Don't forget you need at least one quarry and mine for building and research. Alchemy Lab Seven cottages Rally Point Knight Hall Blacksmith Workshop Stable Relief Station Storehouse Watch Tower because it's your troop city 15 barracks Even split between sawmills, quarries, and mines Once you have the sawmills, quarries, and mines at a decent level, deconstruct them in your first town and make room for all food.
If you're not going all food, then use your judgement to determine what the best mix is. One important thing to note is that you only need some buildings for a little while. You should only have one city that makes t3 - the rest of the cities just pump out massive amounts of t1. Because you do not need a workshop, stable, or blacksmith to make those troops, you can safely deconstruct them once you have built the buildings that require them like walls, certain researches, etc.
Also, once you have level 9 in all alchemies, you no longer need all your alchemy labs. Chances are you'll only have one alchemy lab to level 10 probably in your troop city since it needs a workshop and friends anyway , so the other alchemy labs are just taking up space. In both cases, when you deconstruct a building you don't need, you want to build a barracks in its place. Note that building in your troop city can be very hard because you need food to build and your troops eat it.
Consider sending your troops to an ally as a reinforcement for a few hours to get a good head start on the buildings, then just send food as appropriate. For sure, every time you send food over to build troops in your troop city, build a building first. It's worth doing so every time. If you play more than average, you might be able to just have 6 cottages instead of 7.
Many high level players do this. I personally find 7 to be an appropriate balance - it requires you to train about once every two hours. Some players will actually only ever have 5 cottages, and forego any field resource production, relying only on farming for their resources.
This is a playstyle decision that I personally don't have the time to farm that much - but you might. Find an appropriate balance. Labels: beginner , city layout , resources , second city. No comments:. Barracks are also the building after Workshop that should get a Divine Inspiration.
See Workshop below. Tavern: Do not build a Tavern. The tavern is useless. Market: Do not build a market. The market does allow you to get resources for gold, but when compared to the amount of resources that can be found by barbing or farming inactive players they are not worth the extra space that could be used for a barrack.
Storehouse: Earlier in the game the storehouse is useful as there is a point where being able to protect mil in resources is valuable. However as a domain matures it is not uncommon to come across players holding hundreds of millions of resources. Once a player reaches this point the storehouse is fairly useless.
At this point it should be demolished and replaced with a barracks. If a player has mil ore being able to protect 1. Watchtower: Watchtower should be leveled up to level 8 at least. Knights Hall: Knights Hall should be one of the first buildings leveled up all the way. It is the only building that affects every aspect of your city. By leveling up your knights quickly future builds will go quicker, as will troop builds, resource gather rates, and research in the alchemy lab.
There should be only one built in your first city and it should be brought to level 10 as soon as possible. Earlier in the game it is ok to have alchemy labs in numerous cities but once a player gets all level 9 research done they should be torn down and replaced with barracks.
This is where you view the troops that are currently being trained, and the troops waiting in queue to be trained. Each batch of troops will include the time that will be required to complete the training. You can cancel the batch of troops that are currently in training, or in the training queue. A dialog window will open to tell you how many resources you will receive if you cancel, and it will ask you to confirm that you want to cancel these troops.
When you cancel troops in training or in the queue , you will receive a refund of half the Resources and idle population that was consumed when the troops were requested. This means that if you start training archers, followed by swordsmen put into the training queue to wait their turn, regardless of how many barracks you build in the mean time, the swordsmen will be trained at the rate estimated when you put them in the queue. It's worth considering this in the early stages of your city when your troop production is slow but building barracks is quick.
See also: Training Speed For Troops. If a level 1 Barracks has a base speed of 1, then:. For troops that require level 2 or greater barracks, the total training speed includes all barracks in the city, not just the ones that meet the level requirement.
Conclusion: Both additional barracks, and additional levels on each of your barracks increase your training speed. Assigning the role of Marshal to a Knight will also increase training speed.
Kingdoms of Camelot Wiki Explore. Map Tiles. Barbarian Camps Dark Forests Wilderness. Cavalry Heavy Cavalry. Archers Flame Archers.
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