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| The majority of your buildings will only be of a few different types, depending on the stage of the game. Farms are, of course, a must. Most of the remainder of your buildings will be income producers, markets early, castles later. A few colosseums are a good idea. Smithies are useful before you can support sufficient engineers to build the max by gold on their own. Schools used to be considered a must during periods of intensive spellbook research, but castles, which will be a primary building by that time, aid studying more than schools. The utility of every other building is dependent upon your individual situation, e.g. losing a lot of land in attacks: build outposts.
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| Farms, oddly enough, produce food. One farm part produces 100 food per turn and requires 33.3 population to work it, otherwise that part produces no food. Full farms aren't required for maximum efficiency. To determine how many farm parts your people can support, multiply pop by three and divide by 100. Early to mid-game you'll probably want enough farms to avoid a deficit or keep it small. Later, when you aren't limited in the troops and researchers you can hire, you should build as many as your pop can support.
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| Barracks reduce your maintenance costs by 2.5 gold per turn per part, for a maximum reduction of 50%. Don't build them…ever. At 33.3 gold per turn for a market part, you're much better off raising your income instead of lowering your maint. If you earn max gold before maint, they aren't completely useless, as maint is calculated after the gold cap. Since 400 thousand barracks parts are required just to reduce your maint by 1 million gold, they still aren't very practical. |
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| Outposts and Guard Towers | |
| Outposts increase your ability to defend against military attacks. I have yet to determine their effectiveness, but some races need all the help they can get.
Guard towers are identical to outposts, but they protect against covert ops. They seem to be fairly effective, but I haven't had a chance to calculate exactly how effective they are either. If you're having problems with thieves, 2 or 3,000 can help a lot. |
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| Schools increase research speed. For normal research, straight researchers are more than adequate. They are useful when you first start studying military tactics, but after certain point, your researchers and already trained military will be plenty. Their main usefulness is for heavy spellbook research. That said, don't build them. Castles improve research more effectively than schools. |
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| Armories protect weapons, armor, and warmachines from theft. Vaults do the same for gold. Both are probably a waste of space, but a few thousand in addition to a guard towers may be more effective than just building more towers. There has been an increasing trend towards warmachine jacking, so armories might not be a bad idea for a dwarf.
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| Cathedrals increase mana generated per turn by 0.2% per part. If you plan on casting a lot of spells early, they can be useful, but 750k pop will produce 7500 mana per turn, which is max. They may also enable you to get your morale back up after hostile spells and randoms. |
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| Smithies improve construction speed and can be very useful mid-game. One full smithy increases the number of buildings (including weapons etc.) you can build each turn by 10%. Partial smithies increase your building ability by parts2 / 22.5%, but there's a bug in the applet that causes an incorrect max build to be displayed, so every time you build the max shown, you get a pop-up window telling you that you can only build so many buildings. To avoid this, never build partial smithies. Later in the game, engineers and construction skill will be enough to build max of each building based on the 50 million gold cap. |
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| Market places are the best building for raising your income before the high costs and slow building time of castles is no longer a barrier. One full market earns 1000 gold per turn, and partial markets don't lose and efficiency. Population and taxes do not affect income from markets. |
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| Training fields increase the experience of all of your military personnel. Exp gained each turn is equal to the number of training field parts divided by total military. They have become much more effective since the last reset, as the 1 exp per turn cap has been lifted. |
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| Colosseums enable you to bring in pop faster after it's lost due to spells or attacks and when you take in the land or build castles in the first place. Colosseums provide 750 gold income per turn per full building (30 per part). Around 2 or 3000 seem to give maximum benefit in the area of pop growth, after than they basically just add income. |
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| While castles don't have the effects of all other buildings as New Player Help states, they do have several effects. The primary effect in my opinion is housing population. Each part increases your max pop by 15. While castles have no direct effect on income, the effect of 7500 pop per castle is considerable. Castles do three other things that I know of for sure: each full castle/castle part produces 5500/5 food per turn, decreases maint by 140/0.305 gold per turn, and increases mana produced per turn by 150%/3% * parts˛ / 5000. Castles are more effectively for research than schools. One building I know for certain that castles don't emulate are smithies. I also haven't determined their effect on defense. I've done some casual experimentation that seems to indicate that castles increase pop growth faster than collos.
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