Showing posts with label building. Show all posts
Showing posts with label building. Show all posts

Monday, January 9, 2017

Techtree

I find a picture on the Hungarian tribal wars' help-page. I found it quite useful - especially for new players - to see the requirements of all buildings on one picture, so I decided to translate it. Do not mix it up with the Tech system, of what you can read more here.


Friday, January 6, 2017

Your Empire of Villages - concept

By the end of the previous stage you trained your first nobles. The last stage provide information, which - I hope - will help you to manage the mass of your villages.

Ideally, you want all of your villages to have the same amount of points, which includes defensive villages, offensive villages etc. Having similar building structures will help you achieve this and will also allow you to easily change an offensive village to a defensive one if needed in the future.


Obviously, your various types of villages will require different structure levels to be efficient. So you will have to tweak the structure levels slightly based on what type of village it is. The less points in your villages the better. This is to leave the most farm space possible per village for troops. The more troops you have in your offensive village, the more damage you will deal and the less losses you will take when attacking. People usually say "a few hundreds extra troops do not matter", but when you have hundreds of villages, it does count. Another important factor to remember here is production time. The higher your barracks/stables/workshop in these villages, the faster you can produce full nukes, and the faster you will be able to clear players around you, expanding your map control. So for this purpose, all of the villages discussed here will achieve a total of 9714 points (of course, it is differs from words where churches are available, . 


Your first village should be an offensive village with minimal defensive troops in it. How many really depends on how active you are and what quality of players are around you. Ideally you want no more defense than you build pre-LC`s. Actually you can disarm your spears if you control your 15x15 area.

All of your villages should be offensive until you need to produce defensive units to defend against a neighbor that is producing nobles. If you noble quickly enough and produce enough offensive troops, controlling your area, you will be able to eliminate those players by taking their village before they become a threat to you. This is why you should really only be nobling villages that have academies. Another factor in how many offensive villages you should build prior to building defensive ones is the remaining quality of your first village`s nuke.


These offensive villages should all be outside of your current farming area. This way the units you produce to farm (LC`s and axes) will not be farming the same farms that you are currently farming. A good way to search for a direction to noble is to scout various villages in different directions and see where most often the warehouses are fullest. That is where you should noble because less people are farming there. If you do it well, you will double your farming area as well. Now you can see, the activity is the key point of the game. Now you will able to farm two times more.


You can really get away with making 4 or 5 offensive villages before dedicating a defensive one. But again, this depends on how active you are. You also need to put in calculation you tribe mates' and enemies' location. If you end up nobling a village for some reason inside your farming radius, might as well make that one your first defensive village.

First things first, you will need to choose your target that you want to occupy.

Source:
Karmalot, 2008. Tribal Wars Forum. [Online] 
Available at: https://forum.tribalwars.net/index.php?threads/guide-from-hq1-500-villages.137637/
[Accessed 04 01 2017].


Wednesday, January 4, 2017

Types of villages

This part of the guide is going to help you how to build your offensive, defensive and other, more special types of villages. All of them, regardless to their types, your villages need to have the same points, to confuse your enemies. Each village posted here will have 9714 points. The troop ratio's of the Axes and LC's are based on the available farm space from the other units and the ratio of their build times. As you will see, Kamalot calculated with worlds where archers are available. If you play on a server where they are not recruit-able, just add the Mounted Archers to the Light Cavalries, and add the Archers to Spear fighters and Swordsmen equally. Take note: all the calculations are based on the conjecture: your opponents trained their offensive and defensive units equally (e.g. not just Axemen, or Spear fighters)

First Village - Offensive (Church Worlds)

Points: 9714 | Available Farm Space: 20,770 | Limit: 1
Troops:
6229 Axemen, 200 Scouts, 2200 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
6229 Axemen, 50 Scouts, 2275 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
5998 Axemen, 200 Scouts, 3195 Light Cavalry, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
5998 Axemen, 50 Scouts, 3270 Light Cavalry, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 7)
First Church (Level 1)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 19)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


First Village - Offensive (Non-Church Worlds)

Points: 9714 | Available Farm Space: 20,730 | Limit: 1
Troops:
6217 Axemen, 200 Scouts, 2193 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
6216 Axemen, 50 Scouts, 2193 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
5986 Axemen, 200 Scouts, 3189 Light Cavalry, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles
5986 Axemen, 50 Scouts, 3264 Light Cavalry, 220 Rams, 10 Catapults, 1 Paladin, 4 Nobles

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 2)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


General Offensive Village

Points: 9714| Available Farm Space: 20,730 | Limit: ~2:3
Troops:
6345 Axemen, 100 Scouts, 2314 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults
6345 Axemen, 25 Scouts, 2351 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults
6114 Axemen, 100 Scouts, 3309 Light Cavalry, 220 Rams, 10 Catapults
6114 Axemen, 25 Scouts, 3347 Light Cavalry, 220 Rams, 10 Catapults

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 2)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


General Noble Train Village - Offensive

Points: 9714 | Available Farm Space: 20,730 | Limit: 1 or 2
Troops:
6204 Axemen, 100 Scouts, 2236 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 4 Nobles
6204 Axemen, 25 Scouts, 2274 Light Cavalry, 750 Mounted Archers, 220 Rams, 10 Catapults, 4 Nobles
5973 Axemen, 100 Scouts, 3232 Light Cavalry, 220 Rams, 10 Catapults, 4 Nobles
5973 Axemen, 25 Scouts, 3269 Light Cavalry, 220 Rams, 10 Catapults, 4 Nobles

Building levels:
Village Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 2)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


Defensive Village (Non-Church Worlds)

Points: 9714 | Available Farm Space: 20,730| Limit: ~1/3
Note: Through Kamalot's own simulations he determined that a 1:2:2 ratio is the best ratio in every situation except vs large cavalry villages, which are rare and expensive for an opponent to build, as such, you too should only build HC's when you are pressed for time when trying to raise your defence troop levels. Barracks units are far superior in terms of farm space and cost, constructing HC's just maximizes your defence per time. But if you are not getting attacked, you do not need to waste your population and resources on them.
Troops:
5700 Spear fighters, 2850 Archers, 25 Scouts, 2000 Heavy Cavalry, 10 Rams, 10 Catapults
4110 Spear fighters, 8220 Swordsmen, 8220 Archers, 25 Scouts, 10 Rams, 10 Catapults
4110 Spear fighters, 8220 Swordsmen, 8220 Archers, 25 Scouts, 10 Rams, 10 Catapults

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 2)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


Defensive Village (Church Worlds)

Points: 9714 | Available Farm Space: 8,762 | Limit: Dependent Upon Village Distribution
Troops:
1716 Spear fighters, 3433 Swordsmen, 3433 Archers, 25 Scouts, 10 Rams, 10 Catapults

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 5)
Church (Level 3)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 19)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Hiding place (Level 8)
Wall (Level 20)


Scout Village

Points: 9714 | Available Farm Space: 20,730| Limit: ~1/20
Note: These villages will house pure scouts, both for scouting your opponents and defending your villages.
Troops:
10315 Scouts, 20 Rams

Building levels:
Village Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 2)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)


Catapult Village - Offensive

Points: 9714 | Available Farm Space: 20,730 | Limit: ~1/100
Note: Eventually these will become redundant as it becomes easier to build nobles. But before that happens, these villages will be very useful in keeping players you do not want to waste nobles on from rebuilding too quickly.
Troops:
2384 Axemen, 25 Scouts, 1298 Light Cavalry 220 Rams, 1500 Catapults

Building levels:
Headquarters (Level 20)
Barracks (Level 25)
Stable (Level 18)
Workshop (Level 13)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Hiding place (Level 5)
Wall (Level 20)

Source:
Karmalot, 2008. Tribal Wars Forum. [Online] 
Available at: https://forum.tribalwars.net/index.php?threads/guide-from-hq1-500-villages.137637/
[Accessed 04 01 2017].



From Axes to Light Cavalry

The first stage has made the production of Light Cavalry (LC) possible. This stage put special emphasis on LC's to improve your farming area. The extra resources will contribute to a bigger army and will be the base of the production of nobles (stage 3).

Let's start the second stage:


If you save up enough resources, you should upgrade some resources.


Building order:
16.00 49.00 Clay 5
18.00 55.33 Iron 3
19.83 62.67 Wood 8
22.17 69.17 Iron 4


Here you may have noticed that Clay 5 should have come before Wood 7 according to its Production increase per cost, however at this stage in the game wood is just more important because of spear production. Again, this is subject to your haul ratio's and may vary slightly.

At this stage, you will probably want to construct a market to take advantage of the great deals there. Try to get at least a 1.5 ratio on your resources. The level of the market should reflect your haul ratio. Do not waste too much resources on constructing it, a 2-3 as a maximum level of the market should be enough.


Building order:
Market 1
Market 2

At this stage in the game, again, taking into account your haul-ratio from your farms and adjusting accordingly, but keep in mind, you need to go for LCs.


Building order:
18.00 54.89 Clay 6
20.63 65.13 Iron 5
21.29 67.71 Wood 9
20.50 62.30 Clay 7
21.94 70.24 Wood 10
22.78 72.78 Iron 6
24.53 79.21 Wood 11

After this point, upgrade your warehouse only until you reach level 6. Keep in mind: your village is producing resources during you are away from your computer. You need to make sure your warehouse will not be full when you (e.g.) get up in the morning.

HQ 10, Barracks 5, Smithy 5, Stable 3


Building order:
Headquarters 10
Barracks 5
Smithy 5
Stables 3

Construct the HQ first, then the barracks and then the smithy. This is because you may still be in the axe/spear production stages during this time, depending on how active in farming you have been and how many farms there are in your location. Then the stables and research LC`s and resource scouts only if quests are available on your world (it is going to give you 10 scouts and 10 LC's).

Queue up some LC`s, then send them out farming to your current farms and/or new inactive village farms, where applicable. As always, use your simulator to make sure your LC's will not die. Send as few of them, to as many villages as possible. You only really need scouts to scout the villages that you're not quite sure if they built troops in or not and would like to farm. Another fun thing to do at this stage is to scout every village inside your 15x15. This will let them all know that you are far beyond them and some of them might even restart right away because of it (important: do not send scouts to villages, which have 170+ points if you started with 26 points). Do not produce anything but LC's if you do not have enough LC's in your queue to last until whatever else you want to build is complete - e.g. do not queue your 45 minutes of axes if you do not have at least 45 minutes of LC queued up, and do not queue 45 minutes of structure upgrades if you do not have both 45 minutes of LC's and 45 of axes queued. Farm with your LC`s. Never stop producing LC`s.


If you are lack of inhabitants or storage capacity, just upgrade your Farm and Warehouse!

Farming The Inactive Players
Monitor players on Tribal Wars Map to see whether surrounding players are active (so their point is growing) or not. You cannot afford to draw attention to yourself here by taunting other players to attack you. Do not attack any active players that are growing or may be building troops. The whole idea of LC farming is to out-farm your opponents and starve them, allowing yourself to grow more quickly than them. Losing troops at this stage in the game hurts only yourself and slows your own growth. Only farm barbarians or villages that have the base-set of points, that is their points are the same as when their village was created, or villages, which are surely inactive and have no troops.

Continue to do this until all of the farmable villages (non-active players) are being farmed. In which case, you must do one of two things: start farming farther away in the same manner, or attack another player that has grown their village. The best case here is to expand your farming borders without attacking another player. This will depend on how active you are and will determine how fast you can grow because if you are not losing troops, then you are growing faster than if you were. But if you are limited by your activity in this manner then you must attack another player to stop him from growing and farming your targets.

Creating More Farms

If you determine that you must attack another player to continue growing, you should start from the lowest point players in your farming radius and move up from there.

These are the only conditions you should use to determine if you will attack a player.
- All of the farmable villages inside your 15x15 are currently being farmed by two groups(one returning and one attacking). And upon clearing the player or new farm you will still have enough troops to continue farming all of these farms in this manner AND the farm you just created.
- Your farms are starting to run dry because someone else is farming them (to find the player who farms you out: Ranking->In a day->Resources plundered)
- You will suffer the least amount of losses if you attack this player because he will either be a good farm or is farming your farms and slowing you down.

Remember, the key here is to do what you need to do to grow the fastest way possible at all the times. Losing troops at this stage in the game will slow you down so avoid attacking players at all costs, especially those rivalling your points. Players that above you or that have the same points as you will be potential farms later on or future noble targets. Once you have your LC production line
 24/7 you will grow faster than them. It is just slow at first because you are producing only units and not buildings, while they are producing buildings. The growth for both is exponential but for you the curve will have a much much higher slope.

If you follow this strategy, you will quickly achieve the first Nobles.

Source:
Karmalot, 2008. Tribal Wars Forum. [Online] 
Available at: https://forum.tribalwars.net/index.php?threads/guide-from-hq1-500-villages.137637/
[Accessed 04 01 2017].

From Headquarters lvl 1 to Axes

The first stage is about to construct buildings to build spears, then to build axes. You will be able to attack other villages and get extra resources, which is the base of Light Cavalries (stage 2). Before you we go on, please make sure you have already read understood the Game concept.

Basically you begin the game by upgrading your resources and and farming with your paladin to the closest farm to your village, Barbarian or Bonus villages. IMPORTANT: In the new paladin system, you can upgrade your paladin by constructing building. Since you receive wood, clay and iron as gift when you achieve the 3rd, 5th, 10th, 15th etc lvl i suggest the following: leave your paladin in your village when you are constructing buildings (to get experience and upgrade your paladin) and farm with it when you are only building units, such as spears.
Beside each resource you will find 2 numbers. The first will represent the cost of that resources resource per that resources increase in production per hour. That is: how many hours it will take for the resource upgraded to pay for the cost of that resources upgraded resource. For example, Timber Camp 0 produces 5 wood per hour. Timber Camp 1 produces 30. That is an increase of 25 wood per hour. The upgrade costs 50 wood, so it will take 2 hours to pay for the cost of that upgrade. The second number will take into account the total number of resources spent on that resource, assuming each resource has a 1:1 ratio in value. For example, Timber Camp 1 has a total cost of (50 wood + 60 clay + 40 iron) = 150. 150 / 25 = 6. So Timber Camp 1 will be displayed as such: "02.00 06.00 Wood 1". Kamalot did an excellent job, but take note: the speed of the words are different, that is in some words the resources produce more per hour, anyway, it is a great guideline how to construct them. We also assume that the value of the resources are the same, but in the beginning of the game, wood is much more valuable than clay and clay is more valuable than iron. In the second, third week, when players start to produce LCs, iron is going to be more valuable and more rare on the market. This is why you are advised to construct a lvl 1-2 market to ballance your resources.

Building order: 
Statue
Paladin
02.00 06.00 Wood 1
02.00 06.20 Clay 1
02.80 08.40 Iron 1
12.60 38.00 Wood 2
12.60 39.20 Clay 2
13.00 39.67 Wood 3


At this stage in the game, depending on what haul ratio you are producing you will need to adjust your resources accordingly. The general idea here is to decide which resource you are shortest on for the next upgrade. However, keep in mind that you will be producing spears so that you will want your wood to be about 2 levels above your clay, and your clay to be about 2 levels above your iron, as such, you may want to continue accordingly:

16.33 49.83 Wood 4

Now you push towards spears, so you will need to construct the barracks

HQ 3, Barracks 1
Upgrade your HQ to level 3 and construct your barracks (take note: we do not need wall, before BP it is completely useless, after it you will have the army to attack other players around you before they would attack you). You will need to send at least 4 spears with your paladin to justify sending your paladin, based on the increased travel time from sending it with spears and the haul it will yield. If you have less than 4 spears, just send your paladin by itself. Important: if you want to spend your spears without any other troops (paladin), you must use Rally point's simulator to calculate the number of troops you need to spend to avoid any death. In this early stage of the game a loss of one spear cost 90 resources, which is critical! (If quests are available on your server, you will receive some swordsmen, I advise you to send them with your spears. Again: use simulator!)

The more active you are and the more farms you have, barbarian and bonus villages, then the more spears you should make. Do not spend your troops to the same 3-4 villages around you. Send them to the 15x15 or 20x20 area around you. Of course, the size of the map you can cover depends on the size of your army.
Remember, once the BP is lifted, you will need to empty all of the warehouses of the inactive villages in your area as fast as possible; this will determine how many spears you will need to make. The inactive villages are typically the villages that have not grown since they have been created. [To find the inactive and farmable villages do the following: check the starting points (usually 26), add 16 points (the value of a level 1 barracks). Player bellow this point (here:42) will not be able to protect themselves.] The faster you can empty these warehouses, the more LC's you will be able to produce and the faster you'll be able to produce them in the post-BP period.

A warehouse level 1 will hold 3000 total resources. That means, 120 spears will empty that warehouse in one shot. However, 120 spears will cost 10800 resources. So you will need to send those spears to that village about 3 times to pay for their production. But since each resource is not really equal pre-market. Wood is the most valuable at this stage, so let us take a look at the wood levels. A spear costs 50 wood, and carries 25 haul. Since the warehouse is full, the wood/clay/iron haul per spear will b e divided equally between each resource. So 1 spear will only carry 8 1/3 wood. That means, each spear must travel 6 times to pay for their cost in wood. Since it requires 120 spears to empty the warehouse and you need to travel 6 times to make money, then you should have at least 20 spears per inactive village warehouse that you expect to empty post-BP. So if there are 5 inactive villages inside your 9x9, and you're the most active farmer, then you should build at least 100 spears pre-BP.

Once you figure out how many spears you need, you will need to make sure you build them prior to getting axes. You just need to make sure that you get axes prior to BP ending and you can build enough of them to escort your spears in the process. Farm with your spears in groups of 35 each and send the remainder with your paladin. 

Move on and start to build resource base to Axes
Farm and continue producing spears constantly (as many stated above) and if you save up enough resources, try to perform the following resource upgrades:

Building order: 
15.25 47.13 Wood 5
16.83 51.67 Clay 4
17.40 52.80 Iron 2
18.00 54.89 Wood 6
19.10 59.80 Wood 7

HQ 5, Barracks 1, Smithy 2
Once you have began emptying or have emptied all of the warehouses in the barbarian villages in your area you can begin by teching axes. Remember, your goal is to be past this stage prior to BP ending. You may want to produce less spears or lower resources accordingly to ensure you have axes prior to BP ending and this will depend on how active you are.
Produce 5 axes per farm and send them with your 5-25 spears or so to increase the number of villages you can hit. Start with 5 axes and 25 spears, if the warehouse is full. As the warehouse becomes empty and as you produce more axes then you will need to lower the number of spears you are sending to allow yourself to farm more villages with your spear pool. Stop producing axes once you have enough to escort your spears.
Take notes of the villages in your area and be sure that once the inactive players become farmable when their BP is lifted that you have the units available to send to that village immediately. These will be 100% hauls so you must time this accordingly. 

These resources collected by this method will be used to saveup for Light Cavalry.


Source:
Karmalot, 2008. Tribal Wars Forum. [Online] 
Available at: https://forum.tribalwars.net/index.php?threads/guide-from-hq1-500-villages.137637/

[Accessed 04 01 2017].