Hávi (Abandoned)
Harvesting
Caravans [@i=5|1]
- requires haggling research
- picks up gold [@i=4|1], wood [@i=1|1], clay [@i=1|2], iron [@i=1|3], stone [@i=1|4], and food [@i=1|5]
Cotters [@i=5|675] [@i=5|679] [@i=5|683] [@i=5|687]
- requires 1 cottage per cotter & foraging research
- picks up basic herbs [@c=416], basic minerals [@c=417], hides [@c=186]
- picks up grapes (with grape picking research) [@c=253]
- picks up dropped equipment (with scavenging research)
Skinners [@i=5|676] [@i=5|680] [@i=5|684] [@i=5|688]
- requires skinner's guild building/research and butchery research
- picks up animal parts
and elemental salts [@c=290] [@c=291] [@c=292] [@c=293]
Herbalists [@i=5|677] [@i=5|681] [@i=5|685] [@i=5|689]
- requires herbalist's guild building/research and herbalism research
- picks up rare herbs
Miners [@i=5|678] [@i=5|682] [@i=5|686] [@i=5|690]
- requires miner's guild building/research and geology research
- picks up rare minerals
Npc 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 | + |
Trading
From your town you can create buy and sell orders for basic resources like food, wood, clay, iron, stone, and the basic weapons/armor like bows, spears, chainmail, along with some basic materials like livestock, beer, siege blocks.
From your town you can also buy from or sell to someone else's existing buy/sell order at their town or at a faction trade hub.
Faction trade hubs are places on the map ran by npcs that you can buy and sell from. You can see a list of factions here: #/Alliance/Faction and can see their trade hubs as pink dots on the map here: #/World/Strategic by clicking the "Factions" button to "on". You can see the trade hub Centrum (#/World/Map/0/0) from your capital city no matter where you are. You can see only the nearby hubs from any city.
At a faction trade hub you can send resources to be stored there for safety. Thieves cannot steal from trade hubs. You can deposit at any trade hub, but it's recommended you pick one near your cities for storage. You'll need the Faction Markets research for depositing goods.
At a faction trade hub, if you have a trader at that hub, you can get your resources back out. You need to send caravans to it with orders to stay on arrival. Once they're there, you can then order the caravans to ship stuff to your cities or other trade hubs, or to return back home. You'll need the Faction Markets research for withdrawing goods.
At a faction trade hub, if you have a trader at that hub, you can place buy orders as well as sell orders for items that are stored at that trade hub. You are not limited to just the basic items like a town trade order is. You can use your gold at the trade hub to pay for items on sale at the same trade hub. You'll need the research for this in the last 2 rows of the Trade tree and a Trade Office building to place buy or sell orders.
Population Requirements Per City
| City # 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 |
Population --- 450 2,000 5,000 10,000 20,000 40,000 75,000 130,000 233,550 263,550 294,550 326,550 359,550 393,550 428,550 464,550 501,550 539,550 578,550 618,550 |
City # 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 |
Population 659,550 701,550 744,550 788,550 833,550 879,550 926,550 974,550 1,023,550 1,073,550 1,124,550 1,176,550 1,229,550 1,283,550 1,338,550 1,394,550 1,451,550 1,509,550 1,568,550 1,628,550 1,689,550 |
City Moving & Placement Summary
Probably the biggest source of confusion for new players, other than "Why are my harvesters coming back disappointed?", is how and where to relocate their first city. I can't explain all the pros and cons or whys of city relocating in a profile summary, but hopefully I can get the major gist of it.
First look at your city map. You have lumberjacks, clay pits, iron mines, quarries, and farmyards - or empty spots in your city to place them. These are your "res plots". Now look at the world map and hover over your city. You'll see some numbers like 7 3 5 5 5 to the right of the map under your mini-pic of your city. These numbers coorespond to your res plots.
If you were starting as an elf, you'd have 7 lumberjack spots, 3 clay pit plots, and 5 each for quarries, iron mines, and farmyards. If you were starting as a human you'd have 5 of everything across the board. Orcs and Dwarves have their own unique numbers too. Why does this matter? Well this res plot distribution may not be ideal for your future plans and how you move your city determines whether you keep or lose these numbers. There are two ways to move a city: Tenaril teleport and exodus.
Tenaril Teleport:
This allows you to instantly move your city from it's current location to a set of coordinates you put in. The res plots you just figured out above will remain exactly as they were. They'll be moved with your city. So you'll be stuck with the 7-3-5-5-5 or whatever after you move.
Teleporting requires no research to use, but may only be used once per account. After using it you will never be able to teleport again, no matter how long you play or how many cities you get. Don't waste it! Your city will be exactly as it was before the teleport with all buildings and such as they were.
Exodus:
This allows you to pack up your city brick by brick onto caravans and move it from it's currently location to a set of coordinates you put in. The res plots of the new location will be given to your city upon arrival. This means if you previously had 7-3-5-5-5 and moved to a square with 5-5-5-3-7 then you would lose 2 lumberjack plots, gain 2 clay pit plots, lose 2 quarry plots, and gain 2 farmyard plots. During an exodus your city is removed from the game more or less, and can't be accessed until it arrives. Upon arrival you will have a 5 day waiting period before you can do any military or diplomatic actions. You can exodus a city as many times as you want, as long as you wait for the cooldown in between each one.
Exodus requires the "Exodus" research in the City tree. The research requires level 20 warehouse, which itself requires a level 15 storehouse. After you exodus every building in your city will be deleveld down to 12 if it was higher. This unfortunately includes the level 15 storehouse and level 20 warehouse. The maximum resource capacity for a level 12 storehouse & warehouse is around 128k, so any resources in excess of 128k will also be lost.
Rules for teleporting or exodusing:
- Cannot be within 10 squares of an active player. If someone's 4+ weeks inactive you will be able to move near them.
- Cannot be on a tile another player has claimed sovereignty on.
- Cannot be on a tile with 0 food plots or more than 7 of a resource plot.
- Cannot be on a special tile like 'buildings' or 'ancient oak'. For a list of all these special tiles, see here: http://forum.illyriad.co.uk/8-moving-your-capital-city_topic1306.html
- Cannot be on any terrain marked 'impassable' or any water tiles or any tiles bordering a npc faction trade hub.
- You cannot have any building or research in progress.
- You cannot have any military, diplomatic, or trade units out moving.
- You cannot have a blockade or siege active on your city, or any foreign reinforcements in your city.
Things to Consider for Regional Location:
- What region you move to may depend on your alliance. If you don't have one yet, you should probably wait to move. Some have home regions. Also what region or location you move to may depend on your would-be profession in the game.
- Do you want to be a crafter? You may need to locate near some resource you want to harvest or gather for your crafting. Many (all?) rare resources are regional.
- Do you want to be a trader? You may need to locate near several different trade hubs to get the best deals buying and selling between them.
- Do you want to be a npc harvester? You'll need to locate near the npcs you are hoping to kill and harvest.
- Do you want to be a warrior? You may need to locate near your alliance for defensive purposes and mutual offense against neighbors. It's no fun being 2 weeks march away from the battles.
Things to Consider for Resource Distribution on a Tile:
- Do you want to have tons of cities and huge population? You (probably) need 7 food plots.
- Do you want to keep high taxes to make tons of gold? You (probably) need 7 food plots.
- Do you want to slowly build up a large standing army and support it via taxes? You (may) need 7 food plots.
- Do you want to be a military player that produces troops extra fast with high production sovereignty? You (may) need 5 food plots.
- What type of troops, if any, will you be building in the city? Will you build the relevant troop upkeep reduction buildings for them such as Cavalry Parade Ground or Archer's Field? This could affect whether you go with 4, 5, or 6 of a particular key resource. For example clay is very important for spear or cavalry cities, while wood is important for archer cities, and infantry needs more stone.
- What type of magic or diplomacy support buildings, if any, will you be building in the city? Geomancer's Retreat or Thieve's Den or the likes use resources per hour just like the above troop buildings and will affect your resource plot distribution choices.
Generically you don't NEED to answer every question before deciding on a location. It's easy to get overwhelmed and make rash decisions. You don't need your choice to be perfect. If you aren't sure on military or non-military, you can probably go with 7 food and be fine. Military players can use 7 food cities and still get 300% or higher troop sov. I'm pushing a bit over 330% in a couple of my cities with 7 food. If you lock yourself in at 5 food, you are definitely limiting your total city count and population possibilities. Adding food sov cannot make a 5 food square perform as well as a 7 food square would if you want large population or high taxed cities. If you aren't sure on cav or infantry or whatever then don't stress picking 4, 5, or 6 res plots for that particular reason. Generically 5 is nice and balanced for any type of unit. If you play for a month in your new location and realize you can't make it work, you can always exodus again or swap city plans. Do something else with this city, and make the next city whatever this one should have been. The time lost to correct poor choices is no big deal in the greater scheme of things - Illy is a loooooong term game.
It's best that you read my profile for the sov explanation to understand how it affects your gameplay. Sov can do everything from boosting the amount of food you get per hour, to multiplying your troop building speeds 2x, 3x, or even 6x times normal. Tile sov bonuses matter if you're aiming for that perfect high-speed troop sov city build, or that ideal crafting city that can crank out saddles like like the Kardashians crank out selfies.
Lastly.. defense. If you put your city in a location that's impossible to defend, you may find yourself in an impossible situation in the future. This "summary" is long enough already though, so I'll leave you with the wise words of Ten Kulch on city placement: http://illywarmonger.blogspot.com/2015/10/the-basics-of-city-placement.html
Sovereignty Guide
The basics:
- You can claim sovereignty on a square outside your city that isn't already claimed by someone else, doesn't have a city on it, and isn't on an impassable tile (like a volcano).
- Your sov claim can be from level 1 to 5, you will pay 100 gold and 10 research points per hour per level of the sov. For example, a single level 3 sov sq = 300 gold and 30 RP per hour.
- The further away from your city the claim, the more it costs. You will pay the cost above times the distance from your city. For example, a single level 3 sov (300 gold/30 RP) at 2 squares distance = 600 gold and 60 RP per hour.
- There are 2 kinds of sov: resource boosting, and item/troop production speed boosting. Resource boosting sov costs only the gold/RP per hour. Production speed boosting sov costs the gold/RP per hour and wood/clay/iron/stone per hour.
- To claim sov you send an army from the city that will get the sov and occupy the square. Once the army is there, click it on the world map and click "claim sovereignty". Do the same thing to upgrade sov to the next level. Once you click to claim your army is no longer needed on the square. You can see your claims once you start one here: #/Town/Sovereignty
- After clicking to claim sov on a square, you have to wait several hours while it gains control of the square. The time to claim for lvl 1 is 12 hours, lvl 2 is 24 hrs, and so on. (+12 more hours for each additional level up to 5).
- Once you own a "balanced" sovereign square, you can build a special sov building on it. You can find these in your research menu under the Sovereignty tree. You can only put 1 building per sov square. The building can be leveled up as high as the sov claim on the square. For example a lvl 3 sov square can have a lvl 1-3 sov building on it.
Resource boosting sov:
Resource boosting sov will increase your resource production by a certain percentage per hour, based on the square's resource distribution and the sov building level. The formula for this is sov level * res plot amount * 0.2.
For example let's say you have a square 2 miles away with 1 wood, 2 clay, 2 iron, 5 stone, and 15 food for the resource distribution on it. Obviously the wood/clay/iron/stone are low and useless, but the food is high and useful. If you claim level 3 sov you will be paying 600 gold/hour and 60 RP/hour. If you then built a farmstead sov building on it at level 1 that would give you 1 (sov level) * 15 (the food amount on the square) * 0.2 for a total of 3. That means 3% additional food boost per hour. If you upgraded your farmstead building to level 2 that would give you 2 (sov level) * 15 (the food amount on the square) * 0.2 for a total of 6% additional food per hour. Since your sov claim is at level 3 in our hypothetical scenario, you can level your farmstead up again to level 3. That would give you 3 * 15 * 0.2 = 9% more food per hour. If you had a spot with this 15 food square and a 10 food square nearby and did lvl 3 sov & farmsteads on both... you'd be getting 9% for one and 6% for the other - for a total of 15% more food income for your city.
There are buildings for each type of resource:
- Food - Farmstead (on land), Fishery (on lakes/coastlines)
- Wood - Logging Camp
- Clay - Earthworks
- Iron - Mineshaft
- Stone - Gravel Pit
Item & Troop Production boosting sov:
Production sov will increase the speed at which you can produce items or train military and diplomatic units. At it's base, you will gain 5% faster production per sov building level. So if for example you build a target range (speeds up archer training) at lvl 3 on a sov square, you would be able to pop out archers in your barracks 15% faster. If you were to make a cattle rancher (speeds up production of livestock) at level 4 then you'd be producing cows 20% faster.
If you look around the map you will notice many squares have a Sovereignty bonus listed on them, such as "+1% Livestock production p/h per level of Cattle Rancher". This is an additional bonus on top of the 5% base boost. So in the above example your 20% cows would instead be at 24% (5% + 1% = 6% * level 4 building = 24%).
Unlike the resource boosting buildings, there is an additional cost for production boosting sov buildings:
- Level 1 building - 150 each wood, clay, iron, and stone per hour
- Level 2 building - 300 each wood, clay, iron, and stone per hour
- Level 3 building - 600 each wood, clay, iron, and stone per hour
- Level 4 building - 1200 each wood, clay, iron, and stone per hour
- Level 5 building - 2400 each wood, clay, iron, and stone per hour
So in the example above if you had that level 4 cattle rancher building on your level 4 sov square with the +1% bonus tile, and if that square were 1 mile from your city.... you will be paying a total of:
100 * 4 = 400 gold per hour
10 * 4 = 40 research points per hour
and 1200 wood, clay, iron, and stone per hour
... and you would be gaining 24% faster cow production.
For a military player, if you were to grab 20 level 3 sov squares on the 20 closest tiles to your city and put a level 3 troop sov building (for example, jousting yard for faster cav building) on each of those sov squares... you would be paying a total of 10,664 gold per hour, 1066 research points per hour, and 12000 wood/clay/iron/stone each per hour. You'd be gaining a total of 300% faster cavalry unit production. The 300% would be even higher if you had +1% or +2% bonuses to cav production on any of the tiles.
For a trader/crafter you could do the same with an item production building... for example 300% faster saddle production for the same costs.
There are buildings for each type of resource produceable and each type of unit. It's too much to list, so just browse around your research "sov" tree to find the one you need.
Summary:
For those willing to sacrifice gold and RP it's possible to get a larger resource income for faster building or larger item queues.
For those willing to sacrifice gold, RP, wood, clay, iron, and stone resources, it is possible to crank out a very large number of military or diplo units or items in a very short time.
And yes, you can swap buildings on already existing sov! If you wanted to mass-produce saddles at 300% then switch to using them up by making cavalry units, you can do that without redoing all your sov claims. Just demolish the building on the sov page and level up the new one. Sov buildings go up and down very quickly.
Terrain Modifiers
| Spear | Bow | Infantry | Cavalry | << Atk || Def >> | Spear | Bow | Infantry | Cavalry |
|---|---|---|---|---|---|---|---|---|
| -15 | 0 | 0 | 30 | Plains | -15 | 0 | 0 | 25 |
| 10 | -10 | 30 | -10 | Sm Forest | 10 | -10 | 30 | -10 |
| 5 | -20 | 30 | -15 | Lrg Forest | 5 | -20 | 25 | -15 |
| 20 | 5 | 40 | -50 | Buildings | 25 | 15 | 30 | -45 |
| 0 | 0 | 0 | 0 | Sm Hill | 5 | 5 | 5 | 0 |
| 0 | 10 | 10 | -15 | Lrg Hill | 10 | 15 | 5 | -10 |
| 0 | 10 | 5 | -20 | Sm Mountain | 15 | 15 | 5 | -15 |
| 0 | 15 | 15 | -30 | Lrg Mountain | 20 | 30 | 5 | -30 |
Useful Links I've Found
Tools
- Distance calculator, Abandoned accts list, and more - http://www.digioso.org/dilly_tools/
- Battle calculator - http://illyriad.bestmagicbears.com/battle/
- JimJams city planner - http://forum.illyriad.co.uk/illyriad-city-planner_topic4161.html
- Salararius city planner - https://docs.google.com/spreadsheets/d/1GNnGHRFPfOs7MKdDbWj1iisLNIJOIFXQOiKaWz1m8Zg/edit#gid=38
Guides
- Human diplo/military unit names/costs/stats - https://www.illyriad.co.uk/GameInformation/Races/Humans
- Elf diplo/military unit names/costs/stats - https://www.illyriad.co.uk/GameInformation/Races/Elves
- Dwarf diplo/military unit names/costs/stats - https://www.illyriad.co.uk/GameInformation/Races/Dwarves
- Orc diplo/military unit names/costs/stats - https://www.illyriad.co.uk/GameInformation/Races/Orcs
- The basics of city placement - http://illywarmonger.blogspot.com/2015/10/the-basics-of-city-placement.html
- Warmonger blog (imo the best resource for Illyriad) - http://illywarmonger.blogspot.com/
- Illyriad Institute for all kinds of useful stuff - https://illyriadinstitute.wordpress.com/
- Comprehensive trading guide - https://docs.google.com/document/d/10x2HarTeS6XVVAlvaN4POzpj3519opOHn1__Ds8D1OY/edit?pli=1
- Comprehensive sovereignty guide - http://guidescroll.com/2011/09/illyriad-sovereignty-comprehensive-guide/
- How to move a city + handy list of terrain types you CAN'T put a city on - http://forum.illyriad.co.uk/8-moving-your-capital-city_topic1306.html
- Allembine discovery - http://arcanum-illyria.com/wiki/Heroic_Human_Statue
- Steamtastic Brewery discovery - http://arcanum-illyria.com/wiki/Steamtastic_Brewery











and elemental salts [@c=290] [@c=291] [@c=292] [@c=293]