Military City

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Leisher
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Post by Leisher »

Anyone have a screenshot of the most effective city design for troop building?
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TheCatt
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Post by TheCatt »

I don't think there is a single one. It kinda depends on the trade-offs you want between: Quick builds, large armies, and supportable armies.

I tend to layer rows of troops bldgs between rows of barracks. And then switch to all barracks when I'm to sufficient troop speed (Target for zerks <10s)

I also usually have about 15 farms/mills to support partial feeding, with 3 warehouses built directly against a mill in order to increase the amount of wheat I can hold.

Then cottages as needed to build crap faster. Like 15 or so.

With that build, I can fit just under 200k of ts in a village.
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Cakedaddy
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Post by Cakedaddy »

I agree with Catt. Depends on what you want. All of my military cities have iron clusters to keep a constant local supply. I have cottages in the beginning, then start tearing them down as the town gets older to make slots available for more military buildings. I cluster my barracks around troop buildings or troop buildings around barracks (need WAY more moonglow towers than you do training grounds for <10 build times).

So, I normally see how many building I need to get recruitment times down, figure in an iron cluster, then add barracks to maximize speed boost bonuses and keep adding farms to cover food costs. I have a minimum of 775k of food storage available as well for siege defense. Have to be able to feed the support troops!

So, all of my cities are different. I can feed infantry with one farm cluster. My cavalry cities need two food clusters, or a really big one.

I also build my cities around the natural resources, instead of nuking them all. If I can use them and get better returns/building, I do. So, no two of my cities are the same because each one has different needs and things available to it.

I don't do the "This city will produce all troops" thing because you can't get recruit times low enough.
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Post by GORDON »

I find that having enough cottages for 1500-1600% building speed is about as slow as I can tolerate, yet when I reach the "fine tuning" portion of the city near the end, I may dump cottages all together (except maybe some around farms?). I am reaching that point in a couple cities, and considering it.



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TheCatt
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Post by TheCatt »

Cakedaddy wrote:I don't do the "This city will produce all troops" thing because you can't get recruit times low enough.
Oh yeah, the final trade-off: The # of types of troops you want to build. I generally don't build more than 2 types of troops in a single castle.

Right now I have:
2 that do only training grounds (zerks)
1 that does training grounds and stables (zerks and knights/scouts)
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Cakedaddy
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Post by Cakedaddy »

That's what I was saying Gordon. Build cottages to get the city built. Then, at the end, tear down cottages and make them military buildings. I do leave cottages around the farms to make sure food production stays high enough for all the troops. Because sometimes, it's better to have a cottage in 'that spot' than another farm.
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