Outside the Wall is an area where you can build your Rural Buildings. This Guide explains the function of these buildings and gives some considerations and tips to determine how many to build of each building.
03/19/2018 - www.youtube.com - www.gamesguideinfo.com
Explanation of the Rural Buildings in Guns of Glory and my considerations on how many to build of each. Includes information about unlocking additional Rural Plots.
When you start playing the initial area for your Rural buildings outside the Wall is quite small. You can unlock more areas. One additional area can be unlocked immediately, and 3 other areas become available at Castle levels 5, 10 and 15. Each time you need to pay some resources to unlock them. As you unlock each additional area the maximum allowed of each building type also increases. You can click on the forest to see which area can be unlocked.
In addition there are single extra Rural Slots to be unlocked with Master Axes. At this time there is an ongoing Castle Upgrade event that gives you some, but in general they are hard to come by, and you probably need to purchase some packs to get sufficient to open several plots. Be aware that unlocking these is done one by one and the costs in Master Axes is increasing (so far I only know it is 100 for the first and 500 for the second, and I think something like 5000 for the third).
There are a total of 4 resource production buildings, Farms for Food, Lumberyards for Wood, and Iron and Silver Mines. The Iron Mine is only available once your Castle reaches level 10 and the Silver Mine when your Castle reaches level 15.
Each extra building and level increase the Production Rate and the Storage Capacity of that resource. The buildings keep producing until the Storage Capacity is reached. When you swipe over the buildings the resources are moved to your city stock and the resource buildings continue producing.
The Storage Capacity is at each level for each building 10 times the Hourly Production Rate, meaning you can leave the game for 10 hours and you will still be producing. But note that, although mosts boosts seem to increase Storage Capacity and Production Rate with the same percentage, the Boost Items to increase the production of one resource building only increase the production rate, meaning you have to check back to harvest your resource buildings.
It is best to harvest the buildings more frequently, because the resources are unsafe, meaning if you are attacked, irrespective of your Storage House level, the unharvested resources at the resource production buildings can always be taken. Only with food you might consider harvesting it only when needed, because above storehouse capacity food will be eaten by your troops.
There the boost items to increase the production rate of individual buildings, there are also Research Projects, Lord Skills and Lord Equipment that increase the Production Rate and Storage Capacity of specific resources.
The Military Tent increases the Training Capacity and Troop Training Speed for training troops in the Barracks, Shooting Range, Stables and Artillery Foundry. The more of these buildings you have and the higher the level is, the more troops you can train at the same time, and the faster the training speed is.
Note that there are also Lord Skills to increasing the Training Capacity, gear that increases the Training Capacity with a percentage, and Lord Skills and Research Projects that increase the Troop Training Speed, and guards the increase training capacity and training speed.
In case you lose your troops while defending your own city, while reinforcing an alliance member, while in Garrison in an Alliance building or when gathering on a tile, or attacking a resource tile, they end up in the Hospital instead of being killed, if you have enough hospital capacity.
The more hospitals you have and the higher their level, the more Hospital Capacity you have.
Healing Troops costs only half of the resources compared to training troops, while the time required is a lot shorter.
If you have more casualties than your Hospital Capacity, you troops will first go to the Alliance Hospital. If there is also no place for them there, they are killed.
Note that there are Research Projects and Lord Skills that increase the absolute Hospital Capacity, while there are VIP levels and Lord Equipment that increase the Hospital Capacity with a percentage. Furthermore there are Research Projects, Lord Skills and Lord Equipment that increase the Healing Speed, and Lord Equipment that decreases the Healing Cost.
Every Rural Building has its own importance. If you are in a kingdom with a lot of aggression, it is going to be important you can recover from being attacked fast. A large Hospital Capacity makes sure of this, and makes sure your cost to recover is limited. If you are in a hospital with more organized aggression (e.g. only attacks during kill event), you might consider having less hospitals and focus more on other rural buildings. I have 6 Hospitals.
The Military Tents are least important to me. I am not training troops 24/7 and I am online a lot, so I don't mind starting several batches of troop trainings if I find that necessary. This might be different for you if you are a different type of player (if you want to build a huge army fast, or if you are only online a very limited time and it is important you can give order to train a large amount of troops). I currently have three, I probably stay with three. Drawback is that it tends to cost me speedups (or resetting talent points) to score gold during the troop training stage of the gold event.
For the resource buildings the Farms take a special place, since Food is consumed by your Troops. I have written a special guide on Food Production and Upkeep, read it if you haven't already. For now I have maxed out my amount of Farms, because I find it important I can have large amounts of food with my Instant Yield talent and when harvesting my farms. I have 9 farms.
For the other resource buildings, I currently have 9 Lumberyards, 5 Iron Mines and 4 Silver Mines. At my Castle level (22) it becomes time to tear down some lumberyards and replace them with Iron and Silver Mines.
I hope this helps in understanding the function of the various Rural Buildings and helps you decide how many to build of each.
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