Colony Island Research

DeletedUser

Guest
I just set-up a city on a colony island with no farming villages and upgraded my academy. Here is what I saw, research items such as 'city guard' and 'diplomacy' were available. And I'm sure that as I keep upgrading, other research items such as 'booty' will also become available. These research items are all associated with farming villages even though there are no villages available.

Question: What is the purpose of researching these items if no villages are available and why are they allowed on a colony island?
 

DeletedUser271

Guest
The game has not been 'taught' how to make the difference between a city on an island with farming villages or without farming villages. That's why you are able to make such researches even though you're on an island without villages ;-)
 

DeletedUser2039

Guest
Answer: "City guard" has nothing to do with farming villages, but with your actual farm level in that city. As for the other researches, just don't research them, because they will be no help to you. You will not be able to research all academy items anyway, so saving your research points for later on is better anyway.

Edit: of coarse I wait 2 extra minutes to finish a conversation on Skype and Kyllmen beats me to it;-)
 
Last edited by a moderator:

DeletedUser

Guest
The game has not been 'taught' how to make the difference between a city on an island with farming villages or without farming villages. That's why you are able to make such researches even though you're on an island without villages ;-)

Would you say that this a peculiarity that has to be corrected?
 

DeletedUser271

Guest
I don't know if it has to be corrected, but this should be known as a bug and maybe the developers should fix it :)
 

DeletedUser

Guest
Answer: "City guard" has nothing to do with farming villages, but with your actual farm level in that city. As for the other researches, just don't research them, because they will be no help to you. You will not be able to research all academy items anyway, so saving your research points for later on is better anyway.

I thought the city guard was a militia that had to be recruited from the farming villages.
 

DeletedUser2039

Guest
I thought the city guard was a militia that had to be recruited from the farming villages.

No they are recruited from your city farm. Go to your city overview, click the farm, and you will find it says enlist militia. They come from your city, not the farming villages.
 

DeletedUser

Guest
You will not be able to research all academy items anyway, so saving your research points for later on is better anyway.

That's the real reason why I wanted to set up a city on a colony island. I wanted to start the research from scratch and build a navy.
 

DeletedUser2039

Guest
That's the real reason why I wanted to set up a city on a colony island. I wanted to start the research from scratch and build a navy.
Well you can, just know that you won't ever be able to research everything. You only get 4 research points per academy lvl so some things will need to be left out, that's all. For a navel city though, you won't need many of the researches anyway.
 

DeletedUser

Guest
Well you can, just know that you won't ever be able to research everything. You only get 4 research points per academy lvl so some things will need to be left out, that's all. For a navel city though, you won't need many of the researches anyway.

I have a whole list of items associated with navy and buildings to be researched. You would be surprised how many are needed to set up a navy. Almost all 120 points that's excluding all land units and their associated research items i.e. phalanx, trainer etc. The only land units I will have are the swordsman that will serve as marines and the divine envoys since they are both already given. I will even research catapults and load them on transports.
 

DeletedUser2039

Guest
For a navel city, I don't suggest having any land units you noted above. Swordsmen limit the population you can devote to ships and envoys are even worse. Catapults need to be sent in an attack with other offensive land units or they will just be killed off.
 

DeletedUser

Guest
For a navel city, I don't suggest having any land units you noted above. Swordsmen limit the population you can devote to ships and envoys are even worse. Catapults need to be sent in an attack with other offensive land units or they will just be killed off.

I need the land units so that I could raid all the dead cities for their resources. I have no farming villages. But I will upgrade silver, timber, and quarry to the fullest.
 

DeletedUser2039

Guest
Use horsemen then, probably your best bet. Carrying capacity of swords and envoys suck. Worth the 8 research points if that's what you want to do.
 

DeletedUser271

Guest
Catapults need to be sent in an attack with other offensive land units or they will just be killed off.

That's not entirely true, catapults can also kill units (image under) ;-)

701032image.jpg


However, I agree that it's highly recommended to send them with an escort :)


Use horsemen then, probably your best bet. Carrying capacity of swords and envoys suck. Worth the 8 research points if that's what you want to do.

Or maybe, if he has more than 2 cities, he could take Hera and train Harpies which are good for looting :)
 

DeletedUser2039

Guest
That's not entirely true, catapults can also kill units (image under) ;-)

701032image.jpg


However, I agree that it's highly recommended to send them with an escort :)
They can...but it is not cost-effective whatsoever...I didn't say they couldn't take out land troops, I just said they needed escort or almost any amount of DLU can take them out.
 

DeletedUser

Guest
Catapults can carry alot of booty. I just haven't reached that level yet. I can't research cavalry. In addition to navy there are other research items such as crane, architecture, espionage, etc. that have to be researched. I've only included the catapults because they are slow and should be used on transports to speed things up.
 

DeletedUser

Guest
I don't know if it has to be corrected, but this should be known as a bug and maybe the developers should fix it :)

This isn't a bug, just an oversight. I see no reason for the researches to be removed, it is just extra, unnecessary change.
 

DeletedUser

Guest
This isn't a bug, just an oversight. I see no reason for the researches to be removed, it is just extra, unnecessary change.

Someone might research it by accident. They should be removed and replaced with something else peculiar to a colony island.
 

DeletedUser

Guest
You could always suggest that here if you'd like that change implemented into the game. And in any case, you'd really have to try quite hard to accidentally research it, seeing as you even have a chance to cancel it.
 
Top