whocares916 Feb 16, 2013 @ 2:31pm
need help with gold and reasearch info
just woundering if any 1 had any good tips on what to focus on to boost gold and research *32 seasons to research somthing is not my idea of fun ^_^
or having enough gold to fund 2 large armies
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^^o^^ BatCat Feb 17, 2013 @ 12:26am 
Some one called "whocares" is asking for help? Is there a reason why we should?

Comical..

In brief; you start with a village, it gows up and has a choice to be; a Town, Conclave or a Fortress.

Each type specializes in differant things and all can do a little like the others.
Town is mostly for monies and help feed all others.
Fortress is usualy heavily based on production for training units.
Conclaves mostly gear up the research and mana and later on quite reasonable at training custom units, also heavy procuction based.

Within each are differant flavours. For example tiny towns can focus on just monies or extra food for all, for a start, then later do the other as they just don't have enough production for everything.

^^o^^
ChrisG Feb 17, 2013 @ 5:47am 
The general rule here is the more settlements you have the better.
5-6 settlements will give you the resources you need.
And as BatCat said specialize and get a couple of conclaves.
I generally stay on one only.
^^o^^ BatCat Feb 17, 2013 @ 3:24pm 
Some starting strategies..

1, don't settle right away.
A, check mini map, dead center or absolute corner ..CTRL-N; restart same map/new local.
B, Get local hero and RUN opposite directions. look for other options.
C, not find GREAT options.. CTRL-N and go back to A, above.
Got a big field of tiles, COUNT 6 between best 2tiles. (big fields gone next version)

2, medium/long game Settle best TOWN first, becomes Capital, bigger bonus on trades/income.
Best Town is by River with Peir building chain and forest for wood chain.
Best Conclave best E tiles you can find with forest, also gets another E on Level pop.
Best Fortress highest M tile period, with forest even better. 1 or 2 E's help great, but 2 E goes for Conclave first, Fort' 2nd.

Just about any without E I call Junk town and make those specialize as +faction food 1st and money makers 2nd. These need to get thier production up first then specialize. And I mean specialize. They will choke with "too much work" to be of any real use except in extremely LONG games.

Consider, 4+ junk towns working on +faction food.. these will create food in all cities. At some point a new city will not have build +food of its own, or very little.

I just planted my "first" Fortess. Its in enemy teritory. It hit the ground with 80+ production and almost 500 food. Nothing built yet. Oh and Unrest at 12%. (25% killed with +faction Unrest)
A 342 tile of opportunity.. WaM.. almost a fort' in a kit. I saved, (did not build) Tower of Domination and Palace ..just for such an occasion. Almost immediate +Growth, -Unrest and +Area boosts in a few Turns.

..wich I'm going back to now as it needs to build a Dragon Camp quick, and it will.

(godda throw on some E-Hammers...)

<wave>
whocares916 Feb 17, 2013 @ 3:54pm 
does the forts apply upgrades to all towns or just the attached ones
cause i am currently attaching 1 fort per settlement mostly to get more upgrades shards mines and such
each town based on what i choose to build i focus on building the primiary needs of that town *conclave reasearch buildings fortress barracks and work shops *
jozenone Feb 17, 2013 @ 6:56pm 
Originally posted by whocares916:
does the forts apply upgrades to all towns or just the attached ones
cause i am currently attaching 1 fort per settlement mostly to get more upgrades shards mines and such
each town based on what i choose to build i focus on building the primiary needs of that town *conclave reasearch buildings fortress barracks and work shops *

I think by forts you mean outposts. They only affect the attached town/area around the outpost.

You can't go wrong building workshops in any town. Also note that building next to a river opens the port chain for extra food and income (and extra production for kingdoms), and settling next to a forest opens the lumber chain for increased production.

Also take note of magic and essence. A town with 2 or 3 essencce and the air magic spell 'propaganda' can produce a lot of gildar. A fort with a lot of essence can produce some strong troops with the right spells. A conclave benefits the most, getting extra research and extra mana from its basic buildings. Add on some basic magic and you've got a geat powerbase.

Essence also unlocks the guardian improvement, and the cleric chain. The cleric chain reduces unrest scaling with essence level. This directly translates into more income, research and production.

One other thing of note is that a city's base income, production, and research scales with city level.

There are also several faction traits that jump stuff up, including:

Legacy of Serrane - extra 10% income building

Enchanters - extra essence building

Scholars - extra 10% faction research

A less reliable technique if you have altarian blood, is to produce henchman and level them up the governor tree. This can net you direct income, research, and huge unrest reduction.
^^o^^ BatCat Feb 18, 2013 @ 10:59pm 
Originally posted by whocares916:
/.... i focus on building the primiary needs of that town *conclave reasearch buildings fortress barracks and work shops *

Sometimes its a little confusing.

Anywhere..
The most basic chain/building upgrade line is Workshop, everything needs this line. Period.
Workshop, Mason, Mill and (I ferget) (Great Mill unique?)
Pure production, funky and faction special options at/near end.

Very Near or -in- the forests.
The next is Lumber chain; This basicaly doubles up your production power with Workshop so..be carefull when starting this, there is NO undo. Place Wrong building on the "wooded" side will kill off trees and kill Lumber chain.. gone. (quit-reload)
Lumber Camp, Lumber Yard, Lumber Mill and (some unique option)
Doubles pure prodution and funky at the top.

Right beside River.
As long as one side of city is beside river ..Pier chain shows up.
Try NOT to put on inside bend on river, Pier has option for those two sides of corner/bend in river, nothing else does.
Peir, Docks, Harbour and some_faction_unique.
Mixed bad, all good, some +food, some +gildar, some production I think. And varies at the top like somebody actualy gets a "Water Mill".

One other basic chain required. FooOooD. Nuff said


Simple ya? Simple nope. Trouble is all those main 9 buildings are scattered all over the research trees. LIke the Lumber Mill is way up the War tree.

These basic chains start in Village and will continue through City of choice.

If availiable they should be in every city and you'd Rule.

There are other chains starting in village and basicly alow for cross mixess, like train troops in a town, research in a fort and a little money/troops in Conclave.

Just in case you get stuck you can do a little of each in all.


Now those 4 chain layouts and a little mixer are mirror'd in each City like a format. Town for example; +food, +growth, +faction food and moneys.. And form the bases for "Junk Towns".

Consider a "22x" tile.. junk, usless. Too little of anything., NOT if you only DO a LITTLE.

Put in what you can of Production and basic food as needed. Then ONLY do money or +faction food. It will actualy parallel a big city but be doing Less..


One more size up Cities have thier own mix and match.
Jay Fawks Feb 27, 2013 @ 11:20am 
22X tiles can be used for mana. But consider razing them if they are syphoning off resources that could go to better towns.
^^o^^ BatCat Feb 28, 2013 @ 12:47am 
Originally posted by Jay Fawks:
22X tiles can be used for mana. But consider razing them if they are syphoning off resources that could go to better towns.

Too true.. the opposite is also useful.

Putting some Junk Town in when near by city is near completion, once thier done they don't need it anymore, excepting your Fort(s) of course.


Man, I should re-write that, its a bit fuzzy in parts.

I could start with a part that someone found confusing..

<wave>
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Date Posted: Feb 16, 2013 @ 2:31pm
Posts: 8