Piedy

Justic/Boli's hunting alliance page
Thirion's pop growth alliance page
Bolism hunting guide, Sene hunting guide
Attack Modifiers
Terrain | Cavalry | Spears | Infantry | Ranged |
---|---|---|---|---|
Buildings | -50% | +20% | +40% | +5% |
Large Forest | -15% | +5% | +30% | -20% |
Large Hill | -15% | 0% | +10% | +10% |
Large Mountain | -30% | 0% | +15% | +15% |
Plains | +30% | -15% | 0% | 0% |
Small Forest | -10% | +10% | +30% | -10% |
Small Hill | 0% | 0% | 0% | 0% |
Small Mountain | -20% | 0% | +5% | +10% |
Size | # Min | # Max |
---|---|---|
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 | ... |
1. Troops:
[@i=5|76] [@i=5|77] [@i=5|78] [@i=5|79] [@i=5|81] [@i=5|60] [@i=5|61]
2. Crafted:
Plains:
[@c=112] [@c=41] [@c=84] [@c=154] [@c=172] [@c=34]
Woods:
[@c=102] [@c=62] [@c=89] [@c=159] [@c=165]
Hills:
[@c=104] [@c=40] [@c=74] [@c=149] [@c=178]. For dwarves [@c=424], for orcs [@c=425]
Mountains:
[@c=109] [@c=53] [@c=83] [@c=148] [@c=168]. For dwarves [@c=424]
Universal/buildings:
[@c=114] [@c=63] [@c=139] [@c=156] [@c=174]
3. NPCs:
Giant rats [@i=5|238] [@i=5|239] [@i=5|240] [@i=5|241]
Poisonous crawlers [@i=5|144] [@i=5|145] [@i=5|146] [@i=5|147]
Scuttlers [@i=5|148] [@i=5|149] [@i=5|150] [@i=5|151]
Scritchers [@i=5|152] [@i=5|153] [@i=5|154] [@i=5|155]
Rare Herb Tile Locations | |
Ancient Forest: | Ironstem Root, Brascan Seeds |
Wooded Glade: | Larken Wood, Brascan Seeds, Queen's Hair, Furizion Seedpods, Sharproot |
Blessed Oak: | Ancient Oak |
Thick Forest: | Larken Wood, Vistrok Flowers |
Dense Forest: | Larken Wood, Brascan Seeds, Suntree Haft, Vistrok Flowers, Furizion Seedpods, Sharproot, Brownback Moss, Baleberries |
Light Woods: | Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot, Queen's Hair |
Wooded Land: | Larken Wood, Brascan Seeds, Brownback Moss, Vistrok Flowers, Sharproot |
Forested Hilltop: | Larken Wood, Brascan Seeds, Suntree Haft, Furizion Seedpods, Silverthorn, Rockweed Root, Baleberries |
Swamp, Mire, March, Bog: | Toadcap Fungus |
Abandoned Mineshaft: | Miner's Bane |
Light Tropical Cover: | Queen's Hair, |Jungle| Giant Palm Leaves |
Tropical Foliage: | Giant Palm Leaves |
Tropical Hilltop: | Queen's Hair |
Dense Foliage: | Giant Palm Leaves,* |
Rainforest: | Giant Palm Leaves, Queen's Hair, Furizion Seedpods, * |
Fisherman's Hut: | Ancient Oak |
Abundant Clay, Exposed Clay, Turned Clay, Plains (not desert/arctic): | Warpwood Shoot |
Oasis: | Rahan Palm Wood, Spidertree Leaves |
Weeping Willow: | Queen's Hair |
Palm Trees: | Rahan Palm Wood, Giant Palm Leaves, Ebony Wood, Punfruit |
Dark Forest: | Brascan Seeds |
Forbidden: | Ancient Oak |
Think Rainforest: | Dyallom Gall, Mabri Fruit |
Dense Rainforest: | Mabri Fruit |
Rainforest Hilltop: | Punfruit |
Petrified Forest, Scorched Forest: | Ysanberries |
Parched Bones, Hamada, Mesa in summer time 18-6 nightly (desert): | Desert Flame |
Petrified Forest in winter time 18-6 nightly (arctic): | Snowbell |
Population Requirements
Population | |||
Town | Total | Avg | Additional |
2 | 450 | 450 | |
3 | 2,000 | 1,000 | 1,550 |
4 | 5,000 | 1,667 | 3,000 |
5 | 10,000 | 2,500 | 5,000 |
6 | 20,000 | 4,000 | 10,000 |
7 | 40,000 | 6,667 | 20,000 |
8 | 75,000 | 10,715 | 35,000 |
9 | 130,000 | 16,250 | 55,000 |
10 | 233,550 | 25,950 | 103,550 |
11 | 263,550 | 26,355 | 30,000 |
12 | 294,550 | 26,778 | 31,000 |
13 | 326,550 | 27,213 | 32,000 |
14 | 359,550 | 27,658 | 33,000 |
15 | 393,550 | 28,111 | 34,000 |
16 | 428,550 | 28,570 | 35,000 |
17 | 464,550 | 29,035 | 36,000 |
18 | 501,550 | 29,503 | 37,000 |
19 | 539,550 | 29,975 | 38,000 |
20 | 578,550 | 30,450 | 39,000 |
21 | 618,550 | 30,928 | 40,000 |
22 | 659,550 | 31,408 | 41,000 |
23 | 701,550 | 31,889 | 42,000 |
24 | 744,550 | 32,372 | 43,000 |
25 | 788,550 | 32,857 | 44,000 |
26 | 833,550 | 33,342 | 45,000 |
27 | 879,550 | 33,829 | 46,000 |
28 | 926,550 | 34,317 | 47,000 |
29 | 974,550 | 34,806 | 48,000 |
30 | 1,023,550 | 35,295 | 49,000 |
all creds to Remy for below :
CAVALRY CITY -7 food and 3 stone or 3 iron.
Cavalry Parade Ground (1-3 depending on preference. 1 at level 20 is 30% upkeep reduction. 2 is 45%, 3 is 52.5%). Costs Pop: 1796 Res: 2700 Clay, 1100 Wood.
Kiln, to make up for the large amount of clay you lose to Cavalry Parade Grounds. Pop: 1497.
Blacksmith. Pop: 1497.
Saddlemaker. Pop: 1497.
Spearmaker. Pop: 1497.
Forge (unless elf). Pop: 1497.
Brewery (if human). Pop: 40.
Stonemason/Foundry. Pop: 1497.
SPEAR CITY - 7 food and 3 wood or 3 stone.
Spearmans Billets, again 1-3. Pop: 1796. Res: 2700 Clay, 1100 Iron.
Spearmaker. Pop: 1497.
Tannery. Pop: 1497.
Blacksmith. Pop: 1497.
Brewery (If you're an orc). Pop: 40.
Kiln. Pop: 1497.
Carpentry/Stonemason. Pop: 1497.
BOW CITY - 7 food, 3 stone or 3 clay.
Archers Fields. Pop: 1796. Res: 2700 Wood, 1100 Iron.
Fletcher. Pop: 1497.
Tannery. Pop: 1497.
Brewery (If you're an elf). Pop: 40.
Carpentry. Pop: 1497.
Stonemason/Kiln. Pop: 1497.
INFANTRY CITY - 7 food, 3 wood or 3 clay.
Infantry Quarters. Pop: 1796. Res: 2700 Stone, 1100 Iron.
Blacksmith. Pop: 1497.
Forge (if not an elf). Pop: 1497.
Brewery (if dwarf). Pop: 40.
Stonemason. Pop: 1497.
Carpentry/Kiln. Pop: 1497
THIEF CITY - 7 food 3 stone.
Thieves Den. Pop: 898. Res: Wood 1700, Clay 1100, Iron 1700.
Saddlemaker. Pop: 1497.
Bookbinder. Pop: 1497.
Stonemason. Pop: 1497.
Resource boosting buildings, depending on how many Thieves Dens you want to run. It can be worthwhile running 3 Thieves Dens, as the upkeep on a serious thief stack can get very high. In that case, you'll certainly want a Carpentry and Foundry, and possibly
a Kiln as well. All give 1497 Pop.
TRADE CITY - 7 food 3 iron.
Trade Office. Only one is needed. Pop: 2000. Res: 2850 Wood, 690 Clay, 1610 Stone.
Merchants Guild. (Can technically be demolished after traders are all trained, provided you never send your traders home again. If you do, they will disappear as they will no longer have accomodation. Pop: 1510.
Foundry. Pop: 1497.
Resource boosters, dependent on which troop specialisation you run with your trade city. Cavalry tends to work well with trade, as neither require an upkeep of iron.
GEOMANCER CITY - 7 food 3 iron.
Geomancer's Retreat. The more you build, the stronger your bonus will be. The first doubles the effect of geomancy, all subsequent half in effectiveness. If your spell grants an 8% food bonus, for example, the first will boost it to 16%. The second will raise
it an additional 4% to 20%. The third will raise it 2% to 22%. Pop: 898. Res: Wood 700. Clay 2300. Stone 1500.
Foundry. Pop: 1497.
Resource boosters, dependent on which troop you pair with your geomancer. As with trade, cavalry works well with this one.