View Full Version : Town Strategies?
stethnorun
06-22-2009, 11:37 AM
So I've played a few games to get a handle on the gameplay (haven't won yet...keep restarting). I was wondering how people A) chose townspeople (as in, how many farmers, trappers, herbalists, etc). and B) how they arrange the town. I've been putting my food producers in the "back", money and production buildings in the middle and guards in the "front" (meaning the corner closest to the wilderness). Anyone have any thoughts?
CannibalBob
06-22-2009, 02:40 PM
I normally try to make farmers. If you click your town hall, it will say food produced per day and food consumed per day... I just put enough food producers to keep those values even. When upgraded to Plantation, they simply make loads of food and leave space for more useful buildings.
I normally like to put a few guard towers (ballistae) around the perimeter, with enough food producers followed by any special townsfolk (such as shrine, wizard, bard, fortune teller, merchant, inn etc) and all the gaps are filled with herbalists. I rarely build doctors, alchemists, craftsmen (unless gold is a big problem) and try to avoid trappers or herders (unless I find a dragon egg). I may put 1 of each (trapper and herder) for the town quality bonus.
The reason I avoid crafters is because I find the gear I loot is often way better than the stuff they make. I find you only need 4 people with the best gear - your 3 party members and yourself - it's not necessary to give everyone else good gear because your party (and ballistae towners) can handle any raiders by themselves. Note you can run in circles around a ballista tower and it will whittle down powerful raiders, while keeping you alive, the enemy focused on you and your town safe.
Doctors I find aren't very useful because I eventually don't need to go to town to heal since I almost always have a Shrine or Herbalist person following and healing me - they also seem to be weaker at healing than a shrine or whatnot since they cast a buff that heals you over time instead of just giving you straight HP's. Oh and a Doctor's healing potions are crap compared to regular health potions.
I always try to build loads of herbalists because health potions are so important and they simply build them too damn slow. You can never have enough health potions.
Alchemists I usually avoid because I'd rather have a herbalist than an alchemist. The only time I build an alchemist over a herbalist is if I already have like 4 herbalists - alchemist potions are indeed awesome but I'd take a health potion over a stoneskin potion any day.
edit: I usually throw the farmers in teh back and build everything else up. But now that I think about it, your farmers usually accompany you at the beginning and tend to be higher level so might as well put them in the middle (they'll be higher level and can handle raiders). Put your merchant, inn, bard and other "rare" people at the back since farmers appear all the time and are cheap, making them somewhat expendable.
Oh, and if you press R, aim your buildings south so the people can run out easily, away from raiders.
another edit: Since inventory is a big issue, I find it makes things a lot easier to decide early to not bother building a certain building (such as crafters, alchemist etc) so you can immediately sell any item that only improves their work.
stethnorun
06-22-2009, 04:03 PM
Hmm interesting thoughts. Thanks for the R tip...was wondering about that.
I usually end up soloing most of the map because my buddies die WAY too easily (and healing them all at the same time is insane micromanagement). I'm trying to figure out a way to fix that problem. The best thing I can come up with is to just hire high level people towards the end of the game. But that kind of defeats the purpose I guess.
For a full-size town, how many farms are needed? Also you mentioned herbalists healing...I didn't even know they could do that in a party. I just assumed the only people you would want in your party (apart from expendable farmers) is guards.
OhhJim
06-22-2009, 05:51 PM
I've never had the luxury of picking and choosing among Farmers, Trappers, and Herders. Early in the game, I just take whoever I can afford, and as many food producers as I can get. That way, if one dies while adventuring, it's not that big a deal. Later in the game, yeah, one can be picky.
Crafters are important early because you don't get good (or any) stuff from early kills. Once you conquer a dozen or so enemy sites, yeah, you start getting decent gear. At that point, you need crafters to sell stuff to the merchant.
I like to equip several townspeople with good gear and have them defend the town. This is especially important before you get stone for watchtowers. Once again, if one or two food producers die, that's unfortunate; if you die, the game's over (I only play hardcore).
I much prefer herbalists over doctors. I don't understand why you would want a rejuvination potion rather than a healing potion, especially in the middle of a fight.
Maces are good. I don't understand the big deal about critical hits, I'd rather stun.
In a fight with multiple enemies, try to pick out the weakest one and kill him first (check their defensive shields).
I don't like taking guards in my party. Suppose they die just as raiders head for your town? I leave them to guard the town, that way if I can't get back to town quick, they can at least slow the raiders down for a while.
stethnorun
06-22-2009, 06:40 PM
Ok a few thoughts. Putting guard towers on top corner of town seems to really mess with the AI pathfiding. Is it better to put guard towers somewhere else?
Now that I'm starting to learn about what party members can do aside from meleeing (such as the herbalist's healing), what do you all think are the best party configurations? Does a doctor in the field heal any better than an herbalist? Is having a mage or a high priest or a necromancer with you a good thing? It also seems like the herbalist doesn't level up from healing the party...do you just need to fire and then rehire herbalists as you level up to keep them up to snuff?
CannibalBob
06-22-2009, 07:35 PM
Hmm interesting thoughts. Thanks for the R tip...was wondering about that.
I usually end up soloing most of the map because my buddies die WAY too easily (and healing them all at the same time is insane micromanagement). I'm trying to figure out a way to fix that problem. The best thing I can come up with is to just hire high level people towards the end of the game. But that kind of defeats the purpose I guess.
For a full-size town, how many farms are needed? Also you mentioned herbalists healing...I didn't even know they could do that in a party. I just assumed the only people you would want in your party (apart from expendable farmers) is guards.
Oh if you press 2, 3 or 4 it heals your 2nd, 3rd or fourth party member with a health potion. I noticed the AI is kind of bad in that your friends will not always run at the best time. They seem to run at like 10% health, which is bad if they're getting attacked by ranged enemies (will not be able to get away). Best thing for you to do is to click his portrait and tell him to "return to town" when in battle and he's at like 50% or something - do this while the game is paused so you don't die, too! This tip is great for when your buds attack a high level monster and you know you all have to run.
I like to put guard towers at the top-most and build to the left and right of that. An interesting thing about watchtowers is that they still function if the guard is in your party - it might even operate if he's dead or kicked out of town (so doesn't consume food)! Not sure, haven't tested it.
From what I've seen, doctors cast a buff spell on you, which lasts a couple seconds and heals you. Herbalists heal you a certain number of HP every time they cast. Since rejuvenation potions are so crappy, it's safe to assume the doctor's buff spell is crappy, too :D
I like to have at least 1 healer and, depending on my character, 2 archers - choose whichever townie is highest level, give him a bow and off you go. If I'm a good fighter, I like 2 or more healers.
Mages cast fireballs - pretty powerful but keep in mind if they attack a monster, the monster will attack them. With healers, monsters completely ignore them so it's OK if a healer is a couple levels behind. Just watch out for dragons (aoe damage) and wandering monsters.
I believe necromancers summon undead when you leave them to research - definitely bring them along because they will also bring a whole bunch of zombies! High priests seem to be the same as herbalists. Dark priests actually cast curses on the enemies - I think curses increase the damage enemies take. Personally I don't really use them but I guess it'd be useful if you're a good fighter.
Leveling your healer is a different story. There are ways to do it - such as giving them weapons and making them fight from time to time. Another way is to find a monster, have it attack you and sit there while the healer heals away - he will eventually level, because whenever he heals, he "attacks" and that increases his attack bar/strength. If he increases it 4 times, he levels.
Easiest way, yeah, is kick them out and rehire a higher level herbalist.
stethnorun
06-22-2009, 07:48 PM
Cool this is really helping me. Ok so you are saying that the profession of a person doesn't matter, only their level? So a level 5 bow-farmer is going to be the same as a level 5 bow-hunter or bow-archerguard?
CannibalBob
06-23-2009, 03:23 AM
You want a higher level but an Archer (guard from the Archery) is going to get a speed bonus with bows. But if your archer is level 3 and you have a level 5 farmer, I'd take the farmer.
I'm not 100% certain but I'm pretty sure level is way more important. A lower level guy may have better stats but a higher level guy is simply going to have more HPs, attack or defense bonuses. So when selecting a guy, if the difference is only 1 level between them then definitely look at their attack/defense icons and decide who is more suitable. Someone with a bow is probably going to want high attack because they can probably get off a few arrows before even taking a hit - if you tank right, they won't take damage at all.
So all I'm saying is keep an eye on the attack/defense icons. I'm pretty certain that a higher level simply means a person's stats are going to be better.
stethnorun
06-23-2009, 08:24 AM
So does anyone know how many farms will feed a filled town? Assuming you upgrade them all the way to plantation (or whatever the highest is called).
CannibalBob
06-23-2009, 01:19 PM
30 townsfolk + you means 31 food per day.
A plantation makes 5.5 food per day without items, that means you need 6 plantations to support 30 people. If you're an orc, double that because they use 2x the amount.
stethnorun
06-23-2009, 01:51 PM
Well I just won my first game. Very fun. I hope this game keeps getting things added to it because it's a great concept (and in my opinion, more fun and interesting than Diablo and its numerous clones).
CannibalBob
06-23-2009, 03:17 PM
Well I just won my first game. Very fun. I hope this game keeps getting things added to it because it's a great concept (and in my opinion, more fun and interesting than Diablo and its numerous clones).
Grats :D FYI you can always work on finishing the achievements. They're only for the Steam version but you can always see what they are here
http://steamcommunity.com/id/CannibalBob/stats/Hinterland
They're pretty fun challenges (the solo one was especially hard :D) Took me about 30 hours to finish all the achievements
Solice
06-24-2009, 05:36 PM
So I've played a few games to get a handle on the gameplay (haven't won yet...keep restarting). I was wondering how people A) chose townspeople (as in, how many farmers, trappers, herbalists, etc). and B) how they arrange the town. I've been putting my food producers in the "back", money and production buildings in the middle and guards in the "front" (meaning the corner closest to the wilderness). Anyone have any thoughts?
I usually follow a similar pattern. As far as food production goes if I have a wild game site nearby I really like hunters, since bows will actually up their food production as well as assisting with town defense.
I also give bows/ranged weapons to everyone in town that wont be penalized for carrying them. (Innkeeper/merchant/bard/farmers if my food production will allow it) that will give me 6-7 people attacking with little risk of getting hit.
Also, I love to leave a spot open on the top left edge for a herder in case I get a dragon egg, then I give him heavy armor and a good bow, and let him shoot from a distance while his dragons do some melee damage.
Solice
06-24-2009, 05:38 PM
I've never had the luxury of picking and choosing among Farmers, Trappers, and Herders. Early in the game, I just take whoever I can afford, and as many food producers as I can get. That way, if one dies while adventuring, it's not that big a deal. Later in the game, yeah, one can be picky.
Crafters are important early because you don't get good (or any) stuff from early kills. Once you conquer a dozen or so enemy sites, yeah, you start getting decent gear. At that point, you need crafters to sell stuff to the merchant.
I like to equip several townspeople with good gear and have them defend the town. This is especially important before you get stone for watchtowers. Once again, if one or two food producers die, that's unfortunate; if you die, the game's over (I only play hardcore).
I much prefer herbalists over doctors. I don't understand why you would want a rejuvination potion rather than a healing potion, especially in the middle of a fight.
Maces are good. I don't understand the big deal about critical hits, I'd rather stun.
In a fight with multiple enemies, try to pick out the weakest one and kill him first (check their defensive shields).
I don't like taking guards in my party. Suppose they die just as raiders head for your town? I leave them to guard the town, that way if I can't get back to town quick, they can at least slow the raiders down for a while.
Also, I agree with everything in this post. Also watch for gaps in between where enemies are standing on the minimap. Sometimes you can pull them 1 or 2 at a time
Deguar
06-24-2009, 06:19 PM
The outside of my town usually looks something like
F/H G F/H G F/H G
S Hu S Hu S F/H
F= Farmer
H = Herder
The (F)armer/(H)herder is really dependant on who arrives in what order.
G = obviously guards, normally with every second one a watchtower
S = support staff, on the "inner" ring these are typically herbalists with the intention of upgrading one to a doctor, one to a wizard if lucky
Hu = Hunters, equipped with bows natch
So in this scheme the farmers/herders are basically cheap canon fodder for fending off raiders.
Guards are the heavy hitters
While the hunters and spell slingers are also be set to intervene with minimal chance of getting killed by the raiders
Thus any raid hits a melee wall, even if it hits an F/H first two guards are in close proximity, support is provided by the inner ring and reinforcements aren't far away. You also get stronger Farmers and Herders appearing throughout the game so they upgrade easily.
stethnorun
06-24-2009, 07:04 PM
How Machiavellian of you :D Using your farmers as meat walls like that.
Deguar
06-24-2009, 08:19 PM
How Machiavellian of you :D Using your farmers as meat walls like that.
Meat is murder...I think is the saying ;)
But it's also the case that even if you upgrade a farm to a plantation..you can still staff it with a farmer. However, for example if you upgrade a camp to a hunting lodge you can't throw a trapper into the hunting lodge.
99% of the time I get so fed up waiting for any level huntsman to appear let alone a decently leveled one to replace one that got killed that I bulldoze the hunting lodge, hire the high level trapper that invariably appeared build a camp and reupgrade to a hunting lodge
soldyne
07-04-2009, 01:12 PM
Meat is murder...I think is the saying ;)
Well you can't have Slaughter without Laughter! LOL!
anyway, I use a similar approach to town development and partying as the others here.
I usually have no problem with food using 3 plantations, 1 herder (for the town quality and potential dragon egg), and 1 trapper (hunter upgrade with fletchery for another town quality). you will find plenty of extra food production equipment to give your people to make up any deficits you might have in a large city (magic oats, plows, maps, compass, etc)
I just recently realized the wonder and efficiency of the watchtowers and I like to put them at the north part of the city like a wall of towers. the food producers I put in the very south corner and the money producers I put in the middle as though I were building a real city (like a city bazaar).
My party is usually based on what mood I am in. sometimes I do melee, sometimes I do ranged, sometimes I do healers and sometimes I do necromancers. I always to take a lvl 20+ dragon with me when I have one to take.
I believe that the healers heal rate is based directly on their attack strength so I like to give my healers +attack gear when possible. I rarely ever saw a healer level up so I just replace them from time to time with more leveled visitors. I like to let my necromancers research until I have lvl 15+ skeletons.
GenghisKim
12-25-2009, 12:45 PM
Well you can't have Slaughter without Laughter! LOL!
anyway, I use a similar approach to town development and partying as the others here.
I usually have no problem with food using 3 plantations, 1 herder (for the town quality and potential dragon egg), and 1 trapper (hunter upgrade with fletchery for another town quality). you will find plenty of extra food production equipment to give your people to make up any deficits you might have in a large city (magic oats, plows, maps, compass, etc)
I just recently realized the wonder and efficiency of the watchtowers and I like to put them at the north part of the city like a wall of towers. the food producers I put in the very south corner and the money producers I put in the middle as though I were building a real city (like a city bazaar).
My party is usually based on what mood I am in. sometimes I do melee, sometimes I do ranged, sometimes I do healers and sometimes I do necromancers. I always to take a lvl 20+ dragon with me when I have one to take.
I believe that the healers heal rate is based directly on their attack strength so I like to give my healers +attack gear when possible. I rarely ever saw a healer level up so I just replace them from time to time with more leveled visitors. I like to let my necromancers research until I have lvl 15+ skeletons.
Interesting photos. Do raiders only come through northwest?
PantherX
12-25-2009, 12:56 PM
Since your town is in the SW corner of the map then yes mostly raids come from the NW but it really depends on where they spawn from. Some can come from west or north
GenghisKim
12-25-2009, 01:00 PM
Since your town is in the SW corner of the map then yes mostly raids come from the NW but it really depends on where they spawn from. Some can come from west or north
So you wouldn't recommend a tower concentration like the photo shows? Or is it wise to play the percentages and do it that way?
PantherX
12-25-2009, 01:09 PM
Hmmm.. usually I try to make it back for the raids. Quite a few times I have seen the raid notice and look at the map only to find i can intersect the raiders OTW to town.
So I guess what I am saying is IDK about the towers, I do not usually hire guards at all. Sometimes a map may send you raiders from a high level area so then you might do towers because you know you will not be able to beat the raiders to town.
It really depends on the map and circumstances. :)
GenghisKim
12-25-2009, 01:19 PM
Hmmm.. usually I try to make it back for the raids. Quite a few times I have seen the raid notice and look at the map only to find i can intersect the raiders OTW to town.
So I guess what I am saying is IDK about the towers, I do not usually hire guards at all. Sometimes a map may send you raiders from a high level area so then you might do towers because you know you will not be able to beat the raiders to town.
It really depends on the map and circumstances. :)
In hardcore mode, sometimes you can't make it back on time, because of the frequency of the raids. And then, when you do make it back, you are beat up too badly to engage such strong raiders. So I tend to need towers.
Of course, I can hire more potion-makers and then spam create heal potions, but that would mean a lot of resource diversion as well...
blitz100
01-04-2010, 03:20 PM
The way I make a town is that I keep all the low level and skilled workers that I will never upgrade and want to protect between the south end and center of town since those areas are the farthest from the raiding parties and the last to get attacked. I'll put farmers, herders, trappers, and guards all over the West, North and East ends of the town since. Farmers are very cheap to replace or upgrade. You can kick a level 1 farmer out of town and replace him with a level 4 later on. Also losing a little bit of food production when a farmer dies is not going to hurt as much as losing a character that makes potions or produces gold.
Dylmani555
06-03-2010, 08:58 AM
If you're an orc, double that because they use 2x the amount.
Thing is though, orcs can find food lying arouns and when ever I play as orcs, I have >100 food by the time I have cleared 5 areas.
Tinkerbell
06-03-2010, 11:56 AM
If you have lots of open portals, raiders come from the east & strike at the center of your town. They have to go around the row of portals. So they either strike western edge or center of our town.
It also really matters where on the map the raider site is.
Dylmani555
06-03-2010, 07:36 PM
here's a hint:
If the raider base is level 2 and the next lowest is level 6, don't take over the level 2 raider base until you can take on a level 6 base. In my experience, the higher the level of the raider base, the harder the raiders.
Blade
10-01-2010, 08:13 PM
here's a hint:
If the raider base is level 2 and the next lowest is level 6, don't take over the level 2 raider base until you can take on a level 6 base. In my experience, the higher the level of the raider base, the harder the raiders.Though this is true, the raiders will stop coming from the level 2 base eventually(based on your character level).
Tinkerbell
10-01-2010, 08:32 PM
Yes, raiders keep up with your character level & I have never seen a raider base less than about L4.
Also, even if you kill all the raider sites, they will still materalize outta thin air at the top of the map.
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