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Thread: Buildings In Your City[comprehensive]

  1. #1

    Default Buildings In Your City[comprehensive]

    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!

  2. #2

    Default

    I agree with most of what your saying, but, if you're not planning on going to L10 Relief station, you're better off stopping at 8. Multiplier increases at levels 1, 4, 5, 8, and 10, so no point getting L9 unless you're going to get L10 for sure.

  3. #3

    Default

    Quote Originally Posted by MrWint View Post
    I agree with most of what your saying, but, if you're not planning on going to L10 Relief station, you're better off stopping at 8. Multiplier increases at levels 1, 4, 5, 8, and 10, so no point getting L9 unless you're going to get L10 for sure.
    I appreciate your comments.

    You are right that L9 provides no faster support than L8. But I also see it has setting the pathway for L10. Maybe you don't plan on going to L10 anytime soon, but you can still bump to L9 so if you do go to L10, you're already partially there instead of having to bump twice. With around 120 POL hero it takes 120 hours for L10 and 60 hours for L9. That being said, I wouldn't recommend L9 until (unless you're already planning on L10) you've already gotten everything else upgraded. Bottom line is upgrade it to L9 instead of building nothing. You'll never know how many scripts you'll come across or what your situation will be in a month or two from now.

  4. #4

    Default

    good guide, the term" Agressive attacker" sounds kinda funny, but at the total, you did a very good job, put two and two together, nice
    For those who look upon Gods, they'll be blessed, for those who look upon science, they'll be great, and for those who look with belief shall get both

  5. #5

    Thumbs up

    Great guide! I wish I had this guide available a few weeks ago when I started my second city. I am not up to 6 cities (2 are B10s) and I have to agree, all this info is perfect!

  6. #6

    Default

    Quote Originally Posted by Cataphract View Post
    good guide, the term" Agressive attacker" sounds kinda funny, but at the total, you did a very good job, put two and two together, nice
    Quote Originally Posted by Discovery View Post
    Great guide! I wish I had this guide available a few weeks ago when I started my second city. I am not up to 6 cities (2 are B10s) and I have to agree, all this info is perfect!
    Thanks for the kind remarks!

  7. #7

    Talking

    Quote Originally Posted by Discovery View Post
    Great guide! I wish I had this guide available a few weeks ago when I started my second city. I am not up to 6 cities (2 are B10s) and I have to agree, all this info is perfect!
    Lol, sounds like a paid testimonial...

    J/K, Great guide btw.

  8. #8

    Default

    Quote Originally Posted by Broderick View Post
    Lol, sounds like a paid testimonial...

    J/K, Great guide btw.
    It was definitely a positive comment, huh? Thanks for your comment!
    If you feel that my post was helpful, feel free to click the scales and give rep with a comment.

  9. #9

    Default

    Your first Michelangelo script MUST be used for Town Hall level 10. It should not be your third priority.

    You have to have town hall level 10 to promote to general and you need to promote to general to be able to increase your titles and own more cities. Otherwise you get stuck at Viscount and can never own more than 5 cities.

    In addition doing the basic quests will give you at least 2 Michelangelo scripts even if you don't get lucky on the wheel. So even if you have to waste one on your town hall you will still have another to use on your walls or rally point.

    Some of you also might wonder why you don't use a Mich. Script on barracks.. the reason is because catapults require not only level 10 barracks but also level 10 metal casting which requires level 10 workshop. So this means you need to use up at least 2 mich scripts to get catapults.

  10. #10

    Default

    Quote Originally Posted by fittsy View Post
    Your first Michelangelo script MUST be used for Town Hall level 10. It should not be your third priority.

    You have to have town hall level 10 to promote to general and you need to promote to general to be able to increase your titles and own more cities. Otherwise you get stuck at Viscount and can never own more than 5 cities.

    In addition doing the basic quests will give you at least 2 Michelangelo scripts even if you don't get lucky on the wheel. So even if you have to waste one on your town hall you will still have another to use on your walls or rally point.

    Some of you also might wonder why you don't use a Mich. Script on barracks.. the reason is because catapults require not only level 10 barracks but also level 10 metal casting which requires level 10 workshop. So this means you need to use up at least 2 mich scripts to get catapults.
    Thanks for your input.

    Your insight wouldn't always apply though. You can use zero scripts and be eligible for General. Conquer a level 10 NPC and you have a level 10 Town Hall.

    You don't want to take on extra cities just simply because you can. You need to be able to defend those cities. If you can defend 4 cities adequately you'll be able to conquer an NPC10 and take on that 5th city and on.

    So I don't think there would be too many situations for someone wanting to use their first script on a Town Hall simply because they're sitting at Colonel/Viscount and really need to promote to General so you can pick up Earl for your 6th city.
    If you feel that my post was helpful, feel free to click the scales and give rep with a comment.

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