Illyriad Army Guide

Illyriad Army Guide Rating: 3,9/5 7010 votes

Published on Jul 3, 2012 This video explains the mechanics of military units in Illyriad, including training troops, forming armies, promoting and training commanders, attacking, raiding. Before you can send your army out, you need to promote at least one of your newly trained units to the commander role. To do this, navigate to the Commander Screen.At the bottom of the screen, you will see all of the troops available to be promoted – this amounts to all units not currently in a division/army, and that aren’t already commanders.

Getting StartedBefore you can start building units, you will need to research and build a Consulate. The level of your consulate determines what units you can build, as well as how far away from your town(s) you can see incoming diplomatic units.Counter Intelligence gives you the chance to defend against incoming units (if you have the same type as those sent), but you will need Interrogation to capture and (hopefully) identify whoever has actually sent the units.

Foreign Affairs unlocks the Foreign Office building, which will increase your visibility on the map.Scouts and SpiesThe first units you can research and train are scouts (level 1 consulate) and spies (level 5 consulate). These units are used to gather information on animals, troops and buildings, inside and outside cities.Scouts are used to report on troop or animal numbers. When sent to a town, a basic scout can only report on armies currently residing in the town (including reinforcements from another player).

An advanced scout, however, will also report back on the movements of armies currently on manoeuvres. When sent to a square containing any harvestable resources, both units will also list the resource type and quantity available.Spies are used to report on buildings. A basic spy will tell you the current buildings and basic resources in a town, whereas an advanced spy will add current researches in queue to the list.Scouts and spies are not considered inherently hostile by the game, as they are not able to affect a town/units in any way.

As such, killing runes do not affect them.MessengersMessengers are single-use units that allow you to recall occupying armies from wherever they happen to be at the time. Messengers will not pass information to armies still in motion.

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When a messenger arrives at its destination, it will order all armies from its town home, and then die. If you have armies from multiple towns present, you will need to send a messenger from each town represented.ThievesOnce you have a level 9 Consulate, you can begin researching thieves. Thieves are, obviously, used to steal items from another player’s town. It is not possible, at this point, to thieve from other squares on the map, including trade hubs.Basic thieves will bring home books, beer and basic resources. Advanced thieves, however, also have the option of stealing any armour or weaponry shown in the menu bar above the map.

Crafted items, herbs, minerals, animal parts and elemental salts are not able to be thieved by any unit. The amount each mission can carry depends on the carrying capacity of the units, and the amount of resources available in the town.SaboteursSaboteurs are feisty little units that become available when your Consulate reaches level 13. They can cause delays to the time it takes for buildings and research to complete, depending on which unit is sent.

A basic saboteur will destroy all progress made on the first building in queue – that is, the one currently being worked on. Advanced saboteurs do the same, as well as affecting the next research being worked on.

In addition, advanced saboteurs have a chance of affecting the second building and research in queue.The time each is delayed for varies based on how many units sent, and what defences are in the city. There have been rumours in the past of researches being delayed by several months.AssassinsA level 17 Consulate is required to research Assassins. These units are used to kill off the commanders of other player’s armies.

For an assassin to be successful, they must be sent to a town, and the commanders must to be assigned to an army. While the developers intend to allow assassinations in the field, this is not an option at this point in time.There are two types of assassins: basic (tier 1) and advanced (tier 2). Besides travel speed and cost to make, the only difference between the two is how many commanders they are able to damage per mission. Basic assassins are restricted to one commander per trip, whereas advanced assassins not only do more damage, but have a chance of damaging more than one commander.Giving OrdersOrdering your units to undertake missions is a simple task. Navigate to the and search out your target.

Click on the square/town you wish to send to, and choose Send Diplomats:This will take you to the screen where you can specify the number and type of units to be sent. All researched units will be listed here, with the numbers available/unavailable specified. You will only be able to issue orders to one unit type at a time, so if you wish to send more than one unit to a square, you will need to repeat this process.Once your units have arrived at their destination, a report will generate with the details of their successes or failures.Success vs FailureWith all diplomatic missions, there are percentage chances of whether you will succeed or fail, as well as of the degree to which you succeed or fail. Not only can you be completely successful (and everyone comes home, with all information/tasks completed) or completely fail (no one will come home and no information/nothing completed), but you can also be partially successful (units may or may not come home, with or without information/tasks completed). If you are partially successful or completely fail, there are defending units of the relevant type, and Interrogation has been researched, there is also a chance that your units will reveal who sent them.Each unit has defence statistics against its own type – thieves defend against thieves, scouts defend against scouts and when sending units to a square that contains the same unit as what you have sent, you will need to overcome their defences to be successful.In addition, there are algorithms in the game that essentially work as a dice roll, and they also affect your chances of succeeding.

Having more units than the other guy isn’t always enough, and has been the source of frustration for many players. One of the biggest sources of frustration was the “dice roll” for critical success or failure. In the past, there was a chance that regardless of how many units you had sent, or how many units were/weren’t defending, you could lose the lot. An update in January 2014 changed this, however, and now the following applies:. Only diplomatic missions of at least 100 units have a 1% chance of critical success. Only diplomatic missions of less than 100 units have a 1% chance of critical failureMissions outside these parameters no longer have the chance of critical success or failure.Diplomatic VisibilityAn often overlooked feature of the World Map is a tiny ticker box down the bottom labelled “Diplomatic Visibility”. It is, by default, unticked, which can cause some confusion when a player doesn’t receive notification of incoming diplomatic units until they’re almost at the gates.When you navigate to the, and select Diplomatic Visibility, a large portion of the map is going to disappear under a thick, grey fog.Within this range, you will be able to see incoming diplomatic units, as well as the size designation of occupying animals and military encampments. This visibility is affected by your consulate level, the sovereignty your town holds, and whether you have the Inquisitive Populace discovery.

In addition, scouts and spies have a radius around themselves when they are traversing the map. A full list of what affects your town’s visibility is available on the.Diplomatic ContingentThis research allows you to attach diplomatic units to your army, for defence purposes. As the only units that currently work in the field are scouts, you may find that these are the only units you wish to attach. Diplomatic units in an army will not count for battle purposes, but just as when they are at home, they will defend against their unit type when sent to the square. It is also worth noting that diplomatic units in armies do not show up in scout reports, regardless of whether your scout mission is completely successful or not.Advanced BuildingsAdvanced (tier 2) buildings are available for each diplomatic unit type. Building these will reduce the hourly gold upkeep for that unit type by 1.5% per level. You can build more than one of each building, but keep in mind that they require basic resources as well as food on an hourly basis, and the specific requirements of each varies based on the building.

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A full list of the buildings is available in.