Evony Two Player's Guide and Advice


Building and managing cities is an essential part of being a successful Evony Age2 player. There are many options depending on the player's accomplishments and strategy. I will discuss options for an aggressive player and how they change as the player grows.

Evony Age2 Typical City

Fighting Cities:

When you first open a new Evony Age2 city you see a city hall and 32 empty building slots. When you capture an NPC you see a very standardized layout with all slots filled. What is the best layout for any city?

Eventually, you may build or capture some cities that you want to use as factories for troops and supplies. Those cities may have different setups than a city that has to stand alone. I will discuss the stand alone city first.

A fighting city will eventually need at least 14 barracks. That leaves 18 spots for every other building you will need. At first you will need one of every other building type to complete quests and research projects. In order that means Feasting Hall, Inn, Embassy, Market, Beacon Tower, Stable, Relief Station, Rally Spot, Academy, Forge, Work Shop, and Warehouse; which leaves room for 7 cottages.

You will not need all of these buildings at first and in fact are limited in the order in which they can appear. You will not need 7 houses or 14 barracks at first. It is only necessary to add them one at a time when you need expansion. At first you will not need the academy, stable, relief station, forge, work shop, or barracks. After your feasting hall, one cottage and the inn; you may start to build other buildings as you like.

Every player likes to put these buildings in what appears to be a logical place to them. There is no benefit that I am aware of to one layout or another. Most players like to start with the Feasting Hall and rally spot. You will use these buildings every day, so put them in easy to find locations. After that put like buildings together so they are easy to find.

You must also build a farm, a wood lot, an iron mine and a quarry in the fields located outside your city. These four resource buildings must be completed as soon as you have one cottage. Cottages allow citizens to live in your city. If there is no place to live citizens won't move to your city.

Citizens work in the farm, wood lot, iron mine, and quarry to make resources. Without this production your city can not grow.

Your city pays for itself with gold that initially comes only from taxes the citizens pay. Without these taxes you cannot pay for hero salaries or research in the academy. You must continue to grow your population by expanding each cottage up to its largest possible size and by increasing the number of cottages.

As your population grows you must send them to work in larger and larger resource production. Finally you may begin building barracks and recruiting your army from citizens who are not assigned to resource production..

Since I assume you are an alliance member, you should build an embassy and begin wall defenses. Wall defenses allow you and your allies to defend your new city. The embassy, with the box checked allows allied armies to defend your city.

The next building you must have is a rally spot, with the box checked to keep the gates open. Without open gates allied armies cannot defend your city. Finally you need an academy which must reach level 5 quickly to allow the construction of archer towers on your defensive wall.

You allies expect you to grow your embassy and rally spot each to level 9 as rapidly as possible. These buildings allow your allies to send large armies to the defense of your new city.

Increase the level of your defensive walls and your wall defenses as rapidly as possible. Strong walls are essential to a cities defenses. The first item in your city to reach level ten should be your walls. Fill every available wall opening with defensive items. Archer Towers (AT's) should dominate your walls since they have great range and a rapid rate of fire. No other wall item should exceed 1,000 in number. Trebuchets should not exceed 200 and rolling logs should be avoided.

Every city must have an academy, and a work shop. Research done in any of your academies is available in this new city so long as this academy is of a high enough level to support the technology. You do not have to do any research in this city academy, but you still must have the building.

You must have a work shop for the same reason. Heroes in this city have instant access to all armor that is created in any work shop you own so long as this work shop is of a high enough level. Unfortunately this will mean building the forge and market.

The work shop is constrained in growth without a forge being present as is the academy without a market. These two buildings must only reach the minimum size required to complete the level 10 work shop and the level 10 academy. Once the work shop and academy reach level 10 you may remove the forge and the market. Many players only have one market in each group of cities. They move supplies around with workers when necessary.

When the two buildings are removed more cottages or barracks may be added. Many players prefer to build 8 cottages, but I prefer 9 once you reach the Prinzessin level. I will explain this in more detail later, but the fact is I want almost 40,000 citizens in a city to support my barracks once my heroes reach an attack statistic of around 350 or greater.

Other buildings may be removed or omitted depending on your strategy. I never build a warehouse except in one level 10 city. Warehouses support your population while you are under attack. Since I belong to a strong alliance and am an attack player, I don't want to bother with a warehouse. That frees up a spot for another cottage. The single warehouse in the level 10 city allows me to complete all research projects for the quests and then I tear it out too.

The stable may be omitted in any city after the relief station reaches level 10. The inn may be eliminated in any city once you have enough heroes. Many players only keep one inn since they can draw all the heroes they need from one source over time. Once the feasting hall reaches level 10 you may remove the inn. Remember that you can move heroes from one city to another using reinforce in the rally spot.

Continue to build cottages to support growth, walls to support defense, resources to support growth, and your army to support offensive and defensive operations. You may have a research project, a wall defense project, a building and troops in each barracks all at the same time. Build constantly.

If you need supplies, ask for help in your alliance chat. More advanced players do not have the same resource constraints you do and will share if you ask.

Once your city has begun to take shape, it is time to think about producing troops. All troops are important and have a function. The core of any army is archers which require a level 4 barracks. All barracks in your city should be at least up to level 4. You may improve as many of these to level nine as you feel is necessary to produce ballistas.

I never increase the level of a barracks to 10. You will have a level 10 barracks in each level ten NPC that you choose to capture. You probably will never need more than one or two such barracks.

You should build at least 14 barracks in every city you control. You will not reach this level quickly since you must build cottages, walls, and resources to support troop production first. 14 is a target for a maturing city and may be exceeded if you don't need other buildings.

By the time you get 14 barracks you should have a level 9 or 10 feasting hall with one mayor and several attack heroes. These heroes will need 500 ballistas and 400 transports each to farm level 5 NPC's. With reasonable armor these heroes should reach attack ratings around 250 with experience levels near 60. That means each barracks will produce around 900 archers a day. An archer requires 2 citizens to be produced. 900 archers times 2 citizens times 14 barracks equals 25200 citizens required to support the barracks.

I have found that as the number of cities I control grows and the number of heroes I control grows with them, that I only want to go through the barracks production cues once a day. That can take an hour with 10 cities. It takes another hour to go through 60 or more heroes making sure they are leveled up and have 100 loyalty before sending them out to farm NPC's.

I want each city to have enough population so I can fill the barracks production cue and then do something else. That means each city needs about 26000 citizens at this time.

When the heroes armor and experience increases, a barracks starts making 1000 archers a day. That requires around 28,000 citizens in a mature city. When the heroes reach attack ratings around 350 a barracks makes 1300 archers a day and that means 36,400 citizens in a city.

As you can see the cities I built with a population of 30,000 are no longer big enough to support my increasing archer production rates. That means going back and increasing all cottages to level 10 or adding extra cottages or both. At present 8 level 10 cottages provides a population of around 40,000 as does a mix of 9 level 9 and 10 cottages.

Do not make the mistake I made when taking my first 10, since I only needed a population of 30,000, I destroyed all but 6 level 10 cottages. No I am forced to remove other buildings to make room for at least two more cottages. Plan on 8 cottages to start and assume you will need to add a ninth later. Don't start throwing lots of barracks into a city until your total population will support those barracks.

As you probably already know, you can declare any hero in your feasting hall as mayor. If your mayor is a politics hero, production is increased, building times are reduced, citizens are more content and come to your city more rapidly, thus tax flow is increased. If your mayor is an attack hero troop training times are reduced. If your mayor is an intelligence hero research times are reduced.

Intelligence and attack heroes should only be mayor as long as you are assigning troop training or research projects. When those assignments have been made change the mayor back to a high politics hero. For my comfort I rename my city politics hero “MAYOR”. It makes it easier to find that hero quickly in a list of heroes when I make these changes.

As your armor improves all heroes see an improvement in their chosen function. Attack heroes all see an improved attack and politics heroes all see an improvement in their city management skills. That is good since as the production of the barracks increases, you also need more resources which the mayor helps to provide.

One way to increase a cities production is to aggressively level up the mayor. This is done by sending a politics hero out to farm NPC's. This can also be accomplished by using some of the bonus items from the wheel. I prefer to save such items to level up my Historic Heroes since the percentage increase for a Historic Hero yields a larger numeric value.

Once all research is complete in the academy, I dismiss all intelligence heroes. While attack heroes with high intelligence help to reduce combat loses, I have yet to find a good use for a pure intelligence hero after research.

Michelangelo Scripts:

There are never enough Michelangelo scripts. There is always some other item that you want to increase to level 10. What should you upgrade first?

The first item is your defensive walls which you will then fill with archer towers. After that I would upgrade the rally point which allows you to send out 100, 000 troops in a wave and 10 total waves. In a Historic City the wave size increases to 125,000 for a 12 and 150,000 for a 14. Larger waves and more waves increases the power of your city.

The third item I would increase is my feasting hall. I can't really use a larger rally point unless I have more heroes to send out of it. The fourth item is my embassy, I want to allow as many defensive troops in my city as possible.

The fifth item would be my workshop so I can use all of my armor in this city. The sixth item would be my city hall so I can have more valleys and flats to improve my production. Some people would put this sooner, but I feed my cities by farming the NPC's and from my colonies. I am willing to wait on this item.

The next item I will upgrade is my relief station. Then I will upgrade my academy to take advantage of all the research available to me. The last item I will upgrade and only in one level 10 city is my warehouse which will allow me to complete all research projects.

You may never need to upgrade a farm, iron mine, quarry, or saw mill. These items are level 10 in your first captured NPC 10 and should allow you to finish all research.

I will upgrade cottages only when my population will not support my 14 or more barracks. Don't be anxious to demolish too many cottages in your captured 10's.

I will never upgrade a market, a forge, a barracks, a stable, or an inn. Every one of these items except the barracks is coming down when it is no longer useful. 

For a period of time until your population begins to limit your barracks production you will have a surplus of Michelangelo scripts. Don't use them foolishly, any city that you have built from the ground up including any Historic Cities will need these scripts at some time. The more Historic Cities you capture the more scripts you will need.

If you still have unused Michelangelo scripts, you should consider upgrading the farms in Historic Cities. In a regular city, the farms are limited to level 10. Using a script creates just one extra level. In a Historic City the farms are limited to the size of the city (12, 14, 16 or 18). A single Michelangelo script opens all the additional levels.

Factory Cities:

Evony Age2 Scout CityMany players build some cities that are intended to support fighting cities. Players will sometimes build cities that are focused on making just one resources.
The first example of this is any newly captured level 10 NPC with all those level 10 farms. Some players like to keep all the farms and move excess food to other cities. Cities may also be built with a focus on wood or iron production.

Players who follow this strategy commit themselves to moving large resource quantities between their cities daily.

I have found it useful to build some cities that are intended to build troops but not fight. These cities are intended to support fighting cities by moving the newly trained troops to fighting cities. These cities often do not have the standard 14 barracks. They may have more or less depending on the troops I want to train there. I will discuss this idea in a later paper.

Some factory cities may be sacrificed if a historic or high value city becomes available. This may not be possible if the player has become too dependent on the resource the factory city produces.


Every city may capture surrounding valleys to help increase resource production or to offer locations for future cities. A city may capture one valley for each level that it's city hall is increased. There is little value in capturing and holding flats since they are only useful to build more cities, to disrupt another players planned cities, or to hide troops.

Most of the valleys a player captures will be intended to increase resource production. Hills increase iron production, forests increase wood production, deserts increase stone production, lakes increase food production, swamps increase food production, and grasslands increase food production. Higher level valleys give greater resource increases. Lakes increase production more than swamps which increase it more than grasslands.

Early in the game you might only be able to capture low-level valleys safely, but by the time you have several cities you should only bother with level 8 and higher valleys This increases the production bonuses that you receive. As the server matures, lakes have become much harder to find. Players who depend on farming for their food have started capturing lower and lower level lakes. Now many players are holding level 1 thru 3 lakes. Actually, level 9 and 10 swamps are more valuable.

Flats next to level 10 NPC's and historic cities are valuable when you are ready to capture these cities. Building a city within 1 or 2 miles of a capture target is essential to support the frequent loyalty waves that are necessary for success. It is also possible to block other players by building next to a historic city.

Resource Production:

Under the city tab you may see the resource production fields that are located just outside your city. Each field may be converted to a forest, a farm, a quarry, or an iron mine. After the first four are built you may increase the level of each to meet your needs. When one reaches its maximum level you may build an extra one as needed. When you first start playing the game you may need more than one quarry in your first city. After your walls are complete and your city hall is maxed out, you should find that one quarry is all that any city needs. After you start farming NPC's you might be able to remove quarries entirely from several cities.

There is no one correct mix of iron, wood and food. If you farm NPC's you will not need the number of farms that another player might. The number of fields available to you increases each time you increase the level of your city hall.

In the early part of the game, I preferred farms for roughly one half of my fields with one-quarter for iron and one-quarter for wood. You will find that the scouts, pikes and mechanics need more wood than other troops. Swords and cataphracts need more iron. I still like every city to be independent in resource production, so that means adjusting the ratios depending on which type of troops I want a city to build.


Your success in Evony Age2 will be determined by how you manage your cities. You must plan the use of each city. You must then build the city in a logical sequence to carry out the plan.

There are many useful guides and manuals available to help the beginning player. Please consider purchasing one to help you learn the basic tools of the game.