[Guide] Fallen Enchantress City Progression Guide 1.1
In FE, your cities also level up (based on population size), and can go all the way to Tier 5. Each tier increase also give you a choice of 3 upgrades (which takes up a quarter slot of a tile, but you have no control where it is placed) which gives you specific bonus.
Progressing from tier 1 to tier 2 branch your city off into 1 of 3 direction:
- Military (Fortress)
- Research/Mana/Potion vendor (Conclave)
- Economy (Town)
While they share a good number of improvements, they also have specialized improvements only available to them.
Village (Tier 1 -> 2):
Fortress (+1 Level for Train Units)
Town (+1 Zone of Control)
Conclave (+50% Research when Idle)
Fortress (Tier 2 -> 3):
Infirmary (Trained Units gain Endurance Trait [+1 HP per level], +1 Growth, Heal 10 Hit Points per season to all stationed units)
Strike Garrison (Trained Units acts first in combat)
Watchtower (Trained Units gain Charge Trait [+3 atk, +3 move on first turn], +1 catapult when defending)
Fortress (Tier 3 -> 4):
Prison (-10% Unrest in All cities, -1 growth for this city)
Gallow (Unrest doesn't effect production in this city)
Mining Guild (+2 Metal)
Fortress (Tier 4 -> 5):
Great Arena (+1 Attack & 3 Hit Points to trained Units)
Obsidian Throne (-30% Unrest in all your cities)
Underforge (-50% Production of Armor, +1 Earth Power)
Town (Tier 2 -> 3):
Guild Grocer (+5% Max Health for all units)
Slums (+3 Growth, +5% Unrest)
Guild Warehouse (+4 Gildar when the city is idle, +10% Gildar when the city is idle)
Town (Tier 3 -> 4):
Governor's Office (+1 Production per Material in all your cities)
Embassy (+1 Influence per turn)
Almshouse (+1 Faction Prestige)
Town (Tier 4 -> 5):
Guild Lendinghouse (+2000G - one time sum)
Guild Tribunal (+2 Production per Material in All Cities)
Mint of Ruvenna (+5 Gildar per Material [in that city])
Conclave (Tier 2 -> 3):
Archivist (+50% Research when the city is idle)
Oracle (+1 Essence)
Scroll Scribe (+20% Research for this city)
Conclave (Tier 3 -> 4):
Academy of Revelation (+10% Research for your faction)
Amethyst Vault (+2 Crystal)
Pyre of Anniellum (+2 Fire Power)
Conclave (Tier 4 -> 5):
Tenfell University (Unrest does not effect research)
Tower of the Magi (+10 Spell Resistance for Units train in this city, Protect city from spell of enemy caster?)
Hedigah Bathhouse (+1 Water Power, -30% Unrest)
Tips:
- The most important leader trait that helps your city is Enchanters, which unlocks the Scrying Pool improvement (+1 essence)
- Ideal setup for your first city is 4 Grain, 3 Material, 2+ Essence
- FE being a game around magic, # of Essence has huge impact on your cities later on
- Water II + Air II gives you the Gentle Rain spell, which increases Food per 25% per essence, critical for your city growth
- Tile with 3+ essence is ideal for creating fortress to train elite troops. There are a few city spells that gives permanent bonus per essence for troops train there.
- Tile with 1 or less can be salvaged with conclave. Scrying Pool gives +1 essence, as does the oracle upgrade (Tier 2->3), turning it into a 3 essence tile.
- Building your city next to a river tile unlocks the Pier Tree (any of the 8 cells)
- Building your city next to a forest tile unlocks the Logging Camp (any of the 8 cells), but be sure to build your camp on the forest tile before destroying it with other buildings
- Birth of Summer... this spell revives the fallen/dead land to lush grassland, and unlocks hidden essence... There is a better chance of finding hidden essence near nodes/special structures. Best save before you use it, as the spell is rather costly and might not discover any essence at all.
Wishlist:
- In-game option to have a balance start where all factions start with similar/same map stamp layout, preferably with balance resource and/or accelerated start (wild grain, clay, monument and crystal nearby).
- Pioneer/city-zerg at the beginning has far too much advantage, nullifying most other strats. Civ V's implementation allows for more variety in strats.
- Relax the forest/river tile to within 2 tiles of city, so you can expand your city and then build the pier/logging camp once your city stretch out enough
- Options to add more essence seeding during map creation. City spells play a big part in our cities, would be nice if we have more opportunities to make use of them.
