What to build in your cities
Every city you build obviously needs to have a town hall, that’s the first building you start with. The next building I build in a new city is a warehouse, to be able to fill it up with resources. Then it is usually a tavern, as it’s pretty cheap, quick to build and will get population growing fast even with high corruption. I get the tavern to level 3 or 4 before I start with the governor’s residence. How high I get the governor’s residence before I go on with other buildings depends on how many colonies I have. I usually build trading port, city wall and a level 1 hideout after level 1 governor’s residence, then I go on to upgrade governor’s residence so that I have less than 50% corruption or better.
Now I go on with the carpenter, forester’s house and academy. I want to get about 10 levels on the carpenter and 4-5 levels of the other buildings before I go on reducing corruption more. I also always increase town hall as population is getting close to max. If you’re in a dangerous area, increase the hideout and wall level also at this point. I now alternate between reducing corruption and increasing the other buildings levels. When corruption is only 20% or less I fill up the rest of the city with useful buildings.
For your whole empire you only need one workshop. You want this to be in a city on a crystal island and you also want to build an optician in this city. You will use this city for both unit upgrades and buying research. I like to have 2 barracks and 2 trading posts in my whole empire, maybe 3 if you’re really spread out and have many villages. The rest of your villages should have these buildings in order of importance:
- Town hall.
- Palace/residence.
- City wall.
- Tavern.
- Hideout.
- Academy.
- Trading port.
- Carpenter.
- Forrester’s house.
- Wine press.
- Museum.
- Alchemist’s tower/glassblower/stonemason/winery.
- Shipyard.
- Architect’s office.
- Extra warehouse.
You should focus your effort on eliminating corruption first. If you accept the economic principle of ‘the time value of money’, it should be quickly apparent that corruption is a very corrosive thing and needs to be eliminated first.
It doesn’t matter what order you build the other buildings, if high corruption is taking a large percentage right off the top. You have slight gains from building in a good order, and huge losses from ignoring the main problem.
The GR and Palace are the most important buildings in the game. Period. A person should always build up those buildings so that no corruption spreads through your empire when you place a new town.
After you place a new town, the primary objective is to build that Governors Residence up to 100% right away.
Your next focus on walls and taverns are off the mark, too.
Walls cannot protect you if you don’t put troops in that town, and when you are building a new town, you don’t have enough goods there to worry that much about.
Operate a ‘lean’ building process. Your first building should be a warehouse. Then start building a carpenter, take it all the way to level 32, building warehouse levels as necessary to support it. The Carpenter gives substantial price reductions on every thing past Governors Residence Level 5. If you aren’t maximizing your lumber reductions, you aren’t doing it right.
Next, consider building an architect. It depends how many towns you have, but in my opinion it makes sense to make Architect one of your first buildings on everything past town #7. Take that one all the way to the top, too. Combined maximum reductions on Lumber and Marble make the rest of your building much easier.
Next, consider building multiple warehouse levels for cheap space, and tearing them down after you build your GR up to the right level. When it is done, you have the freedom to build the rest of your town.
Focus on Town halls at that point, and getting population into them fast. If you placed on a wine island, the tavern idea is a great one. If you did not, you’ll want to offset some of that with museums up to 8 or so at very very least (and even then, its just a start).
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