Capitol M&M: Heroes VI Guide
Last update: 11 May 2016
Proper development of a city is a key to win - like in previous parts, it is in Heroes VI too. No hero can defeats an enemy without sufficient army - this simple rule is a base of our cities progress. In this part castle's development is even more important - mainly because of common pool of unites and existing a control zones - if we lose a city, we lose it with all nearest mines.
So, one obvious thing comes to head - you should think carefully about evolution of your cities. In next paragraphs I'll explain how to manage them in a way, which ensure a success.
Capitol
Capitol, our first residence, has to be everything. With one city we can't afford to specialise it: if we start investing into army, we'll quickly bankrupt, but if we overreact with economy, our enemies smash us. That's why, the best way seems to be a balanced development - little of everything, modified to the current situation.
Well, usual on the beginning is good to make one building to recruit creatures - to strengthen our conquering mines hero. In a second turn it's worth to invest into Town Hall - we doubled our gold income. Further progress depends on situation - if we easily get next mines and we have a lot of stones and wood, we should build a City Hall. It gives us 2000 gold per turn, but it's expensive - 5000 gold, 5 stones, 5 wood. So if we haven't bother about low money level and we don't have much other resources, we should build another recruiting structures. I recommend especially healing unites (if we don't have ones) - they give large advantage at the beginning of a game.
If we control our heroes properly (look at - Exploration) we should have sawmill and a stone mine at the fourth turn (and with a little amount of luck also crystal mine). Thanks to that we can start think about more further development of our civilization - we should summarize available resources, expected income and treasures we're gonna collect in short time. The most important thing isn't (surprisingly?) to build a structure in every turn - far more important is to build city walls (basic fortification) at seventh day. Thanks to that, our population increase, and game becomes much easier. Of course we have to build structures for our creatures first.
So what we should build between third and a seventh turn? Choice depends on many various things, but mainly it's all about our resources - we have to have them enough to build city walls. Surprisingly, marketplace very rarely helps with lack of resources - to build it we have to pay 2 wood and 2 stones, which is quite lot in few first turns - exception is situation when we have too many crystals, then it's worth to trade.
This one has a city walls but without guard towers
On the contrary to the previous Heroes, it's not worth to buy a second hero - it's too expensive and all mines and resources in our control zone can be easily collected by one character in less than a week. That's why I dissuade building a tavern.
So, we know what isn't pay off - it's worth to mention on what we should spent our resources. Usually recruiting buildings are good choice (but not upgraded versions!), but not always. About detailed development plan of races I'll write in other guides, dedicated to them. But I mention only about one thing - investing into special city's building (those in a right bottom corner of the building panel) is a waste of resources - they don't give any special things and are very expensive.
After a first week we should have a powerful enough hero with nice army - it's the best moment to go outside our control zone (if we feel strong enough). New lands mean new cities - you'll read about them on next pages.