Fallen Enchantress: Legendary Heroes

Fallen Enchantress: Legendary Heroes

102 ratings
City development overview
By FeiLing
'Your settlement has grown a level! Select a free improvement for this city.'
Here all available options for all levels listed to help planning ahead.

Fallen Enchantress - Legendary Heroes
Game version: 1.30 (2013/10)
   
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Choosing the basic path (at city lvl 2)


City Level 2
reached at 50 Population
Choose City Specialization
When to go this path?
Conclave
3 Research, 2 Production, 2 Gildar
has exclusive buildings to enhance research and mana gain
whenever in doubt; 2+ essences would be good
Fortress
2 Research, 8 Production, 2 Gildar, +1 Level for Trained Units
has exclusive buildings to enhance trained units and lower their costs
lot of materials; have one with 2+ essences to train units there
Town
2 Research, 2 Production, 4 Gildar, +1 ZoC
has exclusive buildings to enhance economy and growth (in all cities)
lot of grain, no essence, when other cities need to grow
Conclave
Level 3
reached at 150 Population
rating
Archivist
+50% Research when the city is Producing Research
okay/situational
Oracle
+1 Essence in this city
very good
Scroll Scribe
+20% Research in this city (and some Spell Scrolls can be bought in the shop by Champions)
bad

Level 4
reached at 300 Population
rating
Academy of Revelation
+10% Research for your faction
good (especially on large maps)
Amethyst Vault
+2 Crystal per season
okay; good if in dire need of crystals/on small maps
Tenfell University
Unrest doesn't affect Research (in this city)
poo

Level 5
reached at 600 Population
rating
Hedigah Bathhouse
+1 Water Power, -30% Unrest (in this city)
situational-useful
Pyre of Anniellum
+2 Fire Power
good (strong city buff (unit training), strong champion buff, strong spells in general)
Tower of the Magi
+10 Spell Resistance for trained units (may also protect the city from enemy debuffs (unsure))
poo
Fortress
Level 3
reached at 150 Population
rating
Infirmary
Trained units get +1 Hit Point per level (Endurance trait); Stationed units heal +10 Hit Points per season
bad/okay-ish
Strike Garrison
Trained units get +2 Initiative (Impulsive trait)
very good (this game is all about Initiative!)
Watchtower
Trained units get +1 Move and +2 Attack on the first action of combat (Charge trait); 1 catapult for city defense
very good, but you should create your units with Charge. And since they already have it then, Watchtower does nothing (doesn't stack).

Level 4
reached at 300 Population
rating
Gallow
Unrest doesn't affect production in this city
poo
Mining Guild
+2 Metal per season
situational (I usually swim in Metal, so...)
Prison
-10% Unrest in all cities, -1 Growth in this city
good

Level 5
reached at 600 Population
rating
Great Arena
+1 Attack and +3 Hit Points to trained units
very good for your unit training city
Onyx Throne
-30% Unrest in all your cities
very good for larger empires
Underforge
+1 Earth Power, -50% Labor Cost of Armor in this city
not terrible but overshadowed
Town
Level 3
reached at 150 Population
rating
Guild Grocer
+5% Hit Points for all your units
good
Slums
+3 Growth, +5% Unrest (in this city)
good/situational (I like it in the capital)
Guild Warehouse
+50% Gildar when the city is producing Wealth
bad

Level 4
reached at 300 Population
rating
Almshouse
+1 Fame per season
useless
Embassy
Negates Unrest penalty for number of cities (in this city)
poo
Governor's Office
+1 Production per Material in all your cities
good

Level 5
reached at 600 Population
rating
Guild Lendinghouse
+2000 Gildar (instant one-time bonus)
situational/good
Guild Tribunal
+2 Production per Material in all your cities
very good
Mint of Ruvenna
+5 Gildar per Material (in this city)
bad
17 Comments
FeiLing  [author] 5 Nov, 2017 @ 1:33am 
I don't remember the exact details @Piorun22, but I believe on higher difficulties you don't have the resources for that.
Piorun22 5 Nov, 2017 @ 1:16am 
best time 2 build pioner for 2 city is FIRST turn
HEX: THE RELIC 26 Jun, 2016 @ 4:19pm 
How soon do I need to build my second and 3erd citys??? I can't seem to get the hang of this dam game driving my bat shit crazy.... :steamsad:
ปากกาน้ำเง 31 Jul, 2015 @ 7:01pm 
good
Pedinski 14 Apr, 2015 @ 9:28am 
Sorry, forgot to mention, it takes Fame to build henchmen, hence the need for the Almshouse.
Pedinski 14 Apr, 2015 @ 9:27am 
An Almshouse is not useless, its awesome with the right combination (situational/great) I play a kingdom (of my own design) that is allowed to hire henchmen. With a henchmen created in a fortress that allows level advancement upon creation, (Command Post, Worrior trait etc.) I can create "Governors" (level 5 henchmen of my own design). I level them up as commanders and then send them to each city I own...POW -35%ish unrest EACH! With that, I can grow an empire of 15+ cities...unstoppable.
[WEDC]grandmasterB 16 Jan, 2015 @ 12:53pm 
with prison i dont realy like the -1 growth so i never take it. does it stack with the onyx throne???
Ness 5 Jul, 2014 @ 1:07am 
I like to do two fortresses, each with the highest essence and production combo that I can find. One gets an Infirmary and Great Arena to make tanky front line fighters to protect the mages and archers I build in my other fortress with a Strike Garrison.

Of course, I usually play a mage and thus have lots of unit buffs to put on the fortreses, and I make those tanky front line fighters for the sole purpose of protecting my Hero, mages, and archers from their front line, so it kind of depends on playstyle.
b_dizel 5 Apr, 2014 @ 8:25am 
great guide ty!
Ryukaa 8 Jan, 2014 @ 12:23pm 
I would recommend 2 or 3 Fortress sities Total in larger empires.
The Onyx throne for lvl 5 really reduces unrest into nothingness.