Darthmoleman's Ultimate Village Guide for Newbs

Discussion in 'General' started by darthmoleman, Feb 11, 2010.

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  1. darthmoleman

    darthmoleman Contributing Poster

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    Darthmoleman’s Ultimate Village Guide for Newbs

    Offense
    Building – (Points)(Farm Space)
    Village Headquarters – 25(795)(216)
    Barracks – 25(1272)(303)
    Stable – 20(639)(158)
    Workshop – 5(50)(15)
    Academy – 1(512)(80)
    Smithy – 20(607)(395)
    Rally Point – 1(0)(0)
    Statue – 1(24)(10)
    Market – 20(319)(110)
    Timber Camp – 30(1187)(326)
    Clay Pit – 30(1187)(447)
    Iron Mine – 30(1187)(949)
    Farm – 30(989)(0)
    Warehouse – 30(1187)(0)
    Hiding Place – 0(0)(0)
    Wall – 20(256)(99)
    (11006)(3098)

    6557 Axemen (6557)
    2500 Light cavalry (10000)
    600 Mounted archers (3000)
    219 Rams (1095)
    30 Catapults (240)
    1 Paladin with Mieszko’s Lance (10)
    Farm Space (0)

    Deffense
    Building – (Points)(Farm Space)
    Village Headquarters – 25(795)(216)
    Barracks – 25(1272)(303)
    Stable – 20(639)(158)
    Workshop – 5(50)(15)
    Academy – 0(0)(0)
    Smithy – 15(224)(180)
    Rally Point – 1(0)(0)
    Statue – 1(24)(10)
    Market – 20(319)(110)
    Timber Camp – 30(1187)(326)
    Clay Pit – 30(1187)(447)
    Iron Mine – 30(1187)(949)
    Farm – 30(989)(0)
    Warehouse – 30(1187)(0)
    Hiding Place – 0(0)(0)
    Wall – 20(256)(99)
    (9316)(2813)

    6200 Spear fighters (6200)
    2577 Archers (2577)
    1800 Heavy cavalry (10800)
    200 Catapults (1600)
    1 Paladin with Aletheia’s Bonfire (10)
    Farm Space (0)

    Scout
    Village Headquarters – 25(795)(216)
    Barracks – 1(16)(7)
    Stable – 20(639)(158)
    Workshop – 0(0)(0)
    Academy – 0(0)(0)
    Smithy – 0(0)(0)
    Rally Point – 1(0)(0)
    Statue – 1(24)(10)
    Market – 20(319)(110)
    Timber Camp – 30(1187)(326)
    Clay Pit – 30(1187)(447)
    Iron Mine – 30(1187)(949)
    Farm – 30(989)(0)
    Warehouse – 30(1187)(0)
    Hiding Place – 0(0)(0)
    Wall – 20(256)(99)
    (7786)(2312)

    10839 Scouts (21678)
    1 Paladin with Kalid’s Telescope
    Farm Space (0)

    Note: Even though you can only have one Paladin just keep 10 farm spaces in each village so that if your Paladin dies you can resurrect him in any village you like.

    Please comment on anthing in here I would like to know all your opinions!
     
  2. 2004 Artemis

    2004 Artemis Still Going Strong

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    It is unfortunate that this was posted on the same page as much more detailed village guide (albeit yours is for an archer world).

    No need to keep HQ that high unless you're on the frontline of a major war. It gives too many unneeded points and takes away too much farm space.

    For the nuke build, you only need workshop 2, and the rams/cats will still finish much faster.

    I don't currently play an archer world, but I seem to remember that if you use MA in all of your nukes, you shouldn't have more than 300-400.

    Unless this is early game, you'll want more rams in your nuke, both for faking and for lowering the wall level on stacked villages. It's highly unlikely after early game that you'll need only a single nuke to clear a village.

    Your pally is best kept in a defense village for the faster support it gives and to use a pally weapon to stack in a village that needs to be heavily defended.

    Same thing as above to the HQ/Workshop.

    No Academy? The majority of your coins will be minted from your defensive, not offensive villages, so you're shooting yourself in the foot. You definitely want an Academy and a Smithy to 20.

    The defensive build itself is actually decent. I'm assuming these are the new pally weapons? Then putting it on Cats would be best. However if on the old weapons it would be better suited on Spear/HC

    Again with the HQ and no Academy. You also made the poor decision of tanking Smithy and Barracks.

    Otherwise I find Scouts to be more personal preference. Personally, I think 10k Scouts in a village is overkill, and having Scout villages with 5k Scouts and other defensive troops works fine. It also allows you to maximize build time of both Barracks and Stable if you utilize a Barracks only build for the scout villages.


    Something to consider about your builds. With their differing point values, they will be very recognizable to the enemy, which could lead to only your offensive villages being nuked/taken.
     
  3. darthmoleman

    darthmoleman Contributing Poster

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    It's my first guide took me 3 days to make it but thanks for the suggestions.
     
  4. A humble player

    A humble player Contributing Poster

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    I agree with everything Artemis Posted here, except that normally 225 rams (5-6 for fakes) is better until you go up against 100K/100K+ stacks.
    From the title I was really hoping this would be a good read.
    I can't say I wasn't disappointed.
     
  5. darthmoleman

    darthmoleman Contributing Poster

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    It is for newbies though it's only rough but hopefully with all your suggestion it will be better. You all have different opinons so no need to argue. My tribe had a small arguement on differet builds.
     
  6. Baramundi

    Baramundi Non-stop Poster

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    Well I would only have the market at level 10 cause I found I didn't really use that much later on in the game when you got 500+ villages your more focused on keeping up on the wars for support and troops/sniping but i guess everyone has their diffent style of play, Same with HQ I'd only have that 20 Max I try keep my building reasonably low as possible to maximize my farm capacity when I play serious depending on the world speed and village surroundings, As Artemis said having your villages as 2 different point systems is not a good idea because its to easy to work out your offensive and defensive villages, Your offensive villages would get nobled within hours, If you weren't on to snipe the nobles.
     
  7. Morthamus

    Morthamus Non-stop Poster

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    Yeah well you might want to fine tune it then :lol:
     
  8. pyker42

    pyker42 All Over the Board

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    Terrible builds.

    First off, for the village builds themselves, it is far better to have offensive and defensive villages built the same. This makes one indistinguishable from the other and allows for easy change of specialization. Second, assuming this is for a coin world(same principle would apply in a packet world, though), why no academies in your defensive villages? Generally, you will be minting most of your coins in defensive villages since your offense will either be rebuilding or attacking. Third, you can get by easily enough with a level 2 workshop for everything except for cat villages and bunker busters. Fourth, the HQ only needs to be higher than level 20 in worlds with a slower than normal server speed. Especially in worlds with a faster server speed and slow troop speeds, having a level 25 or 30 HQ is a waste of points and farm space.

    On to the offense. 600 MA is way too much. 250-300 is just as effective and doesn't detract as much from the overall strength of the nuke. MA are really only effective against defenses where archers comprise at least 50%, if not more, of the total defensive population. 219 rams is an absurd number. That is the number it takes to drop the wall completely in an undefended village. Why would you drop the wall in an undefended village? 250 is far more effective. It doesn't take away too much strength, yet it lowers wall levels more than 219, giving follow on nukes less losses.

    No, for the defense. Your recommendations make for an incredibly weak defense, statistically. Try using a cat village to get the massive amounts of cats, unless you do really use them that often. Otherwise you are just wasting another 1600 farm space that could be put to far better use recruiting more archers.
     
  9. Dazrield

    Dazrield Contributing Poster

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    I agree with everything but this part. I've played primarily on archer worlds and have used 500-700 MA per nuke with amazing results. I think the part that most people overlook is their dual effectiveness vs. archers AND spears. I used to show tribe members and friends my attack reports and they couldn't believe some of the wall drops and troop kills I'd get with my nukes. And that wasn't all just against people with 50% archer ratios.
     
  10. pyker42

    pyker42 All Over the Board

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    I, too, have played mostly archer worlds, and have not notice a greater effectiveness of MA against spears. Granted, their archer defense is not strong, but I have found that the penalty paid in overall strength doesn't outweigh any gains MA have. Of course, most of the attacks and simulations I used for my calculations were more balanced defenses.

    If you have the chance, I would love to see simulations or reports of what you are talking about.
     
  11. guyverone

    guyverone Contributing Poster

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    I'm still in the middle of downgrading my villages properly on w20, which is why I'm downgrading 2000 villages on w2 instead rofl :(

    w20 is an archer world, I don't use archers anymore to be honest. Noone really does in the area I'm in. In my opinion, archers are worthless when the wall gets rammed and catted down.

    The general build of my villages is 9520 points,

    Buildings
    Village Headquarters (Level 20)
    Barracks (Level 25)
    Stable (Level 20)
    Workshop (Level 5)
    Academy (Level 1)
    Smithy (Level 20)
    Rally point (Level 1)
    Market (Level 15)
    Timber camp (Level 30)
    Clay pit (Level 30)
    Iron mine (Level 30)
    Farm (Level 30)
    Warehouse (Level 30)
    Wall (Level 20)

    In it, I can fit my nuke just fine.

    Units
    6000 Axemen
    10 Scouts
    3000 Light cavalry
    300 Rams
    150 Catapults

    It fits the defense all the same,
    Units
    8720 Spear fighters
    5 Scouts
    2000 Heavy cavalry
    15 Rams (for mass faking)

    Or course, I've been at war for like a year lol so I use the rapid D build to get support out asap, but I still use the standard 3ksp 4ksw 4kar 1500 hc build seldomly :/


    For those reading, and about to flame me for the rams I'm in an area with fairly decent stacks and need the wall hammered down.

    My pop nukes are like this.

    6000 Axemen
    10 Scouts
    3000 Light cavalry
    600 Rams
    150 Catapults

    OR the bonus pop with the pally. I have maybe two of these, but I only use them if I time more clearing nukes right behind them.

    Units
    6000 Axemen
    10 Scouts
    3000 Light cavalry
    800 Rams
    1 paladin, with carols morning star.

    Some of the numbers are off, but it all fits and generally works for me. I have the workshop at 5-10 or so in the pop nukes.
     
    Last edited: Feb 13, 2010
  12. Arthur Guinness

    Arthur Guinness Active Member

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    from newb to newbs

    workshop 2 enough

    also 300 rams is enough over 300 rams no effect
    paladin combinations are funny... as if u have 50 paladins :D
     
  13. Reaper1447

    Reaper1447 Contributing Poster

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    Its ok but there could be a few changes in the builds.
     
  14. rebelcommando

    rebelcommando Still Going Strong

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    I gotta say that these are only good if you're constantly being catted down, otherwise you don't need a 25HQ in all villas.
     
  15. Dazrield

    Dazrield Contributing Poster

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    I've done tons of sitting, I guess that's probably why I build the way I do. It's not necessarily the best against balanced defense, I've just found it to be the best overall as I don't have time to research every players defense I come across. Not to mention, I spent much of my time surrounded by many enemies so an offense that would do well against skilled and noob alike was required. If I start playing again I'll be sure to save some links for you.
     
  16. Vampire.Prince

    Vampire.Prince Still Going Strong

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    Someone should change the title to Guide made by Newbs

    Firstly, EVERY village should have an academy.
    Secondly, no higher than level 2 academy is needed though I have used 15 myself for when I make wall buster nukes.
    Next, why would you HQ be level 25, unless like said above your on the front-line of a war and need to get the wall up ASAP!
    Next, NO village, EVER should exceed 10.1K points.... EVER, just = less farm space and what's worse is if you have 500 villages, and they are all at 10K points, that's 500K more points in total than what you should have which means morale against noobs will be worse!


    Personally I go with the 9.714 build but have a variety on w17 if I am honest. My 9.714 build is:

    20 HQ
    25 Barracks
    20 Stables
    2 Workshop
    1 Academy
    20 Smithy
    1 Rally Point
    20 Market
    30 Timber
    30 Clay
    30 Iron
    30 Warehouse
    30 Farm
    0 Hiding
    20 Wall

    Bolded = EVERY VILLAGE SHOULD HAVE


    This allows me to build the following:

    6900 Axemen
    2330 LC
    400 MA
    100 Scouts
    302 Rams
    100 Cats

    Though I can drop cats down to 50 and add on another 100LC.
     
  17. Sueco

    Sueco Non-stop Poster

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    I prefer to build for worse case scenario. That means EVERY HQ should be higher than 20. The closer to 30 the better. Why? Cos when your "safe" villages get their farms downgraded a few levels, and the wall crushed down, then you need to rebuild the farm before you can rebuild the wall. If you at the same time take some hits at the front village you are stacking with troops from the "safe" village, then you as well need to rebuild the farm before you can replace the lost troops.

    To upgrade the last farmlevel will take you about 24 hours with HQ20 1x speed world, but only about 15 hours with HQ lev30.

    People claiming the market don't need to be higher then lev 10...well, they have not been under enough attack.
     
  18. Internal Server Error

    Internal Server Error Contributing Poster

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    "Level 2 academy"; I presume you mean workshop? On W38, I use a level 6 workshop. I had the same stupid argument where, simply because I upped my workshop 4 levels, I was suddenly a "noob".

    Also, I have my HQ at 23. However, my market is dropped to 18/19, depending on the time. Market lfrom level 19-20 = 57 pop. HQ from level 20-23 = 59. Congratulations, you now have the possibility to make 2 extra axes than me!

    W38 is a faster-world, with game speed being 2. With my workshop level 6, I get to churn out my 230 rams and 200 cats to finish within the same hour as my axes. If I dropped it to level 2, I'd be waiting hours longer. As it is, my nuke builds in 6.8 days or so.

    So, simply because you disagree with a build, doesn't make someone a "newb"; as I'm fairly certain I'm a better player than you, and I;ve gone above both your HQ and workshop recommendations.

    As a final point; Again, I could drop my market to 12. Dropping it from 20 - 12 would save me 283 farm space. However, I could up my HQ quite alot. If I upped it from level 20-28, it'd cost me 248 pop. But by dropping the market, I save 35 pop space. Also, points wise, the difference between level 12 market and level 20 market is 245 points. However, upping your HQ from 20 - 28 increases your points by 1,055. We have already seen we're saving space for troops (35 pop space), yet our points of village go up by 1,055. That means the village would be hitting somewhere around 10,300 points, 10,400.

    So, please, tell me why I'm a noob for having higher than your suggested builds? It would seem its the other way around.

    EDIT: I don't personally use 28 HQ, but I know people with a 10,800 village build and can hold as much troops as a 9,800 village build easily. Again, while stuff are an indication, they aren't fact.
     
    Last edited: Feb 16, 2010
  19. k9burn

    k9burn Still Going Strong

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    Level 15 workshop in pure cat villages
    Level 1,2 or 3 in others.

    As for MA - hate them. They are rarely worth it. Against noobs, who cares? mass nukes will crush them anyway. Against skilled players I have never seen a large archer force without HC/swords to back it up.

    LC are king...KING i say! :p
     
    Last edited: Feb 17, 2010
  20. thirsty

    thirsty blocked

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    You should drop warehouse too since you are worried about points.