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

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