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 Town Buildings & Research Technology

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Posts : 6
Location : Tuscany - Victorians
Join date : 2009-08-24
Age : 69

PostSubject: Town Buildings & Research Technology   Fri Sep 25, 2009 9:00 pm


Town Hall :

The Town Hall is the administrative center the city. Here, players modify Production, Tax Rate, Comfort, and Levy parameters. Each upgrade of a city's Town Hall increases the number of valleys a player can conquer. Upgrading a Town Hall also increases a city's resource fields by 3.

Every city begins with a Level One Town Hall. Upgrading a town hall to level 5 while under beginners protection will remove beginners protection.


Cottages offer shelter to citizens, and increase a city's population limit.


The Warehouse stores resources, preventing enemy plundering in the event of a raid or attack. Resources stored in a Warehouse are not able to be taken by an opponent unless the attacking player has researched Privateering (which is only 3% each level, offering 30% on level 10). Warehouse capacity can be increased by researching the Stockpile technology. Each level of Stockpile offers an increased capacity of 10%.

Inn :

The Inn is used to recruit Heroes. Increasing the level of Inn allows for more Heroes of higher level to be present at any point in time. The quality of available Heroes varies. There is a trade-off between initial level and Stats for Politics, Attack and Intelligence. Higher level Heroes hit diminishing returns for improvements - each Stat increase requires more experience. This makes a low level Hero that can be developed a much more attractive recruiting prospect than a higher level one with better Stats. Financially, low level Heroes are cheap to hire and keep. In this L5 Inn example, Rachel has the best Attack Stat, but at level 22 she costs 22k to sign on and then 440 gold/hr. Her next level up for a Stat increase is at 48400 experience, and the next level will be even higher. Faithe is cheap to hire and keep and won't need much experience to level up, but her Stats are unimpressive.

Feasting Hall :

The Feasting Hall is the residence of the heroes. You can check the status of heroes, upgrade stats, give rewards, and dismiss them. There must be vacancies in the hall if you want to hire a hero. There must also be a vacancy if you capture a hero during combat. A captured Hero can either be Persuaded to join you (same cost as hiring in the Inn) or Released. Also it is a good idea to keep Hero 'seats' spare in case either one of your cities is about to be lost and you want to save them, or one of your cities has been devastated/plundered and cannot pay the Heroes from City Tax.

Embassy :

The Embassy hosts convoys from other players. It is also required for creating or joining an alliance. An alliance host can increase the maximum number of Allied members by upgrading the embassy. For each level one Allied member can be housed.
You must also select the "allow troops of allied members to garrison your current city" option in the embassy to activate the garrison option. This allows Victorian members to send you Troops to support you during an ATTACK.

Market Place :

The Marketplace facilitates resources trading with other players, the higher the level the more transactions can be done at any given time.

Academy ;

In an Academy, you primarily spend Gold to research particular technologies. If you have a second city, it will need an Academy of the same level to "share" the already completed technologies.

An academy was is school for advanced learning. Though China, Egypt, and India had such institutes earlier, the term "academy" was first applied to the Athenian school of philosophy, founded by Plato in approximately 390 BC. The academy was an important asset for a city as it attracted both brilliant scholars and the children of wealthy or noble parents, who sometimes decided to settle in the city. The academy provided a broad, general education, or it may have concentrated on mathematics, art, natural philosophy, or even the martial arts. Even today many institutions use the name "academy."

Rally Spot :

The Rally Spot is a place for military assembly, where you can give an order to attack or conduct a military exercise, check your army's status and intelligence, adjust your attacking and defending strategy. The higher the level, the more troops you can dispatch at a time. Use of a War Rally Flag item will bump this by an extra 25%.

The 'Open Gate to Fight' option determines whether your army adds it's strength to the city defenses, or stays safely in barracks to leave the Wall defenses to take on an attack unaided.

March :

March Orders is where you assemble your armies and send them off to battle.

Exercise :

The exercise screen allows you to pit hypothetical armies against each other to know what will win. The best use of this offensively is to scout out the flat/valley/town you are going to attack then plug the numbers received from your scouts into the 'Defender' side. On the 'Attacker' side (that's you) plug in your available troops, then trim to slightly more than needed for victory. Doing this ensures victory while leaving units in town to defend it from other attackers.

"...what king, going to make war against another king, sitteth not down first, and consulteth whether he be able with ten thousand to meet him that cometh against him with twenty thousand? Or else, while the other is yet a great way off, he sendeth an ambassage, and desireth conditions of peace."

Medic Camp :

After every battle, whether against a city or a valley, a certain percentage of your casualties are wounded, the percentage depending on your level of the research "medicine". They can be healed here for some gold.

Barrecks :

Soldier training and dismissal are conducted in the Barracks, the higher the level
the more advanced army branches can be trained.

Beacon Tower :

The beacon tower is used to send warnings of invasions. The higher the Beacon Towers level is, the more detailed information you gain. Informatics has an influence on the amount of information you can gather.

Forge :

The forge is a furnace where metal is shaped by heating and/or melting. In ancient times the smiths with small forges could be found in most settlements. The furnaces were stoked with coal, which was fanned by bellows to create the intense heat needed. The smiths used anvils to shape the heated metal with a hammer. The finished product was dipped in cold water to cool and harden the metal. The smith also might melt the metal and pour it into molds to shape it.

In order to produce weapons and build armies, a Forge is a must. It is essential to Military Science.

Stable :

Horses are raised in the stable, and horsemen develop along with the stable's level.
The Stable allows Horseback Riding to be researched. Despite what the description of the Stables says, as of July 18 2009 there is no bonus to the training time of cavalry/cataphracts for any level of Stables. The only function of higher levels of Stables is to allow higher levels of horseback riding. A stable is required to upgrade the Relief Station.

Workshop :

In the Early Bronze Age, some skilled workers gather to manufacture goods. Some apprentices worked for them in order to gain the necessary experience in a given profession. Apart from the larger factories, workshops were the only places of production in the days before industrialization.

The workshop is necessary for offence and defence mechanics. It is required for Metal Castingand building Walls.

Relief Station :

The relief station was a place for those deliverymen to rest, stable and fodder their horses. in ancient society. Due to the limitation of communicating methods, letters and documents were delivered by mail coach. These stations played an important role in the exchange of information for politics, economy, culture, and military.
The Relief Station reduces travel time between two of your cities. Speed is determined by the level of the sending city's Relief Station. Multiplier increases at levels 1, 4, 5, 8, and 10.


Strong and firm city walls built around the city provide significant protection against attacks and invasions. All kinds of fortified units can be built here.

Before the establishment of centralized governments capable of supporting strong, national armies, each individual city was left to fend for themselves. As a result, many of the cities constructed city walls to protect against raiders and bandits. City walls represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and integrity. The walls helped turn a city into a fortress capable of withstanding all but the most
determined attacks.

The way durability works is that if the enemy army can't destroy your walls in 100 rounds, they all automatically die.

  • I have not lost any troops when losing a battle after 100 rounds. They just return home unsuccessful.

If you are wondering why the walls are telling you that you have no vacant space but it doesn't add up. Make sure you are calculating it correctly. First... anything being "built" will count as if it were done. This insures you do not go over the max. Second... after a battle there can be some reconciliation that actually "returns" units to the wall after a battle, but if new ones are produced in the meantime, it actually puts you in the negative vacant space. Third... units cost different amounts for each type. The following table shows you the "unit space" required for each type.

Fortified Unit Type Vacant Space Per Unit

Traps 1 Space
Abits 2 Spaces
Archer Tower's 3 Spaces
Rolling Logs 4 Spaces
Trebuchet 5 Spaces
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