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Player Tips for Everyone
02:52:28 Jan 16th 07 - Mr. Bacardi:

Here is how I build up science for trolls.  Peasant growth is everything in this game so this for everyone should be a priority except elf.

Elf must upgrade to the desired magic level and then upgrade the other stuff.  Elfs need atleast 6 to make the archmage worth the price.  As a KD we need to protect elfs because they can be our best allies later in game. 

medicine, medicine, medicine, military, military, magic, medicine, military, magic, medicine(now at 5), military(now at 5), magic(now at 4) now upgrade the others as needed with mining the focus.  Everyone needs at least magic level 3 for the slow spell.  4 is desired for Rain of Fire but not necessary.  This spell has been dialed down a bit over the last few eras.

OK, thoughts???????


05:05:09 Jan 16th 07 - Mr. Bacardi:

Here is how I start the era and city build.

1.  You only need three cities to start.  a.  One about 1-1.5 cm from a mountain.  This will give you the stone/gold bonus once you have gotten large enough.  Look at Stealthmachines Uglytwo.  That is a great starting spot.

2.  Next you need an armory.  Only thing that goes in an armory are homes and armories.  Should be a 1 to 3 or 4 or even 5(no more than) ratio of homes to armories.  Early in game a 1 to 3 ratio is fine but later you will need a 1 to 5 ratio because it reduces the costs of those level 4 and 5 troops.

3.  3rd city should be something out in the open but not too far away.  Try to get one that will accomodate 90K buildings but 78K will be fine.

First thing you do is build a bunch of homes.  Like 500.  This keeps your population % low which increases your pezzie growth.  Also don't get so concerned about building mines and farms just yet.  Wait until the employment is under 100% and then begin adding production cities.  Try to keep it as close to 100% though for the tax advantage.  You DO NOT want to build too many production buildings right away.  Having production buildings unmanned by pezzies will bring your productivity down.  This is bad for production and peasant growth.

Look at the total amount your city is capable of producing.  Divide that by 6 and you will have the number of homes you need to build in that city.  For instance.  A city that has 60K buildings would need 10K homes and 50K other buildings.  You should leave a few thousand homes for stationing troops in so you don't pay the upkeep penalty but then you would need less production buildings.  This rule of 6 works all of the time.  Say you only have enough money to build 1200 buildings.  Divide by 6 and you get the following.  I can build 200 homes, 200 farms, 400 mines and 400 lumbermills.  Remember to watch your productivity.

After these initial 3 buildings there is not much purpose in locating cities near resources.  When the cities get big enough you will receive all the bonuses anyway for production.  Wall cities and blocker cities not included in this.  They are important also and should contain a mixture of homes, some guardtowers and mostly magic towers to defend against crushwalls.

No reason I can think of not to build max walls in all of your cities other than the expense.

You can locate a 4th intial city near water to get the farm/food bonus but food really shouldn't be a problem if you take into account you need 1 food to feed 4 peasants.  You can build homes to farms at a ratio of about 1 to .9.  However this shouldn't be in that city near the mountains.  That is for nearly all mines.

OK, what are any questions?


05:07:43 Jan 16th 07 - Mr. Bacardi:

Remember, productivity is everything Dont let it fall.  In my opinion it effects city building production rate, troop production rate and peasant growth although I don't have any scientific evidence behind this YET.

Here is another tip I forgot to share. You need to feed pezzies from some cities into your main city that has the mining bonus. That third city I described out in the open. Lets say that third city has 3K homes this will accomodate 75K peasants. You aren't going to have the funds to build production for more than 10K pezzies(which is 2K buildings) Build up enough jobs for 10K pezzies. Food to cover the pezzies in your main city and some lumber etc. Once you have 10K pezzies you will be adding like 4 or 5 hundred per tic but you will have no jobs for them. Put 4 to 5 thousand in a scout and shuttle them to the main city where they will make you money. Fill up that city completely before worrying about the other city. In 4 days I have 100K income and it is going up by 5K per tic at a rising rate. Of course having to fight from the beginning slows this whole process to a grinding halt.


14:54:25 Jan 16th 07 - Admiral Krum:

I did, Focus on attacks and troop production rather than city creation. Be aggressive.


15:30:08 Jan 16th 07 - Mr. Lecter:

i also did, i said ask a vet in your kingdom for advice or just play the game and figure it out for yourself.


07:28:55 Jan 21st 07 - Mr. Salaracen:

and so did I, saying you should make a kingdom and invite new players into it.


12:08:12 Jan 21st 07 - Mr. Bacardi:

Yes, Krum.  Agreed.  The best way to build a mighty economy is to have other people build your buildings for you.  However, this does not always fit the tactical situation.  A good city building strategy is still needed.


14:44:52 Jan 21st 07 - Mr. Osiris:

you have no mining sci?


05:59:46 Jan 26th 07 - Mr. Proilon:

Who has no mining science? I always get mine to five and my medicine to four at the very beggining. That means lots of people to get gold at mines that produce more. And the strategy posted above has no milatry instructions. The description says a 2-D empire building game. That is REALLY hard to do without any f-ing milatary

 

Oh and Bacardi. 2 armories to every home decreases ALL the mialtary to 50% it dosn't matter what milatary it is or how many other types of building you have. It is still 2:1


(Edited by Mr. Proilon 1/26/2007 6:02:06 AM)


10:55:55 Jan 26th 07 - Mr. Cobra:

Want a tip? Dont pump med sci


01:30:58 Jan 27th 07 - Mr. Bacardi:

Hobgoblins:

535
Rockthrowers:
0
Warlords:
0
Mages:
0
Berserkers:
39
Peasants:
27285
Slaves >>>
0
Morale:
Productivity:
Population:
Employment:
Armies:
Gates:
Production
Tax:
+27285
Gold:
+25578
Food:
+7035
Stone:
+14210
Tree:
+165
Buildings
Wreckages:
373
Homes:
4461
Farms:
979
Mines:
2030
Magic Towers:
0
Guardtowers:
14992
Taverne:
1000
Lumbermills:
50
Armories:
14488
Warehouses:
0
Wall(bonus):
96%
Total:
38373

I captured this building recently.  Not a very efficient building in my opinion.

You shouldn't need more than a few hundred taverns ever.  Guard towers are nice because you can see very far but don't build more than 1000.  Build a few thousand magic towers to ward against Crush Walls.  For a fraction of the cost he could have made troops to give him the same protection as those guard towers.  GT's only give 5 points of defense for as much as 1000 each.  You could have 10 defense points from troops and with your military bonus as much as 15 for the same price.  You don't need more than 5000 armories.  The rest should be production.  Try to have a completely separate city for your armories and shuttle peasants 10K each day to your armory.  Your production will only fall a few % points before it comes back to 100.


(Edited by Mr. Bacardi 1/27/2007 1:34:24 AM)


01:33:09 Jan 27th 07 - Mr. Bacardi:

I didn't have any mining science because it was still early era.  I have level 5 now.  I build up the more expensive sciences mil and magic prior to most all others except medicine.  Peasant growth is huge in this game.

I'm interested in your opinion why no med science to boost peasant growth.  Also, I didn't believe 2 to 1 armories to other buildings saved costs for level 4 and 5 troops.  I thought you needed a greater ratio.  I of course could be wrong.


01:51:12 Jan 27th 07 - Mr. Arzun:

Ya I captured a few cities like that. One was in a perfect mining location and had 13K houses, 11K GTs and 8K mines. A huge waste.


14:19:40 Jan 27th 07 - Mr. Evilmustang:

Ok, i've read all the info above, and it was alittle late to modify my existing cities.  It's currently day 50 (50 hrs into to game) and here's where my two cities stand.  Could someone please provide some feedback/tips on where to improve?

City1

Hobgoblins:
27
Rockthrowers:
14
Warlords:
5
Mages:
24
Berserkers:
3
Peasants:
12827
Slaves >>>
0
Morale:
Productivity:
Population:
Employment:
Armies:
No one
Gates:
Production
Tax:
+8470
Gold:
+518
Food:
-22
Stone:
+173
Tree:
+6655
Buildings
Wreckages:
0
Homes:
1341
Farms:
416
Mines:
157
Magic Towers:
0
Guardtowers:
1
Taverne:
15
Lumbermills:
1100
Armories:
5
Warehouses:
0
Wall(bonus):
18%
Total:
3035

City2
Hobgoblins:
97
Rockthrowers:
11
Warlords:
0
Mages:
1
Berserkers:
0
Peasants:
5900
Slaves >>>
0
Morale:
Productivity:
Population:
Employment:
Armies:
Gates:
Production
Tax:
+5900
Gold:
+2548
Food:
+146
Stone:
+849
Tree:
+466
Buildings
Wreckages:
0
Homes:
832
Farms:
214
Mines:
772
Magic Towers:
0
Guardtowers:
6
Taverne:
0
Lumbermills:
77
Armories:
117
Warehouses:
0
Wall(bonus):
7%
Total:
2018


14:24:58 Jan 27th 07 - Mr. Archibald Trotter:

Don't try to go "rainbow" so much on your towns. "Rainbow towns" are defined as towns that have a bit of everything in each city, which doesn't really provide much output. Output of each building depends on the number of the specific building you have. The higher the amount of farms, for instance, means that eventually, the farms will start producing more individually. Farms next to their respective resource (water), usually start with, and  get future bonus' quicker.

You'll want to create cities, generally to one purpose. So for instance, you'll want to build mining cities (1 home, to every 5 mines) near mountains, and farming cities (again, 1 home to every 5 farms) near water, the same goes with lumber mills, etc.

Armouries should be built in their own city, not with economic buildings :). It doesn't matter where theyre built, but a seperate city is usually better. The number of arms you have depends entirely on how much you want to reduce the costs of your troops. 50% reduction is the maximum, your higher levelled troops (the highest costing one), will take more arms to reduce in cost.

It's also advisable not to have your gates closed right now, unlesss they serve a purpose to block others from passing a narrow point. When you have gates closed, the city can eb seen from anywhere on the map, which may attract people to attacking you.

(Edited by Mr. Archibald Trotter 1/27/2007 2:27:00 PM)


16:58:03 Jan 27th 07 - Mr. Evilmustang:

Alot of help in many things you mentioned here, espeically with the gates.  My big question is with taxes though.. Based on what you mentioned above  I would have alot less houses than i currently have, which means that I'ld be making a lot less income.  Wouldn't I want to focus on Massive pessies before building a whole lot of specific cities, considering they cost 50,000 per city, and you only start with 250,000 i think?


17:13:50 Jan 27th 07 - Mr. Archibald Trotter:

You wouldn't neccessarily buy more than 1 city straight away, I was talking long-term here (i.e, a general plan for the era). :)

With the initial money, you should really only focus on 1 town (or two, if you want to attack out of protection), preferably next to a mountain, with the 1/5 home to mine/lumber/farm strat. Building mass homes isn't really effective, as your initial starting resources will quickly fade away, and to create more buildings you'll obviously need gold + stone + lumber, so your growth will be in comparison, much slower than if you had mines (which produce both gold and stone) and lumbermills (for the wood).  :)

While in protection, you can build another city to build troops from, an armoury, but as I mentioned before, I wouldn't build any more than a mine + armoury, or you'll wittle away what little starting resources you had.

With your current set up, i'd now focus on building more mines/lumbermills to accomodate to your homes.


19:03:42 Jan 27th 07 - Mr. Bacardi:

Here is a peasant growth tip for when you take over another city.  Most likely there are no peasants and maybe lots of slaves.  I rarely release the slaves because I have had 30K slaves turn into 2500 peasants.  Sell them or keep them to build walls.  Most likely your morale is very low.  I had a 46% morale the last city I took over.  The next turn I gained 243 peasants starting from zero.  I cast the spell Happiness 5 times and got the city up to 110% morale and the next turn I received over 650 peasants added.   That is 3 times the number for raising the morale.


19:58:41 Jan 27th 07 - Mr. Cobra:

"I'm interested in your opinion why no med science to boost peasant growth."

Med sci is quite useless... the only moment it's remotely useful is at the very start of the era, but on the other hand it will have a negative effect mid and later in the era, when all the important things happen. If you need med sci for your pez growth anytime after the first few days of the era you really need to rethink your building strat.


00:17:04 Jan 28th 07 - Mr. Auspex:

Med sci does not give a very significant boost to population growth. As with rainbow towns, rainbow science is also bad. The science strategy you described is a rainbow one.


01:38:08 Mar 12th 07 - Mr. Lorian:

1. To begin with, money is the basis o*beep*ood economy and a good kingdom. Your first city should be near the mountains. really close actually. at about 6k buildings max is a good first city. this will get you the bonusses really soon. the bonus is a income bonus that comes with being near the mountains and/or having LOTS of mines. at max you will get seven gold five stone per mine if you are anything but a dwarf and 9 gold 5stone if you are  a dwarf. this is really good because it increases the ouput of every mine between x2 and x3.

2. DO NOT AND I REAPEAT DO NOT BUILD ANY AND I MEAN ANY FARMS. I did the math and unless you are a halfling there is no point in building farms. economically it is better to spend that money on mines. especially if the city in question is near the mountains.

3. mining science is the only scince that you will ever need. think about it a minute. if you have level five milatary science and no mining level then youll have a good unit but no money to make that unit. someone with a high mining level will have an income that grows exponentially. youll have more money to spend on mine and the circle starts all over.


02:25:18 Mar 12th 07 - Mr. Dakarius:

What a load of BS. mining only science needed *snorts derisivly* no farms. what an idjit.


13:29:40 Mar 12th 07 - Mr. Trynton:

you dont need farms, at least not right away. #3 is very flawed though. medicine sciences increases birth rate, which means more taxes and more troops, and decreases losses of injured troops. military science decreases casualties. magic science is needed so your army doesnt get rofed or ownaged.


02:34:52 Mar 13th 07 - Mr. Soccerballer:

farms can also be a good idea, just look at the starvation on fant. people with farms are raking in the gold now


15:09:41 May 20th 07 - Mr. The:

so, why does productivity go down?
and how do you get it to go up again?


01:58:08 Jun 21st 07 - Sir Grim Darkhammer:

Productivity is based on the number of peasants vs. number of jobs available. If you have enough mines to employ  10,000 peasants but you only have 5,000 then productivity will be at about 50%. As you get more peasants and those un-worked mines start producing you productivity will go up. Also productivity is not instant it raises and lowers slowly.


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