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mufridaz View Drop Down
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Direct Link To This Post Topic: city builds
    Posted: 20 Aug 2012 at 18:36
I was wondering what the rest of the community was doing as far as builds go in their cities.
 
Seems like the game is more focused now on specialization.  There are what like 44 buildings you can have and like 23 plots and some buildings you can build multiple of.
 
Is it possible for some players to post pictures of their cities to see what buildings they have.
 
I'm wondering if people use the broad categories.  Like one city be magic, one diplo, one military, one trade, etc.  And now got crafting and cotters/miners/herb/etc.
 
For military is it useful to maybe just specialize in one type of troop.  Maybe let one low lvl city be mostly all cotters except for some of the main buildings.  Maybe have one city your gold city.  Maybe one your basic resouce city that has all the buildings like klin etc.  I assume flourmill will be in each.  And warehouse I guess can be demolished after storehouse is made since the one only holds 100k and the other 650k ish.  I might of got the names reversed. 
 
Seems I'm spending a lot of time demolishing some of the buildings I do not need.  Thanks in advance for any advice on these things.  I would rather set a theme for each city now so that I do not have to demolish things later down the line. 
 
 
 
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Direct Link To This Post Posted: 20 Aug 2012 at 18:41
also I guess your alt can help as well.  like maybe your alt can specialize in producing bow/swords or maybe the new crafting things or could just specialize in maximizing resource production and helping your other cities idk. 
 
right now i was thinking of maybe specializing in one diplo unit in one city, one military unit in another city.  and the buildings in that city will support the theme.
 
example lets say i want to make t1 calvery.  takes 1 horse, 1 saddle, 4 beer.  so i will probally build that building that improves horse production the new one, a saddlemaker, a brewery to make the beer, then also add 1-3 stables that would help reduce the cost of soldiers.
 
 
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Direct Link To This Post Posted: 20 Aug 2012 at 18:48
lets take the above example lets say want military city with just t1 calvery
out of 25 plots
1. storehouse (be demolished later)
2. warehouse
3. consulate
4. market
5. barracks
6. library
7. flourmill
 
(above should be in every city i am assuming)
speciality
8. calvery parade ground
9. horse trainer
10. saddlemaker
11. brewery
 
increase resources
12. carpenter
13. foundry
14. stonemason
15. klin
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Rorgash View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 19:04
4 parade grounds

wont say much more since im not the best at the spec
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Hadus View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 19:05
You may want, if you plan on crafting horses, a couple cotters and special gatherers depending on the kind of horses you want to make. Unless another city is going to provide those.
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Direct Link To This Post Posted: 20 Aug 2012 at 19:06
ofcourse another town will provide that, a military town cant have all those
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Direct Link To This Post Posted: 20 Aug 2012 at 19:32
thanks for the replies:)
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Salararius View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:04
Originally posted by mufridaz mufridaz wrote:

lets take the above example lets say want military city with just t1 calvery
out of 25 plots
1. storehouse (be demolished later)
2. warehouse
3. consulate
4. market
5. barracks
6. library
7. flourmill
 
(above should be in every city i am assuming)
speciality
8. calvery parade ground
9. horse trainer
10. saddlemaker
11. brewery
 
increase resources
12. carpenter
13. foundry
14. stonemason
15. klin

Not sure that every city needs a consulate.  Certainly very helpful but you could live without.

Every city does want the natures bounty spell because that means more food.  If your cities are close, they can all share a mage tower (from one city) and the magic city can cast the spell on all your nearby cities.  You could put the geomancers retreat in that building and double down on the advantage of having a single magic city.  If your cities are spread out, you may want a mage tower in each one but the geomancers retreat in each city is probably too costly.

Same goes for the consulate with city groups.  You could have one consulate and send out all diplo units from that one location and forgo recalling armies (messengers) from the cities without a consulate.

You could destroy the library too after you did all the military research.  You could support sov by transferring research points with books.  Sounds like a lot of work and you risk missing new research that may become available.  I wouldn't think it was wise move but you could make it work.

If your city was just a production city, you could destroy the barracks.  I wouldn't, but you could.

You'll probably want to destroy the storehouse eventually (doesn't use much pop, doesn't provide much advantage).  Make sure you research "Military Outfitters" on the Military research tree first.  If you want lvl 20 walls, make sure to build that before destroying the storehouse.

Probably want more than one cav parade ground in a cav city.  1 = 30%, 2 = 45%, 3 = 52.5%, 4 = 56.25%.  Probably don't want more than 4 and probably want less than 4.

Lower level production buildings produce more for the amount of pop they use.  So it makes sense to spread out production as much as possible (more low level buildings in more cities is better than high level in less cities).  This works best with a high tax rate (you need less pop) but then you can't build every type of buildings as all the spots are taken up by the basic production.  The advantages of the new buildings multiply so maybe you want to put all your spear production in one city (with lvl 20 spearmaker) and multiple spearsmiths?

Military cities with high tax rates (70%+) probably will not make enough stuff and you'll need to be able to buy and sell to get what you need.  That means it may be wiser to forgo spreading production and instead find a niche that works for your geo location and specialize production.

In the new model, people are going to forgo production of 15-30+ of a resource (spear, sword, plate, etc...) in order to make one special version (war spear, battle sword, plainsman's plate, etc...).  I think eventually that will create lower stockpiles of the normal stuff and it too will cost more gold.

There are really a LOT of things to consider but definitely think about the mage tower.  Good Luck :)


Edited by Salararius - 20 Aug 2012 at 20:06
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geofrey View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:27
Each city spec is going to depend on the makeup of your alliance. If your alliance is all spread out each of your cities may be on it's own and will likely need to be as self sufficient as possible. If your alliance has hubs, each regional hub will need certain producers, but like Salararius said, you wont need every town in a hub to have the geomancer's retreat, since 1 town can cast the +16% food on 14 or so towns. 

We have found that in planning our alliance specialization the following buildings are most likely to be demolished in several towns:
- Brewery
- Storehouse
- Vault
- Bookmaker
- Spearmaker
- bower

While you will most likely need spears, bows, and beer in your alliance, they are typically quick to make and slow to use up, resulting in a large buildup of spears and bows in your alliance inventory. As a result an alliance will require less of these production buildings than saddles, leather, or mail. 

The 3rd cavalry parade ground gets you and extra 7.5% cavalry. This is not a huge amount, but some may feel it is worth it. Many players find that 2 cavalry parade grounds is sufficient.  

The difficult part is deciding how many of each crafting town do you need? You'll have to toggle your buildings while researching to get everything you want researched, but then you'll have to figure out how many special horse towns you need, compared with how many special spear towns you need. There is no right answer, all depends on what your goals are. It becomes more complicated, but much more beneficial when you are able to leverage your entire alliance's specialization. 

Typically no "end game" city builds will contain cottages, unless you decide to have one of your 10 cities be a cottage town. Many end game city builds will contain advanced harvesters like minners, skinners, or herbologist. The trick if figuring out how many you need in each area/town/alliance. This is all determined on the location of your town, the available resources nearby, the needs of yourself and your alliance, and the specialization of nearby alliance towns. 

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Hadus View Drop Down
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Direct Link To This Post Posted: 20 Aug 2012 at 20:37
Originally posted by Rorgash Rorgash wrote:

ofcourse another town will provide that, a military town cant have all those
 
Not the special gatherers, true, but you could build a cotter or two until you need the space, gather some minerals if your near mountains.
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