Krull
Orc Male
Not affiliated with an Alliance
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.
elites
cav is 60
bow is 100
150 for infantry
200 for spears
