City Development Vs Playing Style

Before deciding what the final composition of your cities will be you must have a good idea about three
major factors:

  1. How much time you are willing to spend on the game,
  2. How many times per day you can visit the game
  3. How aggressive your play will be

The following may help you with this:

Resource Management
Ultimately you want to produce as many troops as possible as quickly as possible. The compromise in this
is that you must also obtain the resources to train the troops.

You can grow your own resources; farm other players resources or do some combination
of both of these.

Self sufficient
It is possible to be “self sufficient” and produce all of your own resources. This is probably a good
option for players who are not on very often. Production continues while you are offline and is
available to you when you come on, saving you time farming it. However you might come on and
find that someone has farmed your excess rss.

At the other end of the scale you can loot all the resources you need. This is better if you can
commit a lot of time to the game. Your time is taken identifying cities that you can farm easily then
farming them. The advantage of this is that you can use all of your cities’ population to train troops
because you do not need to put them to work on your own rss plots.

The disadvantage is that the quantities of resources you obtain can be inconsistent and there will be times
when you run out. Our alliance has a good banking system which helps all players but you have to make an effort to contribute just as much rss into the bank as you take out. Alliance members that only request rss via the AC but never contribute are frowned upon.

Mixed economy
Most players will dedicate some of their population to resource production and obtain the rest by
farming. It is up to you where the balance between these comes. This decision is a combination of
how much time you have and how you like to play.

Your population is taken up for different jobs.

Increase number and level of houses to increase Population Limit. You attract people to your city by building Houses for them to stay in and by increasing the quality (level) of those houses. Each house and level increases your “Population Limit” total. You have a limited number of slots to build on so it is preferable to raise the level of each house to its maximum rather than building on lots of sites. The exception to this is possibly at the beginning of the game when you have a lot of sites and a small number of resources to build with. But bear in mind that at the end of the day a very aggressive player may have only 4 cottages and a conservative one no more than 8 so if you build on more than that number of sites you will have to deconstruct them later.

Decrease the Tax Rate to increase your actual Population. Set your Tax rate to zero or bar min % and get your gold from the bank as gold runs like a river in this game. The actual population of your city will be less than the max population. The actual size of the population depends on the Happiness of the population. People get happier when they have less tax to pay. So to increase your actual population you need to decrease your Tax Rate.

You mainly need Gold when doing research. You can get Gold easily by farming (gold is the only unprotected rss of any city). However the alliance bank always has billions of gold so the easiest thing to do is to request it from there. This lets you have a tax rate of zero and 100% happiness in your population.

Additionally if you keep a decent level hero permanently in the Production slot of your city he will produce enough gold to pay his and another hero’s wages.

Permanent Resource Workers:
Each rss plot uses a number of permanent workers. You can calculate this by
looking at each to see how many workers it uses.

Idle Population:
The Idle Population is the Population Limit minus the Permanent Resource
Workers minus the number of workers who are temporarily employed on training.

If there are no idle workers available then you cannot start training. If you have a negative number of idle population then some of your resource production will stop until it becomes positive again.

This affects your planning in two ways:

1. Size of training Group:
This affects the number of groups you can do in a day. When you go to train troops the biggest group you can do is the number of Idle Workers divided by the Population Required for that type of Troop. (See the resources list for each troop type).

For T1 troops the population required is 2 for T3 it is 8. So if the Idle Population is 20,000 you can train 10,000 T1 at a time or 2,500 T3 at a time.

A fast rate for T1 is 2 hours to train 20,000 T1. So you could need start 12 groups of T1 in 24 hours.
A fast rate for T3 is 6h 45m to train 2,500 T3. So you could start 4 groups of T3 in 24 hours.

Restoration of Idle Population:
Reduce it by building more and/or bigger houses. The workers training troops become idle again as the training progresses. This is a steady process and starts almost right away.

A number of workers become idle again every 6 minutes. This number is approximately 5% of the Population Limit. The first group become idle at the end of the first 6 minutes. The last remaining group,
no matter how small a number this is, take 6 minutes too.

Population Limit = 40,0000 and Idle Population of 20,000.
Train 10,000 T1 in 2 hrs or 2,500 T3 in 6h45m.

5% of the Population Limit, 40,000 is 2,000. So 2,000 workers will become available every 6 minutes. In 60 minutes all 20,000 workers are back to idle population. (More typically it is 66 min.) The restoration rate is the same for T3.

This means that after 60+ minutes you can add the next group to the training queue. You do not have to wait till the actual training is finished. To reduce the restoration time you have to increase the Population Limit which you can do by building more and/or bigger houses.

Remember before settings a training queue, assign your highest level hero to the training slot and make sure you have enough rss to enable maximizing your available idle population.