Kingdoms of Camelot Advanced City Construction Guide

Kingdoms of Camelot Advanced City Construction Guide by Dman1

For 2 Million Might and Higher

City

Cottages: No more than six cottages should be built in any city. However, it is preferable to build only five cottages. The downside to this is five lvl 9 cottages leaves you with an idle population of about 4400 on a fully upgraded lvl 10 city with a full field of lvl 9’s. With a tax rate set to 0% the population will refill before even militia can build but the player does need to build in smaller batches and in order to keep their troop builds working at all times will need to be more vigilant. If you are finding that your troop builds spend a lot of time empty then run six cottages and build in larger batches which require more time.

Barracks: I am going to assume you are using five cottages. If you use six just subtract the number of barracks by one. The first city should have 17 barracks, the rest of the cities should have 18 barracks. It is important to get the barracks built before leveling them up. Leveling up a barrack only provides 10% of the troop build speed bonus that building a new barrack provides. Barracks are also the building after Workshop that should get a Divine Inspiration. See Workshop below.

Tavern: Do not build a Tavern. By lowering your tax rate to 0% and using the increase gold command in your castle you will not have to worry about raising happiness or having gold on hand. The tavern is useless.

Market: Do not build a market. The market does allow you to get resources for gold, but when compared to the amount of resources that can be found by barbing or farming inactive players they are not worth the extra space that could be used for a barrack.

Storehouse: Earlier in the game the storehouse is useful as there is a point where being able to protect 1-2mil in resources is valuable. However as a domain matures it is not uncommon to come across players holding hundreds of millions of resources. Once a player reaches this point the storehouse is fairly useless. At this point it should be demolished and replaced with a barracks. If a player has 100mil ore being able to protect 1.5mil of it really isn’t worth the space the storehouse takes up.

Watchtower: Watchtower should be leveled up to level 8 at least. Don’t worry about level 9 until after the rest of the city is built as it does not provide terribly useful information and there are more important builds it get in before that.

Knights Hall: Knights Hall should be one of the first buildings leveled up all the way. It is the only building that affects every aspect of your city. By leveling up your knights quickly future builds will go quicker, as will troop builds, resource gather rates, and research in the alchemy lab.

Alchemy Lab: Alchemy Lab should be the first building you use a Divine Inspiration on. There should be only one built in your first city and it should be brought to level 10 as soon as possible. Earlier in the game it is ok to have alchemy labs in numerous cities but once a player gets all level 9 research done they should be torn down and replaced with barracks. Do not demolish the Level 10 Alchemy Lab in your main city though.

Rally Point: Rally Point is the second building you should use a Divine Inspiration on. Getting the Rally Point to level 10 will allow you to send 100,000 troops per march instead of 90,000. Once the castle is at level 11 you will then want to use another Divine Inspiration to bring the rally point to level 11 allowing you to send an additional march and up to 150,000 troops per march, giving you a considerable advantage over other players.

Castle: The Castle should be your next Divine Inspiration use. It will give you three additional field spaces, and allow you to hold an additional wild. It is also required before you can use a Divine Providence to bring the Castle to level 11.

Walls: Walls are the fourth building a Divine Inspiration should be used on. Level 10 walls are required to be able to build a lvl 11 Castle. Level 10 walls will also get you 27,500 spots on your wall and in your fields for defenses.

Workshop: The Workshop is the next building you should use a Divine Inspiration on. Make sure you only upgrade one workshop to level 10 and only in the same city as your level 10 Alchemy Lab. This will allow you to research Level 10 Geometry and will bring you one step closer to being able to produce Catapults.

Blacksmith: If you have extra Divine Inspirations at this point and want to use one on the Blacksmith it is one of the requirements along with Level 10 Mining to be able to research Level 10 Metal Alloys. This is not a priority though and will require another Divine Inspiration to upgrade a Mine to Level 10 in the city with the Level 10 Alchemy Lab in order to be able to research Level 10 Mining.

Stable: If you decided to upgrade the Blacksmith and a Mine to Level 10 and have completed Metal Alloy Level 10 then upgrading the Stable to Level 10 with a Divine Inspiration will allow you to research Level 10 Alloy Horseshoes. This will give you an advantage with you cavalry, but it is not a priority.

Relief Station: A level 9 Relief Station is sufficient. Don’t waste a Divine Inspiration on it.

Embassy: A level 9 Embassy is sufficient. Don’t waste a Divine Inspiration on it.

Fields

At the beginning of the game it is a necessity to have a few of each type of resource in your field. Once you reach 2 or 3 million might it is time to start thinking about specializing your cities. Players seem to be evenly divided as to what the best way to approach this is. Some build 1 sawmill, 1 farm, and 1 quarry and then all the rest are mines in all of their cities. They do this because ore tends to be the most scarce resource in a mature domain as it is required more than stone to build troops, and is more scarce from barbing.

Other players build all farms in their fields. The thought process here is that the more farms will reduce the food bill in your cities. Some players run one city as a food city and house all of their troops there and the others as ore cities. Some build all of their cities one way or the other and either farm for the resources they need or rely on a partner in their alliance.

The major advantage to specializing each city is that it will greatly increase the impact of wild bonuses on the resource production in each city as each wild only increases the production of one type of resource.
It is also recommended for players who build farms to use a Divine Inspiration after they have upgraded their walls on a Farm in their city with the level 10 Alchemy Lab as this will allow them to research level 10 Fertilizer and will provide them with 10% more food and allow them to support more troops.

The following are examples of a city of mine built along these guidelines
Resources Status Level
Farm Normal 10
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Farm Normal 9
Quarry Normal 9
Sawmill Normal 9
Mine Normal 9
Buildings
Resources Status Level
Castle Normal 11
Cottage Normal 9
Cottage Normal 9
Cottage Normal 9
Cottage Normal 9
Cottage Normal 9
Knights’ Hall Normal 9
Embassy Normal 9
Alchemy Lab Normal 10
Rally Point Normal 11
Barracks Normal 10
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Barracks Normal 9
Watch Tower Normal 9
Blacksmith Normal 9
Workshop Normal 10
Stable Normal 9
Relief Station Normal 9
Wall Normal 11

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