Archive for November, 2012

Rare Resource Distribution Project

Posted: November 26, 2012 in Guides
I am working to discern the Actual Rarity and Regional Distribution of Rare Minerals and Herbs.  While I have found a few small samples of this posted, the sample groups are too small, too localized, or incomplete.  If you know of a definitive database like this, please let me know!
What Information I Will Be Collecting:
  • Resource Type (Name),
  • Resource Quantity(Amount on Tile),
  • Resource Location (Region)
I will be stripping away the other information, and deleting the Scouting Reports once these 3 pieces of information have been collected.
I would like to get at least 250 samples from each Region minimum, and closer to 1000 per Region by the time I am done collecting, in this first phase.  I have an active contingent of over 700 Scouts working on my accounts to bring me information as well, until I am satisfied with the sample group.
If you’d like to help, please forward me your Scouting Reports for Rare Minerals or Rare Herbs, Grapes would be good as well.  Please forward to “HumbleDROP” or “Humbled” in-game.

I will not be sharing in-game, or posting information related to specific coordinates for any of these resources besides “Region”.  Many Players and Alliances like to keep information on super-rare resources secret, and if by some chance they are willing to share that information with me for this database, I do not want to have their Mines or Herb locations trying to be taken over as a direct result.
I would like to have a ‘beta’ copy of the information available within 30-45 days.  This will obviously depend on how many samples I collect and collate into the database.
If anyone knows enough to develop a script that could help to automate the extraction of this information via a button-click or similar, I just might love you.  Unfortunately it’s outside my skill set at the moment, so I am simply manually entering this information into a spreadsheet for further manipulation once I have enough results to begin working with.
Many thanks for any assistance!  Especially those that have already contributed reports!
  • Revisions:
    • Release – November 26th – 738 Plots Mapped and Posted
    • Update – December 1st – 1660 Plots Mapped and Posted

Hopefully this guide will help make you all self-sufficient for choosing tiles to settle as you progress through the game, and I am hoping this will help you to better understand the World Map, and the world around you in general.

First thing, Food is King!  When choosing a location to settle, your first priority is finding adequate Food for future growth.

Basic Rules:
  1.  Do not settle within 10 squares of another non-allied player without first gaining permission to do so.  Doing so is opening your city up for future removal from that location, as it is common courtesy to not settle within that distance.  This is a game of diplomacy, so think ahead before you move.
  2. Do not settle in locations where there is a Occupying Army within a few squares, that is NOT holding a rare resource such as Rare Herbs/Minerals and/or Grapes.  An Occupying Army is often used to mark a location for settling ahead of time, and is often the deciding factor on who has claim of that location.

Why Are You Settling?

  • There are two (2) groupings when it comes to settling your cities, those are Teleporting your Capital (Telandril’s Spell), and Settlers/Exodus.
  • In the first situation, Teleporting, the square that you are landing on is far less important than the surrounding squares.  Here you will want to be looking for a ‘Food Dolmen’ (any square with 12+ Food) nearby the square you are planning to settle.
  • In the second situation, Settler/Exodus, you want to be landing on a 7 Food tile, also with a nearby Food Dolmen for future sovereignty claims.

Why you NEED a 7 Food tile.

  • Simply put, you need population to build new cities.  This increases with each new city you build.  Since Food directly correlates to Population at a 1:1 ratio, the more Food you can produce in a given city, the higher total Population that city can sustain.

Some Numbers To Think About:

Population necessary by City:

# Settlers Population
2nd     1          450
3rd      2          2,000
4th      3          5,000
5th      4          10,000
6th      5          20,000
7th      6          40,000
8th      7          75,000
9th      8          130,000
10th    9          233,550

Food Produced per Farmyard:

  • Each Farmyard can produce 2,014 Food P/H, before calculating in Sovereignty bonuses and other boosts such as Spells.
    • 5 Food Plots can produce 10,070 Food P/H, before bonuses.
    • 7 Food Plots can produce 14,098 Food P/H, before bonuses.
So if you do some basic math you can see that if each of your cities is at max Food Production, with 7 Food Plots each, before bonuses, you get the following:

#         Food P/H

1st          14,098
2nd        28,196
3rd         42,294
4th         56,392
5th         70,490
6th         84,588
7th         98,686
8th         112,784 (Food Plots alone are no longer enough for your next town, you need bonuses.)
9th        126,882
  • I won’t go any further into the numbers here in this guide, but you can see that you will need to maximize food production in order to reach your 8th, 9th and 10th cities.

Now, How Do You Go About Finding Squares to Settle?

  • There’s two (2) basic ways to go about this; your first option is to simply scroll about the map, identifying desirable squares by sight, tile type, etc.  This is time consuming, and very tedious.  The second option is to download the browser addon “Illytools”  (Available for Chrome, Firefox and Opera as of this writing), and use the SweetSpot extension included.
  • I use the Illytools option, as it speeds things up a lot and allows you to identify desirable squares that are readily marked on the map for you.
  • Once you’re on the SweetSpot tab of IllyTools, click Enable SweetSpot.  This will bring up 3 tables.
  • The first is Primary Target (Red Dots), I set this for finding ‘7 Food’ tiles to settle on.  I set the Minimum on each other resource to 1, and leave the max at 99.  I then set both the min/max on the Food portion to 7/7.
  • The second is Secondary Target (Orange Dots), I set this for finding ‘Food Dolmen’ tiles, or rather tiles which have a Food value higher than 12 (you can set to any value you like, but this is a minimum I will choose).  I set the Minimum on each other resource to 0, and the leave the Maximum at 99.  I set the Food value here to Minimum at 12, and the Maximum to 22.
  • The third is Tertiary Target (Blue Dots), I set this to find other desirable resource tiles, such as a high value Wood/Iron/Stone/Clay tile.  I set the desired type of resources Minimum to 10 and the Maximum I leave at 99. I set the Minimum for all other values to 0, and the Maximum at 99.
  • There is a checkbox that will show the 10-Square radius around cities as well, make sure this is selected.
  • Click “Find Sweet Spots”.
  • On your map, you will now see some different things.
  • You will see the dots, and around cities you will see large circles showing the 10 square radius you should not settle within.
  • For Settlers/Exodus: Begin looking for Red Dots with Orange Dots within 2-3 squares of them.  These signify a good location for your future settlement.
  • For Teleporting: Begin looking for Orange Dots.  Settle on a desirable square within 2-3 squares of these Orange Dots.
  • Obviously, multiple Orange Dots within 2-3 squares of where you want to settle is better than just 1 dot.
  • If you are planning on settling on a tile that only has 1 of a certain type of resource, consider setting the Tertiary Target numbers to look for that type of resource, and settle on a tile which has both Blue and Orange Dots nearby.
I think that covers the basics (if somewhat comprehensively) on what to look for when choosing a place to settle.
Thank you for your time!  Happy Hunting!

The Illyriad Effect Topics:


New to Illyriad?

Tips for New Players, courtesy of Manannan

Tallica’s Newbie Guide (Part I)

Tallica’s Newbie Guide (Part II) (aka – Not So Noobie Guide)

TD’s Guide for Newbies.  Covers a lot of random points not covered in some of the other guides above.

Basic Self Defense for Newbies

Planning your Path in Illy.

 – Advanced Tables and Calculators for many facets of Illy.

– ILLYTOOLS: Browser Addon that helps with city management, exploring your map surroundings, and coordinating attacks. Very useful once you have a basic grasp of the game.

Looking to Expand?

Essential Guide for Claiming Sovereignty, courtesy of Mara Zira.

Rill’s Guide to Real Estate and moving your cities.

Cerex’s Guide to Exodusing.

Auraya’s Quick Explanation on why/when to Teleport vs Exodus/Teleport.

Want to Kill Something?

– Equipping and Scavenging

– Obvious Troop Load-Outs in Illyriad – Courtesy of Kurdruk

NPC Difficulty Guide, courtesy of Manannan.

A Chart/Table on Critters in Illyriad, unofficial Illy Wiki – plenty of other info here as well.

Links to common mobs, groups sizes, attack/defense values, etc.

Eager to Collect Goods and Craft something shiny?

 – Rill’s Basic Guide to Gathering

Illy Crafting tables – shows all harvestable items, what recipes they are used in, as well as all craftable items and their traits.

Looking to corner the Market?

– Trading in Illyriad

Illy Black Market.  Making high ticket purchases or sales?  Want to bypass the ingame taxes?  This may be for you.  Understand the risk associated with trading via this method.

Official Illyriad HELP Forums by Topic:

Master Link

1) Game Interface

2) Buildings in Illyriad

3) Diplomatic Missions in Illyriad

4) Armies in Illyriad

5) Combat in Illyriad

6) Environment (Seasons + Lunar Phases)

7) Prestige

8) Moving your Capital City

9) Trade in Illyriad

10) Gathering in Illyriad

11) Crafting in Illyriad

ILLYRIAD Tutorial Videos

Something Else? — The Wisdom of Kurdruk, a lot of helpful advice and discussions.

Please message me a link in-game (Humbled), or leave it in a Comment below, if you have a helpful guide to add to the list! Thanks. 😉

by Humbled.

This Guide is meant for Players with at least 2500+ Resources p/h coming in, that can afford to raise Taxes to sustain an army.

First, who are your gathering units?
  • Cotters: Can gather Basic Minerals, Basic Herbs, Hides, Grapes and dropped Crafted Equipment.
  • Caravans: Can gather basic building material resources, and gold.
  • Skinners: Can harvest Animal Parts, and Elemental Salts.
  • Herbalists: Can gather Rare Herbs.
  • Miners: Can gather Rare Minerals.
Things you can gather that are worth money, and/or hold trade value or crafting value for you and your Alliance are:
  • Hides:  [Market Price: 5000g] (Dropped at a 40-70% rate off of most ‘furred’ animals, and some others); widely used in crafting and for training Skinners.
  • Grapes: [Market Price:  680g] (Random spawned square that can be harvested, and replenishes itself.  Do not OVERHARVEST, and Occupy the square with a token army.); used to create Barrel of Wine, which is needed to recruit Traders.
  • Basic Minerals: [Market Price: 260g]; widely used for crafting and training Miners.
  • Basic Herbs: [Market Price: 500g]; widely used for crafting and training Herbalists.
  • Elemental Salts: [Market Price: 100000g – 230000g]; selectively used in crafting.
*prices are based on rates at time of writing, and noticed patterns.  subject to change.*
Hides/Animal Parts/Elemental Salts can all be found lying on the ground for any player to gather.  Sometimes NPCs get into fights with other NPCs, and they leave body parts strewn across the World Map.  Feel free to harvest these if there’s no signs that they belong to another player.  The more reliable way to get these animal related resources is by targeting the animals, and slaying them with an Army.
Building Your Army to Supply Your Gatherers
First, what do you need to build?
  • You want to do necessary researches to be able to build Tier-2 units at your barracks.  These are the more expensive unit of each type.  The available types are: Spear, Sword, Bow, and Cavalry.  Tier 1 units are simply inferior, and make poor commanders in most situations.
You want to look at your surrounding terrain, or the terrain you will be fighting on most commonly to also help determine which unit type to focus on.  Each type has strengths and weaknesses on different terrains as follows (copied from the official Illyriad Combat Guide):
Mountains favour ranged units and nimble spearmen, and penalise cavalry heavily. Attacking swordsmen are also hampered by the passes, gulleys and canyons that make frontal assaults more difficult.
Hills also benefit ranged units and spearmen to a lesser extent, and still penalise cavalry, but also to a lesser extent.  Swordsmen are largely unaffected by hilly terrain.
Forests penalise ranged units and cavalry due to the foliage, but swordsmen and spearmen love all the opportunities for cover and ambush.
Plains provide the opportunity for cavalry to shine – their ability to maneuver makes them the masters of open flat space.  Lightly armoured spearmen dislike the open terrain of plains, where they are easier targets for cavalry and archers.
In my experience I have focused on Bow and Sword units first, followed by Cavalry, then Spears for city defense.
Commanding Your Armies
  • You will want to make a Commander of each type of unit you are using.  So build yourself a Tier-2 Bowmen, and a Tier-2 Swordsman as you can.
  • Your Commander gains experience as his units slay Animals and Monsters, and other Player Units as well.  This experience can be transferred into boosting certain traits of the Commander.  Your Commander can have points placed to either boost his personal performance, or to boost the units beneath him/her.

The following is my recommendation on the first traits you should research and put points into as your Commanders level up.  You may place future points as you see fit, and some should most assuredly be placed into traits that increase your armies defense against commonly fought enemies.

Commander Traits Placement
Self Bonuses ////
  • Accelerated Healing: 3 Points [Allow your Commander to regenerate between fight faster, so you can attack more often.]
  • Vitality: 2 Points [Your Commander can sustain more damage in each fight by having more health.]
  • Heroism: 4 Points [Drastically increase your Commanders Attack.  Your Commander fast becomes more deadly than dozens of his/her un-promoted equivalents.
Division Bonuses ////
  • 3-5 Points in the Attack Bonus for that unit type.  If it’s a Bow Commander, put points into Concentrated Fire.  If it’s a Infantry Commander, put points into Bloodlust.  Etc.
After this, rotate points between those same Self Bonuses and Division Bonuses until your Commander has at least 5 Points in each.  Then customize as you see fit.
What to Attack and How To Do It
  • Now, you want to next know how many enemies are in a group nearby that you have identified for useful parts.  As well as taking note in the Scout Report you will receive just what the strengths and weaknesses of that group’s animals are.
  • Send a Scout to check EVERY group of animals/monsters.  [Note: Also send Scouts to monitor levels on Rare Herbs and Grapes, so you don’t harvest them to 0.]
Enemy Group Sizes are as follows:
  • Few: 1-3
  • Handful: 4-8
  • Several: 9-21
  • Pack: 22-81
  • Many: 82-128
  • Gathering: 129-227
  • Horde: 228-462
  • Throng: 463-815
  • Host: 816-2,500
  • Legion: 2,501-9,999
  • Myriad: 10,000-24,999
  • Sea: 25,000-49,999
  • Cornucopia: 50,000-Inf
All that’s left at this point is to build an army bigger/stronger than that group, and slay it.  A great reference for building your army can be found Building Armies in Illyriad.
What’s Yours is Yours, Secure It
When attacking a group of Animals (or staking claim to a Grape Plot or other square you value, consider the following:
  • If you have more than 1 Commander, consider building a ‘token army’ which can move quickly, and can follow up after an attack to ‘Occupy’ the square.  This is a claim of your ownership of that tile.
  • If your army is fast moving, and virtually guaranteed success in the attack, consider ensuring that second army is slower than your attacking army, and you can send your attacking army against the target, followed immediately by the second slower army, which you send to Occupy the square.  Your army will kill the enemy, and your second will lay claim to the square in one action.
That’s it for this bit of instruction.  I know it’s been a long read, but it should help you to start gathering what you need to begin trading and crafting of your own.
I will try to follow up with a more personal version of a guide to Trading, but for now please read this very thorough and helpful guide which will get you started.  I am including this because procrastination is an addiction of mine. 🙂
  • (Building a Trader and getting into that part of the game is something that should probably wait until at least a 3k+ population, but if you want to get into it sooner the only damage you are doing is slowing your resource and population gains some in the meantime.)


Next: Early Diplomacy (coming soon…..ish)

Previous: Research Plans