Archive for October, 2012

Research Plans: The Skeleton of Your City

Of all the things you should stop to consider, it’s what you’re researching that will effect you the most.  What you research determines the direction you head in Illyriad. ~Humbled

You need to do researches to unlock buildings and units.  Having some goals in mind for each city goes a long way to faster progress and bigger gains.   Some basic examples might include:

City 1: Used to supply future cities while continuing to grow.

  • Primary Priorities: Resource Production/Storage and Gathering
  • Secondary Priorities: Military for Skinning/Hides, Books, Cows, Horses, Hub Trading

City 2: Used to supply military growth in first 2-3 cities, location should have rare herbs/minerals or lots of animals nearby.

  • Primary Priorities: Resource Production/Storage and Gathering
  • Secondary Priorities: Military for Skinning/Hides, Saddles, Cows, Horses, Spears, Bows, Leather Armor

City 3: Setup to take advantage of lots of animals in area, gather materials for equipment crafting and resale.

  • Primary Priorities: Resource Storage, T2 Gathering
  • Secondary Priorities: Specialty Crafting, Military for Skinning/Hides, Resource Production

The important part to note is that your city does not have enough plots to build every building that’s available to you.  So each city will be specialized in some way.  This means that you don’t have to research everything in every town, and will streamline your wait times a lot if you’ve been clicking semi-randomly.

 

The Essential Researches

It’s important to have your researches planned out, so you can ‘unlock’ new buildings and units when you want them, as well as protect your growing town with magics.

Starting a new city you want to build some protection against intruders, get your gathering and trade abilities started, boost resource production, then begin to build a small army for hunting animals with.  You will follow this by producing other resources like Cows/Horses/Saddles/Leather Armor/Spears/Bows/Books, to name a few of the more basic ones.

The following is a good start for your researches, with a quick note on why:

  • Arcana(Allows you to build a Mage Tower)
    • Runes (Defense against Hostiles)
      • Mark of Slaying > Ward of Destruction (To offer some protection from hostile incoming units.  Will slay ‘x’ hostile units depending on the level of your research done in this tree)
    • Geomancy (Buff your town’s Resource Gains)
      • Spirit of Nourishment > Nature’s Bounty (Boost your food production.  You can choose other Geomancy spells as well, depending on what you’re short on)
  • Haggling (Allows you to build a Marketplace and Caravans; Caravans are capable of transporting goods as well as gathering basic resources from the world map)
  • Cotters (A key gathering unit)
    • Foraging (Opens up ability to gather basic minerals, basic herbs and hides.)
    • Grape Picking (Allows Cotters to gather from Grape patches.  Only research this early if there are Grapes nearby, and you control them)
  • Timekeeping
    • Bureaucracy
      • Bookbinding (You will need books to cast spells, produce advanced units as well as to send resource points to new cities.)
      • Pioneering (Build a Settler unit for your 2nd city)
        • Inventory Management (Opens up Warehouse, your long-term storage building.)
    • Craftsmanship (Various buildings to boost resource production, build weapons and armors, as well as city wall with further research)
      • Carpentry, Pottery, Smelting, Stonemasonry (Boost your resource production by a percentage.  Build these as your plots reach level 7, and gradually upgrade.)
  • Negotiation
    • Scouting (Develop Scout units that can tell you more about NPC animals and monsters, Rare Resource plots and other players.  Warning: Some players consider being scouted a hostile act.)
  • Militia
    • Spearmanship (Your first available unit, not really that good but a prerequisite for all that follows; I found that Tier 2 Bowmen, Swordsmen and Cavalry comprise my entire ‘Hunting’ army.)
    • Conscription (Opens up additional Commander slots.  Essential to developing a responsive army.)

After this point, you will start to get an idea of your own on what you want to develop.  The above is key to starting any new city though, as it lays the groundwork to develop the rest based on your needs.

Next: Gathering for Gains and Growth

Previous: Buildings in a New City

Buildings in a New City

I can’t stress this enough, you need to stay focused for the first 14 – 21 days of each new city.  Focused on leveling up your resource plots, storage capacity and a select few buildings (unless you have another city or player sending your new city resources constantly).

Buildings to build when you start a new town:

  • Storage
  • Mage Tower
  • Library
  • Marketplace
  • Consulate
  • Barracks
  • Resource Boosting Buildings (more below)

Your first goal should be having enough available storage so that your coffers do not overflow between visits to Illyriad (resource totals will be in red at top of your screen), and those initial care packages many veterans will send to polite newcomers in Global Chat .  Note: you need Storage leveled up to level 15 to research Inventory Management.  This lets you create your Warehouse, a far larger storage building once it gets leveled up some.

The Library, which generates Research Points each hour, should be treated as a resource plot, just like food, wood, iron, stone and clay.  You will need those research points to rapidly progress through research without waiting, and to later be turned into books to send to your starter towns and make advanced units with. Stop leveling this at level 12, unless you’re ready for Sovereignty related pursuits, for which you will need the additional Research Points.  For more on Sovereignty read here.

The Mage Tower gives you the ability to cast spells on your city that benefit your resource gains, protect you from enemy units, and to cast damaging spells at enemies that have various negative effects.  One of the first things you should do is Research ‘Runes’ and ‘Mark of Slaying’, to help keep hostile player units away.  More on Magic defenses can be found here.  Once you’ve leveled this to level 15, you shouldn’t need to level it any further.

Your Marketplace is essential to begin gathering resources from outside your city.  It can make Caravans, Cotters, Skinners, Herbalists, Miners, and Traders.

The Consulate allows you to join an Alliance and begin producing units responsible for gathering information, stealing or dealing covert damage.  Early on you just need a couple scouts hanging around to check out rare resources and animal groups around you.  Get a feel for what’s available to you in the countryside.  Once you have enough population to maintain some units gold upkeep, consider investing in Scout, Spy and Thief units for defense in your city (parts of this guide explain basic self defense).  You may also want to keep some of these units handy for completing quests, a healthy distraction early on in the game with some minor rewards.  More on Quests here.

Barracks are responsible for building your Military.  Your military in this guide is solely responsible for fighting animals and monsters, and benefiting from it by leveling up your commanders and keeping your Cotters and Skinners busy.  Only worry about leveling this up once you are ready to build an army, and can afford to maintain its gold upkeep.  You will likely have 2500+ resource p/h coming in or greater when you begin building an army.  The higher your population before you begin an army, the better.  As you can keep taxes low while still affording the upkeep.

As a new player you should try to do the following:

  • Level a Mage Tower to Level 3, research your desired Seeking or Slaying Rune, and cast it on your city.
  • Level your Storage so that it never overflows between visits to Illyriad.  If your resource gains p/h can’t fill up your Storage between visits, then upgrade your resource plots.  If it does overflow, upgrade your Storage.  Leveling this to Level ~5-7 early on is a good idea, as almost any Alliance you join will help by shipping you resources, or friendly veterans in GC might even help you out too.
  • Level your Library early on, until your incoming Research Points exceed how many you’re using.  Probably Level 9+.
  • Build a Marketplace, and train some Caravans.  Look around on the World Map nearby and start gathering any basic resources you may see.
  • Build a Consulate, and Research Negotiation early on so you may join an Alliance, if you so choose.  (Might I recommend FORGE as a place for you to begin your journey in Illyriad?  Hint, Hint, Wink, Wink.)  Don’t worry about leveling up your Consulate right away.
  • Fill in some of the blank spaces with Cottages (after researching Cotters and Foraging, Grapes as well if those are nearby).  Cheap filler, and anything the Cotters can gather is useful for later in one way or another.

As noted in Tallica’s Newbie Guide (part 1), a good measuring stick for what you should have accomplished by the end of Week 1 is:

  • Level 10 Storehouse
  • 3 x Level 7 Lumberjack
  • 3 x Level 7 Clay Pit
  • 3 x Level 7 Quarry
  • 3 x Level 7 Iron Mine
  • Level 10 Library
  • Level 10 Architect’s Office
  • Level 5 Marketplace
  • Level 3 Mage Tower

-and- KEEP FOOD PRODUCTION POSITIVE!!!!

 

When leveling up your standard resource plots (this doesn’t apply to the Library) I found it ideal to level up a single plot of each kind to level 7.  Then balance the rest out afterwards.  The reason for this is when a resource plot hits level 7, you can begin researches that allow you to build Resource Boosting buildings.  So level up a level 1 Wood, then a level 1 Clay, then a level 1 Stone, then a level 1 Iron.  Then level 2 Wood, and so on, until you reach level 7.  Then back fill the rest.

Resource Boosting Buildings:

  • Carpentry (Wood)
  • Quarry (Stone)
  • Foundry (Iron)
  • Kiln (Clay)
  • Flour Mill (Food)

Each of these buildings will increase its respective resource type by two-percent per level.  This means that a level-five Flour Mill will increase Food Production by ten-percent.  This is a very noticeable boost when you start producing thousands of resources per hour.

The Flour Mill is pretty well essential in every city, the other four are helpful but not critical if you don’t mind losing some resource gains.  Keep in mind, these buildings are also needed to build or research other buildings and technologies.  Carpentry leads to a Fletcher, Quarry to City Walls and Siege Researches, Foundry to Blacksmith, Kiln to…

Next: Research Plans

Previous: The Plan

The Plan:

Your cities should be able to operate under their own steam.  Meaning:

  • FIRST THING YOU SHOULD DO STARTING A NEW TOWN: Lower your TAXES to 0.  Doing so increases resource income drastically, allowing you to grow faster.  Raise Taxes only as you need to.
  • Enough ‘Building Materials’ Resources coming in to sustain your growth; with enough Storage to not overflow.
  • City placement should include looking at surrounding rare herbs or minerals, food production ability, and animal density.  Rill has written an excellent guide on Real Estate Planning as well.
  • Lots of Caravans means more gathering basic resources from the world map, as well as transferring between your cities or with other players.
  • Keep 4 – 6 Cotters on-hand during the early-mid days of your city.  Between gathering Hides, Grapes, Equipment, and basic minerals and basic herbs, Cotters are very handy and highly profitable when you get into trading.  Replace Cottages with other needed buildings as your city matures.
  • If there’s rare herbs or minerals nearby that are actually useful (more on that later), you should be gathering them.  Always scout the location to make sure you do not over-harvest, and it’s a good idea to send a token army to a rare spot worth keeping to Occupy the square for an extended period of time (so long as it’s not too close to a neighbor – consider asking if they’d mind if it’s quite close).
  • Your military is a great tool for gathering animal parts and hides, as something needs to die to drop the parts you can harvest.  Look at your surrounding terrain, use appropriate units, and slaughter all the innocent bunny wabbits.  More on Military here.
  • Scout EVERYTHING.  Every animal that wanders by that you might consider killing/harvesting from.  Every rare herb or mineral that pops up nearby.  Every grape patch.  There is vital information to be gained from scouting.  With Rare Herbs/Minerals you want to know if it’s worth gathering.  With Rare Herbs/Grapes you want to know how many pieces are present so you can harvest from the square without over-harvesting, and destroying the patch.  I will be writing a more in-depth guide on Scouting in the future.  In the meantime, some more on diplomatic units can be found here.
  • You can’t build everything in each city.  You need to specialize.  Some forward planning goes a long ways towards reducing frustration later on.  Some insight into planning your path in Illyriad can be found here.

Next: Buildings in a New City

Previous: Main page