But for multiple marches / foraging tiles or empty towns, no strength is needed. So expending skill points on Yield or Capacity remains useless, as said.
Since one can almost always send a 2nd march. And if ~ 16 hours between gaming sessions, whether a yield completes in 8 hours, or 9, is irrelevant.
For battle, better to use skill points on health or defense, than yield or capacity. In order of:
Defensive:Reduced Enemy {x} (50%), Army II {x} (85%), {MilitaryP} II {x} (53%), Army I {x} (15%), {MilitaryO} I (50%)
Offensive: {MilitaryP} II {x} (53%), Army II {x} (85%), Reduced Enemy {x} (50%), Army I {x} (15%), {MilitaryO} I (50%)
Where:
{x} = Health, Defense, Offense, in that order.
{MilitaryP} = Prime troop type - Spear, Cavalry, Ranged, Knight, Siege, or Scout
{MilitaryO} = Other troop types - ALL other non-{MilitaryP} troop types.
e.g. Even max'ing out Marching Speed will provide a happier usage experience than using skill points on the Hero/Inq applicable only Resource Yield or Troop Capacity entries.
Or so seems to be the consensus of the participants of this thread.
Even if the above is maxed out and skill points remain to be spent, max'ing out Treasury Capacity is probably a more universally useful expenditure of the skill points.