illyriad
History
Towns
Ranking
Profile

kelbabe

Human Female
Not affiliated with an Alliance
Human Female Character Portrait

 

Advanced: City push setups

City push setups are layouts for your cities while you are trying to get more cities. In Illyriad you only have to meet a population requirement to capture/settle new cities. This means that as soon as you have the amount of cities

you want you can rebuild and not care that much about population anymore. Because of that it is often a good idea to get rid of some useful buildings with low population for some time and rebuild them after you are finished. It might sound like a lot of work but it makes getting more cities a lot easier! The following chapers show some different city setups to get more cities and what you have to sacrifice for them.

Some advice

  • To grow fast you need a lot of Prestige. Selling terraforms, advanced resources and minerals/herbs/hides gets you gold to buy Prestige.
  • Having an army makes building a lot harder. If you want to hunt, hunt with elites
  • If you want to grow fast focus on population for buildings and not their use. You can rebuild later.
  • Getting a lot of cities requires a lot of endurance and work. Illyriad is a grind game. The more cities you have the easier it gets though (up until 40 cities)
  • A cluster and beeing near a hub helps a lot while pushing cities
  • Building up the resource plots costs a lot of resources and gives almost no population. If you have a way to get a lot of resources (e.g by buying them, GC Prestige builds or from your alliance) build the population buildings first. It is a lot more efficient!

Basics

  • Basic resource increase buildings (Carpentry, Kiln, Stonemason) are expensive but required later on (30+ cities).
  • Use Herbalist/Skinner/Miner guilds to fill up empty building spaces. They are cheap.
  • Demolish low population buildings (Barracks, Marketplace, Brewery) if needed. It is really expensive to keep them later on (30+ cities)!
  • The best building for population is the Trade Office. It has a high resource upkeep, thus build as few and as late as possible. Other good buildings with high resource upkeep are Infantry Quarters and Spearmen billet.
  • 7-food. 3-wood sucks for pushing cities. A lot of advanced resources require wood, thus try to avoid 3-wood as much as possible. 3-stone is bad for pushing cities but you can work around that. The by far best distribution is 3-iron. Keep in mind though that later on you do not want only 3-iron, thus mixing it (3-iron, 3-clay some 3-stone) is in my opinion best.
  • Food sov is by far the best. Trying to "fix" a 3-plot with sov is really inefficient (as sov is a multiplier for the base production)

Good 1497 pop buildings

The setups below only specify the buildings with a resource upkeep - as that is the bottleneck. Buildings with 1497  and no upkeep are used as "filler" buildings to increase your population. The choice is completely yours - there are differences in those buildings though:

  • Cannot be replaced: Common ground, Paddock
  • Expensive but fast build time and useful later on: Consulate
  • Cheap and useful later on: Blacksmith, Saddlemaker (, Spearmaker, Fletcher, Tannery)
  • Expensive but useful later on: Carpentry, Kiln, Stonemason (, Mage Tower, Foundry)
  • Cheap filler buildings: Herbalist/Skinner/Miner guilds (can be built multiple times)

Food

Food calculcations are not included in the above templates - as that would make them more complicated with little benefit. Food is only a problem later on (40+ cities) and in the end wood (50+ cities) is the main problem. Some tipps:

  • Run one Geomancer city for your cluster. The city casts Natures Bounty on all other cities in your cluster (100 square range) and is boosted by multiple Geomancer Retreats. You can get a 23.2% (or more) food boost this way.
  • The Geomancer city can run (high) negative mana - with mana crystals you can transfer mana from one city to others (similar to books for research). This means you only have to run one Geomancer city for 100+ cities.
  • To run a lot of food sov the "Overflowing Insight" Totem is really important! It allows you to run a lot more sov than usual - thus it is by far the best totem there is.
  • With the totem and low taxes (and you are going to run low taxes on your push setups) you can run lvl 5 sov in every spot. This gives you a boost of 5%*(4+4+4+8) = 100%.
  • Even though the Flourmill gives no population it is important for sustaining food. Thus get rid of it last - and only if you really have to (40+ cities)
  • Overall this means you can support a city with up to 40k population
    Food multiplier: 25% (Taxes) + 40% (Flourmill) + 22-23.2% (Nature's Bounty) + 100% (Sov)

City setup templates

Important note: The following setups are template that are NOT set in stone. They give you an idea what to do/expect and what to sacrifice to get a specific amount of cities. You can adjust/improve them to what you like.

Be efficient! Try to demolish as little as possible and as much as needed. Start with your current city setup and fix/improve buildings to get closer to one of the templates. Usually replacing low-population buildings is a really good step towards a lot more population!

Some possible (minor) improvements/changes:

  • Having a good wood sov(s) next to your city might enable you to build an additional Trade Offices
  • Running slightly negative resources (-1/2k) might allow you to build additional buildings. Be careful with that though.
  • Keeping a low-pop building (e.g. barracks) and building more Trade Offices is a valid approach. Not recommended though - as you have to feed your cities!

Basic city setup (20 max cities)

This template does not use any buildings with resource upkeep and has the important non-population buildings.

If you plan to go for more than 20 cities soon do not start with this setup but work towards one of the next two instead.

City population: ~30k 

  • Non-Pop: Warehouse, Flourmill, Library, Marketplace, Barracks, Brewery
  • 1497 Pop: 19 (you are completely free here)

City setup with important low-pop buildings (28 max cities)

This setup allows you to keep most of your important low-population buildings and uses buildings with resource upkeep to get more population. It is convenient but kinda inefficient.

City population: ~34.5k 

  • Non-Pop: Warehouse, Flourmill, Library, Marketplace, Barracks, Brewery
  • 1497 Pop: 5 - That includes Paddock, Common Ground, Carpentry, Kiln, Stonemason and 3 free choice
  • 2 Infantry Quarters and 2 Spearmen billets
  • 7 Trade Offices

Note: Replacing the Brewery with a 1497 building allows you to get to 30 cities.

City setup with cheap but mostly useless buildings (29 max cities)

This setup allows you to push your amount of cities fast - but it limits your gameplay. It is cheap and efficient but you cannot do much else.

Warning:You can use your vans (at half speed) and military units - but you cannot build new ones. And you cannot produce beer. Thus it limits your other gameplay quite a bit.

City population: ~35k 

  • Non-Pop: Warehouse, Flourmill, Library
  • 1497 Pop: 2 - That includes Paddock, Common Ground and 20 free choice (Good 1497 pop buildings for details)

Note: Replacing the library temporarily with a 1497 building allows you to get to 32 cities.

Efficient City-Push setup (38 max cities)

This setup does not run negative resources but has only the really important low-population buildings. It is only useful for getting more cities!

City population: ~39.3k 

  • Non-Pop: Warehouse, Flourmill, Library
  • 1497 Pop: 10 - That includes Paddock, Common Ground, Carpentry, Kiln, Stonemason and 5 free choice
  • 2/3 Infantry Quarters and 3/2 Spearmen billets depending on resource plot
  • 7 Trade Offices

Note: Replacing the Library temporarily (you need some research stocked up to continue running sov) with a 1497 building allows you to get to 40 cities.

Temporary City-Push setup (45 max cities)

This setup gets rid of both Flourmill and Library. This setup requires another account to feed the cities with food!

You need to have a few million research points stored up to continue running sov and you need to feed more food. Getting rid of the Flourmill "costs" you 5k food/h, keeping it means you have to build 3 addition TOs for > 8k wood/h consumption (and stone+clay too).

City population: ~42.3k 

  • Non-Pop: Warehouse
  • 1497 Pop: 12 - That includes Paddock, Common Ground, Carpentry, Kiln, Stonemason and 7 free choice
  • 2/3 Infantry Quarters and 3/2 Spearmen billets depending on resource plot
  • 7 Trade Offices

Note: After this setup it gets really hard. You cannot replace any low-population buildings, thus you need to replace 1497 population buildings with TOs. You get "only" 500 population for a huge additional resource upkeep.

Making your own template

This topic is how you make your own template. It helps a lot to use a spreadsheet first to calculate all the values/data - you should do that!

The basic idea is to get as much population as possible without running negative resources (other than food). For higher pushes you have to run negative resources. This is a lot more work and harder to do - thus you should try to avoid it as long as possible.

The general approach:

  • Decide what non-population buildings (marketplace, barracks, brewery) you really need. Every building costs you a lot of population, thus try to have as little as possible. Without marketplace you can still use your vans - they are just a lot slower. Without barracks you keep your military units but you cannot build new ones.
  • Reduce your taxes to 0-10%. Use as many Trade Offices as your wood production allows
  • Use as many Infantry Quarters and Spearmen billets as your clay and stone production allows.
  • Use Carpentry, Kiln and Stonemason, as this allows you to run more of the above buildings
  • Everything else should be buildings with 1500 or 1497 population. Build the useful ones first (e.g. Saddlemaker, ...) and fill up with ones only for population (miners/herbalists/skinners guild)

 

Back to content

 

Advanced: (Non-PVP) 7-food Sovereignty Setups

Most sov setups you can find are focused on PVP, thus getting as much military sov as possible. These cities usually run low taxes and thus consume a lot of gold. Those players usually have a way to generate a lot of gold by e.g. "hiding" a gold farm in another non-PVP alliance.

For tournament players/traders/crafters/hunters a different approach is in my opinion better. Use a sov setup that can both run high taxes to generade gold and produce military at a decent rate. The advantage is that those cities require less work and you are more flexible - you have more medium-sized armies instead of a few huge ones.

This chapter contains some sov setups that are able to run high taxes with no/medium troop production.

Basics

The limiting factor of the following templates is research. More research means you can run more sov with high taxes and thus better food boost -> more population -> more gold income via taxes. Thus it is a good idea to save up some research whenever possible.

In the following setups there are links to the "Illyriad City Planner" to show the math behind the setups. You can copy the template sheet and play around with it.

Illyriad City Planner - Forum thread

City distance

Sov Setups

Gold farm setup

The goal of this setup is to produce as much gold with taxes as possible without going negative in research. We are going to run 100% taxes.

City population: ~20.3k (Food multiplier: -75% + 40% + 23.2% + 56%)

  • Inner I  : food sov lvl 5
  • Inner II : food sov lvl 5
  • Outer I : food sov lvl 4

Gold income: ~73k/h

Illyriad City Planner - Gold farm setup

Note: Running "Outer II" sov instead of some lvls of "Outer I" sov works too - it is a bit less efficient though. The upside is that it is easier to change to the following setups and you claim more land for you.

Advanced note: It is possible to run negative research and food with higher population to generate more gold. It is efficient but requires a lot of work and is quite risky (you forget to send food -> buildings get leveled down). Thus i do not run it and think it is not worth it (make gold with cotters/hunting instead) - but the option exists if you want to.

Basic military setup

The goal of the following setup is to run decent military sov while beeing able to run 2 cost reduction buildings and no negative resources. You should run high taxes and can support a medium sized army with that. It is enough to rebuild your army to a decent size between tournaments while not having a gold burn.

Important note: The following setups only works if the main and secondary resource upkeep cost of your cost rection building is NOT your 3 plot! 

Option 1: Troop production version

City population: ~21k (Food multiplier: -55% + 40% + 23.2% + 40%)

  • Inner I   : food sov lvl 5
  • Inner II  : food sov lvl 5
  • Outer I  : military sov lvl 2/3
  • Outer II : military sov lvl 2

Gold income: ~55k/h with 75-80% taxes

Troop production increase: 120-140% with 2 cost reduction buildings

I run this setup most of the time.

Illyriad City Planner - Military setup (troop production)

Option 2: Troop sustain version

City population: ~21k (Food multiplier: -55% + 40% + 23.2% + 48%)

  • Inner I   : food sov lvl 5
  • Inner II  : food sov lvl 5
  • Outer I  : food sov lvl 2/3
  • Outer II : military sov lvl 2

Gold income: ~64k/h with 90% taxes

Troop production increase: 80% with 2 cost reduction buildings

I change to this setup when a city is starting to run negative gold. You can build a few levels of a third military cost reduction building to reduce troop cost a bit.

Basic military setup

The goal of the following setup is to run decent military sov while beeing able to run 2 cost reduction buildings and no negative resources. You should run high taxes and can support a medium sized army with that. It is enough to rebuild your army to a decent size between tournaments while not having a gold burn.

Important note: The following setups only works if the main and secondary resource upkeep cost of your cost rection building is NOT your 3 plot! 

Option 1: Troop production version

City population: ~21k (Food multiplier: -55% + 40% + 23.2% + 40%)

  • Inner I   : food sov lvl 5
  • Inner II  : food sov lvl 5
  • Outer I  : military sov lvl 2/3
  • Outer II : military sov lvl 2

Gold income: ~55k/h with 75-80% taxes

Troop production increase: 120-140% with 2 cost reduction buildings

I run this setup most of the time.

Illyriad City Planner - Military setup (troop production)

Option 2: Troop sustain version

City population: ~21k (Food multiplier: -55% + 40% + 23.2% + 48%)

  • Inner I   : food sov lvl 5
  • Inner II  : food sov lvl 5
  • Outer I  : food sov lvl 2/3
  • Outer II : military sov lvl 2

Gold income: ~64k/h with 90% taxes

Troop production increase: 80% with 2 cost reduction buildings

I change to this setup when a city is starting to run negative gold. You can build a few levels of a third military cost reduction building to reduce troop cost a bit.

Illyriad City Planner - Military setup (troop sustain)

Option 3: Temporary max troop sustain version with negative research

Important note: This setup runs negative research and is not sustainable for a long time!

City population: ~21k (Food multiplier: -55% + 40% + 23.2% + 64%)

  • Inner I   : food sov lvl 5
  • Inner II  : food sov lvl 5
  • Outer I  : food sov lvl 2/3
  • Outer II : food sov lvl 2

Gold income: Up to ~75k/h with 100% taxes - it is not sustainable in the long run though! (and thus not better than the gold farm setup)

Troop production increase: none

This setup can run a third cost reduction building. It is a bit of work to get too thus i try to avoid it as much as possible and instead accept some gold burn.

Illyriad City Planner - Military setup (max troop sustain)

 

High military setup

This setup allows you to run higher military Sov compared to the basic military setup (+40%) but produces less gold income (-10k/h). For tournament players having a good gold income and sustain later on is helpful - thus i personally prefer the basic military setup.

City population: ~19k (Food multiplier: -55% + 40% + 23.2% + 20%)

  • Inner I   : food sov lvl 5
  • Inner II  : military sov sov lvl 3
  • Outer I  : military sov lvl 2
  • Outer II : military sov lvl 2

Gold income: ~45k/h with 70% taxes

Troop production increase: 180% with 2 cost reduction buildings

Note: Similar to the above setup you can scale down military sov and replace it with food sov for better gold production. It is not as easy/efficient though - as Inner II  Sov is only lvl 3 Sov.

Illyriad City Planner - High Military setup

 

Higher military setup (experts)

Only experienced Illyriad players should use this setup and need to know what they are doing!

The focus of this setup is to run a lot of military. You are not going to make much gold. Thus you either need a gold farm as a second account or sell Prestige to finance it.

City population: ~19k (Food multiplier: -55% + 40% + 23.2% + 0%)

  • Inner I   : military sov sov lvl 3
  • Inner II  : military sov sov lvl 3
  • Outer I  : military sov lvl 2
  • Outer II : military sov lvl 2

Gold income: ~30k/h with 50% taxes

Troop production increase: 240% with 2 cost reduction buildings

Illyriad City Planner - Higher Military setup

 

Pure military setup (experts)

Only experienced Illyriad players should use this setup and need to know what they are doing!

The focus of this setup is to run as much military sov as possible. You are not going to make any gold. Thus you either need a gold farm as a second account or sell Prestige to finance it.

City population: Up to ~26k (Note: You are not running taxes - thus population is not important)

  • Inner I   : military sov sov lvl 3
  • Inner II  : military sov sov lvl 3
  • Outer I  : military sov lvl 3
  • Outer II : military sov lvl 3

Gold income: ~0k/h with 0% taxes

Troop production increase: 300% with 2 cost reduction buildings

Illyriad City Planner - Pure Military setup

 

Comparison

Name Mil Sov Gold (k/h) Sents per h Sents per month (k) Sustaining (d)
Gold farm 0 73 9.6 7.2 316.9
Basic (sust) 80 64 17.28 12.9 154.4
Basic (prod) 140 55 23.04 17.2 99.5
High 180 45 26.88 20 69.8
Higher 240 30 32.64 24.3 38.3
Pure 300 0 38.4 28.6 0

 

Back to content

 

Advanced: 5/6/7-food military cities

Cities can be settled or moved on different resource distributions. The most common is 5 of everything (5-5-5-5-5) - but other than that there is almost every other distibution available.

Additional information about this topic: Illywarmonger - Military city builds (5/6/7-food)

Introduction

On one hand food is a valuable resource and it defines how much population you can have and thus gold via taxes you can generate. On the other hand the other basic resource plots define how much military sov you can run. There is no best resource distribution for all cases in Illyriad. Depending on what you want do to one distribution is better than others. This section explains the advantages and disadvantages of each setup.

There are 2 important factors for a military city. First the speed you can train units (and thus how much military sov you can run) and second the amount of units you can sustain (and thus how much gold via taxes you can generate).

For the following calculations i make some assumptions:

  • 0% taxes
  • All necessary buildings are at lvl 20
  • All resource production stays positive
  • 2 troop cost reduction buildings with a major and a minor upkeep cost

 

Up- and Downsides of each distribution

We get the following results from some calculations (see Detailed calculations)

  • 5/6-food cities can run up to 330% troop sov, while 7-food can only run 305%
  • Geomancer or Prestige boosted: 5/6-food cities can run up to 350% troop sov, while 7-food can only run 315%
  • Pure production: 5-food cities can run up to 375% troop sov with help of 2 Prestige boosts and 1 geomancer spell.
  • 7-food cities can generate ~73k gold/h, 6-food ~61.5k gold/h and 5-food ~50k/h

Additional information - personal experience and some math that is not listed here:

  • Running 300+% Sov means you have to supply a lot of addition advanced resources - as the city can produce not as much. This can be done (up to a point) by using smart setups (using different troops that have no/little advanced resource overlap, e.g. Sentinels (Bow+Beer) and Marhsals (Horse, Chainmail, Saddle, Speer))
  • With 300+% Sov you are producing a lot of troops and the gold sustain gets expensive fast. You need a plan on not just how to produce fast but also on either how to pay for them or kill them fast. As an example: With just ~200% troop sov i can produce over 60K Sents in just 3 month (in between tournaments)
  • Outside some special cases being able to sustain troops is in my opinion more important for most players than having insanely high troop production.
  • Easy of use is important. Changing sov is a lot of work - try to avoid it as much as possible (especially with more cities).

This means you should use the setups under the following conditions

5-food (Highest production, lowest tax generation)

  • + Good to use when gold is not an issue (gold farm, cotter/hunting/Prestige sales)
  • + Good to use on dedicated troop production areas (e.g. spear/inf desert locations with a lot of troop production bonuses)
  • - Sustaining your troops long time is harder

6-food (medium production, medium tax generation)

  • Middle ground between setups.
  • + If you do not want to use Prestige to boost the res plots (expensive) or use your spell then it is always better than the 5-food variant

7-food (Lowest production, highest tax generation)

  • + Easiest to get more cities
  • + Can sustain the highest amount of troops
  • - Lowest production (but still decent compared to the others)
  • - Boosting with Prestige and Geomancer spell doesn't change much

Conclusion (personal opinion)

There are a few cases where i would recommend 5/6-food as a distribution (Gold farm as alt, Dedicated sov cities, Generation gold via Cotters/Hunting/Prestige sales) - you should know a bit about Illy though and know what you are doing and getting into.

For all other players and especially new players i would recommend 7-food setups. They allow you to grow faster and are more flexible. The downside of a little bit less production is not really important - most players do not run 300+% military sov anyway. In my experience the bottleneck is usually generating gold for both sustaining the troops and buying advanced resources - not troop production speed.

Detailed calculations

Resource production

Boosting a major resource plot helps making up for the cost reduction building. This can be done by either a geomancer spell or the Prestige boost (gets expensive over time!). Because of that we are going to look at the values without a boost and with a Geomancer or Prestige boost.

A city with 5 resource plots, a resource production increase building (40%) and 0% taxes produces 5 * 2538 * (1.0 + 0.40+0.25) = 20938.5 resources. The upkeep of the major resource for the troop reduction building is 2700 - if you use two you end up with 15538.5 resources. Prestige boosted its 23476.5 or 18076.5 resources.

A city with 4 resource plots, a resource production increase building (40%) and 0% taxes produces 4 * 2538 * (1.0 + 0.40+0.25) = 16750.8 resources. Geomancer or Prestige boosted its 18781.2 resources.

A city with 3 resource plots, a resource production increase building (40%) and 0% taxes produces 3 * 2538 * (1.0 + 0.40+0.25) = 12563.1 resources. Geomancer or Prestige boosted its 14085.9 resources.

This means we get the following resource production:

Build Neutral Major Maj (boost) Lowest Low (boost)
5 food (5-5-5-5) 20938.5 15538.5 18076.5 - -
6 food (5-5-5-4) 20938.5 15538.5 18076.5 16750.8 18781.2
7 food (5-5-5-3) 20938.5 15538.5 18076.5 12563.1 14085.9

As we can see for 5/6 food cities the major resource of the cost reduction building is the bottleneck while for 7 food cities the 3-plot resource is the bottleneck.

Troop production

Military sov has the following upkeep cost for each resource:

  • lvl 1 sov: 150
  • lvl 2 sov: 300
  • lvl 3 sov: 600
  • lvl 4 sov: 1200

You can have 20 sov buildings - 20 * lvl 3 sov costs you 12000 resource upkeep. Each sov level gives you (excluding specific sov bonuses) 5% troop production speed increase.

We end up with the following troop production:

Build Sov cost Sov Sov cost (boost) Sov (boost)
5 food (5-5-5-5) 15600 330% 18000 350%
6 food (5-5-5-4) 15600 330% 18000 350%
7 food (5-5-5-3) 12600 305% 13800 315%

Pure Production: For the 5 food (5-5-5-5) setup there is another option: Prestige boost both major and minor resource cost and use a geomancer boosted spell for the major resource. Then you end up with an overall production of almost 21000 resources and with almost 375% troop sov.

Remark: Higher base production of a resource means additional multipliers (Prestige boost, Geomancer) have a better effect. Thus boosting resources increases the difference between the setups.

Gold production

For all setups we assume the same buildings and sov (as detailed in the secion gold farm setup) with a overall 44.2% (=-75% + 40% + 23.2% + 56%food multiplier with 100% taxes.

This means we get the following result:

Build Population Pure taxes Gold production
5 food (5-5-5-5) 14521 58083  ~50k/h
6 food (5-5-5-4) 17425 69700  ~61.5k/h
7 food (5-5-5-3) 20329 81317  ~73k/h

 

Back to content

 

Advanced: Elite Armor Equipment

Units can use crafted gear of the same type of adv res used to make them

Race T1 Spear T2 Spear T1 Inf T2 Inf T1 Bow T2 Bow T1 Cav T2 Cav
Human                
Dwarf                
Elves                
Orcs                

 

Back to content

 

Advanced: Ranking points

This section explains how the overall ranking works. In addition there is information on how you get ranking points in each category and ways to "play" it, i.e. efficient ways to gain ranking points (not recommended though, as it is wasting resources for "just" ranking points).

Overall ranking

How the ranking points calculation work can be found here: http://forum.illyriad.co.uk/25aug11-overall-ranking-and-score_topic2314_page1.html

The important part is the following formula:

Player Total Score

It means that each players ranking points are calculated by summing up his contributions in each ranking category and multiplying them with the total score.

The contribution of each ranking category is the players score divided by the leading players score. This has the following effects:

  • Each ranking category is equally important and can contribute a maximum of 1 (if you are rank 1 in that category)
  • If the rank 1 players in a category gets additional points then his contribution to overall score does not change (it stays 1) but instead the other players are losing some contribution (and thus usually overall points)
  •  

Illyriad City Planner - Military setup (troop

ME NAMES KERRY

AND PETTY and HEAVEY

#/Player/Profile/369859

Ellania's Towns

30 and 35 k towns

https://illyriadinstitute.wordpress.com/tutorials/military/resources/

 

https://durctools2.dewt.me.uk/php/abandonedAccounts.php

http://www.puzzleslogic.com/illy/closetowns.html

http://www.puzzleslogic.com/illy/illy_gems.html

At present elite divisions give double crafted items bonuses to up to 200 spears, 150 infantry, 100 ranged and 60 cavalry.

#/Alliance/Alliance/1452

Heroism

The most important bonus for attack:Heroism. Each level your commander has, will add the attack of the troop he is based on 6 times.

Commander attack multiplier with 10 heroism:

(10 x 6) + 1 = 61

61 times the base attack. In the case of Human T2 cavalry , the attack is:

65 x 61 = 3,965

To activate the full power of heroism, you need at least the same power in troops in your army, so you'll need 61 knigts or 108 charioteers (3965/37= 107.1, the 37 is the base attack power of charioteers ).

You are free to distribute these troops along the different divisions of your army, but do not break the Elite bonus for your division. Also at least 1 troop need to be under each commander. I usually do:

5 commanders: 57/1/1/1/1 (57 in first division and 1 in each other)
4 commanders: 58/1/1/1
3 commanders: 59/1/1
2 commanders: 60/1

 

Heroic Human Statue

Scribe-Name Location 1 Location 2 Scribe-Name Location 1 Location 2
Aldelbrecht -312|717 - Keldar 356|498 -
Asmorn -608|-189 - Lambercht -157|-298 -
Bjander-Thegn 910|-507 - Lindricht 471|228 -711|674
Braynard -102|1 949|-379 Oddric 232|345 -
Burkhardt 429|-931 - Osgaut 761|-892 -39|-973
Eberekt 516|505 - Raedborth -194|-687 -
Ferhonanth -485|-736 669|794 Regindalt 719|365 -
Fridholt 652|-265 -843|-310 Rikert 22|-85 -
Gunthar -4|10 - Tormand -569|-91 136|855
Haestin -377|-104 - Ulvelaik 399|-431 -

Send spies to all locations above and you will receive as reward a Scribe of Allembine for each spied location (6 Scribes require to spied 2 locations, do the first locations before the 2nd ones) .... Scribe of Allembine is a spy unit with low upkeep (2 gold p/h) but high defensive value (120) ..... When a town collect all 20 scribes, that town gain discovery Allembine Research Techniques, which grants +5 research points hourly per Library level.

this is a very helpful site to find your next friend or truculent partner 

http://illyriadtelegraph.blogspot.co.uk/

NPC Sizes
SIZE MIN MAX
Few 1 4
Handful 5 8
Several 9 21
Pack 22 81
Many 82 128
Gathering 129 227
Horde 228 462
Throng 463 815
Host 816 2,500
Legion 2,501 9,999
Myriad 10,000 25,000
Sea 25,001 49,999
Cornucopia 50,000+ or more

 

CITY#  #SETTLERS POPULATION
2 1 450
3 2 2,000
4 3 5,000
5 4 10,000
6 5 20,000
7 6 40,000
8 7 75,000
9 8 130,000
10 9 233,550
11 10 263,550
12 11 294,550
13 12 326,550
14 13 359,550
15 14 393,550
16 15 428,550
17 16 464,550
18 17 501,550
19 18 539,550
20 19 578,550
 

 

https://docs.google.com/spreadsheets/d/1NWun81o7dWAQCbpjT0Oo9TuDzrhFoKa8DCjt489XCm8/pubhtml

 

City  Pop Required  Avarage Pop/City     City  Pop Required  Avarage Pop/City
1 0 0    22 659.550 31.407
2 450 450    23 701.550 31.889
3 2.000 1000    24 744.550 32.372
4 5.000 1.667    25 788.550 32.856
5 10.000 2.500    26 833.550 33.342
6 20.000 4.000    27 879.550 33.829
7 40.000 6.667    28 926.550 34.317
8 75.000 10.714    29 974.550 34.805
9 130.000 16.250    30 1.023.550 35.295
10 233.550 25.950    31 1.073.550 35.785
11 263.550 26.355    32 1.124.550 36.276
12 294.550 26.777    33 1.176.550 36.767
13 326.550 27.213    34 1.229.550 37.259
14 359.550 27.658    35 1.283.550 37.751
15 393.550 28.111    36 1.338.550 38.244
16 428.550 28.570    37 1.394.550 38.738
17 464.550 29.034    38 1.451.550 39.231
18 501.550 29.503    39 1.509.550 39.725
19 539.550 29.975    40 1.568.550 40.219
20 578.550 30.450    41 1.628.550 40.714
21 618.550 30.928    42 1.689.550 41.209
 

 

 

http://forum.illyriad.co.uk/guide-for-fast-growth_topic5659_post76081.html#76081 fast growth 

Highest population Buildings:

Archers Field 1796
Blacksmith 1497
Book Binder 1497
Calvary Parade Grounds 1796
Carpentry 1497
Common Ground 1497
Consulate 1497
Fletcher 1497
Forge 1497
Foundry 1497
Kiln 1497
Mage Tower 1497
Paddock 1497
Saddle Maker 1497
Siege Workshop 1497
Spearmaker 1497
Stonemason 1497
Tannery 1497
Tavern 1497

Trade Office 2000

 

Unit Name

Carrying Capacity

Movement Speed

Dwarf

Footpad

57

14

Halfing

60

16

Elf

Rogue

50

19

Dark Elf

54

25

Human

Burglar

59

15

Master Thief

64

22

Orc

Goblin Cutpurse

71

17

Plunderer

76

20

 

 

Tracking Movement

Stationary Unit = No arrows

1 arrow = 1-7 squares per hour

2 arrows = 8-16 squares per hour

3 arrows = 17-25 squares per hour

4 arrows = 26-41 squares per hour

5 arrows = 41+ squares per hour

 

 

Highest population Buildings:

Archers Field 1796
Blacksmith 1497
Book Binder 1497
Calvary Parade Grounds 1796
Carpentry 1497
Common Ground 1497
Consulate 1497
Fletcher 1497
Forge 1497
Foundry 1497
Kiln 1497
Mage Tower 1497
Paddock 1497
Saddle Maker 1497
Siege Workshop 1497
Spearmaker 1497
Stonemason 1497
Tannery 1497
Tavern 1497

Trade Office 2000

Pop needed for towns:

2nd 450

3rd 2,000

4th 5,000

5th10,000

6th 20,000

7th 40,000

8th 75,000

9th 130,000

10th 233,550

 

Stats