Truckie011 21rst Brigade Member (Recruiter) 21st Brigade Member member is offline
No attacks before coffee
Joined: Dec 2008 Gender: Male Posts: 811 Location: Pluto
Re: The Basics of Defense « Result #5 Yesterday at 6:35pm »
"1. TIMEZONE - All Military Operations will be timezone GMT 0- people easily know their own timezone and can add or subtract that easily if required. I would prefer you set your profile account to GMT0 - but if not, make sure all your own time calcs and instructions/requests are in GMT 0 time. Make sure your Forum profileshows your real timezone."
Our official alliance time zone is Local UK/London. This is the same as Travians UTC 0 (GMT 0). But automatically adjust for Daylight savings time. We require all members to set their accounts to this time. So their Travian clocks always shows (GMT 0).
I do like the idea of including the date of the attack. In your call for defenses. The rest is an expansion of what we already required for a defense call.
Battle Mechanics (Stolen from AoW) « Result #6 Yesterday at 5:56pm »
Stolen by Tom|Lethal (LoD/AoW)
This is a guide written by one of my teachers, and it's a VERY useful guide, even to good players. If you'd have the time, certainly read it through, and if you'd have any questions, then don't hesitate to ask. Wink
i will discuss the core of travian, combat outcome. Understanding how combat is calculated is vital to using your army effectively.
Disclaimer: this is purely my speculation. I have done a lot of experiments with combat sim as well as real attacks so I think this is generally accurate.
- Combat outcome is decided by 3 factors: + Combined attack power (cavalry + infantry, including weapons upgrades). + ram and wall level + pop difference
Short summary: + A big army is always better than a small army: you lose a lot less troops when attacking the same defense. A good mix of cavalry and infantry attackers is also important. However, infantry is usually the most effective (based on attack power and crop consumption), so focus on them first. The exception is teuton, TK is such a great unit and the best horse among 3 races, i would recommend at least 3 axes:1TK.
+ Never split your offense, never split your defense. Overwhelming defense and offense is the key of victory in combat.
+ Rams are very important vs walls. Suggestion: 300-500 rams upon reaching a considerable army.
+ Pop difference is not small. The bigger the more loss. Always be wary of reinforcement trap before (much) smaller targets.
Now i will go step by step, explaining each factor and how it affects the battle:
+ The mechanism of attacking and defense power. I will post some examples using combat sim with the assumption of there is no wall and pop is equal between attacker and defender to demonstrate this factor accurately.
1st rule: in combat, despite there are infantry and calvary, everything is calculated and combined to an ONE exact attacking power number. The attacking value is static (which means it doesn't change)
That means if i have 100 imps and 50 ECs, my attacking value would be: 100*70 + 50*180 = 16000 atk power.
The defensive value is tougher to calculate as there are 2 defensive values, infantry and calvary. Where would an unit use more of its infantry defense than calvary defense ? That depends on the attacking power composition.
Let's take a look at the above: the attacker is using 100 imps and 50 ECs. So the whole attacking power = 7000 infantry atk + 9000 calvary atk. -> the ratio between infantry and calvary atk power is 7 infantry:9 calvary
A= 7000 Ai + 9000 Ac = 16000 Now's the defensive attacking power is determined by this formula. We name total defensive infantry value = dI and total defensive calvary value = dC.
D= di * (7/16) + dC * (9/16)
Calvary and infantry defensive power is proportionated with the attacker's infantry and calvary power.
That means, if the defense consists of 330 praets Total infantry defense di = 330*65= 21450 total calvary defense dC= 330*35=11550
D value would be: 21450 * (7/16) + 11550 * (9/16)= 9384 + 6496 = 15880
So we have A = 16000 and D = 15880
Now go ahead and confirm the formula for defensive power, put 100 imps and 50 ECs vs 330 praets to see the outcome.
You can simply remember this: the defensive value is determined by the ratio of infantry:calvary of the attacker. It's automatically proportionated to the ratio of the attacker.
Remember this is very important when you go up against an one sided defense, that means too much infantry defense or too much calvary defense.
Many times, it's favorable not to use your full army, instead using only either infantry or calvary to kill the enemy.
The famous case on travian forum is this: 20 TTs attack 200 clubs = 8 TTs dead 20 TTs + 20 swords attack 200 clubs = 13 TTs and 13 swords dead
Many people don't understand why with more troops, there are more troops dead. As you can see the answer is simple. it's because clubs infantry defense is 20 while calvary is only 5. In the 1st case, those clubs only use their calvary defense value, but in 2nd case, they use part of infantry value as there are swordmen in the mix.
This is just an extreme example, but it matters for other units as well, so you should always pay attention to what you are attacking.
- The 2nd rule of this section is: casualities are decided by A versus D, between these 2 values. The formula of casualties is unknown, I'm not sure the exact formula but i can describe it relatively accurately.
Basically the rule is: the bigger the better. The bigger A or D is, the less loss A or D take. Examples: 1000 imps vs 1076 praets (A= D) -> 1000 imps dead 2000 imps vs 1076 praets (A= 2D) -> 727 imps dead 3000 imps vs 1076 praets( A= 3D) -> 606 imps dead 4000 imps vs 1076 praets (A=4D) -> 540 imps 5000 imps vs ... -> 494 6000 imps vs ....-> 460 .... .... 20000 imps vs 1076 praets(A=20D) -> 306 imps 40000 imps vs 1076 praets(A=40D) -> 253 imps 80000 imps vs 1076 praets (A=80D) -> 217 imps
Do you see the pattern ?The rate of decline in losses slows as the ratio of attackers to defenders gets very large. What does this mean ? This means it's not that really important whether you have 40 or 80k imps in this particular battle, you only lose 40 imps less with 80k imps. However, from 1k to 2k you lose 270 imps less. This means, bigger army than defense is very important, especially the first few examples (A=2D to A=5D) you lose A LOT less, it's vital in minimize your loss by having sufficient attack power against a defense. Before attacking, THINK about whether your army is big enough to destroy the defense without too many losses. If it's possible to wait to build more troops, WAIT. It's much better to lose part of your army then all of your army. I'm killing people's troops daily and i still have a big army is because those loss are so small it's irrelevant. But can a people with 3k army keep up with my offensive rate? The answer is NO because then he would take considerable loss to his army daily.
Defense value also works the same way, just switch D for A in those examples and we have a good illustration why more defense is better. In short, the more the better. And passing the hurdles (the first few examples where A=2D to A=5D) is very important.
This is also the reason why split armies should be avoided by all cost (except when one main army is building at maximum speed, but that's less likely possible due to the strain of crop). Having ONE MAIN ARMY is the best, then you can decide whether you want to build a sub army if crop allows.. You can choose to build it in a cropper capital or a normal village. A cropper capital will relieve you from the hassle to transfer crop or have to reinforce your troops to garages, however a normal village gives you the advantage of gb,gs.
Personally i don't like GB but that's open to different playing style.
Same respect for defense, DO NOT split your defense in every village, pick most important villges and defend them. Try to guess where the main attack is among the fakes.
+ Ram and Wall: http://help.travian.com/faq.php?page=city%20wall Wall adds a modifier on top of D value. That means at level 20 city all, total defensive value is multiplied by 1.8. 81% more defense, that's A LOT.
City wall is the most effective wall, next to palisade then earth wall. However city wall is also most prone to rams, then palisade and last earth wall as almost indestructible (you need roughly 300 rams to take down 20 earth wall wall)
Question: How does ram work during combat with defense ?
Answer: First off ram has attacking value of its own (with the same as catapults) so they add on attacking value overall.
Second, rams destroy wall DURING combat. That means, the more rams, the better to take down a wall.
Examples: We will use big number of troops here to nullify the small attacking power of rams. City wall level 20
1. 50k imps + 100 rams vs 40k praets => all impms were killed, city wall is brought down to level 11. 2. 50k imps + 200 rams vs 40k praets => 2.3k imps left + 9 rams left city wall destroyed
At this point, most players think "ah so i have enough rams, because city wall is destroyed" The answer is WRONG, yes you have enough rams to "barely" destroy a wall, not comfortably destroy a wall. The wall is being brought down slowly and during that process, it still helps the defense a lot.
3. 50k imps + 400 rams vs 40k praets=> 11k imps left
So 200 rams make the whole difference between 2.3k imps left to 11k imps left.
Never underestimate wall and having a good number of rams when you're sweeping is important The more rams the better, i would personally suggest the minimum number of ram = 1% of your army crop. Mean if you have 5k army, you should have at least 50 rams to go with that. Upon reaching 10-15k army, i suggest 300-500 rams (earthwall takes a lot more to take down than city wall).
+ Pop difference:
The last and most annoying modifier, pop ratio. Travian admins decide it's pretty cool to punish big pop player (the ones who put the most work into account) so we have this stupid mechanism where. the more pop you are, the more loss you take during combat
It's really something that we have no control over, we can't really catapult ourselves to make us smaller can we ? we can't really tell our targets "hey guy, build up a little bit so i won't loss that much".
It's still good to notice this difference though because it's HUGE when your target is much more smaller than you.
Example: 5k imps vs 1k praets (pop equal, no wall) -> 433 imp lost 5k imps vs 1k praets (attacker is 10 times bigger in pop) -> 794 imps lost
Bullshit, isn't it ? However this can work to our advantage, it's much better to kill big armies at a smaller pop player. Also be aware before you attack a much smaller player, it might be a trap!
Note: if you attack a bigger pop player, you don't get any bonus, the mechanism will treat as you two as equal pop. This is why big simcity is so tasty, you lose a lot less and the bounty is much bigger
*NOTE: This guide is written by Inquisition, all credit belongs to him*
The Basics of Defense « Result #7 Yesterday at 5:45pm »
War is Good for us
..as it trains us to pick incoming reals versus fakes... War will come sooner or later so you had better learn to love the Red Swords of incoming attacks and know how to handle it
First Step - Is it Real or Is it Fake ... There is probably no correct answer here.. good players will make fakes look real and real attacks look like fakes. Experienced players - please post your advice here below. BUT - Consider what you would do.. would you send a single lone attack 20 hours without anyone else behind? Isthere a reason you are being attacked? Is the village important? Is the attacker an idiot? (Loutremount - you here pal??)
Second Step - Decide what to Defend
Defend your capital because it is expensive to rebuild.Defend your main army villages - a successful conquer could be 2 waves - if itis conquered - you LOSE YOUR TROOPS AND YOUR RESEARCH..Only if you have no incoming attacks on the above villages.. defend support and supply villages.
Third Step - How to Defend
If you think it is a Real Attack on your capital or your main army village - Call for Defense - see below.For all incoming attacks (on all villages) - minimise the attackers success.. .Make sure you use merchants to empty your warehouseIf possible- leave a reasonable garrison - 1000 mixed defense in the village.. enough to punish playersIf possible - split incoming waves - 1) it is good practice.. 2) Often the first and second waves are just designed to kill troops and the subsequent waves contain the Catapults and Cheifs which will causeserious losses..REMOVE ALL OFFENSIVE TROOPS - NO POINT THEM DYING IF YOU ARE WRONG!
Final Step - Helping Out
When you are not under attack, but are helping other players - these are things you should do to improve our team work and our performance.Send Defense to arrive as close to the designated time, before, but not hours before - it creates too much crop burden.Advise the Player you are sending reinforcements & what reinforcements are being sent.. worst thing is not knowing when enough is enough.Send Crop to arrive in the required time and to cover your troops..Even if you are not sending Troops.. PUT CROP ON THE MARKET specify 2 to 1 -eg 6000 crop for 1 clay.. Make sure it is marked alliance only.. that way - we can all share the burden- and players can call for it whenthey need it..
Calling for Defense All members will participate, or you won't be a member - that is what an alliance is - a promise to support each other, participation is mandatory. No Farms, No hiding under the power of the alliance or other players..
THIS GOES IN YOUR BG FORUM - OR BY SKYPE BG COORDINATION CHAT
We will all make mistakes, but over time, as a group, we will improve andbe a strong and powerful alliance that other alliances respect. From this we will gather other allies, and control the necessary area and resources required to win the game.
These are the rules
1. TIMEZONE - All Military Operations will be timezone GMT 0- people easily know their own timezone and can add or subtract that easily if required. I would prefer you set your profile account to GMT0 - but if not, make sure all your own time calcs and instructions/requests are in GMT 0 time. Make sure your Forum profileshows your real timezone.
2. INFORMATION -Information is power - we are playing a game on a system (internet)originally pioneered and paid for by US military operations. Look at any modern military setup, they have massive IT systems for communication and information - Now imagine how effective the Romans would have been with the internet ;-)
3. TIMING -Travian is a game of days but also a game of seconds. It may take 30 days to build an army, it may take 2 days to mount a defense, but timing of troop reinforcements to a single second will change the result of a battle.
4. RESOURCES - When we send troops - we need to know they will be fed. On the part of the player being defended, you need to have granary capacity to support a battle - your granary should be a level or 2 bigger than your personal needs. We need spare capacity so that merchants delivering food for troops doesn't overflow it and waste it. Players sending troops need to provide resources - but this has it's own problems...
5. ZONE DEFENSE- Battle Groups are your best choice for Defense - They are your closest allies. If you need more - coordinate with your BG Leader and they will pass information along.
6. DISTANCE - KNOW How long is would take for you to get your defense troops to the furthest player in your ZONE.
7. REQUESTS - When you want Defense this is how you ask for it. I've done an example... As a minimum - copy paste the attack from your rally point (and THE COORDINATES OF ATTACK FROM AND TO)
Example:
Player Name: Heinz Village Needing Defense : A Rome (-112,67) Updated Grain Info: GProd 400 (per hour) Granary 21800 Wall Roman 8 (27%) - DT 97 Legionnaires 1 - Bomrimbir - Abra Aquila (-107,61) Roman, Est Speed 4 - Guessing 3000 Imperians plus Rams - Arrive 22 Nov 14:01:47 GMT 0 (4 waves over 2 seconds) 2 - Cheeseyman - Pizza (-110,63) Roman- Est Speed 6 - Guessing 200 Legionnaires - arrive 22 Nov 14:01:49 GMT 0
RP
ROCK (-250|200) ATTACK against PAPER! (-102|60) [Legionnaire] [Praetorian] [Imperian] [Equites Legati] [Equites Imperatoris] [Equites Caesaris] [Battering Ram] [Fire Catapult] [Senator] [Settler] Troops?????????? Arrival in 2:55:20 hrs. at 05:25:16 o'clock
ZERO POPULATION(The village has been completely destroyed) = 1) Total Resource elimination (525 catas) 2) + 400 catas targetting double random for remaining 10 village slots (80/80/80/80/80) Total: 925 Catas, 20 waves (Extreme risk of insertion, multiple wave protectors recommended)
Re: Attacking Strategies « Result #10 Yesterday at 5:41pm »
Raiding
Raiding is an important part of Travian and should not be overseen. Many players join Travian and subsequently seldom log in into their account or altogether stop playing after the first few weeks. These players' villages, known as farms in the Travian lingo, still produce resources, which are usually unprotected, and are ripe for taking.
Raiding is done by selecting a village to attack on the in-game map, selecting the number of troops to send, and choosing the "Attack: Raid" option. Some unit types are better suited than others for raiding.
Normal attack
Normal attack is used when attacking an opponent or an oasis.
Sending multiple waves
A major part of attacking and defending in Travian is the concept of waves and insertions. Normally, the more attacking waves there are on a single village, the more it is for the defender to insert defense and tell fake attacks from real ones.
Timing Tutorial
This is a tutorial on how to send multiple waves of attackers in a single second.
For Internet Explorer 6.0 and below (or other non-tabbed browsers): Create as many windows as the number of waves you wish to send. Prepare the attacks on each one (screenshot) and when the time comes, use Alt-Tab to cycle through windows and click "OK" to send the attacks, as fast as possible.
For Firefox (or other tabbed browsers): Create multiple tabs and prepare the attack on each one of them. Then place your mouse over the "OK" button. Click on it for the first tab and then quickly cycle through each tab using Ctrl-Tab, clicking the "OK" button on each one (video example).
In either case, the faster the "OK" button is pressed for each wave, the closer attack waves will be together. On an average modern computer, it should be possible to send 3 to 4 waves on the same second.
Fill in the co-ordinates of your target and your village, the tournament square you have and the TIME you have been given to attack. Then you will find out the time you will have to launch the attack!!! That easy!
Each time the village that you send the attack will be renamed. It will be a way to confuse and taunt the enemy. That name, your real and fake targets and the time of the attack will all be in the orders you will receive!
Endgame attacks
Attacks at the endgame focus on trying to slow down the progress of your enemies' World Wonder building. The "buster" armies are sent long distances to fight in one glorious battle and set your opponents back by days or weeks.
Tips:
* Send one attack with many rams to damage the wall first * Send second attack with many catas to damage infrastructure second * Do not send "waves" of attacks! Send all inf/cav with your rams/catas. * Target Great Warehouses over World Wonder o More levels will come off of lvl 20 GW than lvl > 20 WW o GW takes longer time to rebuild
Battle Reports
A somewhat futile attack that knocks off one level of wall and WW from 50->48:
In this case, the total damage done was just under 15h to repair assuming a lvl20 MB. If a level 20 Great Warehouse had been the target instead of the WW, 5 levels would have been removed and total repair time would have been more than 51 hours!
Attacking Strategies « Result #11 Yesterday at 5:40pm »
How to cropkill a village
To cropkill a village means to destroy all its croplands. This is almost worse than destroying a village entirely. Most buildings have an upkeep cost in crop. If all the croplands are destroyed, that village will be in negative crop. If they are negative crop, just about the only thing they can build are croplands. No troops. No barracks. No warehouse. It was VERY hard to recover from a cropkill, some times impossible, but now with Gold you can quite quick recover from a cropkill. Therefor, taking out the Main Building and several granaries is usefull to hurt him a bit more
From the chart below, you can see that you don't need a lot of catapults to do a crop kill. 40 catapults sent from a village with a L20 rally point can target two croplands and destroy them both. 40 is a nice number to use as it give you a little room for error after losses to defenders or population penalties.
Description: hitting a target with many small attacks with the intention of cutting a large force down.
Purpose: damaging or destroying a large offensive force. Offensive troops have poor defense. Even small attacks can manage to kill some offensive troops. By launching 100s of small attacks, we can spread our losses across many barracks/stables while the offensive army we are attacking will take much longer to rebuild.
How to do it: A leader will call in a 'Killer Swarm' via MM. He will also specify whether or not oases should be attacked too (to try and steal all the crop and starve the enemy army). In addition to attacking the target, numerous fakes are launched at other villages to create 'blizzard' of attacks. Fakes are a single troop. The small attacks should range from 100-400 (or more) troops.
Other benefits: if enough attacks and fakes are launched, the defender won't know where the real attacks are coming from, unless they are using an external battle reporting system.
Operation: Hailstorm
Description: similar to 'Killer Swarm', the Hailstorm uses numerous attacks against a single target. However, this time, the attacks are more significant. Each piece of 'hail' has an escort of about 200 cheap offensive troops (swordfighters, axefighters) and about 30 catapults. Its expendable, like a missile. A rain of hail on target, especially behind a clearing force, will effectively cripple that village
Part of the reason this maneuver is called 'Hailstorm' is because in RL, hail can devastate crop fields. The intention here is to not take over the village but rather destroy its ability to make war. Destroying all the croplands/granaries does that.
A larger scale version of Hailstorm is the 'Reign of Fire' where multiple weaker villages are targeted.
Operation: Reign of Fire
Description: Larger, deadlier version of 'Hailstorm' though less targeted. 'Missiles' of approximately 500 troups and 30 catapults are launched from a handful of villages. The most likely targets are villages that support a capital or 15-er. These villages are generally lightly defended so any decent sized force should make through. Even if a given village is well defended, the missiles in a 'Reign of Fire' are meant to be expendable. The defender can't protect ALL his support villages.
In a 'Reign of Fire', hard target like defensive centers and capitals are generally avoided.
Operation: Wheel of Suffering
This play is more useful in the later stages of the game;
Pick a player and post all of his villages (preferably numbering them 1,2,3, etc....) along with the arrival time for the all the attacks. Each Alpha member claims one or more of the villages. Launch a significant army (larger than a hailstone, ideally 3k+ and catapults to cropkill the target. send fakes to the other cities, and ideally some of the target's allies as well.
There is little chance that a player with a lot of cities can mount an effective defense at more than a couple cities. IF each attacker uses a serious army most will break through and cropkill the village.
This is called the wheel of suffering because you can work your way down the entire list of villages and start over at the top.
Operation: Fire Friendly
Problem 1: Very often larger players with many chiefs/senators are almost always short on culturepoints. This limits the amount of takeover they could easily do.
Problem 2: Catapulting a village is sometimes quite difficult/risky because you never know when reinforcements hit.
Solution: A large player take an enemy village over. After the take-over this player gives a general call to pound that village to pulp by catapults (similar to one of the other playbook themes). After the village is blown to bits the large player can take a new village and we can repeat. Ideally this should be done within 24h to avoid recapture. Benefit: you see all 'reinforcements' coming in and can easily send them home. If you do it even more structured you can divide the cata workload by listing the buildings + level present to most efficiently destroy the village.
Hammer Building 101 « Result #12 Yesterday at 5:33pm »
Written by War Machine of REVO (Holder of a nearly 500k WW hammer)
Your offensive hammer is the most important long-term aspect of development.
There are two viable strategies for the long-term development of a hammer. One develops a hammer in your 15-cropper capital, one develops a hammer in an adjacent village that uses the 15-cropper for storage. Below is a brief overview of some of the more important distinctions between the strategies.
15-cropper: This is the simpler of the two strategies and if you have never played a full round of Travian, this is probably the strategy you should stick with.
The strategy: The 15-cropper strategy is simple. Your 15-cropper capital will contain only the essentials for maintaining an army: a barracks, a stable, a siege workshop, a flour mill, a bakery, a hero's mansion, a marketplace, (a stonemason if you desire, but this is not essential) and a tournament square. Buildings like the palace, academy, and blacksmith will be constructed, but will be demolished once research is finished and villages conquered (this will later allow you to build a palace in a non-capital village and produce 3 chiefs, should you so choose). All other buildings will be granaries and warehouses to afford the higher-level wheat fields. Your 15-cropper will be both your hub of production and of offensive activity. You should not produce defensive troops from your cropper, but rather reinforce it from specialized defensive villages as necessary.
Advantages: The 15-cropper strategy is very easy easy to maintain early on; however, a 15-crop capital hammer can be difficult later in the game. for example, on another server i have an army that eats over 200k crop/hour and my capital produces 90k crop/hour. -100k+ crop/hour isn't an easy thing to manage. it is easier than a non-capital hammer but still not easy.
You are also less vulnerable with the 15-cropper strategy. As your capital cannot be conquered, you are simultaneously protecting both your production hub and your offensive hub in the same, immune village.
Disadvantages: It will be more difficult get your production as high under the 15-cropper strategy as you could using an adjacent hammer village. The "unnecessary buildings," such as the barracks, stable, and tournament square limit the amount of building space and may prevent you from being able to build the highest-level fields. It is doable, but can be difficult.
Because you cannot use the great barracks/great stable, your speed of military construction is limited under this strategy. To offset this disadvantage, you must keep troops queued constantly, which will not be a problem at later stages of the game.
Adjacent Village: the adjacent village strategy utilizes a more sophisticated concept, but is much more difficult to sustain over the long-term.
The strategy: The purpose of this strategy is to maximize your long-term production and the speed at which you can construct an army by using a secondary village as close to your 15-cropper capital as possible as your hammer. All offensive units will be produced in the adjacent village, which can be a 6-cropper, a 9-cropper, or another 15-cropper. This village will focus only on offensive development, containing a barracks, great barracks, stable, great stable, siege workshop, tournament square, blacksmith, and other buildings of your choice. Your 15-cropper capital will contain only the bare essentials for production: marketplace, flour mill, bakery, and hero's mansion. The rest of the slots will be used for enough warehouses and granaries to afford the highest level of wheat fields, maximizing your possible production. The hammer village will use the 15-cropper as storage for the offensive troops while they are not engaged in combat, then will recall them and send them out as necessary.
Advantages: effective use of this strategy will increase both your long-term production and the speed at which you can construct and reconstruct your offensive hammer.
Disadvantages: despite the great potential for success with this strategy, there are several important disadvantages. For one, when you recall your forces and send them out, you create an enormous negative wheat situation in your hammer village. This will require constant attention every time you launch your forces to keep your troops from starving. At later levels of the game, when the average attack is probably 10+ hours distance away, this can become extremely cumbersome and difficult to maintain... GET SITTERS!!
As such, this strategy requires a far greater time investment than the 15-cropper strategy. Remember, a Travian round lasts a little more than a year, and a strategy like this can really hinder your enjoyment of the game in the long-term.
You are also more vulnerable under this strategy. Since your hammer village is not your capital, it is conquerable and cannot build a stonemason, so it is far easier to destroy by catapulting. If your hammer were to be conquered, all of the offensive troops it hosted would die immediately -- a very risky situation.
Many players will never realize the full advantages of such a strategy. If you are not extremely dedicated, willing to use gold, and knowledgable about how to build and maintain your villages, you might be doing a great deal of extra work without getting a significant long-term payoff.
Overview: Both of the above strategies are viable long-term approaches toward creating a useful hammer. I only recommend the adjacent village strategy to players who truly know what they are doing and understand the additional commitment to the game this strategy will require. There is no reason why a player using the 15-cropper strategy cannot produce a powerful hammer.
The decision comes down to what type of player you intend to be, how comfortable you are with the long-term requirements of the strategies, and your commitment level to the game. All members should choose one of the strategies outlined above when developing their major offensive hammers. The earlier you choose and begin to develop your long-term hammer, the more powerful you will be come endgame.
Both scenarios cost the same to build - which one is more effective?
Rule 2
You have to have Rams
OK - 3 different Rams Scenarios. Attackers is Level 20 Upgrades, Defenders is Level 15 Upgrades (Make up your own scenarios if you don't like mine)
Total Crop Army = 20k+ 10k infantry, 2.5k Cavalry and 350 Rams Total losses - 6507 Crop
Extra 650 Rams = Extra2k Crop Army - Same but with 1k Rams Total losses - 5630 Crop
Extra 2k Crop Army spent on Cav and Infantry instead of Rams Spend 2k extra on troops instead of Rams Total losses - 6602 Crop
What??? More Army - Greater Losses...
Only More Rams reduces losses... AND Rams can be produced at the same time as infantry - this option 2 is lowest loss and lowest build time (of the 2 options)
Strangers passing in the street By chance two separate glances meet And I am you and what I see is me And do I take you by the hand And lead you through the land And help me understand the best I can
Joined: Jan 2009 Gender: Female Posts: 35 Location: USA
Re: The ABC State/City/Country Name Game « Result #17 on Nov 20, 2009, 4:27pm »
West Virginia (state)
I'm beginning to think Truckie is from Northern Indiana based on some of his responses (I'm a native Hoosier myself - though I no longer live there...)
Truckie011 21rst Brigade Member (Recruiter) 21st Brigade Member member is offline
No attacks before coffee
Joined: Dec 2008 Gender: Male Posts: 811 Location: Pluto
Re: Announcement to All « Result #19 on Nov 20, 2009, 3:48pm »
DC, No it is gone for everyone.
JBar, Yes it was very useful. But the problem was that anyone visiting the web site can also see the information, with out the need to be logged in. And according to Spynx, the option was only on or off. But I thought he was going to leave it on until next age starts.
Kukec, What the second point says is you need to activate your account through your e-mail. When you first register as a member, an e-mail is sent to you at the address you just used to sign up with. In this e-mail there is a link to verify your information. What Spynx intends to do is increase the security of the forum. By requiring members to verify their information in order to be able to post, and possibly to even view the post that are made by others.
Spynx, My question for you is. Will each new account still need to also be approved by an administrator? Because that is the most important security feature. We still need to be able to deny access to new registrants.
Kukec 9th Brigade Member Deputy Chief of Army member is offline
Me and my squire (as pointed out by SirNiGGZ). :D
Joined: Oct 2007 Gender: Male Posts: 916 Location: Slovenia
Re: Announcement to All « Result #21 on Nov 20, 2009, 9:39am »
Wait... I'm confused... What is the second point trying to say? Do I have to do something special to activate my account or is it enough that I am active on the forum?
Strangers passing in the street By chance two separate glances meet And I am you and what I see is me And do I take you by the hand And lead you through the land And help me understand the best I can
bpwong85 1st Brigade Leader Commander member is offline
That's me in my No.1 Ceremonial Uniform
Joined: Oct 2007 Gender: Male Posts: 5,339 Location: Singapore
Re: Announcement to All « Result #22 on Nov 20, 2009, 9:23am »
To view recent posts, one has to do so manually by opening up all boards with updates. If one is active in the forum, then updates will be few. We will try to minimize communication in the forum and more communication in skype. Forum will be used for important discussion mainly and announcement and this may make it neater and manageable.
Another solution is to get a better forum if there is any.
JBar 5th Brigade Leader Diplomat member is offline
KILL 'EM ALL
Joined: May 2008 Gender: Male Posts: 833 Location: Missouri, USA
Re: Announcement to All « Result #23 on Nov 20, 2009, 1:06am »
The only problem that I have with the missing info center is that I use that to view new posts because I can click on "view last 30 posts". I have not found any other way to do this. Most forums have an option that says "view posts since last visit", but I have not found that on this board.
Spynx 2nd Brigade Leader (Forum Admin) member is offline
Joined: Sept 2008 Gender: Male Posts: 615 Location: Phillipines
Announcement to All « Result #24 on Nov 20, 2009, 12:24am »
hello there i need feedback to member about forum changes
1. disabled the info center located at the bottom of the site - with this action you cannot view recent post who's online, birthdays and whos active in forum. 2. I will give everyone a week to activate their forum account if you haven't do so this process if you already skip by clicking profile then click something like this "send activation letter" this will be send to you email entered upon registration - this will limit members to not only register on forum as well as by activating it they can be easily caught, also if i finish modifying the bored i will put option that only activated members can post probably view as well (not sure if there is an option for view)
that is all for now ill try to find other things need to be done
Strangers passing in the street By chance two separate glances meet And I am you and what I see is me And do I take you by the hand And lead you through the land And help me understand the best I can
Strangers passing in the street By chance two separate glances meet And I am you and what I see is me And do I take you by the hand And lead you through the land And help me understand the best I can