CaptSummers
Guest
This guide is for new players wanting to know how the game itself works battles out, how troops and stratedgies work together and some information for you to use for it!
Section 1 - Defence
There is a golden rule about how much defence you should have in each village.
This is very important
You should have at least half of your village's points in swords and same number in spears.
For example, if your village has 1000 points you should have 500 spears and 500 swords. Or if your village has 8000 points your should have 4000 spears and 4000 swords, as defence.
Bare in mind that this is the minimum. The more defence the better.
Obviously interchanging troops is possible, so having 2000 points, and following the ideology of having atleast half your points in troops depending on preference and if you do some work in the simulator, it could pay off to have 200 archers, 400 spears and 400 swords ect, but its upto your own preference.
BUT TAKE NOT - half of your points for the ammount of troops is MINIMUM REQUIREMENT, i do recommend you extend alot further than that!
For example:
Remember though, as you grow, it is a good idea to seperate villages, have two or three villages based on defence, and 1 village based on offence, so for example if you get 10 villages, have 6-7 defencive and 3/4 offencive, so you have troops to defend and to attack. People may disagree on that being too defencive, but while you are learning the game keeping a 1:1 ratio will be hard to manage and you will most likely get rimmed, epecially if you are sustained and heavy attack then you wouldn't be able to produce troops as effectively.
I will update this when ive done more research with the newer troops i havent used much, archers and the such, from the stats they do look like a good defencive unit, but again, thats what simulator is for, find out what works for you!
Section 2 - Offencive units
Section 3 - Noblemen
BUILDING NOBLEMEN
Each Academy can only support the production of 3 noblemen maximum.
But everything with noblemen is cumulative – it adds up.
Your first nobleman costs: 28k/30k/25k (commonly refered to as a noble unit or NU); your 2nd is 2 NU; your 3rd, 3 NU . . . and where you build them will make NO difference to the cost.
You can store resources for building noblemen in your academy/ies. But be careful -- once resources have been sent to an academy, they can’t be withdrawn. The minimum you can transfer into an academy is ‘1 NU’ - 28k/30k/25k. The game servers will add together NUs from all of your villages, so you can produce the Noble where it is convient.
Finally, each nobleman requires another level of academy. These add up too. Your first requires just the one level, simple. Your 2nd requires 2 levels – anywhere. So, if you have 2 level 1 academies in 2 villages, you can build a 2nd nobleman; 3 level 1 academies in 3 villages - a 3rd nobleman, or a level 2 in one village and a level 1 in the another... it all adds up.
The only good thing is that you can choose where you want to build the next nobleman by making sure that there are enough resources stored in the academies. You can, however, produce as many nobles you want in whichever academy you want -- so long as you have the NUs stored to pay for them.
So demolishing any academy is a mistake. All it will do is reduce the number of nobleman you can create.
ATTACKING WITH NOBLEMEN
1. Never more than 1 nobleman in the same wave (when used together – they don’t add up). So put each nobleman in his own wave.
2. Always send troops at the same time, to keep the nobleman alive.
3. If you posibly can, avoid sending your attacking troops with a nobleman – he will die if 50% of the attacking force is destroyed. Clear the village of all resistance first, then start the noble and his escort off, always just behind (by seconds if possible) a wave of attacking troops in case of any support/rebuild at the target.
4. Destroying the rally point with a wave of catapults (and their support) will prevent him recalling any of his troops that are supporting other villages. (Of course if he can get in touch with them, they can release those supporting troops from their end.)
5. Using waves of catapults is another tactic that’s handy, as each force/wave can only target 1 building – so several waves of catapults can damage/destroy several different buildings.
DEFENDING YOUR NEW VILLAGE
Make sure you can keep the village because it will have low loyalty for 3 days.
100-25 = 75
Your newly acquired village gets 25 loyalty;
1 loyalty is regained per hour;
So 75 hours = 3 days 3 hours
obviously that is under the assumption the world is 1x, which i believe world 35 is 1.5? or so, so obviously would take less time, work it out and see
Check the village overview of your new village to see your loyalty on the right side.
It’s best to take over villages that have as many points as you can manage. But remember -- location counts, too. For some people, where a small village is might make it okay. You can just use the tiny villages for farms -- every resource helps.
Section 4 - Fakes
Section 5 - Trains
Section 6 - Sniping
Section 7 - Seige Warfare
These unit types are used in attacks in order to destroy the enemy's wall or some of his other buildings.
Rams destroy only the wall while the catapults can target any building you want (wall too) and destroy it.
Never send siege weapons alone when you attack.
Siege weapons only do damage to walls if they are followed by adequate troops.
In order to do full damage to the walls you have to win the fight. If you lose the fight completely then no damage is made. If all your troops are killed but you have managed to kill many of the enemies troops, then some damage is made to the wall (but not full damage).
For instance, take the case of 100 rams versus a level 20 wall around an undefended village. If you just send them alone, all the rams die and the wall takes no damage. But even with 50 axemen, the rams inflict their full damage (taking it to level 11) and are fine.
Now, if you add 1000 of each sword and spear in there defending, the rams will do no damage.
Rams and catapults themselves operate entirely independent of luck. However, luck affects the amount that you win the battle by, which in turn affects the amount of damage the siege engines can do to the wall.
If you have the rams and the catapults both target the wall, the rams "hit first" and then the catapults hit, doing damage based on the new, lower level of the wall.
Here are some charts of rams versus level 20 walls with "sufficient margin of victory," meaning the attacker wins enough that the rams can inflict their full damage:
Format is Rams:level wall reduced to
Ram
5:20
6:19
15:19
20:18
30:17
60:15
100:11
150:7
200:2
215:1
219:0
The following figures show the number of rams necessary to lower a wall by the specified amount, and the number of escorting soldiers needed to ensure that neither the rams or soldiers suffer casualties. (Remember to calculate morale before attacking, or you will suffer casualties!)
2 rams + 2 light = level 1 -> level 0
4 rams + 3 light = level 2 -> level 0
7 rams + 6 light = level 3 -> level 0
11 rams + 8 light = level 4 -> level 0
15 rams + 13 light = level 5 -> level 0
19 rams + 15 light = level 6 -> level 0
25 rams + 23 light = level 7 -> level 0
31 rams + 27 light = level 8 -> level 0
_______________________________________
2 rams + 2 light = level 1 -> level 0
2 rams + 4 light = level 2 -> level 1
2 rams + 9 light = level 3 -> level 2
2 rams + 20 light = level 4 -> level 3
2 rams + 36 light = level 5 -> level 4
2 rams + 60 light = level 6 -> level 5
2 rams + 93 light = level 7 -> level 6
______________________________________
3 rams + 2 light = level 1 -> level 0
3 rams + 2 light = level 2 -> level 1
3 rams + 4 light = level 3 -> level 2
3 rams + 9 light = level 4 -> level 3
3 rams + 36 light = level 5 -> level 4
3 rams + 60 light = level 6 -> level 5
3 rams + 93 light = level 7 -> level 6
______________________________________
4 rams + 3 light = level 1 -> level 0
4 rams + 3 light = level 2 -> level 0
4 rams + 4 light = level 3 -> level 2
4 rams + 9 light = level 4 -> level 3
4 rams + 20 light = level 5 -> level 4
4 rams + 36 light = level 6 -> level 5
4 rams + 60 light = level 7 -> level 6
The escorting troops are absolutely essential. And remember well defended villages will also require plenty of axes. Again check the simulator
Catapult ->
It take a certian number of catapults to knock ay building down one level.
For example:
2 catapults = level 1 -> level 0
6 catapults = level 2 -> level 0
10 catapults = level 3 -> level 0
This was calculates using the following table:
_________________________________
Minimum catapult attack (to make a target drop one level)
_____________________
Level 1 = 2 catapults
Level 2 = 2 catapults
Level 3 = 2 catapults
Level 4 = 3 catapults
Level 5 = 3 catapults
Level 6 = 3 catapults
Level 7 = 3 catapults
Level 8 = 4 catapults
Level 9 = 4 catapults
Level 10 = 4 catapults
Level 11 = 4 catapults
Level 12 = 5 catapults
Level 13 = 5 catapults
Level 14 = 6 catapults
Level 15 = 6 catapults
Level 16 = 6 catapults
Level 17 = 7 catapults
Level 18 = 8 catapults
Level 19 = 8 catapults
Level 20 = 9 catapults
(i forgot who did the catapult calcuation, but thanks )
Section 1 - Defence
There is a golden rule about how much defence you should have in each village.
This is very important
You should have at least half of your village's points in swords and same number in spears.
For example, if your village has 1000 points you should have 500 spears and 500 swords. Or if your village has 8000 points your should have 4000 spears and 4000 swords, as defence.
Bare in mind that this is the minimum. The more defence the better.
Obviously interchanging troops is possible, so having 2000 points, and following the ideology of having atleast half your points in troops depending on preference and if you do some work in the simulator, it could pay off to have 200 archers, 400 spears and 400 swords ect, but its upto your own preference.
BUT TAKE NOT - half of your points for the ammount of troops is MINIMUM REQUIREMENT, i do recommend you extend alot further than that!
For example:
DEFENCE #1
This should ideally be achieved before reaching 500 points in village size:
200 spears,
200 swords,
200 scouts,
Level 10 Wall
Level 10 Hiding Place (optional: if you can defend yourself, there's no point in building up the hiding place, but if you get a late start and are concerned about being farmed, build it!)
It is imperative to be able to defend yourself against attack. It is hard to contribute to your defence if you cannot be bothered having one!
DEFENCE #2
This should ideally be achieved before reaching 1000 points in village size:
500 Spears,
500 Swords,
500 scouts,
200 LC,
Level 15 Wall
From here on out, you should always maintain 50% of your points in village size in spears AND swords
DEFENCE #3
This should ideally be achieved before reaching 2000 points in village size:
1000 Spears,
1000 Swords,
1000 Scouts,
500 LC
Level 20 Wall
Continue to build 50% of your points in village size in spears and swords.
This is for the more advanced, and really should be achieved before taking on a second village. It makes absolutely no sense to take a second village if you cannot defend the first one.
As you grow your nation, you should have at least 1000 extra Spears and Swords to support any villages you capture without leaving yourself underdefended in your primary village.
HC are valuable for helping to support other villages, allies, tribesmen, whom are under attack as they get there quickly and are defensively strong. BUT, they are NOT point effective, and are resource heavy at the start of the game!
Remember though, as you grow, it is a good idea to seperate villages, have two or three villages based on defence, and 1 village based on offence, so for example if you get 10 villages, have 6-7 defencive and 3/4 offencive, so you have troops to defend and to attack. People may disagree on that being too defencive, but while you are learning the game keeping a 1:1 ratio will be hard to manage and you will most likely get rimmed, epecially if you are sustained and heavy attack then you wouldn't be able to produce troops as effectively.
I will update this when ive done more research with the newer troops i havent used much, archers and the such, from the stats they do look like a good defencive unit, but again, thats what simulator is for, find out what works for you!
Section 2 - Offencive units
Section 3 - Noblemen
BUILDING NOBLEMEN
Each Academy can only support the production of 3 noblemen maximum.
But everything with noblemen is cumulative – it adds up.
Your first nobleman costs: 28k/30k/25k (commonly refered to as a noble unit or NU); your 2nd is 2 NU; your 3rd, 3 NU . . . and where you build them will make NO difference to the cost.
You can store resources for building noblemen in your academy/ies. But be careful -- once resources have been sent to an academy, they can’t be withdrawn. The minimum you can transfer into an academy is ‘1 NU’ - 28k/30k/25k. The game servers will add together NUs from all of your villages, so you can produce the Noble where it is convient.
Finally, each nobleman requires another level of academy. These add up too. Your first requires just the one level, simple. Your 2nd requires 2 levels – anywhere. So, if you have 2 level 1 academies in 2 villages, you can build a 2nd nobleman; 3 level 1 academies in 3 villages - a 3rd nobleman, or a level 2 in one village and a level 1 in the another... it all adds up.
The only good thing is that you can choose where you want to build the next nobleman by making sure that there are enough resources stored in the academies. You can, however, produce as many nobles you want in whichever academy you want -- so long as you have the NUs stored to pay for them.
So demolishing any academy is a mistake. All it will do is reduce the number of nobleman you can create.
ATTACKING WITH NOBLEMEN
1. Never more than 1 nobleman in the same wave (when used together – they don’t add up). So put each nobleman in his own wave.
2. Always send troops at the same time, to keep the nobleman alive.
3. If you posibly can, avoid sending your attacking troops with a nobleman – he will die if 50% of the attacking force is destroyed. Clear the village of all resistance first, then start the noble and his escort off, always just behind (by seconds if possible) a wave of attacking troops in case of any support/rebuild at the target.
4. Destroying the rally point with a wave of catapults (and their support) will prevent him recalling any of his troops that are supporting other villages. (Of course if he can get in touch with them, they can release those supporting troops from their end.)
5. Using waves of catapults is another tactic that’s handy, as each force/wave can only target 1 building – so several waves of catapults can damage/destroy several different buildings.
DEFENDING YOUR NEW VILLAGE
Make sure you can keep the village because it will have low loyalty for 3 days.
100-25 = 75
Your newly acquired village gets 25 loyalty;
1 loyalty is regained per hour;
So 75 hours = 3 days 3 hours
obviously that is under the assumption the world is 1x, which i believe world 35 is 1.5? or so, so obviously would take less time, work it out and see
Check the village overview of your new village to see your loyalty on the right side.
It’s best to take over villages that have as many points as you can manage. But remember -- location counts, too. For some people, where a small village is might make it okay. You can just use the tiny villages for farms -- every resource helps.
Section 4 - Fakes
Section 5 - Trains
Section 6 - Sniping
Section 7 - Seige Warfare
These unit types are used in attacks in order to destroy the enemy's wall or some of his other buildings.
Rams destroy only the wall while the catapults can target any building you want (wall too) and destroy it.
Never send siege weapons alone when you attack.
Siege weapons only do damage to walls if they are followed by adequate troops.
In order to do full damage to the walls you have to win the fight. If you lose the fight completely then no damage is made. If all your troops are killed but you have managed to kill many of the enemies troops, then some damage is made to the wall (but not full damage).
For instance, take the case of 100 rams versus a level 20 wall around an undefended village. If you just send them alone, all the rams die and the wall takes no damage. But even with 50 axemen, the rams inflict their full damage (taking it to level 11) and are fine.
Now, if you add 1000 of each sword and spear in there defending, the rams will do no damage.
Rams and catapults themselves operate entirely independent of luck. However, luck affects the amount that you win the battle by, which in turn affects the amount of damage the siege engines can do to the wall.
If you have the rams and the catapults both target the wall, the rams "hit first" and then the catapults hit, doing damage based on the new, lower level of the wall.
Here are some charts of rams versus level 20 walls with "sufficient margin of victory," meaning the attacker wins enough that the rams can inflict their full damage:
Format is Rams:level wall reduced to
Ram
5:20
6:19
15:19
20:18
30:17
60:15
100:11
150:7
200:2
215:1
219:0
The following figures show the number of rams necessary to lower a wall by the specified amount, and the number of escorting soldiers needed to ensure that neither the rams or soldiers suffer casualties. (Remember to calculate morale before attacking, or you will suffer casualties!)
2 rams + 2 light = level 1 -> level 0
4 rams + 3 light = level 2 -> level 0
7 rams + 6 light = level 3 -> level 0
11 rams + 8 light = level 4 -> level 0
15 rams + 13 light = level 5 -> level 0
19 rams + 15 light = level 6 -> level 0
25 rams + 23 light = level 7 -> level 0
31 rams + 27 light = level 8 -> level 0
_______________________________________
2 rams + 2 light = level 1 -> level 0
2 rams + 4 light = level 2 -> level 1
2 rams + 9 light = level 3 -> level 2
2 rams + 20 light = level 4 -> level 3
2 rams + 36 light = level 5 -> level 4
2 rams + 60 light = level 6 -> level 5
2 rams + 93 light = level 7 -> level 6
______________________________________
3 rams + 2 light = level 1 -> level 0
3 rams + 2 light = level 2 -> level 1
3 rams + 4 light = level 3 -> level 2
3 rams + 9 light = level 4 -> level 3
3 rams + 36 light = level 5 -> level 4
3 rams + 60 light = level 6 -> level 5
3 rams + 93 light = level 7 -> level 6
______________________________________
4 rams + 3 light = level 1 -> level 0
4 rams + 3 light = level 2 -> level 0
4 rams + 4 light = level 3 -> level 2
4 rams + 9 light = level 4 -> level 3
4 rams + 20 light = level 5 -> level 4
4 rams + 36 light = level 6 -> level 5
4 rams + 60 light = level 7 -> level 6
The escorting troops are absolutely essential. And remember well defended villages will also require plenty of axes. Again check the simulator
Catapult ->
It take a certian number of catapults to knock ay building down one level.
For example:
2 catapults = level 1 -> level 0
6 catapults = level 2 -> level 0
10 catapults = level 3 -> level 0
This was calculates using the following table:
_________________________________
Minimum catapult attack (to make a target drop one level)
_____________________
Level 1 = 2 catapults
Level 2 = 2 catapults
Level 3 = 2 catapults
Level 4 = 3 catapults
Level 5 = 3 catapults
Level 6 = 3 catapults
Level 7 = 3 catapults
Level 8 = 4 catapults
Level 9 = 4 catapults
Level 10 = 4 catapults
Level 11 = 4 catapults
Level 12 = 5 catapults
Level 13 = 5 catapults
Level 14 = 6 catapults
Level 15 = 6 catapults
Level 16 = 6 catapults
Level 17 = 7 catapults
Level 18 = 8 catapults
Level 19 = 8 catapults
Level 20 = 9 catapults
(i forgot who did the catapult calcuation, but thanks )
Last edited: