Early on, I was looking forward to the Flying Academy, but over time I quickly realized one giant flaw:The final wonder in this category is the Flying Academy. By the time you can build it the mercenary camp troops are only slightly useful, and mages are often ineffective in combat.
You're good. Really goodThe best military wonder is Martial Monastery/Sanctuary. Both of its benefits are important to a military build. While the culture benefit is not great earlier in the game, by the woodelves chapter it is almost higher per square than even the best event buildings. Culture is critical for military because all military building use more culture than population and often 2:1 culture : population. The health benefit is a little obvious, but what is not obvious is that the autofight AI will regularly walk your high initiative troops forward into range of lower initiative opponents giving your enemies the first hit. The health bonus ameliorates that bad choice. I suggest building the Monastery and leveling it to 6 as soon as possible and raising to maximum as opportunities present.
Military productions requires 2 things: supplies and time. Supplies can readily be gained from workshops and PoP enchantments can easily enhance that. That makes time the critical component in production. There are only 24 hours in a day and not too much you can do to change that. Instants and diamonds are better spent elsewhere. This means that wonders which improve the speed and duration of production are the second class of important wonders. Needles is the first of that category and given that it also enhances damage for a unit that dominates one tournament and supports in 4 others, the needles is the most important of this category. It should be upgraded to 6 rapidly and then considered for further upgrades later when both Bulwark and Shrewdy are L6. Next in this category are Shrewdy and Bulwark. Both should be built up equally as you have spare KP and whenever your training queue does not last for continuous 24 hour production. The free units provided by these may be enough to allow you to not have to train any of those unit types, or can free up time to produce Training Grounds and Mercenary Camp units for those weeks that would use the LM and LR unit types heavily. Keep in mind that the training grounds is sometimes faster, but usually slower than the barracks with needles. The final wonder in this category is the Flying Academy. By the time you can build it the mercenary camp troops are only slightly useful, and mages are often ineffective in combat. This wonder can be leveled slower and it is often better to focus on raising the monastery towards L16 until more of the camp units get promotions. If your FA is below L6 once the monastery has gotten to L16 then raise the academy.
The other wonders that increase troop damage are all useful and should be built if you have the space. That space can often be found by demolishing factories (I have had a 1-1-1 build since chapter 5 and keep stockpiling more goods), workshops (I reduced mine from 10 L15 to 5 max level during orcs), and the residences that were used to provide population to those buildings. However leveling those wonders should not be a high priority as the L1 bonus is the biggest single step.
Wonders that provide supplies: Prosperity Towers, Endless Excavation, and Tome of Secrets can all be useful and have ranked usefulness in about that order.
If you happen to have a city on Elcy you can check mine out. Last tournament I did nearly 3000 points and only catered 4 or 5 encounters because of silly loses. I could do that because I started the tournament with 80 squads of golems. I got 160 KP during the tournament and since my fellowship was in recovery mode only 15 more from the chests. In the last hours of the tournament, I could see I would not get any more KP and we were not close to gaining another chest so I stopped for that week and reset my training queue for heavy melee, which is often the go to choice in crystal. I expect to start the crystal tournament tomorrow with 90 squads of treants and that was nearly all trained starting from Saturday at 11am.
Once you hit the point where 2 max armories doesn't keep your barracks running 24/7 both the SSS and Bulwark are better than getting a third armory even if you keep them at level 1.
The key difference is Shrooms is based on your total armory levels while Bulwark is based on your squad size. If you skip optional squad size upgrades as I do (to keep the tournaments easier) then that suppresses the output of the Bulwark.
Early on, I was looking forward to the Flying Academy, but over time I quickly realized one giant flaw:
It produces barracks-style mage units, but improves the speed of the merc camp. For elven cities where Blossom Mages work far better than Sorceress, those free units don't help much. For human cities where the Priests are quite powerful, there isn't much need for the Merc Camp.
That's a tough one. Like everything else in the game, it depends on land. How much you've got from scouting, and whether you've bought expansions (and how many)By devoting 5+ expansions to military AWs, do you find that you still have enough guest race space to proceed at a reasonable pace?
That's the conundrum I'm in. I've well over-scouted (270+ provinces cleared in WoodElves), but I've only bought 1 expansion. Whereas some of my FS members have every province filled in (despite not being in Halflings), and they have almost every decent AW. But I can't imagine shelling out for expansions after the price changes (but I completely understand why people bought a ton back when the expansions were cheaper).That's a tough one. Like everything else in the game, it depends on land. How much you've got from scouting, and whether you've bought expansions (and how many)
My primary city I've bought nine, and have 10 AWs. In another I've bought none and have one.
I wish. I bought mine on the sliding scale, about a year ago, when I was still willing to put around $50/month into the game. I generally won't buy anything that isn't permanent*, so it was pretty much limited to expansions and upgrades ot the BH, MA, and Main hall and a few key wonders (Until they knifed me in the back with the Crystal Lighthouse changes).(but I completely understand why people bought a ton back when the expansions were cheaper).
I wish. I bought mine on the sliding scale, about a year ago, when I was still willing to put around $50/month into the game. I generally won't buy anything that isn't permanent*, so it was pretty much limited to expansions and upgrades ot the BH, MA, and Main hall and a few key wonders (Until they knifed me in the back with the Crystal Lighthouse changes).
* As permanent as anything is in this game.
It is a little cramped right now since I am borrowing space from my woodelf settlement for the stupid redbeard event. That is slowing my woodelf progression, but since I have all of these wonders to build up I don't mind.@TedGrau, hearing your factory/workshop layout was very helpful. I might make any account on your server just to check out/marvel at the layout.
I was fortunate that I finished Orcs right as the Winter Event started, so I had 10+ expansions to devote to level 1 buildings. But I am ruthless about tearing down buildings, especially old event buildings. Right now I've found a decent equilibrium (though I may have too much space devoted to mana). I'm running 4/3/3, with 9 workshops, and 2 armories, and don't have a ton of extra space, though.Space shouldn't be a problem as long as you avoid falling into the mental traps of 'I have to fill up every single square in my city at all times' and 'if I tear down any buildings I'll lose ranking points!' Starting with Orcs, I've always kept the guest race space open (and slowly growing) in my city even after I've torn the buildings for them down. I used to put temporary culture buildings in that space, but now I just keep it open since I don't need those either. Level 1 buildings usually end up going in there for events as I wait for Elementals to come out.
One question I have for others focuses on balance. By devoting 5+ expansions to military AWs, do you find that you still have enough guest race space to proceed at a reasonable pace? Obviously if you're getting 2K+ tourney points each week, and in an active FS, you're going to be techlocked, because you're getting 50-100KP extra each week. But do you find that you still can moderately progress through later chapters?
It is a little cramped right now since I am borrowing space from my woodelf settlement for the stupid redbeard event. That is slowing my woodelf progression, but since I have all of these wonders to build up I don't mind.
I am not over scouted. In fact I only have 199 completed provinces. That leaves 21 to do before I can start S&D.
Do you have supplies wonders? The EE and PT should be more efficient at making supplies than a workshop, even at level 1, which would allow you to remove a workshop or 2 and all of the support buildings they need. Same goes for the ToS as long as you scout a few times per week.. Right now I've found a decent equilibrium (though I may have too much space devoted to mana). I'm running 4/3/3, with 9 workshops, and 2 armories, and don't have a ton of extra space, though.
I know you've posted the math, but I've been meaning to confirm it for myself. Hopefully tomorrow, since today I am running PoP spells on my workshops. I think its going to boil down to me accepting that a. getting to delete a residence+ worth of buildings due to freeing up population, and b. its ok to have level 1 AWs that will rarely, if ever, get levelled.Do you have supplies wonders? The EE and PT should be more efficient at making supplies than a workshop, even at level 1, which would allow you to remove a workshop or 2 and all of the support buildings they need. Same goes for the ToS as long as you scout a few times per week.
That in turn can let you add more military wonders.
This is something I am really interested to see come out of beta. And if you need a significant number of T4 relics to get to 700% boost, I wonder how much that guts the Dragon Abbey mana strategy?Even getting PoP from the tournament isn't enough which means you need to cook your T4 relics into PoP spells.
I had just over 500 relics (700% boost), so I switched from PoP to MM which I will use constantly on sentient productions.This is something I am really interested to see come out of beta. And if you need a significant number of T4 relics to get to 700% boost, I wonder how much that guts the Dragon Abbey mana strategy?
I know you've posted the math, but I've been meaning to confirm it for myself. Hopefully tomorrow, since today I am running PoP spells on my workshops. I think its going to boil down to me accepting that a. getting to delete a residence+ worth of buildings due to freeing up population, and b. its ok to have level 1 AWs that will rarely, if ever, get levelled.
I have been aiming for the blutopia since the beginning. I see provinces as an exhaustible resource, while tournaments are a renewable resource. Therefore I plan and devote troops heavily to tournaments and want to minimize how man troops are used conquering provinces. The only reason to push for more provinces is space and I have not had any significant space issues since chapter 5. As I said I could deal with my current cramped situation very easily.There are no rules and the only guidelines we have is expectation wee would be 10-30 provinces above the minimum, still able to fight and scout times around or under 24hrs.
I tend to run PoPs once a week on a day when I can collect every hour. With only 5 workshops it doesn't take many to do and tournament provinces 10 and beyond all give a PoP on round 1. Which mean I get 10+ per week with no cooking.since today I am running PoP spells on my workshops.