
After spending about 40 hours and restarting more campaigns than I want to admit, I finally stopped watching my city crumble in Legacy of Sin: Ill-Boding. The breakthrough came when I stopped treating it like a pure city-builder or a pure tower defense game, and started respecting the fact that it’s both at once. If you try to “sim city” your way through, the orcs erase you. If you build only walls and towers, your economy starves and collapses a few nights later.
This guide walks through exactly how I now approach early, mid, and late game: what I build first, how I lay out my city, how I structure defensive lines, and what I do in the real-time battles so my towers and troops actually work together. I’ll also call out the mistakes that wrecked my first runs so you can skip straight to the fun part: holding the line against ridiculous odds.
The single biggest mindset shift for me was realizing that every turn-based “city” phase is just preparation for the next real-time defense. You’re not building for some abstract future; you’re building for the specific raid that’s coming in 1-3 turns.
What finally worked was always asking myself one question before ending a city turn: “If they attack from the worst possible side next, what actually stops them?” If I didn’t have a clear answer – a wall, kill zone, and a nearby response force – I kept building defenses, even if it delayed something “nice to have” like extra gold or fancy tech.
My first three campaigns died the exact same way: I either ran out of food trying to rush defenses, or I had a great economy with no walls and got flattened by the first serious raid. Here’s the build order that finally gave me consistent early survival.
On turn 1–2, ignore the temptation to spam walls.
Settlement → Workers → [Building] instead of letting them idle.Rule of thumb from my runs: if your projected food is negative within the next 3–4 turns, fix that before you lay a single stone of wall. A starving population snowballs into abandoned buildings and zero ability to train troops.
By turn 3–5, start a full loop of basic walls around your core (city center + food + wood). Don’t worry if it’s flimsy – incomplete walls are much worse than weak ones, because enemies will just walk through the gaps.

Settlement → Build → Walls and drag a rough ring; avoid sharp corners that are hard to defend.This usually takes me 2–3 turns of focused building. Don’t make my mistake of leaving a single “temporary” gap so your workers walk faster – the AI will find it and pour through.
Before the first real raid (usually around turn 5–8 depending on difficulty), I aim for:
Train them via Military → Recruit and immediately assign them to a “city defense” group so they don’t wander off guarding random roads. I use two control groups in real-time: one melee group to plug breaches, one ranged group to shift behind towers.
Once food and a basic wall are stable, the mid game (roughly turns 15–40) is where most players, including me, used to implode. You push out to new resources, but every new mine and lumber camp is another thing the orcs can burn.
What finally worked for me was expanding in a single wedge of the map at a time.
This keeps your defensive line relatively short and lets your towers and troops cover more of your economy. Sprawling in all directions gave me too many weak points to ever reinforce in time.
In the current balancing, single isolated towers are gold sinks. The damage is fine, but they get overrun because nothing supports them. I now think in clusters:
Use Settlement → Build → Towers and rotate the camera while checking range indicators. Once I started thinking in overlapping fields of fire instead of “big towers = good”, my attrition losses dropped a lot.
Mid game introduces longer routes from mines, quarries, and trade posts back to your city. Raiders love ambushing these.
Military → Routes / Escort (name may vary depending on your build).I used to try “free roaming” patrols, but they always seemed to be on the wrong side of the map. Dedicated route escorts are boring but incredibly effective.
Late game is where things get wild: siege units, bigger hordes, and multiple attack vectors. My early instinct was to turtle forever, but that usually led to getting slowly outscaled. The sweet spot I found is a layered defensive city with a small strike force handling external camps.
Once your economy can handle it, aim for:
Use Settlement → Build → Traps to lay spike pits, slowing fields, or flame traps in narrow corridors between the two walls. The goal is to make enemies path through a predictable “funnel” where everything you have is shooting at them.
Instead of bloating your garrison to 60 weak troops, I’ve had better success with a compact elite force:
Between waves, use Military → Raid to hit nearby enemy camps or siege staging areas. Just don’t overcommit; if a major wave timer is less than two turns away, I keep everyone home.
Even with a perfect city, you can still lose fights by misplaying the real-time battles. Here’s what made the biggest difference for me.
This part is tricky, but stick with it – learning to calmly pause, assess, and reassign instead of panic-spamming commands was probably the biggest single skill jump for me.
Settlement → Economy every few turns instead of building blindly.I’ve played mainly on PC with mouse and keyboard, which makes camera control and tactical pausing very comfortable. If you’re on a platform with touch or limited buttons, I strongly suggest simplifying your layout: fewer control groups, tighter walls, and more reliance on static defenses so you’re not microing half a dozen squads at once.
Once you get past the “everything is on fire all the time” early hours, Legacy of Sin: Ill-Boding becomes a really satisfying puzzle of balancing greed and safety. Build food and wood first, throw up a complete (if ugly) wall, cluster your towers, protect your routes, and use tactical pause like it’s a superpower. If my repeatedly-doomed settlements can turn into a stable bastion, yours can too.
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