LAD
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+ |
~*~
Requirements to Settle nth City
# | 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 |
14th | 13 | 359,550 |
15th | 14 | 393,550 |
16th | 15 | 428,550 |
17th | 16 | 464,550 |
18th | 17 | 501,550 |
19th | 18 | 539,550 |
20th | 19 | 578,550 |
21st | 20 | 618,550 |
22nd | 21 | 659,550 |
23rd | 22 | 701,550 |
24th | 23 | 744,550 |
25th | 24 | 788,550 |
26th | 25 | 833,550 |
27th | 26 | 879,550 |
28th | 27 | 926,550 |
29th | 28 | 974,550 |
30th | 29 | 1,023,550 |
31st | 30 | 1,073,550 |
32nd | 31 | 1,124,550 |
33rd | 32 | 1,176,550 |
34th | 33 | 1,229,550 |
35th | 34 | 1,283,550 |
36th | 35 | 1,338,550 |
37th | 36 | 1,394,550 |
38th | 37 | 1,451,550 |
39th | 38 | 1,509,550 |
40th | 39 | 1,568,550 |
41st | 40 | 1,628,550 |
42nd | 41 | 1,689,550 |
~*~
The CURRENT terrain modifiers are:
ATTACKING %AGE MODIFIER | ||||
Terrain Type | Cavalry | Spears | Infantry | Ranged |
Buildings | -50 | 20 | 30 | 5 |
Large Forest | -15 | 5 | 25 | -20 |
Large Hill | -15 | 0 | 0 | 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 | -10 | 10 |
DEFENDING %AGE MODIFIER | ||||
Terrain Type | Cavalry | Spears | Infantry | Ranged |
Buildings | -45 | 25 | 30 | 15 |
Large Forest | -15 | 5 | 25 | -20 |
Large Hill | -10 | 10 | 0 | 15 |
Large Mountain | -30 | 20 | 0 | 30 |
Plains | 25 | -15 | 0 | 0 |
Small Forest | -10 | 10 | 30 | -10 |
Small Hill | 0 | 5 | 5 | 5 |
Small Mountain | -15 | 15 | 0 | 15 |
Mountains
Favor ranged units and nimble spearmen, and penalize cavalry heavily. Attacking swordsmen are also hampered by the passes, gulleys, and canyons that make frontal assaults more difficult.
Hills
Also, benefits ranged units, and penalize cavalry to a lesser extent. Swordsmen are largely unaffected by hilly terrain.
Forests
Penalise ranged units and cavalry due to the foliage, but swordsmen and spearmen love all the opportunities for cover and ambush.
Plains
Provide the opportunity for the cavalry to shine - their ability to maneuver makes them the masters of open flat space. Lightly armored spearmen dislike the open terrain of plains, where they are easier targets for cavalry and archers.
01 -312|717
02 -608|-189
03 910|-507
04 -102|1 then 949|-379
05 429|-931
06 516|505
07 -485|-736 then 669|794
08 652|-265 then -843|-310
09 -4|10
10 -377|-104
11 356|498
12 -157|-298
13 471|228 then -711|674
14 232|345
15 761|-892 then -39|-973
16 -194|-687
17 719|365
18 22|-85
19 -569|-91 then 136|855
20 399|-431
https://arcanum-illyria.com/wiki/Quests
https://illyriadinstitute.wordpress.com/tutorials/mysteries/ <- "all I know about mysteries is there". * Eoqan the wise ?? ??
https://docs.google.com/spreadsheets/d/1hNs4ZsVVSe3pDWW6iA8FVq8nn8azar7skA-putUcMkE/edit#gid=1443502364
https://illyorcs.forumotion.com/t10-how-to-terraform
Ordo> All in game emoticons are also on Tensmoors pages https://illystuff.uk/puzzleslogic/index.html
very advanced city guide |
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Sent By: | ddugs [ELF] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Received By: | Willd [CAVE] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Date: | 29 Dec 2015 16:13 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What to look for: This is for a more advanced city guide, once you know the basics of research and basic city construction. This is city specialization and how to set up your cities to be ultra specialized for an individual city. All the buildings that i list are on top of the basics, Marketplace, Counsolate, Barracks, mage tower, kiln, flourmil, carpentry, stonemason, foundry,and library. For a total of 10 base city squares. Spear Cities: In a spear city the resources needed are clay and iron, In that city you should identify what equipment you need for spear production, for elves it is: Spears, chainmail, and leather armour. So you should have all 3 of the buildings that make them in this city, which are spearmaker, blacksmith, and tannery. Additionally, you should build 3 of the spearmen billets, which reduce the amount of upkeep for spears in that city. If you are into crafting, i would put 2 or 3 of the crafting buildings in there and depending on what else is around your city the 1-3 guilds, depending on what your goals are. I would have them focused on what kind of stuff is around your city and what would support your spearmen troops equipement wise. Sword Cities: In a sword city the resources needed are stone and iron. in addition u just need a blacksmith for this city for elves, because all they require are swords and chainmail. In this city, i would also place 3 of the swordsmen buildings to reduce the upkeep, and if in a cluster use this as your magic location with 1-2 geomancers which takes clay, wood and stone, These will help you increase the power of your food spells for the city. or any other city u put a spell on for resources. After that, it would be up to you on how you would fill up your city spots. Cav Cities: Cav takes wood and clay, for elves, the resourses it takes is spears, saddles, and chainmail. so you need 3 of your cav parade ground buildings. After that it is your choice. Archer Cities: Archers take wood and iron. for elves, archers take beer, leather armour, and bows. so you need a brewery, bowyer, and a tanner. Also 3 Archers fields. Trade Cities:Trade buildings take wood, clay and stone, if you wish to do a dedicated trade city, i would mix it with gathering, you will have the most available space, and you can build a small army out of other cities excess equipment, therefore you wouldn't need much t2 res production in this city, so you can do trade/crafting/gathering all in one city. And from here, you can move all your goods to all other cities. I would place this in your cluster for easy defense, And, i would place a foriegn office in this city as well, this increases the distance you can see incoming diplo attacks, and the distance you can see troop sizes. This will allow you to get more time to get ready for any diplo attacks. and I would make sure you have a vault in this location to protect your t3 weapons and t3 res as well. Clusters: A cluster is a large amount of cities in a small area by either 1 player, or an alliance, If done right you can protect your cities in a short amount of time with a varried amount of troop types to counter any threat, In this cluster i would not focus on one type of troop, and i would not focus on one type of terrain, because it prevents the enemy from just overwhelming u with one type of troop type. Unless you are an orc and want all your cities spear cities, but that is the exception to the rule. Factions: This will be becoming more of a factor as the months move on, factions are going to becoming more important consideration, unless you are trying to provoke a war, you should settle in an area friendly with factions near you, this will allow you not only to hide and trade goods in the nearest hub, but you won't have to worry about getting attacked by the factions. Terrain considerations: Terrain Combat Multipliers
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