illyriad
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Piedy

Human Male
Not affiliated with an Alliance
Human Male Character Portrait

Ressource Collector

Bonemash

netcrafts

Kimmyeo

ubluntu

Justic/Boli's hunting alliance page

Thirion's pop growth alliance page

 Bolism hunting guideSene 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.

Stats