Enlight.com Strategy Tips

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Tips on Economics

The key for generating money is to have enough people to make up a large tax base and to create a large demand for goods.

You can generate a good amount of cash even if you have no access to natural resources. You must, in this case, depend upon trade and tax. Since a nation can earn $2 per unit for importing goods to sell to its people, a nation can sustain a health economy even without possessing mines.

Occupying mines does not guarantee a good economy, as the cost of digging, running and guarding a mine is substantial.

A large surplus of goods in a market will do you no good. If you have such a surplus, either send it by caravan to other markets of yours or make trade treaties with other kingdoms so that they will send caravans to pick the goods up themselves. It is easier to make a trade treaty if you have a market with goods for sale.

Remember that villages have a population limitation of 60 people. If you have reached or are approaching this limit, recruit a peasant and settle a new village right next to the old. Then move half of the people from the old village to the new by right clicking on the pink arrows link until the villages are roughly equal in size. Your population will then continue to grow and thus increase your tax base and demand for goods.

Tips on Generals

Generals are critical to your success, as a General with 100% leadership will double the attacking ability of all the weapons and soldiers he commands as compared to troops that are without leadership.

Since there will be few Generals for hire in the later stage of the game, the key to building a powerful army is to raise a pool of potential leaders in the early stage of the game.

Since you do not know precisely which nationalities you are going to be ruling in the future, your prediction on that and your early training of Generals of the appropriate nationality will be very important to how strong you can be in the later stage of the game.

You may either bet on certain nationalities, try to train Generals of every nationality, or simply forget about it and stay with your starting nationality.

Hints on Fighting

As any good army would do, try to target an enemy's general at the beginning of a battle. Cutting down generals will deny the enemy troops leadership. Archers or Crossbowmen are great for this task as many of them can shoot at a single person.

Fighting in and around buildings may be to your advantage or disadvantage, depending on the situation. If you outnumber your foe it is better to fight in the open field as you can surround and destroy them with little loss. If you are outnumbered it will usually be better to have walls to your back instead of more enemy swords.

If your Fort is under attack and your forces inside are inadequate, make sure that the Stand Down Tile is enabled so that your troops will stay inside until reinforcements arrive.

Avoid fair fights whenever you can. Nine against one odds are much more favorable. If you are outnumbered, run away into the arms of a larger force. The enemy may follow you to their despair.

If you are unconcerned with your reputation, try slaughtering an enemy's civilians. This will deny him future recruits, food and tax money.


Execution may become a good idea at times when you suspect that one of your Generals is a spy.

Even if you don't suspect he is a spy, the execution of a General of the same nationality as a powerful and respected Kingdom may be a prudent decision.

Hints on spotting spies

If you see a unit of yours doing something that you didn't order, he is most probably a spy.

Hints on Trade and Alliances

Use trade treaties as a tool to get an alliance.

When the AI decides to attack a nation, it will first consider whether or not it has trade with the nation and, if it does, the trade volume.

Attacking a nation with big trade amount will hurt its own economy, so it will probably keep the peace.

Hints on AI

Before an AI decides to declare war with a nation, it will first consider the total power of the enemies it has currently. It won't declare war if there are considerable threats from existing enemies.

Hints on your King

It would be wise to never send your King out without a well trained guard, as a troop of poorly trained enemy soldiers will still be enough to dispatch a single King. This is especially important early in the game as you will have nobody with high leadership skills to replace him.

Hints on absorbing Independent Villages

A King will quickly bring an independent village of the same nationality into the Empire if he is stationed in a fort linked to that village.

Multi-National Independent Villages are often more trouble than they are worth. It is best to concentrate on villages with only one nationality.

Hints on Training

You will notice that in some of your forts some of your soldiers are learning their skills at a faster pace than others. It would be a good idea to send these soldiers to train under your King as they would make the best guard for him and they will increase their combat skills even faster. Later you can make use of these soldiers as a new crop of Generals.

Troops gain skills quite quickly when in combat, so as a part of their training it is a good idea to find a target to attack that that won't pose too much of a danger to them.