven't gotten to that point.
System messages will usually hang around for like a week, and then get automatically deleted. Forward these to someone (Like yourself) if you want to hang on to them.
RE: Commanders
Basically what other people said. When using large numbers of defensive troops, T1 units of the type you want to defend against will give you a 5% bonus over other commander types, assuming you max the appropriate skill.
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Posted By: Dragonwort
Date Posted: 22 Feb 2014 at 10:35
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Oh Great Oracle of the Forums,
I noticed that spell casting includes a racial bonus..I am human so it doesn't seem to apply to me....to whom does it apply? AND while on the subject, are there other racial bonuses? (bonea?) AND if so, perhaps a list of said bonuses? Thanks..  Dragonwort
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Posted By: Rill
Date Posted: 22 Feb 2014 at 15:46
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Elves have a 5% racial bonus to magic. Dwarves have somewhat more accurate siege engines. Orcs have a bonus in smelliness. Not sure if humans have any special bonuses.
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Posted By: Impedious
Date Posted: 25 Feb 2014 at 23:55
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What would be the advantage of smelliness (sorry had to ask}?
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Posted By: Impedious
Date Posted: 26 Feb 2014 at 00:05
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I am working on my first settler, when it is time to send it out do I need a bunch of resources to go with it? And what building add most to your cities population
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Posted By: Rill
Date Posted: 26 Feb 2014 at 00:52
Impedious wrote:
What would be the advantage of smelliness (sorry had to ask}?
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Researchers are still working on that question. Surely it must have some evolutionary purpose.
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Posted By: Rill
Date Posted: 26 Feb 2014 at 00:55
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You cannot send resources directly with your settler, but you can supply your second city with resources from your first by sending caravans. I recommend having at least a level 10 marketplace and the Trading research before starting a second city. You will also want Improved Loading and Reinforced Cartwheels.
Some buildings that create large amounts of population that you may wish to build early in your Illy career are Mage Tower, Consulate and Architects Office. There are other buildings that create large populations, but they are not very useful for very new players.
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Posted By: Chaos Armor
Date Posted: 26 Feb 2014 at 01:23
Rill wrote:
Impedious wrote:
What would be the advantage of smelliness (sorry had to ask}?
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Researchers are still working on that question. Surely it must have some evolutionary purpose. |
Smelliness keeps away the grumpkins and snarks.
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Posted By: Dragonwort
Date Posted: 23 Mar 2014 at 10:52
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I've been playing Illy about a month and 1/2 now and some questions have come to mind:
MAGIC: Is there any purpose for the last 3 schools of magic? the first 2 open everything listed to research, so why are the other 3 there? Is this the Dev's way of saying that "soon" (lol) magic will be expanded? Or what?
SIEGING: I have seen where players are about to siege an abandoned city and they send troops to the city to prevent thieving...How exactly does that work? Do you blockade to keep others from entering a city that is not your's? Or what? ALSO..how many catapults are usually sent for the siege of a city 19 K to 22K population? AND when you storm and capture do the catapults automatically stop and return home OR do you need to send a messenger as when you want your conquering troops to return?
REPORTS: I suddenly found one of my cities with no scouts, no rangers, no agents. If they were eliminated because someone sent more of each to your city; do you get a report or not? Does their disappearance mean I've been scouted sometime during the night?
I really do have many more questions but forgot to keep a list and they elude me atm..soooo..Thanks in advance for any replies  Dragonwort
------------- Just another wrench in the works..
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Posted By: Spheniscidae
Date Posted: 23 Mar 2014 at 11:50
Dragonwort wrote:
MAGIC: Is there any purpose for the last 3 schools of magic? the first 2 open everything listed to research, so why are the other 3 there? Is this the Dev's way of saying that "soon" (lol) magic will be expanded? Or what? |
No, there isn't.
Dragonwort wrote:
SIEGING: I have seen where players are about to siege an abandoned city and they send troops to the city to prevent thieving...How exactly does that work? Do you blockade to keep others from entering a city that is not your's? Or what? |
Not sure what you are talking about... If you want to prevent thieving in a certain city, you could send your thieves there to defend from enemy thieves. But you have to attach them to your army which is then set to "occupy" the city, as thieves ordinarily just thieve and quickly make a run for it (:
Also, blockade is used in PVP to stop a portion of caravans at random from entering or leaving the city you are sieging. If you're sieging an abandoned city, you don't need it.
Dragonwort wrote:
ALSO..how many catapults are usually sent for the siege of a city 19 K to 22K population? AND when you storm and capture do the catapults automatically stop and return home OR do you need to send a messenger as when you want your conquering troops to return? |
Depends on whether it is defended :p If you are sieging an abandoned city to capture, you want less catapults so the city population drops slowly and you can pick the "right moment" when the city pop has just dropped below the requirement to capture. That way you lose less pop... 10 cats should do nicely.
If you capture your cats move inside the city, fight a battle with any occupying forces and stay there till the occupy timer you set runs out or a messenger arrives.
Dragonwort wrote:
REPORTS: I suddenly found one of my cities with no scouts, no rangers, no agents. If they were eliminated because someone sent more of each to your city; do you get a report or not? Does their disappearance mean I've been scouted sometime during the night? |
Your diplos inside a city cannot be killed by enemy diplos. You probably ran out of gold or something...
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Posted By: Dragonwort
Date Posted: 26 Mar 2014 at 11:12
The secondary buildings you use for crafting, bowyer, horse trainer, etc.; seem to open all research at level 1. Other than a very small increase in population, is there any reason to upgrade them further?
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Posted By: Hora
Date Posted: 26 Mar 2014 at 15:29
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You can produce crafted items faster the higher the level of the secondary building.
For example standard bows' production time is linked to the level of the fletcher, but production time for the poachers bow is linked to level of the bowyer (also you give the build orders in the fletchers menue...).
Thus, if you want to produce lots of crafted items in short time, you upgrade them. And if you want to keep the building, better take the pop increase than only block the building plot with a Lvl 1 building =)
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Posted By: Dragonwort
Date Posted: 27 Mar 2014 at 09:54
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If you are missing items when you log on and have no warning or reports...is it possible for a person in your own alliance to rob you using covert operations if diplomats are attached to military and you NOT know about it?
ALSO if this is possible will it show up as movement on the world map. You could then redbird or just follow them home.
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Posted By: abstractdream
Date Posted: 27 Mar 2014 at 10:55
Thieves attached to armies can only defend and only if occupying. Thieves in an army will not thieve whether they are covert or not. Just to be clear, thieves can be used against allies when sent as a diplo unit (not attached to an army).
As for missing items, they could have been sent elsewhere and you forgot, they may have been used to craft something else or it could be a bug (theft reports not sent or some other issue). Those are the only possibilities I can think of atm.
------------- Bonfyr Verboo
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Posted By: Dragonwort
Date Posted: 27 Mar 2014 at 11:02
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Then it would seem there is no point in attaching thieves to the military since they will defend a city when unattached anyway.
UNLESS there is some advantage to having thieves with the military when occupying resource node or NPC kill for harvesting?
Thanks for the prompt reply..DW
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Posted By: abstractdream
Date Posted: 27 Mar 2014 at 13:09
The only purpose (so far) is to reinforce allied cities with thieves. For example, if a small member of your alliance is being thieved regularly by a larger player, you can attach a large number of thieves to your army, send to occupy and help to defend their city against the enemy thieves.
------------- Bonfyr Verboo
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Posted By: Dragonwort
Date Posted: 27 Mar 2014 at 15:29
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"Thus, if you want to produce lots of crafted items in short time, you upgrade them. And if you want to keep the building, better take the pop increase than only block the building plot with a Lvl 1 building "
This seems to imply that you don't need the building once the primary building has started crafting the item? Don't you need to keep the secondary building if you want to produce more of whatever?
OR do players build 100,1000, 10000 of something and then replace the building with another needed secondary building and build 100, 1000, 10,000 of that item?
AND why did the Dev's omit the speed up info from the secondary building summary? They always include it in the primary building.(each level of upgrade increases build speed by 4.5 %). was this just a major oversight?
I realize some of the game mechanics are a bit clunky(updating only on the upper bar and not on individual pages, for example) and assumed it was to save memory or some other programmer concern, but why leave out that info on secondary building speed?
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Posted By: Rill
Date Posted: 27 Mar 2014 at 17:56
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If you send thief units (or any other type of diplo unit) to an allied player (or any player, including yourself) when NOT attached to an army, they will perform their usual diplomatic mission. So if I send thieves from city A to city B, their only possible mission is to steal anything in sight and return with the loot.
HOWEVER, if I attach those thieves to an army and send the army set to Reinforce to one of my cities or a city of someone in my alliance or with whom I am NAP'd or confed, THEN those thieves will settle down in the city and defend it from any attacking thieves.
So sending a diplomatic mission is very different from sending diplomats as a diplomatic contingent in an army.
With regard to the crafted buildings, the building must exist in order to make crafted equipment. If you demolish a crafting building after having started a queue of crafted equipment, the crafted equipment will NOT be made. However, if you have enough of X crafted equipment and don't want to make that anymore but instead want to make Y crafted equipment of another type entirely (bows instead of spears), you can knock down your X crafting building and build a Y crafting building. This also applies if you have specialized the crafting building to one type of equipment and now want to make another one.
With regard to the description of the effect of additional crafting buildings, each building will indicate that it reduces the time required to make crafted equipment; there should be a notation in the description that indicates each additional building is half as effective as the first one, but sometimes they omit this information since it's provided elsewhere in the documentation of the buildings.
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Posted By: Dragonwort
Date Posted: 28 Mar 2014 at 10:31
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Perhaps there is some confusion in terminology. I'm calling a forge the primary production building and the plate armorer a secondary/crafting production building. Plate Armorer:
"With the build of a burly blacksmith and the shrewd eye of a master tailor, Plate Armourers take basic, simple Plate, and return with it to the Forge, where they modify and upgrade it. At this building, they live, sleep, study, and practise, heading out to work, at your request, in the Forge. Note that the Plate Armourers actually produce their wares in your existing Forge, working to upgrade basic Plate Armour into their masterpieces. Therefore, they will require basic Plate to work with, and their efforts will take up production time in your Forge.
You can research each improved Plate armour type from the Crafting tab on the Research tree. Once you have completed one or more Researches, go to the Production tab in your Forge to produce these specialist armours."
There is absolutely nothing about higher build speeds at higher building levels. this is the same for other secondary production buildings..horse trainer, bowyer, etc.
Since all research can be done with these at level 1 why don't they state that upgrading the building increases the build speed of the crafted item? If, indeed, it does.
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Posted By: abstractdream
Date Posted: 28 Mar 2014 at 11:56
It is odd that the description is void of the usual level = speed tag line, however I can assure you, based on experience that it is indeed the case.
------------- Bonfyr Verboo
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Posted By: Dragonwort
Date Posted: 28 Mar 2014 at 18:39
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Protocol question:
A number of cities 10 squares apart...2 or 3 alliances but predominately one, A player abandons a city. After a time a member of the predominate alliance asks permission and builds or exoduses a city between an alliance mate and the abandoned city. Now there is a city 5 squares from the abandoned city. No one has made a move on the abandoned city yet....no sieges ...no troops next to it..nada.
Is it permissible to siege the abandoned city? The idea is to siege and then exodus to a more desirable location Or is it a no-no and why?
Input is desired and will be appreciated  Dragonwort
UPDATE: forgot to say The abandoned city is unaligned..
Updated update: basically you.re saying that the exodused/built new city has first claim on the abandoned city because he built within 5 squares of it.
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Posted By: Rill
Date Posted: 28 Mar 2014 at 18:43
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The key would be asking permission. If it's ok with the leadership of the alliance to which the abandoned city pertains and any other players within 10 squares, should be fine.
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Posted By: Dragonwort
Date Posted: 28 Mar 2014 at 18:50
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UPDATE: forgot to say The abandoned city is unaligned..
Updated update: basically you.re saying that the exodused/built new city has first claim on the abandoned city because he built within 5 squares of it.
AND if that is the case...then I only need to ask permission of the new city owner and not alliance leadership since the abandoned city if unaligned. Correct?
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Posted By: Diva
Date Posted: 29 Mar 2014 at 00:14
If it is abandoned, and unaligned --->. Still better to ask a few leaders in the area of the castle ---- , do they want it or which alliance it might have belonged to, they will also ask if you are going to move it, not just move in. The contacts on the Alliance page are the people to ask. Its always better to ask than get your siege crushed.
------------- "Um diva.... you are sort of acting like a .... diva...." - PhoenixFire
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Posted By: Dragonwort
Date Posted: 29 Mar 2014 at 10:05
Will you troop pool defend your castle? OR are all those troops just costing you gold until they have a commander?
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Posted By: Angrim
Date Posted: 29 Mar 2014 at 14:28
Dragonwort wrote:
Will you troop pool defend your castle? OR are all those troops just costing you gold until they have a commander? | your military units will defend your towns if attacked, regardless of whether or not they are in an army or commanded by a commander. indeed, even unassigned commanders will fight individually in your defence.
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Posted By: Deranzin
Date Posted: 29 Mar 2014 at 18:18
Angrim wrote:
indeed, even unassigned commanders will fight individually in your defence.
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Hmm I do not think that they do ... if a commander is not part of an army then they cannot die and thus they do not participate in the battle at all ...
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Just like a "before and after" ad ! ahahahaah :p
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Posted By: Dragonwort
Date Posted: 30 Mar 2014 at 12:52
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"Hmm I do not think that they do ... if a commander is not part of an army then they cannot die and thus they do not participate in the battle at all "
According to your theory, then the pool troops cannot fight and die either, since they , too, are NOT part of an army.
So which is it? Can any veteran player say with certainty whether or not the pool troops will defend the castle? I realize they cannot benefit from a commander(since there is none) but are they penalized in any other way IF they can, indeed, defend the castle?
Would really like to know one way or the other....thanks  Dragonwort
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Posted By: Dragonwort
Date Posted: 30 Mar 2014 at 13:07
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On another note....
Are the research pages the same for all races...Under the title effects on individual items, there are various +,- for terrain and races, etc. which would seem to indicate that the pages are the same BUT just to be sure...are they? Thanks  Dragonwort
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Posted By: Rill
Date Posted: 30 Mar 2014 at 14:20
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I can say with 100% certainty that troops in the unit pool WILL defend even if not assigned to an army.
And yes, the research tree is the same for all the races. For crafted equipment with different bonuses, any race can research and craft, for example, forester's armor. No matter who crafts it, the 8% additional bonus will only apply to elves.
There are Discoveries (which must be achieved and cannot be researched directly) that do differ based on race -- for example, the racial swords and the racial mounts. Only an elven city can achieve the Elven Thoroughbred discovery; only a human city can achieve the Traditional Sword discovery.
With that said, it is possible for a city to HAVE the discovery from another race. This occurs when a city is owned by a player of race A, who makes the discovery, and then is captured by a player from race B. So for example, if I as a human capture an orc city that has the War Wolf crafting discovery, I can make war wolves (mounts with bonuses for orcs). I might want to make them and sell them to orcs, but I probably would not use them myself because of the penalties to humans.
If you use the puzzleslogic site, the crafted items that are Discovered rather than directly researched are highlighted in light blue.
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Posted By: Impedious
Date Posted: 31 Mar 2014 at 06:19
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I have been on for about 1 month now and I have harvested a lot of useless (that I can see) rare minerals. Is it still possible to harvest any of the usefull rare minerals or are they all controlled by strong players? While I like how rare minerals sparkle I am starting to think miners are useless which is hard on a dwarf soul
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Posted By: Rill
Date Posted: 31 Mar 2014 at 07:19
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In terms of "useful" minerals, the ones that are used in crafting are iceheart, arterium, obsidian and silversteel. There are probably a number of unclaimed iceheart and arterium mines. Obsidian and silversteel might be harder to find.
Honestly if your goal is the "specialize" an entire account only in mining, probably you wont be able to find enough mines to keep you busy (unless you happen to snag silversteel or obsidian, which both have short harvest times and large quantities in a given mine). However, mining can still be one activity among many.
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Posted By: Dragonwort
Date Posted: 31 Mar 2014 at 10:29
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"There are Discoveries (which must be achieved and cannot be researched directly)"
This brings to mind the question: Can the same race related discoveries be achieved in more than one city belonging to the same player?
Can a human, for example, achieve the traditional sword in city A AND city B ?
Dragonwort
------------- Just another wrench in the works..
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