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.
Showing posts with label game concept. Show all posts
Showing posts with label game concept. Show all posts
Monday, January 9, 2017
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.
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.
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/
Wednesday, January 4, 2017
Game concept
First things first: If you do not understand any point, please feel free to ask!
Before we start the guide, there are a few points, which are too crucial to skip them. It is important to understand and keep in mind these statements during you are reading the guide.
Before we start the guide, there are a few points, which are too crucial to skip them. It is important to understand and keep in mind these statements during you are reading the guide.
- First of all, you need to understand the fact, there are several strategies to play the game, this guide is only one approach (a pretty good one :P) out of the hundreds
- If you are just getting familiar with the game, or do not have that much free time, do not register at opening of the world. Wait a at least a week, and start your game at the edge of the map. The most professional players are always in the middle of the map.
- You need to be active. The more you farm (attack and get resources from other villages), the faster you grow. Quite simple. You may want to use premium points (Farm Assistant) to make farmin simpler.
- Sometimes the situation calls for something different. For example, resource balancing. You can not predict exactly what the resource ratios your hauls will come, so therefore it is impossible to say which exact resource upgrades you need to upgrade first. However, the values stated in this guide should give you a general idea for most cases
- When the Beginner Protection(BP) ends in your area, you must be the first person to empty the warehouses of the inactive villages. For this reason, rushing LC's is not good because you will not have enough units to empty these warehouses in time. For this, you will need several groups of a few axes + spears for each village. Keep in mind: in one inactive, 26 points-village there are 3000 resources (1000 wood, 1000 clay, 1000 iron)
- For the reason stated above:
- -The purpose of spears = to afford to buy axes pre-BP (read more here)
- -The purpose of axes = to escort your spears so they don't die while farming
- -an ideal target is about 5-10 axes and 5-10 spears per farm, depending on how active the farming area is. If your army come back without full haul, you need to spend less units to more villages. IMPORTANT: use the simulator, you need to protect all the troops. Check the number of axes and spears without wall, with lvl 1 wall etc. Find the perfect combination!
- Light Cavalries (LC) are the most time and cost efficient unit for farming and because of this:
- -The money you make post-BP from the inactive villages will more than pay for your LC tech (more information about tech system: link)
- -Once you have LC's, produce NOTHING but LC's. If you cannot afford to produce LC's 24/7 with stables level 3, then you are not advised to produce anything else
- -The purpose Post-BP Spear + Axe Farming is to maximize your capacity to produce LC's as early as possible. Rushing LC's does not account this economic principle. Once you can afford to produce LC's non-stop, then you can produce axes. Farming with Spear + Axes prior to LC tech will enable you to produce LC's + Axes earlier than just rushing LC's without Axe+Spear Farming
- Again, once you have the capacity to produce LC's, build NOTHING but LC's, except farm/warehouse as needed
- Once you can afford to produce LC's non-stop, then produce axes along with your LC's and nothing else, except farm/warehouse as needed
- IMPORTANT: most of the players start to construct buildings to promote their place on the rank list. Trust me, after 2-3 weeks, you will get in the top 50 with this method
- Once you can afford to produce LC's + Axes non-stop, then you can upgrade structures and continue with the build order (see later). Troop production is the most important concept of this game
- Active farming troops will out produce any resource structure upgrade. Of course, this system consumes a lot of energy and free time. I suggest to use the application of the game: it is simpler and easier to send your troops to other villages
- And the most important things: there are several quests in the game (but not in all servers), which are created to help your progress. This guide is not built on the quests. I suggest the following: follow the guideline you find on this page. Sooner or later you will fulfil all requirements of the quests to get their rewards.
This list gives an impression, how your construction order will look like:
Statue
Build Paladin
Farm + Upgrade Resources
Headquarters 3
Barracks 1
Build Spears
Farm + Upgrade Resources
Headquarters 5
Smithy 2
Tech Axes
Build Axes
Farm with spears and axes (5-10 troops in groups) + Upgrade Resources + Construct Market 1-2
Barracks 5
Headquarters 10
Smithy 5
Stables 3
Tech Light Cavalry
Constantly Build Light Cavalry Only
Farm, Queue Troops
Tech Scouts
Get a a few scouts from a quest + build a few if there are active players around
Constantly Build Light Cavalry and Axes Only
Farm, Queue Troops
Market 1 - 5(It highly depends on your resource balancing needs)
Upgrade Resources Until HQ is working 24/7
Smithy 10
Workshop 1
Tech Rams
Constantly Build Light Cavalry + Axes (start to build rams, but not constantly)
Farm, Queue Troops
Workshop 2
Smithy 12
Tech Catapults
Constantly Build Light Cavalry + Axes (continue to build rams and cats)
Farm, Queue Troops
HQ23-30
Stables 10
Barracks 10
Stables 15
Barracks 20
Market 10
Warehouse 23/24
Construct your farm 30
Smithy 20
Academy
Constantly Build Light Cavalry + Axes + Rams/Cats
Farm, Queue Troops
Stables 20
Barracks 25
Wall 20
Build Nobles
Choose a Noble Target
Conquer the Target
Of course, it looks weird, but everything will be detailed and explained later :)
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].
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].
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