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My preference is to research the techs leading to the market; that gets you cows and then sheep, which generate a lot of silver when you populate your towns with nothing but cows/sheep + 3 serfs and a horse cart. Cows are the 3rd tech in the "economy" category, markets are the 4th tech, and sheep are the 5th tech in that category.
I used to prioritize the tech that reduced the cost of upgrading towns (2nd item in the "trade" category), but usually by the time I get that tech, I have so much money coming in that it is no longer a priority.
I never do deliberately research churches, and I hardly ever build them. I do research towards the academy, and I build & upgrade academies in all towns, which generates happiness, but not as much as the church, nor are they as expensive to maintain.
Rewards from battle: They are the same whether you fight the battle or auto-resolve it. BUT it really isn't worth auto-resolving, because the calculated damage to your troops is usually WAY more than the actual damage sustained if you fight the battle manually. I did a test the other day with one of my invincible armies (16 level-10 Hospitaller Knights, 11 level-10 Long-bowmen, + 1 serf, 1 cow, 1 battering ram. When I fight a field battle I might end up with damage that costs less than 100 silver to heal; when I auto-resolved the same type of battle the healing cost me nearly 2,000 silver. So I advise never to auto-resolve, since your silver is extremely important. I don't need silver much any more since my treasury is over 2 million, but I am still very careful with it.
The techs that are grayed out are free to you once you unlock the preceding techs in the same category -- the ones that show locks.
When you look at your town in world view, there will be icons showing what tech items are produced there. All towns produce at least one of something, even without specific buildings.
There are five buildings which produce tech items:
1. Armory -- produces weapons (and is available quite early; also causes unhappiness)
2. Blacksmith -- produces tools (and is also available quite early; causes unhappiness)
3. Market -- produces gold (also produces a LOT of silver)
4. Academy - produces books, and also provides happiness (costs upkeep)
5. Church - produces crosses, and also provides happiness (more happiness & upkeep than Academy)
Other buildings:
1. Military buildings: Cost a lot of upkeep; some provide happiness (I think -- I always delete them after recruiting soldiers because they cost so much upkeep).
2. Iron & Stone Mines: Produce quite a lot of silver, cause unhappiness.
3. Storehouse: Produce a moderate amount of silver.
4. Manor: I *think* it produces happiness, costs no upkeep, more happiness at higher upgrade levels.
5. Defenses: Produce happiness; I've never seen a quantitative amount per wall & wall defenses, but towns with defenses have more happiness (towns with garrisons do also, but garrisons cost upkeep while walls & wall defenses are free of upkeep).
All buildings perform better (& also cost more upkeep & cause more unhappiness) when upgraded to level-5.
Right now for example i would need a list of all units abilities and cost, do you know a page with this information ?
A few things are just still a total mystery : for example what does miltary unit level gives ? the level does not seem to make any difference in unit stats, the only thing I can see is self healing at level 5, wich is totally Oop by the way because it makes your army inviicible if you know how to play (so you have free huge unlimited invicinble armies if you buld them with level 5 buildings, wich is free as well). But I have no idea what is the point of levels for units exept the incredibly oop invincible self healing level 5 bonus (yes soldiers will magickelly heal their broken leg or severed arm during combat, how convenient, even more powerfull than dumbledoor).
The higher your military units level up, the more hit points they have. You can see this in their stats: hover over a unit and its health is represented by a test-tube of blood.