Multiple Cities - I.E - 2

From Second City Deed to Second City

If you earned Crests by battling the Picts, then you need to convert the 100 Crests into a Deed in the Round Tower.  Click into the Round Tower, click on the Artifacts tab, and then click the Claim button. 

Now that you have the deed, you need to find a place to put your city.  You can put the city on any Plain spot on the map that is not currently occupied.  Plains look like a sandy desert spot on the map and are taken like resource bonus wilds.  You need an open conquest spot in your castle in order to occupy the Plain, which probably means abandoning a wild that you current own.  The plain will only take a slot in your conquests for a short time, while you are capturing it and converting it into your city.  You will then have the open spot in your conquest list again and be able to fill it with a resource bonus wild. 

While the Plain wilds have levels and require more troops to capture the higher level Plains, there is absolutely no benefit to taking a high level Plain.  So search for a low level Plain so that you lose the least amount of troops taking it.  You want to place your second city a bit of a distance from your first, about 50-100 squares on the map.  With a high level Relief Station, the distance will still provide you with the 30s minimum transport times.  However, spacing your cities apart will make it more difficult for your enemies to find both of your cities.

Once you have taken the Plain, just click on it and you will be presented with an option to build your second city.

General Approach

There are a couple of approaches to configuring two cities.  You can treat them as two independent cities where each has it's own complete set of resource fields and armies.  However, this configuration will limit your might based on the food production in each city and how well you can supplement that by farming.  The alternative is to have one city be a troop city and the other being a food city.  The troop city does not have any farms, as troops do not need to be fed to stay alive, only to be trained.  The farm city does not have any troops, or only as many as are needed to use for farming.  You train troops in both cities, but as training completes in the food city, you reassign the new troops to the troop city.  This is the best configuration and is the approach that this article describes.

Resource Field Configuration

In a two city configuration, the best way to organize the resource fields is to have each city specialize in only two of the resources.  The food city has farms and one other resource and the troop city has the two remaining resources.  This configuration allows you to get the highest impact of your wild bonuses in each city.  If you food city is farms and mines, then get the highest level grass/lake and mountain wilds for this city.  You troop city would have wood and hill wilds to go with the sawmills and quarries that are there.

If you plan on having a balanced fighting force, then you want to have the resource production approximately balanced.  If you want to have one troop type dominate your forces, then increase the ratio of their primary resource training requirements.  Ground requires more wood, Horse require more ore, and artillery require more stone.  Get your wilds balanced in the same ratio as the resource fields that they are supporting.

Converting to this configuration does require deconstructing resource fields in your first city as you would have originally built it to have all four resource field types.  Most people while battling the food shortage when only having one city end up with more food in that city than the other resource types.  However, even though you have more farms in your first city, moving them might still be the right answer.  The fastest fields to build and deconstruct are farms, second is sawmills, then quarries and mines.  Therefore, making your second city your food city is usually going to get it built faster than if you start deconstructing and moving mines and quarries.  The only exception to this is if you already have farms in more than 50% of your resource fields in your first city. 

City  Screen Configuration

The configuration of the buildings inside the city gets much more complicated and interesting.  The main goal is to have both cities function well and to be able to train troops as fast as you can.  There are many choices that you can make for each of the building types.  Therefore, this section will walk through each of the buildings.


Cottages control your idle population, which is the key to the size of the training batches that you will queue up.  If you can be on to insert more troops into your training queue every couple of hours throughout the day, then you want to go with a low number of cottages, usually 6.  If you can only be on a couple of times a day or only once a day, then you want to go with a higher number of cottages, like 8 or 9. 


You want as many barracks as there are blank spots inside your city.  Most people focus on the cottages to barracks ratio since all of the other buildings you can only have one of in your city.  However, there are some options that will be discussed below that will show you how to get more barracks.  Regardless of the options chosen, you still want to fill every blank spot in the city with barracks after you have made your other choices.  Typical is to have at least 12, but in extreme conditions you can have as many as 22. 

Round Tower

The round tower stores the crests and artifacts that you capture from the Pictish camps.  You will only have a round tower in your first city.  There is not even an option of building it in your second city.  Therefore, the only thing to think about is destroying it after you have the second city to make room for one more barracks.  Since Kabam has plans for cities 3 and 4 and has just unleashed the new Events section of the round tower, I think that it should be kept.


The storehouse protects some of your resources, with the exception of gold, up to your protection limit.  You should maintain the storehouse in each city, unless you plan on unhiding your troops permanently in your troop city and have a ton of troops to protect your resources.  You can also plan to dove or portal your city if it comes under heavy attack.

Watch Tower

The watch tower alerts you to an incoming attack.  To get an extra barrack in your food city, you can choose to not build or destroy the watch tower in that city.  Since you cannot keep troops there, knowing that you have an incoming attack would only help if you were able to move any unprotected resources or could reinforce the city temporarily.  But those reinforcements are going to end up eating the food there, so you have to question if the losses for defending the food is better or worse than letting the attack happen.  I chose to build a watchtower in both cities, but it is an option to destroy it and find out from the mails that you were attacked. 


The embassy allows you to join an alliance and be reinforced.  Similar to the watch tower, you can choose to not build or destroy this in a city if you think that you will never want reinforcements there.  This would be the case if you were able to never have unprotected resources, have so many of your own troops that you do not need help from your alliance, or it is your food city and the reinforcements would just eat your food.

Relief Station, Rally Point, Knights Hall

These buildings are not really optional in my opinion and should be build in all cities.


The stable allows you to build the relief station, train Calvary and Heavy Calvary, and build wall defensive units of Caltrops, Defensive Trebuchet, and Hellfire Throwers.  So you need to build a level 1 stable to build and level of the relief station.  But once it is at level 9, you can deconstruct the stable in one of your cities.  The wall defensive units are pretty much worthless, so the only real impact to the types of troops that you can train is that you cannot train Cavalry and Heavy Cavalry in that city.  Light Cavalry do not require a stable to train.  There is one other side effect that might be a glitch, but is definitely unexpected.  The training speed for Swordsmen slows down by about 25%.  It is only Swordsmen that are impacted by this slowdown, not all ground units.  So if you decide to destroy the stable in one city, you will find yourself training them in the other city only also.


The blacksmith is needed to train Battering Rams, Swordsmen, and Wagons and build wall defensive units of  Traps, Spiked Barriers, and Persian Sulfur.  It is not needed to train Militia Men.  Once again, wall defensive units are mostly worthless.  So if you are willing to limit yourself to training the Swordsmen and Rams and Wagons in only one city, you could replace your blacksmith with a barrack in one city. 


Similar to the stable and blacksmith, you can do without a workshop in one city if you are willing to limit the types of troops you train to the other city.  The workshop is needed to build and level up your wall, so you would need to build it and level it up as required to build the wall.  The workshop is used for training Ballistae and Catapults and the wall defensive units of Crossbows, Boiling Oil, and Greek Fire. 

Alchemy Lab

If you are still in the middle of doing research when you get your second city, then you should build a lab in both cities so that you can  research two items at a time.  But once you have completed the research for all items up to level 9, then you can deconstruct one of them.  If you are not planning on going for level 10 research, you can deconstruct both labs.

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Comments (1)

  1. zanesorenson

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    January 03, 2017