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Building Ratios | ||||
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I know it is 1 house to every 5 production buildings, but after that what? How many taverns are needed etc? At the moment I haven't been building taverns and don't see any negative morale effects, so I can't seem to test these things myself. | ||||
Taverns are usually a waste of time. I only build them if the enemy has nazguls or if a city is super low morale after I take it. | ||||
Taverns are nice if you want to combamt orcs who will lower your morale, claims are they help pes growth also but I personally don't build them | ||||
Only.time I use taverns are in a blocker, and human 200ker/armory for speeding up training. | ||||
^ to be clear, taverns dont speed up training Humans have an ability called Mobilize troops that, when activated, halve training times (you get two ticks of training for every one tick of time). this is at a cost of troops (~1-5% of your troops in training 'give up' abandon training) and morale in the city (drops 1-3% per tick) Taverns combat the latter effect | ||||
That's what I mean, sorry I was unclear haha | ||||
i'll also add that peasants will 'work' at any building and produce tax income (taverns included) the magic ratio for farming/caver cities is 6:25 homes:production and have 1 caver/farmer per mines/farms | ||||
Taverns will increase pez growth. Not greatly, but can be usefull in a halfer 90k arm. | ||||
Interesting, I didn't know that. That's a very helpful thing to know :) | ||||
med science also will increase pez growth. this is also helpful, if you want to pour money into a semi wasteful science. | ||||
Medi Science is not wasteful but pez growth is not the reason to use it. If you have high mili scie you'll get more injuries instead of death from battles. Injured troops turn into deaths or healthy troops over time. The ratio is dependent on Medi science. | ||||
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