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Not sure about research but I assume no? You can surely build two different research buildings - to strengthen your units AND maximize their numbers, but I don't think there is any use of having two, same types of research structures.
You can occupy any 3D tier town (the largest one that can be upgraded 5 times, the one where you can build walls) if you can defeat the defenders in them. There are small and large settlements - these cannot be occupied, only raised or converted.
All dwellings produce +1 units pretty much self explanatory - you will have plus 1 unit per round produced.
The dwelling equivalent of the faction produces a unit. So a medium dwelling of an occupied rana town would produce a medium dwelling equivalent for loth?
'Dwelling' is any building you construct in your settlements that generate troops for you to recruit. So, occupying a town means that all of your dwellings in all of your other settlements each produce 1 more of their troop types.
Ex. if you're playing Arleon and investing in Faey with two glades in one settlement and a third glade in another settlement, normally they'd each generate 2 Faey Spirits and 1 Horned One each turn, for a total of 6/3. If you occupied a town, they'd each generate 3 Faey Spirits and 2 Horned Ones each turn, for a total of 9/6.
As Rana, I'm occupying Arleon town right now (the only dwelling here is peasant hut by the way) and it only has small and medium buildings - which gives me +1 unit for small/medium dwellings, but not large. I assume, for large dwellings the town you occupy should have any large building in it.
Multiple marketplaces definitely make a difference:
Basic resources (wood, stone):
1 marketplace: buy for 350, sell for 50
2 marketplaces: buy for 250, sell for 60
3 marketplaces: buy for 200, sell for 70
4 marketplaces: buy for 150, sell for 80
5 marketplaces: buy for 100, sell for 90
(Advanced resources are 2x these prices.)
Sometimes, when playing against AI I used additional research buildings (if having spare resources ofc, but usually you have plenty of them towards the end) as a decoration for my towns as some of them look really nice. :)
One question I have, is whether occupation is better, worse or an alternative to the other things you can do - in my mind, if I have the time I should always raze/convert and get myself another city, but I haven't done the maths to see if occupation is worth it. If I have a lot of cities already, maybe occupying works out better?
Does anyone have a rough guideline for when occupation is better than trying to destroy and/or capture it? I typically raze a place but then guard it while I loot the surrounding area but maybe I should just occupy more?
IMO, it largely depends on the map situation. If you have a lot of towns/settlements you produce units from, then occupy would likely be a better option than converting/razing. That global +1 can add up to gaining quite a lot of units, especially higher tiers like Horned Ones etc.
Converting is better for producing lower tier units since they usually produce 3 or 5 per turn. So extra dwellings would be better than just a global +1. Another bonus is location of the converted town in relation to others. You might have a Rally Point 3+ turns away, so converting "this" town enables a closer Rally Point plus additional unit production. Then there are fringe situations where you might need extra market/research buildings or want to fill all spots with Towers to act as a fallback/delay position.
Razing is great if you need immediate resources or you know you won't be able to actually hold/defend that town. E.g. you manage to take an enemy town after a hard fight but know the enemy has another large army that's coming... Razing the town makes it so the enemy has to spend more resources/time rebuilding. (which hopefully hurts their economy enough to give you an edge)
TLDR: Again though, this is just my opinion. Generally speaking Occupy is good if you have multiple higher tier dwellings that only have 1 per turn growth(like Horned Ones). Convert is good if you need more lower tier unit production, specific buildings, or a forward/fallback position. Razing is good if you know you can't keep the town.