Resources and Facilities: How to get rich quick!

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Resources and Facilities: How to get rich quick!

Postby Woah » Sat Oct 31, 2009 4:33 pm

In order to have a successful Almansur game, the most important and foremost thing you need to have are developed territories. Without these, you will find that building a strong army is quite difficult, and holding it fed and paid might be even harder!

There are eight types of resources:

GOLD – The main resource, which you will need in large amounts to pay your army, recruit new armies, build/upgrade facilities and for buying things at the market (a very useful and important way to have certain kinds of important resources even when you territories don’t produce any of those). You get it through gold mines, through population taxes and through selling resources at the market. This means that the bigger your land is in territory number, the bigger your gold income will usually be as well.

FOOD – The second most important resource for two reasons, one is that you will need a huge amount of it to feed any decently sized army (which will revolt otherwise, and as such keeping it fed is always a top priority). The other reason is that food is the most expensive resource both to buy and to sell at the market, which means you can make really good gold out of selling food if you have it in excess, but you can also lose all your gold into buying food if you have too big of an army for the food you produce.

IRON – The main resource for army recruiting, which you will need in very large amounts when trying to recruit big armies. This resource is the third most important one, as without it, even if you got a lot of gold and food, you won’t be able to create a big, strong army. It is also one of the easiest resources to obtain in the beginning of the game when there isn’t much recruiting going around and you can buy it pretty cheaply from the market, but as the game goes on and lands enter attrition wars, the outcome will usually be decided by who has the most iron to support rebuilding its army over and over.

WOOD – The main resource when it comes to building facilities, you will need huge amounts of wood to build high level facilities. It is also one of the easiest overall resources to obtain as it is very cheap and highly available on the market and the facility which produces it is one of the cheaper and faster to make and trees are one of the most common natural resources.

STONE – The least useful resource, stone is cheaply acquired from the market and is almost never used in big quantities in Almansur, which means it is usually a waste to make facilities to produce it.

HORSES and WARGS – Serving the same purpose, as iron, these are used to recruit most cavalry armies and are quite rare, which can make them very important if you are using heavy amounts of cavalry in a on-going war in plain territory, or nigh useless if you are fighting mostly in mountain territories with infantry.

Due to the way the resources work in Almansur as explained above, several conclusions can be reached:

1) Gold, Wood and Food are the most important early game resources. Gold can be converted into any other resource as needed and wood is a big part of the cost of building facilities. Food is important because you can easily convert a lot of food into gold while your army is small and attaining a big food production ratio is essential in order to maintain large armies in the mid/end game.
2) Iron starts as a low importance resource but quickly becomes one of the most important ones. Due to the limited amounts available in the market and its cheap initial price, it is advisable to always buy as much iron as you can from the market as you will need it later on the game but the amount available on the market won’t increase then just because you didn’t buy it on the initial turns.
3) Horses and Wargs are very circumstantial resources to acquire. Horses are usually a safe bet as the races that make the most use of them are usually races suited for combat in plain territory and as such get a big advantage out of cavalry armies. Horses and wargs can usually be sold for good amount on the market if you don’t need them as well.
4) Stone is cheaply produced, but it is also cheaply bought and doesn’t sell for much, which means you rarely want to produce it.

Besides resource production facilities, there are four other types of facilities you can build:

IRONWORKS – Allow the territory they are on to produce better quality and diversity of armies. Improving the level of your ironworks as fast as possible is essential to an successful military game and due to the extensive time it takes it should be one of your priorities in the early game in preparation for the battles that will follow.

RECRUITMENT CENTER – Allows you to recruit armies with some experience immediately (which can be quite useful to lower the training time they need until maximum training experience or when immediate action for the new recruits is required). Most importantly, it allows the land to recruit armies from adjacent territories, which usually is critical on attrition wars when the recruitable population runs short. Depending on how the population is set up on the territories adjacent to a land’s capital, your race and the way it plays, a recruitment center of low level might be enough but for the more population-limited races a high level recruitment center is absolutely required in order to recruit larger armies. Thus, planning how and where to upgrade your recruitment center depending on the population array around the land it is on is a huge part on carrying a successful military game.

FORTRESSES – Are big, expensive and take a long time to build, which means they aren’t usually built other than the one a land starts with on its capital (which is valuable because if the capital is taken a land loses 50% of its stored resources immediately). When garrisoned by a significant amount of men, they make the territory nigh invulnerable, forcing a costly assault by any would-be conquerors.

CITIES / ENCAMPMENTS / UNDERGROUND CITIES – Are reasonably inexpensive when at low levels and can boost your populations by a lot, increasing the amount of potential recruits you get for your army each turn, increasing the time an enemy army would take to conquer it / difficulty of this conquest and increasing the amount of taxes you get from that territory. It is thus, very important to build cities in general, especially in territories you can recruit from and large population territories in order to support further growth (yellow population numbers in the territory tab means the territory requires an higher level of city in order to develop further). Dwarf underground cities count as Fortresses as well.

Therefore, when building facilities during peace time you should prioritize farms, lumber mills, cities and gold/iron mines as these will produce the resources you will need for the future wars / further development of the land.

The priority between them should be considered taking in account the relative safety of the location they are being built in (no point building good things in a territory that will be conquered by your enemies in the following turn), the richness of the territory for that particular resource (build farms in fertile land first and gold/iron mines where there is more natural concentration of these), the relative need of the resource (no use having a lot of iron when you can’t build more contingents due to food shortage) and finally the resources available for developing the land’s territories (no use building facilities when the land is on a full scale war and needs all resources for recruiting and sustaining new armies).

In a separate note, ironworks and recruitment centers should be built as fast as possible before engaging in big scale wars, the level a land will want them at depends on that land’s race but with any race it is very important that they are properly upgraded when the wars really begin, as the newly recruited armies every turn during a war will benefit from it greatly!

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Re: Resources and Facilities: How to get rich quick!

Postby skankyrart » Tue Nov 24, 2009 4:25 am

Woah wrote:FORTRESSES – Are big, expensive and take a long time to build, which means they aren’t usually built other than the one a land starts with on its capital (which is valuable because if the capital is taken a land loses 50% of its stored resources immediately). When garrisoned by a significant amount of men, they make the territory nigh invulnerable, forcing a costly assault by any would-be conquerors.

This saddens me if it is true... it isn't worth it to build a fortress on a very valuable territory? For example, I am in a game with a territory that has rich deposits of iron and gold - was thinking of putting up a fortress to help secure it.

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Re: Resources and Facilities: How to get rich quick!

Postby Woah » Tue Nov 24, 2009 12:47 pm

That will make it even easier to be conquered if you don't have a strong garrison (and you won't because you would have to recruit it).

Plus fortresses take 5+ turns to complete and are the most expensive building, depending a lot on the territory you want to build them on (but even green territories for them will take 5+ turns).

Reminds me of a supposed feudal player "advantage" that is rather a disadvantage, that they start with a lvl 2 fortress, which is supposed to be stronger but in truth it is much weaker because instead of being able to attack with 1250 men only each time, you are able to attack with much more (2500 or something), so unless the defending player has a 5000+ men garrison (which is a huge gold/food upkeep cost for a useless other than defense of that particular territory army) it is worse for him to have it lvl 2 than it would be lvl 1 :P

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Re: Resources and Facilities: How to get rich quick!

Postby psantos » Tue Nov 24, 2009 11:38 pm

I think you have yet to appreciate the value of a fortress in a long game. But we are thinking of making some changes on how the fortresses work. Basically to allow units to enter and leave garrisons.

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Re: Resources and Facilities: How to get rich quick!

Postby windock » Wed Nov 25, 2009 3:21 am

Psantos, that would be very cool. Is waiting.

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Re: Resources and Facilities: How to get rich quick!

Postby skankyrart » Wed Nov 25, 2009 7:50 pm

Good information and observations Woah - thanks

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Re: Resources and Facilities: How to get rich quick!

Postby Woah » Thu Nov 26, 2009 12:36 am

All it will take is to allow forces to enter and leave garrisons as PSantos said at any time and the gameplay will improve a lot on fortresses (altho it might be hard for dwarves to retake their underground cities if they get conquered and garrisoned from behind ^^).

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Re: Resources and Facilities: How to get rich quick!

Postby llandeiro » Sat Nov 28, 2009 11:02 am

Woah wrote:That will make it even easier to be conquered if you don't have a strong garrison (and you won't because you would have to recruit it).

Plus fortresses take 5+ turns to complete and are the most expensive building, depending a lot on the territory you want to build them on (but even green territories for them will take 5+ turns).

Reminds me of a supposed feudal player "advantage" that is rather a disadvantage, that they start with a lvl 2 fortress, which is supposed to be stronger but in truth it is much weaker because instead of being able to attack with 1250 men only each time, you are able to attack with much more (2500 or something), so unless the defending player has a 5000+ men garrison (which is a huge gold/food upkeep cost for a useless other than defense of that particular territory army) it is worse for him to have it lvl 2 than it would be lvl 1 :P


This is quite untrue :), lvl2 fortress almost double the defender bonus. So they are quite harder to conquest. Also garrison troops only eat 50% of the resources they would on other orders.

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Re: Resources and Facilities: How to get rich quick!

Postby Woah » Sat Nov 28, 2009 12:52 pm

llandeiro wrote:This is quite untrue :), lvl2 fortress almost double the defender bonus.


My point was not that the defender bonus was bad, rather that it increased the amount of possible defenders and, at the same time, the amount of possible attacking armies, which considerably helps conquering it if the defender is a new player and never recruits more than the initial garrison for it and you attack with a overwhelming amount of troops :)

llandeiro wrote: (...) Also garrison troops only eat 50% of the resources they would on other orders.


Thats a good thing to know, not listed anywhere in the wiki tho :( so thats a new one for me :P

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