Armory, Buildings, Population
Once your are settled on a good piece of land, it is important to make it grow. In order to get a prosper kingdom and to allow it to be built as quickly as possible. This chapter is divided in many sections each explaining the basic concepts found in the game and giving information about the best way to maximize their usage. The main divisions are the Armory, the Buildings, the Military, the Population, the Technology, and the Crime rate.
Armory
The armory is used to build weapons, it is where you can give orders to your blacksmiths about the tasks they have to accomplish for the next few days. The number of weapons that can be built per day depends not only on the number of blacksmiths you have and on the number of forges you have built, but also on the number of men working in each forge. The optimal number of blacksmiths per forge is 80, if you have less your production per forge will be lowered a lot and if you have more each man will be less efficient, even though your production will still be more than at the optimal level.
The weapons produced in the armory depend on your race and so do the costs for each weapon. Here is a table presenting the different weapons for each race:
The Weapons | |||||||||
---|---|---|---|---|---|---|---|---|---|
Race | Weapon | Iron | Wood | Gold | Race | Weapon | Iron | Wood | Gold |
Dwarf | Poney | 0 | 0 | 150 | Elf | Horse | 1 | 0 | 300 |
Axe | 2 | 1 | 15 | Sword | 4 | 1 | 25 | ||
Hammer | 2 | 1 | 10 | Lance | 1 | 3 | 20 | ||
Crossbow | 0 | 3 | 30 | Bow | 0 | 4 | 40 | ||
Plate Armor | 6 | 0 | 175 | Caragous Armor | 7 | 1 | 200 | ||
Chainmail | 3 | 0 | 125 | Light Armor | 4 | 0 | 100 | ||
Gnome | Poney | 1 | 0 | 250 | Human | Horse | 1 | 0 | 350 |
Plank and Nails | 1 | 15 | 70 | Sword | 3 | 0 | 15 | ||
Spear | 2 | 3 | 10 | Spear | 2 | 3 | 5 | ||
Sling | 1 | 1 | 15 | Bow | 0 | 3 | 10 | ||
Chainmail | 6 | 0 | 175 | Plate Armor | 7 | 0 | 200 | ||
Leather Armor | 2 | 1 | 125 | Light Armor | 3 | 0 | 125 | ||
Orc | Wolf | 0 | 0 | 50 | |||||
Axe | 2 | 1 | 20 | ||||||
Spear | 1 | 3 | 10 | ||||||
Sling | 1 | 1 | 5 | ||||||
Enforced Leather Armor | 2 | 1 | 125 | ||||||
Leather Armor | 1 | 1 | 100 |
Buildings
In order for you to fully use your land and its resources, it is important to construct as many buildings as possible on your land. There are many different building types in Thardferr and most of them are crucial for your survival; it is up to you to choose which one are the most important and to build them.
Among the different buildings is the castle. It is very special in the sense that it affects your kingdom in many ways. Being the most important building in the game, it guaranties your survival: a kingdom without a castle is considered dead. As the center of command, it would be impossible for you to govern your kingdom if you did not have a castle. The castle also provides many advantages: it increases your income, your unit production (+1 per day per castle) and your maximum population. It also affects the power of some spells, gives you more control over your army, and, as said previously, provides good protection from the different attacks you might have to face.
However, castles do have a few bad effects. First, castles divide your defense, that is, you will not have your full army to defend when you are attacked. This topic is discussed in Chapter 5 of the guide. Another flaw of the castle is that it increases your minimum crime rate by one, which can be a problem for some kingdoms.
Here is a list of the different buildings and their use:
The buildings | ||
---|---|---|
Name | Description | Effect |
Advanced Training Center | The advanced training center is used to build the most powerful and efficient units. Here is a list of the units trained there depending on the race. | Race units built per day: *Dwarf: Shieldbearer 1 per 4 ATC. Runner 1 per 5 ATC. Heavy Crossbowman 1 per 5 ATC. *Elf: Mage 1 per 7 ATC. Caragous 1 per 5 ATC. Elite Archers 1 per 3 ATC. *Gnome: Catapult 1 per 8 ATC. Rider 1 per 5 ATC. Balista 1 per 7 ATC. *Human: Knight 1 per 6 ATC. Heavy Infantry 1 per 5 ATC. Mounted Archers 1 per 4 ATC. *Orc: Shadow Warrior 1 per 6 ATC. Wolf Master 1 per 5 ATC. Axe thrower 1 per 5 ATC. *Undead: 1 Dark Knight per 6 ATC. 1 Abomination Caragous per 5 ATC. 1 Wraith Rider per 4 ATC. |
Farm | Farms are used in order to get food, they however required a good portion of your population to work there therefore preventing them from working in other more useful areas. | 100 food per farm per day at optimal level Orcs get a 15 food production bonus at at optimal level The Optimal level for food is 60 people per farm Six peasants will require 1 food unit per day, check the unit page for the food for units. |
Forge | The forge is the place used by your blacksmiths to build their weapons. The more forges you build, the more weapons you will be able to build each day as long as you provide enough men to work in there. | The Optimal level for weapon building is 80 people per forge |
Guard House | Providing housing for your men is very important. In fact, guard houses are essential if you want to maintain a good army. Without them, you cannot train a very powerful army. | Provides housing for 40 soldiers per house, 50 for Orcs, 60 for Gnomes (Increased by 25 with Barrack technology). Reduce crime rate by one. |
Guard Tower | Guard Towers are very effective way to protect your kingdom from ranged attacks. Even if they are only useful on defense, they can greatly help you when fighting armies consisting of many ranged units. | Reduce ranged attack by 40 damages per tower (max 2 damages per unit). |
House | Houses are used to provide your population some housing. Even if your people can live in non-housing areas, building houses allow a lot more people to live on your land. | Provide housing for 100 person per house instead of 10 for other buildings. |
Market | Markets are a good way, used by many great leaders, to increase your kingdom revenue. A land with many markets will provide a lot more income and will be much more prosper than one without any. | Increase income by an amount affected by the number of markets and your population.Having more than one market per land will give no further advantage. |
Medical Center | Medical centers are the best buildings if you want to save your men from dying after a though fight. In fact, medical centers allow your wounded units to be healed at the end of a fight and therefore to reduce your maximum combat losses. The number of troops healed depends on the number of centers you have per land; you will be able to heal up to 20% of your wounded units per medical centers per land. That is, if you have 0.5 Medical Center per land you can heal up to 10% of your units, this bonus is limited to 20%. | Decreases close combat damages by 50 per center on attack (max 1 damage per unit). Decreases close combat damages by 75 per Med Center on defense (max 2 damages per unit). |
Mill | Mills are use for your kingdom to chop wood. A land with many mills on it will be able to produce the tons of wood necessary to build your kingdom. | 5 wood per mill per day at optimal level Elves get a 1 wood per mill per day bonus and Orcs get a 2 wood per mill per day bonus at optimal level The Optimal level for wood is 85 people per mill |
Mine | Mines are your best iron provider, they can be very useful when building a large army since most weapons require iron to be built. Some buildings will also require you to have a load of iron before being built. | 4 iron per mine per day at optimal level Dwarves get a 1 iron per mine per day bonus and Orcs get a 2 iron per mine per day bonus at optimal level The Optimal level for iron is 100 people per mine |
School | Schools are useful if you are trying to build a good magic network. In fact, schools are used to train the wizards required to cast powerful spells and to increase the chances of successful spell casting. | Five schools can train one wizard per day. Provides housing for 40 wizards per house, 60 for gnomes (Increased by 25 with Barrack technology). |
Training Center | The training centers are used to train the basic units of your army. Here is a list of the units trained there depending on the race. | Race units built per day: *Dwarf: Hammer wheilder 1 per 4 centers Axeman1 / 5 centers Light Crossbowman1 / 3 centers *Elf: Swordman 1 per 3 TC. Lanceman 1 per 4 TC. Archer 1 per 2 TC. *Gnome: Infantry 1 per 3 TC. Militia 10 per 1 TC. Rock Thrower 10 per 1 TC. *Human: Infantry 1 per 3 TC. Pikeman 1 per 4 TC. Archer1 per 3 TC. *Orc: Rusher 1 per 3 TC. Slother 1 per 2 TC. Slinger 1 per 3 TC. |
The number of buildings one can build depends on two main factors. First, there is a limit of 10 buildings per 1 land acre. Then, there is a limit on the number of buildings per castle. Even if one is not limited on the number of lands per castle, it is impossible to be able to manage more than 450 buildings per castle because of the range at which the farther buildings would be from the castle. It is therefore not allowed to get more than 450 buildings per castle. However, if you are attacked and only non-built land is taken, you might find yourself in a position where you have over 450 buildings per castle. If that happens it is highly suggested that you try to get a new castle as soon as possible because even if your castles might be able to protect and manage them for a little while they will be a lot easier to take by your enemies.
Population
The population screen let you manage your people and tell them in what area you would prefer them to work in. The first number you should look at before changing your population occupation is the total population you currently have in your kingdom. Your population will often depend on the number of houses you have, how many land you currently control and the number of castles you have built so far. Obviously, the higher your population is, the better it is for the kingdom.
Once you know how many peasants you have under your control, you can direct their work in certain areas presented below:
Your Population | |||
---|---|---|---|
Occupation | Allocated in | Optimal level | Production |
Miners | Mines | 100 | 4 iron +1 for dwarves +2 for orcs |
Lumbers | Mills | 85 | 5 wood +1 for elves +2 for orcs |
Agriculture | Farms | 60 | 100 food +15 for orcs |
Building | N / A | 150 workers per building. (110 for orcs and gnomes) | 1 building per 150 workers. |
Training | Training centers Advanced training centers | N / A | 1 soldier per man. |
Blacksmiths | Forges | 80 | Production speed depends on race. |
Explorers | N/A | N/A | Depends on number of land1. |
1The more people sent, the higher the chance to find land, but the chance decreases as the your total land increases (to prevent snowballing). Field-glass tech doubles the effectiveness of exploration, and Farseeing spell gives three extra exploration attempts. You get 3-6 rolls each tick (farseeing active or not), and each roll has a chance (based on population percentage committed to explore and modifiers like Field-glass) to discover 1 land. So you can possibly get a max of 3 land normally or 6 with the spell.
The productions refer to the production per building at the optimal level, so if you do not have many buildings and need a lot of production in a specific area, you might want to have more people in that.
Crime rate
As you build your kingdom you might encounter serious problems with your population. Among these problem is the most important one, the crime rate. Crime rate is a very important factor some kingdoms forget to consider while expending their land. In fact, the bigger you grow, the more difficult it becomes to make sure your population does not turn into a criminal society. In fact, not only is it important to feel they are living in a peaceful kingdom, but the higher your crime rate is, the less people you will be able to work with. Even if this does not reflect directly in the number of men you can assign in your population management screen, the higher your crime rate is, the less people will work and the lower will be your production. In fact wood, iron, food, gold production are affected by high crime rates as well as your chances of exploration and military performances.
In order to maintain a decent crime rate, one must understand how it works. First, it increases and decreases every few day as time passes and your population evolves and changes. Even if the general tendency will be to a very slow increase if you do not do anything, the crime rate should be maintained fairly constant every day. There are a few factors affecting crime rate. First, every castle built or acquired by any mean will increase crime rate by five points. Also, because attacking sometimes cause population to revolt, every attack has a chance of increasing crime rate. Let the revolt be caused by the amount of people killed in these slaughters or by the peasants living on newly conquered land who might not like the way you manage your kingdom, these revolts can quickly become a problem to some kingdoms. In order to maintain a peaceful kingdom, one will try to build more security and enforce authority forces present in your kingdom. Building guard houses will therefore reduce your crime rate by one point.
A kingdom’s crime rate can vary between 2% and 45% (25% with Improved Law System technology)., however, a kingdom with rate above 25% should really do something about this or it might cost him a lot of resources. The number of castles one has also increases the minimum crime rate by 1 point, therefore a kingdom with 4 castles would have a crime rate of 4% or more while one with 10 castles would have a crime rate of at least 10%.