this thread is a series of observations I failed to see listed any of the FE LH newbie guides
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city building strategy summary -
only build or keep cities which have at least two native city essence. maps tend to have much fewer city sites with 3 native city ess but these are more desirable and if possible should be settled first. if a random map has no city tiles with at least two native city essence re roll a new map
build CONCLAVE cities by default for the res and mana. only a CONCLAVE can build the bldg lines starting with sage & herbalist and hence will always produce the most research & mana of any city type. these are the outputs most desired after a city has been built out and is producing research (or perhaps city growth if not yet a lev 5 city)
build enough lev 5 FORTRESS onyx throne cities to offset the city unrest from # of cities in your empire (each onyx throne counters the debuff from 10 cities in your empire (3 city unrest x 10 cites = 30 city unrest debuff of onyx throne). a FORTRESS city also helps train units, a feature more needed by empires which lack the 80 mana life 4 call to arms spell used by kingdoms
to avoid the 15% city unrest non contiguous to your capital city debuff string along a series of outposts or arcane monoliths (with 'the Decalon' faction trait) to connect any potential cities to be added to your empire BEFORE YOU actually conquer them. otherwise the non contiguous debuff will drag down the production of the city you just added to your empire.even thought you do not own them you can see the details of any foe city and even rename their city in single player mode in you so desire
out of your control is a bug which seemingly at random decides cities which previously were contiguous to your capital city are no longer so even in the absence of any territory ownership changes on the world map. sometimes after a few turns the bug will disappear and your city unrest will go back down by 15%
TOWNS should NEVER be built & all captured TOWNS should be razed, even if they have a desirable bldg like a tower of dominion (see below in this post for explanation of why not to build or keep TOWNS). if there are desirable city sites (at least 2 ess) left after a TOWN is razed a new CONCLAVE (for res & mana) or FORTRESS (to control city unrest & to train better units) can be built there
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every city you add to your empire adds 3 more city unrest. the easiest way using city improvements to counter that is to build the tower of dominion, a unique bldg of each faction that erases all city unrest caused by the number of cities in your empire. if you take over a city of another faction it may have the tower of dominion bldg unique for that faction. in general if the conquered city is a CONCLAVE or FORTRESS with at least two native city essence then it is a good idea to keep this city for this highly desirable benefit. if you decide to raze a tower of dominion city of another faction the choice to build a 2nd tower of dominion in your own empire may appear. a game bug, but until fixed highly exploitable to give a huge buff to one of the existing cities in your empire which lack this bldg
another bldg which counters city unrest is the faction unique palace bldg. it gives minus 30% city unrest for THAT city
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a crude but effective solution to the problem of growing city unrest from adding cities to your empire is to limit the total # of cities in your empire (most of which are CONCLAVE, see below) and only build or keep cities with long term ability to create res & mana (CONCLAVE) or to counteract the debuff from the total # of cites (FORTRESS, also has special bldgs to help train units)
using this approach you may be tempted to have just one HUGE CONCLAVE mega city in your empire with the tower of dominion and tower of knowledge (no # of cities city unrest debuff so palace bldg not needed) -- but having one HUGE CONCLAVE mega city ignores the benefit of more and more res and mana from each added CONCLAVE city. having just one mega city would severely handicap your empire v other factions which do grow their res and mana by SMARTLY building or adding more cities. (such a SMART faction would be human since the AI (still in 2024) overbuilds cities & does not effectively counter city unrest from the # of its cities
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as you conquer other factions only keep a conquered (CONCLAVE or FORTRESS, see above) city which has a tower of dominion and at least two native city ess, see above in this post). such a city may also have the tower of knowledge bldg, a unique faction bldg which gives +3 research per turn. if a faction has these two unique tower bldgs in different cities an argument can be made to also keep a conquered tower of knowledge city as long as it has at least two native city essence to enable casting some city enchant spells (life 1 sov's call for kingdoms, 0 mana meditation, 100 mana arcane forge, 250 mana bless city). later bldgs scrying pool (for enchanters faction) and ritual site (for all factions) each give +1 city essence,
such a conquered tower of knowledge city is preferably CONCLAVE to best use the added res. a FORTRESS is less desirable but also a possible city to keep in your empire
you would be extremely lucky to conquer a lev 5 FORTRESS with onyx throne. by all means keep it since it gives minus 30% unrest in ALL your cities. (see below for hyperlink to city lev improvements)
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similar to the much later game Age of Wonders 4, in FE LH building outposts (costs 30 city pop) or building arcane monolith (costs 50 mana with 'the decalon' faction trait which costs 2 allocation points) is the key to scooping up MAP RESOURCES. for FE LH this means resources such as clay pit, wild grain, fruit orchard, magic school shard, crystal mine, iron mine, ancient temple, etc.
outposts cost 30 population from its lev 1 village (bad idea, need to first specialize as a lev 2 city) or city (lev 2+ CONCLAVE or lev 2+ FORTRESS, see below for why to avoid building TOWN).
NOTE - see https://felh.fandom.com/wiki/Magic for all spells A to F, I do not know of a link of all spells A to Z for FE LH
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for a mostly updated list of city level improvements see
https://forums.elementalgame.com/437964/page/1/#3294445
notable city lev improvements are listed below
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lev 5 CONCLAVE hedigah bathhouse, minus 30% unrest in THAT city
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lev 4 FORTRESS prison, minus 10% city unrest in ALL cities in your empire -- but at the extreme cost of minus one city growth. imo a bad idea since lev 5 FORTRESS has a better city unrest debuff (see below) and this choice will slow city lev progress quite a bit. only worth it if you are willing to wait the extra turns. gallow [sic] is my preferred lev 4 choice instead since it will speed up prod if you have any city unrest in THAT city
lev 5 FORTRESS onyx throne (incorrectly listed as obsidian throne in hyperlink above), minus 30% city unrest in ALL cities in your empire
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lev 2 to 5 TOWN gives various improvements, the most notable being lev 3 guild grocer (+5% HP for ALL units), lev 5 guild lendinghouse, one time payment of 2k gold (in game called gildar). lev 3 slums gives +3 city growth at the high cost of +5% city unrest. a tradeoff not worth it since NONE of the TOWN city improvements reduce city unrest
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regarding earning gold ZERO taxes is the only way to play the game from turn one. any higher tax level debuffs your res and prod
gold (in game called gildar) can be earned or collected other ways. the best way to earn gold from turn one (other than randomly from beating lairs or quests) is to skill a commander hero (champion) or henchman (with tech & if faction is Altarian, the race of men, hm are better used as mages or warriors imo) in the skills of merchant 1, 2, 3, 4 for a total of 14 gold per turn with merchant 4 skill. this amount of gold will pay the unit wages for many units
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eventually (may take up to 200 turns) you will find the alchemy spell in a quest or lair. the alchemy spell allows you to convert mana to gold. see posts below on how to build up a source of mana
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a fully built out lev 5 TOWN fails to provide enough res & mana (compared to a lev 5 CONCLAVE), it has no way to control city unrest from city level up improvements (compared to a lev 5 FORTRESS with onyx throne), & should NOT be used to generate gold from city taxes (see above)
hence TOWNS should NEVER be built & all captured TOWNS should be razed, even if they have a desirable bldg like a tower of dominion . if there are desirable city sites (at least 2 ess) left after a TOWN is razed a new CONCLAVE (for res & mana) or FORTRESS (to control city unrest & to train better units) can be built there
NOTE - if possible build outposts or arcane monoliths (see above) to lock this newly exposed territory into your empire to prevent an opportunist AI faction from building a city there (the AI builds way too many pioneers based upon city sites left on the map) or grabbing the now exposed map resources
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after building out a city by completing its improvements the goal is for it to produce research and mana. at that point city growth and city production are not important
the CONCLAVE gives the most research and mana and so should be your default city type. only a CONCLAVE can build the bldg lines starting with sage & herbalist and hence will always produce the most research & mana of any city type. these are the outputs most desired after a city has been built out and is producing research (or perhaps city growth if not yet a lev 5 city). in fact for max research and mana ALL your cities would be CONCLAVE -- but city unrest from # of cities eventually becomes a huge problem as your empire grows
hence it makes sense to also build a FORTRESS city for every ten cities in your empire as each lev 5 FORTRESS onyx throne will offset the city unrest debuff for ten cities. since it takes a long time to get to a lev 5 city, some of your early cities should be a FORTRESS, in fact enough to counter the city unrest debuff for the projected max # of cities in your empire, a number based upon the map size & # of land tiles of your map. for a HUGE map this means 2 or 3 FORTRESS cities to counter the unrest debuff from 20 or 30 cities
the FORTRESS gives the added benefit of special bldgs to help train and buff new units (at the cost of producing less res & mana). the faster unit prod is offset if you have the life 4 spell call to arms which builds the next unit in the city build queue for 80 mana, much cheaper than the rush cost in gold. in fact the biggest benefit is for units with high wages & hence high production costs which are very costly to rush. NOTE - see posts below on how to build up a source of mana
if you are playing as an empire this and most life spells are not available. on the bright side empires get the curse, mass curse, raise skeletons, etc spells that are not available to kingdoms (see next post for more complete list of useful death spells)
for empires the FORTRESS unit training special bldgs are more important than for a kingdom faction since an empire cannot use mana to build the next unit using life 4 call to arms
continued in 2nd post