Astara
The information found here has been gleaned from multiple sources. Thanks to all who help us understand how the game is played.
https://forum.illyriad.co.uk/
https://forum.illyriad.co.uk/sovereignty-made-simple_topic2262.html
https://forum.illyriad.co.uk/so-you-want-to-learn-to-craft_topic4848.html
https://forum.illyriad.co.uk/quick-guide-to-sieges_topic6413.html
https://docs.google.com/spreadsheet/ccc?key=0AumwLJzwY-1pdDRZZUx3Z2pEeHlzTENZb1pTbWVjcGc&pli=1#gid=8
Hunting
NPC Sizes & Terrain Type Modifiers
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Click on Bolism for info on Hunting
Harvesting Resources
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Caravans |
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1st must research Grape Picking and/or Scavenging |
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1 item per skinner |
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1 item per Miner |
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1 item per Herbalist |
Click COTTERS all about cotters
Specialist Harvesting (aka skinning, herbalism, mining)
Specialist gatherers collect rare resources from throughout the world. Rare Herbs (Herbalists) Animal Parts (Skinners) Rare Minerals (Miners) They can carry 1 rare item each The gathering speed will vary dependent on the rarity of the item. You can build multiples of each specialist in your town, if desired.
Other Things Affecting Life in Illy
SEASONS - There are 4 Seasons in Illyriad, and they run as follows:
SPRING (Mar, Apr, May) The time of renewal, growth .
+1%
+5%
+1%
+3%
+1%
SUMMER (Jun, Jul, Aug) Early crops ripen, and workers prefer escaping the heat, underground.
none
+1%
+5%
+1%
+3%
AUTUMN (Sep, Oct, Nov) The crops are harvested..
+3%
+3%
none
+5%
+5%
WINTER (Dec, Jan, Feb) Workers collect firewood and iron - the ground is frozen.
+5%
none
+3%
none
none
LUNAR PHASES
There are 8 Lunar Phases in Illyriad thoughout the 28-day Lunar month, as follows:
NEW MOON
The supernatural is at lowest ebb, and the rational is triumphant.
+7%
none
WAXING CRESCENT
The first stirrings of chaos begin anew.
+4%
+1%
FIRST QUARTER
Empiricism and the unnatural are balanced evenly.
+2%
+2%
WAXING GIBBOUS
The supernatural spools up to unleash its full potential.
none
+4%
FULL MOON
Unutterable chaos takes full hold over the land.
none
+7%
WANING GIBBOUS
Its force exhausted, the supernatural begins to recede as rationality fights back.
+1%
+4%
LAST QUARTER
Evenly balanced but in swift retreat, the supernatural knows its time will come again.
+2%
+2%
WANING CRESCENT
Order is largely restored and the cycle begins afresh.
+4%
none
Sieging Cities
Newbie’s Guide to Your First (Assisted) Siege
This guide is useful only for the newbie who would like to besiege an inactive/abandoned town. It assumes that your kindly alliance will be doing the heavy lifting of siege work
Preparation: Please make sure you have reviewed Rill's Quick Guide to Sieges https://forum.illyriad.co.uk/quick-guide-to-sieges_topic6413.html
Research: You need Siege Encampment technology, raise your Barracks to L20 and create about 200 T1 (basic) Calvary. You DO NOT need to build a siege engine in order to take the town because you are being assisted.
- Send spies, theives and scouts to determine what the city holds and to steal its stuff.
- It is best to clear the city of troops before you siege it.
- Your siege army must arrive at the location before the catapults (Cats) of the player assisting you.
- Set a time limit for the siege to the maximum. (14 days 23 hours 59 minutes)
- Ensure that your army and the assisting army land on different spots. You will bump each other if you land on the same spot.
Once the siege engines arrive, it will take 12 hours to set up. Then they will begin bombing the target city once per hour. Some engines will hit, some will miss; later in the siege more will hit. Each hit reduces a level of a building, and the city loses that amount of population. Beg your heavy lifter for siege reports, which s/he will get every hour.
When the city’s population is 25% of what it was when the siege began, either the heavy lifter will need to recall his/her catapults or you will need to storm the city. If one of those doesn’t happen, the cats will continue to bomb the city. Remember to recall your troops after the siege by sending a messenger to your new city.
Note: you can continue to thieve the city as it is being bombed. Also, rumors exist that if a player has troops in production when s/he abandons, those ‘ghost’ troops appear suddenly during a storm of the city. Have extra troops on hand to avoid problems should this occur.
When it is all over, bask in the glow of your (assisted) victory. Be sure to thank your heavy lifter profusely (prestige works, and cows work too. Rill assures me that everyone likes cows).
Many thanks to Thor, Rill, Thunderbum and others for their input and advice on this
| # | 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 |
| 11th | 10 | 263,550 |
| 12th | 11 | 294,550 |
| 13th | 12 | 326,550 |
Elf Military
Tier 1 |
Type |
Tier 2 |
| Protector | Spears |
Phalanx |
|---|---|---|
| Upon rights of manhood, each Elven lad aspires to defend his nation. Many join the Protectors who are seen in most Elven cities, keeping them safe. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Phalanx Formation skill. |
Woe be to those attacking the mighty elven phalanxes with their sarissas. Their ability to keep their cities safe is legendary. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Close Quarter Penetration skill. |
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| Warden |
Swords |
Wardancer |
| Armed with their agile thinswords, Wardens are the core footsoldiers of any Elven army. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Interlocked Shields skill. |
Watching Wardancers in battle resembles a blur of motion as these elegant heavy infantry carve their foes up with longswords tirelessly. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Bloodlust skill. |
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| Sentinel |
Bows |
Elven Trueshot |
| Elves get their first bows in early childhood and practice their archery practically from the cradle. As a result, Sentinels are the Elvish first line of defense against any enemies. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Tortoise Formation skill. |
Many times, Orcish intruders in Elf-held forests die without ever seeing their enemy. Elven Trueshots are the most accomplished bowmen in the World, often killing with perfectly placed headshots from hundreds of yards away - even in forests. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Concentrated Fire skill. |
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| Swiftsteed | Cavalry |
Marshal |
| Virtually nothing is faster than an Elven Swiftsteed unit. They'll appear behind enemy lines, kill your rearguard, and be gone before you know it. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Square Formation skill. |
Marshals with their gleaming Elven chainmail are drawn from the ranks of the Elven nobility and should not be trifled with on the battlefield. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Charge skill. |
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| Siege Hook | Siege Engine |
Mangonel |
| Siege Hooks are heavy iron bolts flung from a tension-projectile Siege Engine over the top of the defender's walls. Attached to the hook are incredibly sturdy, cured ropes. Once the Hook has passed over the wall and is embedded in the forifications the attackers use horses to heave on the ropes, to collapse the walls from within. | Mangonels use a massive, tension bow to propel heavy rocks from a bowl-shaped bucket at the end of the Siege Engine's arm. Its unpredictable (yet powerful) strikes are best suited to hitting broad, non-moving targets such as buildings. |
Elf Military Unit Statistics
| Build time | Move Speed | Carrying Capacity | Attack | Spear Defense | Sword Defense | Bow Defense | Cavalry Defense | |||
|---|---|---|---|---|---|---|---|---|---|---|
| Protector | 590* | 15 | 18 | 6 | 11 | 10 | 4 | 13 | Spearunit | |
| Phalanx | 862* | 11 | 10 | 15 | 15 | 15 | 10 | 30 | Spearunit | |
| Warden | 745* | 9 | 55 | 21 | 14 | 14 | 12 | 14 | Infantry | |
| Wardancer | 833* | 13 | 65 | 33 | 19 | 20 | 19 | 20 | Infantry | |
| Sentinel | 678* | 16 | 25 | 20 | 23 | 23 | 24 | 16 | Ranged | |
| Elven Trueshot | 1089* | 12 | 30 | 32 | 36 | 34 | 36 | 25 | Ranged | |
| Swiftsteed | 1346* | 28 | 130 | 36 | 13 | 20 | 13 | 21 | Cavalry | |
| Marshal | 1521* | 22 | 92 | 59 | 19 | 27 | 18 | 28 | Cavalry | |
| Siege Hook | 36000* | 5 | 0 | 0 | 0 | 0 | 0 | 0 | Siege Engine - Walls | |
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Mangonel | 86400* | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
Siege Engine |
Elf Diplomat Unit Statistics
| Build time | Movement Speed | Carrying Capacity | Offense | Defense | |||
|---|---|---|---|---|---|---|---|
| Tracker | 780* | 22 | 0 | 18 | 20 | Basic Scout | |
| Outrider | 1140* | 30 | 0 | 40 | 36 | Advanced Scout | |
| Waysman | 1140* | 21 | 0 | 14 | 17 | Basic Spy | |
| Farseer | 1440* | 28 | 0 | 32 | 32 | Advanced Spy | |
| Rogue | 1500* | 19 | 50 | 14 | 17 | Basic Thief | |
| Dark Elf | 1800* | 25 | 54 | 31 | 29 | Advanced Thief | |
| Elven Pruner | 2400* | 17 | 0 | 14 | 17 | Basic Saboteur | |
| Dark Elf Saboteur | 2940* | 25 | 0 | 34 | 32 | Advanced Saboteur | |
| Willowblade | 3300* | 18 | 0 | 15 | 17 | Basic Assassin | |
| Night Shade | 4140* | 24 | 0 | 34 | 30 | Advanced Assassin |
* Base level decreased by consulate level and sovereignty bonuses
NPC Encounter Group Sizes
| Size | Min | Max |
|---|---|---|
| A Few | 1 | 3 |
| A Handful | 4 | 8 |
| Several | 9 | 21 |
| A Pack | 22 | 81 |
| Many | 82 | 128 |
| A Gathering | 129 | 227 |
| A Horde | 228 | 462 |
| A Throng | 463 | 815 |
| A Host | 816 | 2,500 |
| A Legion | 2,501 | 9,999 |
| A Myriad | 10,000 | 24,999 |
| A Sea | 25,000 | 49,999 |
| A Cornucopia | 50,000+ |
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https://illyspy.com/illyspy/ts?m=2
Millia Much information from
Helmsman all good things including emoticons
Marquesta Many good things
Ellania 60 towns
https://illystuff.uk/index.html
Sov Claim Times
| Level I | 12hrs |
| Level II | 24hrs |
| Level III | 48hrs |
| Level IV | 72hrs |
| Level V | 96hrs |
Sov Res Costs
in Wood, Clay, Iron & Stone per Hour
| Production Level I | 150 |
| Production Level II | 300 |
| Production Level III | 600 |
| Production Level IV | 1200 |
| Production Level V | 2400 |
