For anyone who starts play Lords Mobile, the first things should be done is build some buildings. In your turf, there are 3 types of areas: resource, tactical, and unique. Maybe you will feel confused about what should you build, below we will provide some basic knowledge about this, the guide was originally posted on Lords Mobile Wiki.
RESOURCES
This is the plains area that allows you to build resource buildings that generate a passive resource flow of a single type to your turf. What should you build? Here are some things to consider:
1. In order to progress your castle level, you will need at least one of each type upgraded as high as possible to allow other buildings to progress
2. If you plan to focus heavily on one troop, take into account that primary troop types use food, gold, and only 2 of the other three resources. Plan accordingly.
3. Plan to make a little extra wood and stone. Building upgrades usually use more of those two resources than the others.
4. You food stores are unique in that they diminish slowly as an upkeep cost for your army. As you gain power, your army will begin to eat much, much faster than you can produce food. Generally, most players opt to stash food items and open as needed instead of making and upgrading the insane food focus it would take to keep feeding your army. Those spots are better used on other resources you will use.
You will ultimately get 18 resources spots open. A good setup might look like this:
Resource Type | Amount |
Farms | 1 |
Quarries | 6 |
Lumber Mills | 6 |
Mines | 5 |
As an alternative, you may choose to use a Hyper-Farming strategy. As your advance, your troops, buildings, and techs will become more expensive, and it is difficult to keep up purely on RSS generation. Hyper-Farming is the strategy of maximizing resource-per-hour generation by focusing on Ore, Wood, or Stone. An example of a Wood Hyper-farm would look like this:
Resource Type |
Amount |
Farms |
1 |
Quarries |
1 |
Lumber Mills |
15 |
Mines |
1 |
Tips: 1. Your resources needs can be changed as your turf advances. 2. The cargo ship can be used when the opportunity arises to trade in your key resource for other resources types. 3. Join in a guild, you can exchange your resources with your guildmates.
TACTICAL
In addition to the area immediately around your castle, it's the rocky top portion of your turf. You can have only one vault, and you have 17 spaces after that for Barracks, Manors, and Infirmaries. It's important here to know what each one does.
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Barracks: Barracks provide training for your Soldiers. You can upgrade it to increase the number of Soldiers you can train. But please noted that the Barracks does not consider the training speeds, only 1-2 barracks are needed.
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Manor: Manors affect Gold production rate and storage and increase Barrack training speed. You can upgrade it to increase the training speed. When it comes to Level 25, it will increases 2% army ATK. The manor is one of the most important resources in the game, please build it as many of these as you can.
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Infirmaries: Infirmaries heals your injured troops! All troops injured while defending, gathering, occupying, or reinforcing and 60% of troops injured in Skirmishes and outside of your Turf (attacking, rallying, War for Wonders) will be sent to the Infirmary. As you armies get bigger, infirmaries will become even more important.
A decent setup may look like this: Vault: 1 Barracks: 2 Infirmary: 5 Manor: 8
UNIQUE
This is the two areas to the far left of your turf, you can only build each unique building one time, and there are exactly enough spaces for you to have each one. So instead of talking about what to build, it's better to talk about what to upgrade.
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Academy – Access to better technology will improve every element of your game, and the Academy has no requirements other than your castle level. At each new castle, this should be your first stop to upgrade.
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Forge – Although this upgrade does little for you until you reach lv 17, it is required for your wall, which in turn is required for the next castle upgrade.
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Wall – Not technically in the Unique area, it's still a unique building. Whether you plan to trap or not (if you do, read my trapping guide) you need this wall upgraded to advance your castle.
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Watchtower – Also not technically inside the unique area, it's still a unique building. A watchtower provides the power of information and can help you see if what's incoming is something you can handle or not. This information is crucial for those who get attacked while online to see if it's time to fight back or duck and cover.
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Battle Hall – Rallies can be used to keep extra troops safe as a kind of 2nd shelter, and effective offensive rallies need lots of troops. Having a decently sized rally hall will allow you to better utilize offensive rallies and support your guild.
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Trading Post – The supply tax is just outrageous at low levels. If you want to be able to help your guild with rss, upgrading your trading post is a must.
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Embassy – Although you should always have troops protected by some means, you may occasionally be taking a hit from a big player or a rally on purpose – having enough room in your embassy for a decent sized force will enable you to make some more effective team defense plays.
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Jail – Other than irritating enemies and the random ransom you may collect, the jail serves no practical purpose until level 17 when you are able to build an altar. This is not a priority to upgrade.
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Altar – Don't worry about this until later in the game. You will need a high-level jail in order to build this building.
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Mine – Don't get me wrong – this is an extremely important building! However, you can reap most of the benefit of this building without upgrading it heavily. So have it, use it, love it, but don't worry too much about it.