As a quick note, I've seen other info on this, but not all I agree with and some just have incorrect statements, so here's my guide as I see it. If I have any flaws, or anyone has a comment, please post!
Buildings In Your City
1) First City
2) Multiple Cities
3) Further Insight
Each new city will come with a Town Hall and 32 open slots, plus wall space. What should you build on those slots? Here's my thoughts:
FIRST CITY
(1) Forge - Needed to build workshop. Advance for Military Science research.
(1) Workshop - Needed to build walls. Advance for Metal Casting research.
(1) Stable - Needed to build Relief Station. Needed in order to research Horseback Riding.
(1) Relief Station - Increases speed between your own cities and alliance members.
(1) Inn - Needed to build Feasting Hall. Recruit heroes here.
(1) Feasting Hall - Houses your heroes. Appoint Mayor here.
(1) Academy - Needed to research technologies.
(1) Beacon Tower - Gives intel for incoming attacks.
(1) Embassy - Needed in order to garrison alliance troops. Check box to allow garrison.
(1) Rally Spot - Needed in order to send out troops. Open/close gates here.
(1) Marketplace - Allows you to buy/sell resources.
The above will take 11 slots. So that leaves 21 slots left...
I recommend ZERO warehouses. Why? It's so easy to acquire resources that if you do actually get plundered and lose everything, you can be up and going in no time. By having zero warehouses you can have additional barracks, which will allow you to increase your military and WIN the battle instead. So, with these 21 slots...
(9) Cottage - Houses your population. Advance to increase population. Some population will work in resource fields. Others will be idle. You WANT idle as these are the people you draft into your military. If you don't have idle population available, you cannot fill your barracks.
(9) Barracks - Train your military here. Advance to train higher ranking troops.
So now there's 3 slots left. What to do? I'll let you decide. Disagree with me about warehouses? Have it your way. Need more population? Add cottages. Have enough idle population and resources? Add more barracks. Keep in mind that you're not stuck with what you build forever. If you don't have enough resources to keep your barracks all queued up, start off with extra cottages in the beginning, increasing tax revenue. Use the extra gold to buy resources on the market. Once you're able to stablize your resource income and can keep your barracks queued up, demolish those extra cottages and build more barracks. Once your resource income is very healthy, you can even drop your cottages to 7 or 6. At that point you'll just have to decrease resource field production to zero, snag that idle population into the barracks, mark production back to full force, and when population rises back into place, your fields will be working full force again.
Later down the road...
- When you research Metal Casting to level 10 and have Walls at 10, you can demolish your Workshop.
- When you research Military Science to level 10, you can demolish your Forge.
- When you research Horseback Riding to level 10 and have Relief Station at 10, you can demolish your Stables.
- If/when you're able to demolish your Workshop/Forge/Stables, those slots should become Barracks.
- One BIG thing though, if you finish researching everything, do NOT demolish your Academy. If you do, that city will not apply the research technologies. To utilize a research you've completed, the applicable city must have an Academy at the level required to perform research. Example: In order to research Medicine, you must have a level 6 Academy. So as long as you have a level 6 Academy in a particular city, all battles in/from that city will have your Medicine research applied. If you only have a level 5 Academy in that particular city, all battles in/from that city will act as if you never researched it. The highest level Academy required for research relevant to battle is Medicine. So ensure all cities have at least a level 6 Academy.
MULTIPLE CITIES
The only real differences in building your second+ cities are as follows...
- Workshop will not need advanced past level 1, but is needed in order to build and advance your walls. Once walls are 10, demolish the Workshop.
- Forge will not need advanced past level 2, but is needed in order to build the Workshop. Once your Worksop is built, demolish the Forge.
- Stable will not need advanced past level 1, but is needed in order to build and advance your Relief Station. Once Relief Station is at 10, demolish the Stable.
- When you have the heroes you desire in your city, demolish your Inn.
- If the additional city is relatively close to your original city, don't build a Marketplace. Buy from your original city and transport over.
- These are all additional barracks...
Some thoughts on the above...
- If I demolish my Workshop, I can't research Metal Casting anymore! Correct. Properly plan your researches and do this in your original city.
- If I demolish my Forge, I can't research Military Science anymore! Correct. Properly plan your researches and do this in your main city.
- If I demolish my Stable, I can't research Horseback Riding anymore! Correct. Properly plan your researches and do this in your original city.
- If I demolish my Inn and lose a hero, I won't be able to recuit another to fill the empty slot! Wrong. Recruit a good hero from your original city and reinforce the other city.
FURTHER INSIGHT
Michelangelo's Scripts are not a dime a dozen. Unless you're pouring cash in and buying games cents, insanely lucky at the wheel, or insanely lucky finding treasure during battles, you'll find yourself always being able to use another script. So due to this here's some further thought...
My top three suggestions for using a script to up a building to level 10 depend on how you are as a player:
Defensive Player
1) Walls - 10K more spaces equal 3,333 more Archer Towers!
2) Rally Point - Even if you're defensive, those extra Archers attacking an NPC 10 are defintely useful.
3) Town Hall - Allows you to pick up General rank. Get 3 more resource fields. Get 3 more valleys.
Agressive Attacker
1) Rally Point - Allow 100K troops for dispatch (adding a War Ensign will allow 125K troops).
2) Walls - If you're aggressive, you're going to have to defend too! Add more wall defenses.
3) Town Hall - Allows you to pick up General rank. Get 3 more resource fields. Get 3 more valleys.
So...
The average player has at least two cities. If you up your Walls, Rally Point, and Town Hall in two cities it'll take 6 scripts. 3 cities equal 9 scripts. Wow, you're starting to need a lot and you've not even touched other buildings! So here's my suggestion for getting Military Science, Metal Casting, and Horseback Riding researches to level 10 without using scripts to up the Forge, Workshop, and Stable. Conquer a level 10 NPC! It comes with all 3 buildings at 10 and the Academy waiting to begin researching.
So if your plan is to conquer a level 10 NPC, here's what you do...
- When your walls are at 10, demolish your Workshop.
- When you research Military Science to 9, demolish your Forge.
- The Stable is a little bit different. Once you have Horseback Riding at 9 and Relief Station at 9 you have to assess your situation and decide if you'll be able to up the Relief Station to 10 anytime soon (also requiring Horseback Riding 10). If not, demolish the Stable. If you have a script and decide you can up the Relief Station to 10, demolish a Barracks and Build a Stable to level 1 again. Once the Relief Station has been upgraded, demolish the Stable again. This will allow the use of an extra Barracks in the meantime.
"So, barracks, barracks, barracks?!?!" Yes, now go train some Archers!




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