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 City Buildings

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JKnight




Posts : 13
Join date : 2009-11-21
Age : 38
Location : California

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PostSubject: City Buildings   City Buildings EmptySat Nov 21, 2009 5:12 pm

All right, many of you newer players might be confused about all those building options in your brand new cities. This guide is for explaining what each building is for and how many you're going to need in your city.

There are three kinds of buildings in Kingory: buildings you put inside your walls, buildings that go outside them and two special buildings. The buildings that go inside your walls are town buildings and the ones that go outside are rural buildings. Town buildings house your population, research new technologies, build your troops and provide a few other special bonuses. Rural buildings produce and store the four major resources of the game. You will always have a total of 32 town spots with which to build town buildings. Rural buildings, however, start at 12 spots and grow by 3 every time you upgrade your government for a total of 39 spots at government level 10. The two special buildings are the government and the wall.

Government:
This doesn't really count as a building as you will always have one in every city. Every upgrade of government allows you to do 4 things. First as I said before it will give you 3 more resource fields in the rural area outside your walls. Second it allows you to control an additional wilderness square on the map. Third it will increase the total amount of gold you may have at one time. Lastly your cottages will only ever be able to upgrade themselves to be one level higher than your current government level. Also a government level 2 is required to build a college. Government upgrades are the longest building upgrades in the game so you may want to invest in architecture tech once you get to the higher levels.

Wall:
The wall is just that, a wall. It only protects your city from conquest NOT marauds. Wall traps are also only used to prevent conquest so only invest in them when you can't afford to feed more troops or if you fear being conquered. Each level of wall allows the use of better traps and increases wall hit points. Expect to spend all of your stone on wall upgrades, as this is the primary reason anyone bothers to quarry a lot of stone. Walls take the second longest time to upgrade so don't feel bad about that lost stone, by the time the wall is done you'll have made a bunch of it back. You will need to upgrade your walls in order to upgrade your government so don't try to skip these.

There are a total of 14 types of town buildings. Only 3 of these can be built multiple times so you will need to set aside at least 11 spaces in your first city for buildings you MUST have. In your other cities you can skimp on a few of the buildings here and there but you first city will need all of them. The rest of your available squares feel free to divide up according to your building strategy.

Cottage:
You are going to need multiple cottages in every city you build. How many you put in directly affects you population cap and thus you gold income so don't skimp on them. Keep in mind that you will also need a lot of barracks with which to build your troops so don't go overboard. For your first city I would recommend building no more than 12. That should be more than enough to cover your gold and population needs. I myself went for a 10 cottage, 10 barracks and 1 warehouse combo in my first city but circumstance will vary depending on who you start next to and how big your army is.

Barracks:
These are what you use to build your troops. Every barracks upgrade will give you access to better quality troops, provided you meet the tech requirements to build them. In the beginning level 4 should be sufficient for all of you barracks as you won't need much more than lots of archers to overwhelm any wilderness and maraud yellow turban cities. Later on you will need to upgrade at least to 9 so that you have access to the battering ram, which is the only way to kill walls effectively. As I said with cottages a 10/10/1 combo was good for me. However, keep in mind that you can only train as many troops as you have resources and available population in your city.

College:
This is how you research technology in your empire. Keep in mind that even though tech is universal for all your cities each city must have the appropriate level of collage to benefit from that tech. You may only research one thing at a time per collage so another reason to build in every city is to increase your research speed. You will need one so save a space and build one early. The resource benefits alone are enough to make me put this in every new city ASAP.

Rally Point:
There's no point in having troops if you can't do anything with them. Your rally point is the only way to move troops out of your city and onto the map. Each level of rally point allows you to have one more army on the field at a time and increases the number of troops you can garrison inside the city. Be sure to put a couple of upgrades on this early on so that you may gather from multiple spots. IMPORTANT you may not move troops from a city without a rally point. This is something to keep in mind when building new cities as the troops you send will become the new cities garrison and start eating its food. You won't be able to get rid of them without a rally point and sufficient food to send them on their way. Keep this in mind when building a new city.

Tavern:
This is where you recruit new heroes. Each level will allow you to see more heroes and thus give you a better chance at getting a good one. The heroes you recruit will only need to be good at one stat politics, bravery or intelligence. Never ever try and go for 2 different stats it won't help you. As a general rule of thumb a good hero has a base stat of 60 or above. You can calculate base stat by taking the highest stat the hero has and subtracting the level.

Hero's Lounge:
The lounge is where you can assign you heroes’ roles that benefit you city. Also every level of lounge will allow you to recruit an additional hero. It’s a good idea to keep your lounge upgraded so that you have one extra space at all times. This will let you capture npc heroes so that you may bribe them to work for you. The hero lounge is also where you will assign your heroes roles to play in improving your city. The castellan is you politics hero, the higher his level and politics the better he will boost your resource production and reduces your build time. The captain general is your brave hero. Again the more brave the lower your troop recruitment time will be. Lastly is your military advisor who is your intel hero. He influences research time and cost. If you don't have a captain general or a military advisor your castellan will take over either or both roles and the bonuses will be dependant on his stats.

Embassy:
The embassy allows you to join a league. At the second level it allows you to create a league. Also each additional level to embassy will allow the owner to host another allied army within his city. These troops can be used to help defend against raids or siege and will eat your food if you let them. You do not need an embassy to host your own troops from other cities; those go into the rally point automatically.

Market:
The market is where you buy and sell resources. Each level of market allows you to do more deals at once and increases the number of resources you may sell at one time. Notice that each resource has a high and low price range that you will be forced to comply with when selling your stock. Also, if you must buy or sell resources instantly you may do so to the merchant at the market. This will cost you 5 diamonds or vouchers and you will always get the worst deal possible so only do this if you are absolutely desperate. Keep in mind that the league only button will help you trade with you allies at low prices without risking someone sniping your sale.

Foundry:
There are two uses for a foundry. One is to build an armory so that you may build a wall. The other is to upgrade the indoctrination tech. You will need a foundry in every city because you will need a wall in every city. However you will only need it to be higher that level 2 in your main city where you will most likely be researching the higher levels of indoctrination.

Armory:
Just like the foundry the armory is needed to build a wall. You will only need 1 level of armory except in the city where you are researching arming.

Stable:
Stables are required to build outposts, which are vital to an empire so you will also need one of these. Just like the armory and the foundry stables only need to be upgraded in the city you will be researching equation.

Warehouse:
This is where your citizens will be hiding their resources from raiders. Each level of warehouse will let you protect more of your resources. Keep in mind that gold is stored in your government building and thus cannot be marauded or take up warehouse space. You may build more than one warehouse, but you will never need more than 2 in any city. Two warehouses heavily upgraded will protect more than enough of your resources to keep you out of the red zone after a raid. If you have a huge army with lots of scouts you may opt to have 1 or 0 warehouses depending on how daring you are. I would recommend at least one per city though.

Outpost:
These are some of the best buildings you can build. Each level of outpost will increase your troop tempo in between yours and your allies’ cities by an extra 50%. Time is the most valuable resource in the game so the more you save the better. Keep in mind each level of outpost requires a level of equation tech.

Beacon Tower:
No matter how good your defense is you need a beacon tower in your city. The only way you will know that your city even needs to be defended is if you have a tower to warn you that you are about to be attacked. Get one upgraded in every city you build ASAP.

The rural buildings are built outside your walls. They do two things. First they produce food, wood, stone or iron that you will need to build troops and infrastructure. Second they stockpile the resources you do have on hand. If you ever get more resources than you have room for you will fall victim to an anthropogenic disaster. These disasters will take away both resources and approval.

Farms:
These are the bread and butter of your empire. Troops eat food; food comes from farms. Therefore, if you want a lot of troops you will need a lot of farms. When you first start a city you will need food less than every other resource so don't build these first just remember to leave room for them for when you do need them.

Sawmills:
Wood is the second most important resource after food. In the very beginning of the game and at the start of each new city you will need wood and stone more than anything else. The need for wood never really goes away so build at least 6-7 sawmills in your first city. In your later cities you might want to try to focus on food production so you can get away with less as long as you remember to import to cover for your need.

Quarries:
Stone is the least important resource in Kingory. That is not to say that you don't need it. Just remember at the later stages of the game you won't be spending it because troops never require stone to be built. Build 4-5 quarries in your first city and 3-4 in every city after that. I doubt you will ever find yourself lacking but if you do then buy it at the market because it’s the one thing everybody is looking to dump.

Iron Mines:
Iron is more of a late game resource. The only buildings that require tremendous amounts of it are rural buildings so you won't find yourself running short too often in the beginning. Iron is required to make troops though so don't skimp on the iron mines. Build at least 4-5 in every city you plan on making troops.

Well that took waaaaay longer to do than I thought it would. I hope you are all happy.
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Jason
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Jason


Posts : 15
Join date : 2009-11-21

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PostSubject: Re: City Buildings   City Buildings EmptySun Nov 22, 2009 2:03 am

Great work JK!
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