illyriad
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Raven

Human Male
Not affiliated with an Alliance
Human Male Character Portrait

Hey reader. I'm playing Illyriad to chill and build something over time. But this game is massive! So, I'll add some interesting information here!

 

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+  

 

City Planning

 

Resource Management          
Wood Plots Clay Plots Iron Plots Stone Plots Food Plots What To Build At This Location
5 5 3 5 7 Cavalry, Scout, Spy, Trade, Geomancer, Runemaster
5 5 5 3 7 Cavalry, Archers, Spearmen, Scout, Thief
5 3 5 5 7 Archers, Infantry, Assassin
3 5 5 5 7 Spearmen, Infantry, Assassin, Runemaster

ALL CITIES:

  • 7 farms 259 pop
  • 18 basic plots 666 pop
  • warehouse 370 pop
  • library 37 pop
  • magetower 1497 pop
  • market 37 pop
  • barracks 37 pop
  • consulate 1497 pop
  • common ground 1497 pop
  • paddock 1497 pop
  • wall 20 pop
  • flourmill 16 pop
  • arch office 328 pop(destroy when all others built)
  • storehouse 37 pop(optional, may destroy towards end)
  • 14(16) empty plots 7430(7795 pop)

 

CAVALRY CITY

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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. 

 

Additional buildings you want spread out:

  • brewery 20 pop(may want multiple, depends on how much beer you go through and if you can sov it or not)
  • trade office/merch guild(2 plots, only need 1 city with these buildings, and they do not need to be lvled that high, upkeep in wood, clay, stone)
  • 2 geomancers(2 plots, upkeep 1400 wood, 4600 clay, 3000 stone; need one city with these for every 6-7 in a cluster, alliancemates can cover for each other and make sure you add resource increase buildings as needed)
  • you may also want to build a runemaster temporarily, a lvl 20 runemaster will double the effectiveness of your runes and you can demolish the building after you cast the spell and keep the effectiveness
Stats