Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts

Thursday, January 12, 2017

Defense guide


Defense guide, aka Kamalot's 11 rule to defend yourself from mass incoming attacks. Follow the rule when you have mass incoming & mass noble trains. Follow these rules, starting with rule #1 to prioritize yourself to decide what to do when you are under attack. The first rule is more important than the 2nd one, and the 2nd more than the 3rd and so on.

Rule #1 - Incoming Ram Speed or Scout Speed
Never let them scout you. Attacks at scout speed, you need to stack with as many scouts as possible while still being able to defend all of the villages.
Attacks at greater than scout speed and less than noble speed, you need to defend with as many scouts as you can afford to let die, and a few swords, 100 or so.
If you do not have many troops "based" in that village (that were built there), or if the village is relatively new, it is okay to let them scout you in this situation. It will be obvious that you will not have many troops from there so letting them scout it will not reveal any "new" information.
All of the other rules are for noble speed attacks only.

Rule #2 - Incoming Nobles: Villages that house 1 or more Nobles
If you have an incoming on a village that houses nobles, you must defend that village at all cost. Especially if you use trains. When you have a large number of villages, 4 nobles will cost you more resources than losing a couple of defensive villages defending it, defending it with 4 defensive villages. Because of this rule, this is why it is ever so more important to house nobles in as few villages as possible, while still maximizing offensive power in your trains. 2-4 nobles is ideal to have been built for each of these types of villages.

Rule #3 - Incoming Nobles: Villages that house Churches
Well, this rule only really applies if there is another village in the church radius that is under attack.

Rule #4 - Incoming Nobles: Try to Snipe
If the incoming noble train is snipe-able, then you must first try this. You can either set up a "support train" from a nearby defensive village and send support at the village, like you would a noble train, only split up your defensive units into 5 or 7 groups. Send them all at ram speed, cancel the ones that miss, then send them all at Heavy Cavalry (HC) speed, then scout speed, then sword, then spear. Note - This is good only if the incoming noble train is from the same village. If it is multiple villages it is likely that it is multiple nukes. Do not trust a sitter with this. If you are unable to be online to perform this action, move on with these rules and do not trust someone to do it as a sitter. You can try, but do not count on it working at all. Plan ahead instead.

Rule #5 - Incoming Nobles: The Pre and Re Noble
If your village has inc nobles and several nukes proceeding it AND that village has only like half a nuke in it or a couple thousand defensive troops, or if those nobles are from different villages then it is likely they are several nukes with the nobles so it will be better to not defend it and you will not be able to snipe. Instead, you should dump the nuke you have on a village before the noble lands, or try to let those defensive troops die somewhere else, or try to snipe anyway with those defensive troops. Once you have done this, then you need to land 3 nobles before the noble train lands, preferably 4 at the right time such that the loyalty is below 20 before the attacking players 4 nobles land. If you do this, you should destroy 4 nobles 1 or more nukes at the cost of half a nuke + 1 noble, or half a defensive village + 1 noble, or whatever you have stationed in that village.

Rule #6 - Incoming Nobles: Already Supported Villages
If the village already has support, it is likely that the player who sent them has already counted on losing these troops. You should defend these villages first. Look around and see if you will be able to stack enough troops to defend these. A good rule of thumb is to defend the villages with at least 4 full defensive villages. If you do not have enough support OR the smithy levels of spear/sword/archer/hc are too low, ie - less than 9 or 10. Then you will need to contact the owner of the support and ask if he can recall the troops(at different speeds for his own benefit) and re-send some more support to another village(which you will determine farther down this list), if it can be done in time. If you can not juggle the support around to a different village then you should either send the support home and try to snipe with whatever defensive troops you have built there and hope for the best or send the troops home and try to snipe and hope for the best.

Rule #7 - Incoming Nobles: Smithy Levels: Spear/Sword/Archer/HC = Max Level, Wall = 20
These villages are the more profitable to support and defend. Ideally it is best if these villages do not have nukes proceeding the noble train. Stack these villages with 4 defensive villages. If you play on a server where there is no tech system, just skip this rule.

Rule #8 - Incoming Nobles: Villages housing full Defensive troops
If you are unable to use these defensive troops to snipe other noble trains that are incoming to them, use it to snipe the noble train coming to this one. If not, then you must try to stack this village. Once again, it is worth 4 full defensive villages. If you are unable, either send this support somewhere where it can die before the noble train lands, or leave it home and hope for the best.

Rule #9 - Incoming Nobles: Villages housing full nukes
Stack these villages if possible. If you are unable to stack this then use this nuke where you can before the noble train lands.

Rule #10 - Incoming Nobles: Villages with incoming nobles that have the nobles land well after other villages that have incoming nobles.
These villages you must defend last. Sometimes you will be able to defend 2 or more villages with the same defensive troops simply by juggling the support arround to different villages.

Rule #11 - Incoming Nobles: Too bad, you lose this one.
Build as many D troops as possible in that village, utilizing the barracks, stables, and workshop and try to snipe or hope for the best. There is nothing else that can be done here.



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].


Tuesday, January 10, 2017

Targeting


Most of the players occupy barbaric or bonus villages. This is the worst way to spend your nobles. If you do so, you just slow down your progress by a new, small village. Basically, you would need to do the whole guide on the new village. Fortunately, Kamalot has an amazing prioritize-scheme. He ordered numbers to the buildings:

This is how you should prioritize your noble targets:
-Average level of resources [(sum of the resource structures' levels)/3]
-Count academy as 30
-Level of smithy*3/2
-(Level of barracks + stable)*3/4;


Whichever is higher out of the four, you should noble that target first. As I have already mentioned in this guide: you should noble these villages at or near the edge of your farming area from your main village.

Your first noble target should be at least 10 tiles away from your main. The farther outside of your farming radius the better. Nobling inside your farming radius does not increase your income. That is why it is important to noble far away from your main so that you can effectively double (or almost double) your farming radius. The same should be for your 3rd and maybe your 4th village.

After that simply just noble the most threatening players within 10-20 tiles of any of your villages. If there are more than 2 villages within 10 times of yours that are a threat, you should be cat(apul)ting down their smithy so you can keep expanding elsewhere, unless they are the best target in the nearest 20.

Continue with that strategy until you have a large area, and simply cat down players within your region that you do not want to be growing or you do not want to noble yet. Only when you control a massive area, something like 20% of the entire that is covered by your villages should you be starting to fill in the gaps.

A good way to decide which direction you want to expand first would be to send out a few scouts. Look for villages that are clearly farmable by your standards, and if the warehouses are full it means you hit the jackpot. The players in that area are not farming, so when you noble in that area you will have free reign of the resources there.

If the village is being farmed, and you are left with no alternative direction to noble then you should figure out which player in that area is doing the most farming and noble him instead (to find the player use: Ranking->In a day->Resources plundered).

You need to decide on the type of every new village. If you need help, click here.

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].

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.


Construction time

Assuming the world speed is x1,, and ignoring the farm upgrades, warehouse upgrades or any resource upgrading, here are some numbers to consider:

Starting at a village with:
HQ10, Barracks 5, Stables 3, Smithy 10, Market 5
Upgrading your HQ first to the levels listed below, followed by Barracks 20, Stables 15, Workshop 2, Smithy 20 + Academy + Market 10 to represent a post-noble stage:
HQ20 = 325.58 Hours
HQ21 = 314.57 Hours ~ 11.01 Total Hours Saved ~ +11.01 Extra Hours Saved
HQ22 = 304.78 Hours ~ 20.80 Total Hours Saved ~ +9.79 Extra Hours Saved
HQ23 = 296.24 Hours ~ 29.34 Total Hours Saved ~ +8.54 Extra Hours Saved
HQ24 = 289.01 Hours ~ 36.57 Total Hours Saved ~ +7.23 Extra Hours Saved
HQ25 = 283.15 Hours ~ 42.43 Total Hours Saved ~ +5.86 Extra Hours Saved
HQ26 = 278.74 Hours ~ 46.84 Total Hours Saved ~ +4.41 Extra Hours Saved
HQ27 = 275.88 Hours ~ 49.70 Total Hours Saved ~ +2.86 Extra Hours Saved
HQ28 = 274.69 Hours ~ 50.89 Total Hours Saved ~ +1.19 Extra Hours Saved
HQ29 = 275.31 Hours ~ 50.27 Total Hours Saved ~ -0.62 = Wasted Time

Now, let's assume that you have a farm level 25 by the time you your HQ finished, so you will raise your farm 25-29 to be conservative. As well as your warehouse, let's assume 18(required for HQ25) as a starting point, and you will need to raise it to level 24 to afford a farm 29. So farm 25 -> 29 and warehouse 18 -> 24. Note, I'm ignoring other buildings because they are not required to build nobles.
HQ20 = 418.14 Hours
HQ21 = 402.73 Hours ~ 15.41 Total Hours Saved ~ +15.41 Extra Hours Saved
HQ22 = 388.74 Hours ~ 29.40 Total Hours Saved ~ +13.99 Extra Hours Saved
HQ23 = 376.20 Hours ~ 41.94 Total Hours Saved ~ +12.54 Extra Hours Saved
HQ24 = 365.16 Hours ~ 52.98 Total Hours Saved ~ +11.04 Extra Hours Saved
HQ25 = 355.67 Hours ~ 62.47 Total Hours Saved ~ +9.49 Extra Hours Saved
HQ26 = 347.81 Hours ~ 70.33 Total Hours Saved ~ +7.86 Extra Hours Saved
HQ27 = 341.66 Hours ~ 76.48 Total Hours Saved ~ +6.15 Extra Hours Saved
HQ28 = 337.34 Hours ~ 80.80 Total Hours Saved ~ +4.32 Extra Hours Saved
HQ29 = 334.98 Hours ~ 83.16 Total Hours Saved ~ +2.36 Extra Hours Saved
HQ30 = 334.73 Hours ~ 83.41 Total Hours Saved ~ +0.25 Extra Hours Saved

Your nobles will be available faster but it will be more time consuming and demanding with your day to day farming. How high your raise your HQ during this stage is strictly dependent upon how much money you have available. The bottom line is, it is faster, but it is more costly in terms of resources: but if the resources are aplenty then all that matters is that it is faster to get to nobles in terms of time. If you are unable to keep your HQ upgrades queue'd 24/7, while queuing the stables/barracks of course, then you should upgrade resources to keep the queue going. Again, upgrade your farm & warehouse only as needed during this stage. Remember it is vital not to upgrade your stables and barracks or smithy prior to your HQ at this stage.

Some people have tried to argue that raising your barracks and stables prior to your HQ is better for troop production. Well, I assure you that it is not.

First, let's ignore the farm and warehouse upgrades required to achieve nobles. Because it is clear that raising the barracks/stables prior to your HQ would increase the time to nobles simply because your troop production will be higher during your pre-HQ20+ stage which means that you will need to raise your farm and warehouses to a higher level during your pre-HQ20+ stage. This will make you save less time from upgrading your HQ because you will not take advantage of the farm/warehouse decreased build time because you're not upgrading your HQ, you're upgrading your stables/barracks.

Secondly, we can ignore the resource upgrades, wall upgrades, because they are not required to produce nobles. We'll also ignore workshop upgrading, because it is independent of nobles also. And finally, we can ignore the market and smithy upgrades because they'll be done post-barracks/stables upgrades anyway.

So we will assume that the only build times to be considered are the barracks, stables and HQ.
Starting with HQ10, and ending with HQ23 in a straight run:
HQ10 -> HQ23 = 31.09 Hours
Add:
Barracks 5 -> Barracks 20 @ HQ23 = +29.18 Hours
Stables 3 -> Stables 15 @ HQ23 = +37.11 Hours
-----------------------------
Totalling: 97.38 Hours

Now lets say you go stables 10, before upgrading HQ to 23.
Stables 3 -> Stables 10 @ HQ10 = 22.84 Hours
HQ10 -> HQ23 = 31.09 Hours
Barracks 5 -> Barracks 20 @ HQ23 = +29.18 Hours
Stables 10 -> Stables 15 @ HQ23 = +25.00 Hours
-----------------------------
Totaling: 108.11 Hours
That is a 10.73 hour difference.

That means that if you go HQ last or during, and only bring your stables up to 10 from 3, excluding the extra farm and warehouse space you'd need as well as excluding any barracks upgrading, which would lead to more farm space required pre-HQ23, making it take a longer time. Which means, for 10.73 hours you are producing LC's at stables level 15 as opposed to stables (at most) level 10. I don't have to quote production times to show that stables 15 will produce more LC's than stables 10 for that period of time.

Again, this is only true if you can afford 24/7 production. The time you save on build times of your stables or barracks independently will yield more troops than if you were to upgrade them first. This is because you will be producing units at barracks 23 + stables 15 for about an extra 20 hours instead of 20 hours at Barracks 5, Stables 3 or any level between the two groups. Producing troops at a higher level of production for the barracks and stables simply yields more troops pre-noble in the same time period. Anyone who does not upgrade their HQ in this manner and opposes an opponent that does will lose every time.

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].

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

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.

  • 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].



From Light Cavalry to Nobles

Through the second stage you improve your farm radius, which allows you to produce Nobles. This stage is going to give a guideline how and what to do until you make your first Noble. Occupying new villages will lead to the forth and last stage. It is going to help you how to manage a whole Empire of villages.

First things first, we go through the buildings and activities you should do.

The Stable - Level 3

Produce LC's all the time. The best units to farm and increase your income.

The Barracks - Level 5
Once you have units queued inside your stables, begin to queue your barracks. Never stop producing units, ever. You will need plenty of them to attack other players and make farms of them or to occupy them.

The Farm
This is the only structure that you should be queuing inside your level-10-Headquarters (HQ). The only time you want to upgrade this structure is when either your troop queue is full & you have no more farm space, or you have troop queues long enough to outlast the construction time of your farm. Take note: if you see the end of the space your farm provides at the current level, give it priority and upgrade it before you run out of space!

The Warehouse
Only build this structure as you need it. i.e. - If the next structure that you will queue is too large. Only have it the exact size that you need to queue your next structure use the market to hold extra resources if one of them gets oversized (e.g. give an offer with a 1:3 ratio).

The Market - Level 5
A market level 5 is good to have in case you need to balance your resources (e.g. too much wood in comparison with iron of what you should have 2,5 times more than wood to produce LC's), but its size depends on your haul ratio as well
. Anyway, try not to upgrade this past level 10 until you have nobles. Probably it should not exceed level 5 until you have Smithy level 15.

Resource Structures
Do not construct anything other than resources at this stage in the game. The only exception to this would be to upgrade your farm and warehouse accordingly which will be described below in greater detail.

Continue upgrading your resources until you can keep your HQ level 10 upgrading resources 24/7. This time you will probably need premium to list more than 2 buildings in your HQ. At this point of the game you will need less clay (for your army), so it would be a good composition of resource upgrades: 14-11-17.

Again, you necessary resource levels are highly determined by your farming activity and the resource ratio in your hauls. Here is a helpful table, in the format described above, detailing the increase in production to resource cost ratio. This does not mean build these resources, it is only to be used as a tool to help you decide which ones are the most cost effective. What resources you actually build should depend only on your resources coming in via your farms.


Building order:


This is when you should queue a resource structure:
-Your Farm Space is sufficient to last the build time of your resource structure
-Your warehouse space is sufficient
-You have troops queued in your Barracks 5 & Stables 3 (axes and LC's)

NOTE - it is a very good idea to not go past this point until you can sustain a stables & barracks queue while you are offline or sleeping, working etc. i.e - Your stables & barracks queue must be longer than the longest period that you will be offline for.

The Smithy - Level 10
Upgrading this structure past level 5 once you can sustain LC, Axe queues non-stop & your resources are high enough such that your HQ queue is non-stop. Once you start upgrading this building, you should only build two structures along side the smithy:
-The Farm
-The Warehouse
Do not queue anything else in your HQ beside those 3 structures. Again, this is all meanwhile having constant stables & barracks queue.

The Workshop - Level 2

Once your Smithy has reached level 10, construct your workshop to level 2. Tech rams and start your ram production. Build them constantly until you can produce catapults. This should be about 25-50 rams or so. It must be enough to start off with and will be good until you start to encounter players that have not yet stopped playing, in which case you will not be clearing anyway until you have all of the other villages inside your 20x20 on farm. Once you have catapults, you will then need to resume your ram production at that point.

The Smithy - Level 12
You will need a few cats to submit a few players around you into quitting the game or restarting elsewhere then this is the time to get a few cats into the farm space. Tech Catapults and make around 20-50, or a 75-100 if you feel you will need more deterrence to force your neighbors to abandon their villages or stop logging on. You can check their activity here:link.

Head Quarters - Level 23
By now you should have enough LC's and Axes farming such that you will be able to upgrade your HQ continually. Remember, only upgrade this structure when you begin to experience periods when you have both your Stables 3 and Barracks 5 queued 24/7 without running out of farm space and you have sufficient warehouse space as well. That way you can continue to upgrade your resources more quickly. If you start experiencing periods where your HQ queue becomes empty because you do no
t have the resources to keep your stables & barracks queued, then it is because you upgraded this structure too far, and should have upgraded a resource structure instead. Continue with this strategy until you have AT LEAST HQ23. The higher it gets, the more time you will save and the faster you will build nobles. However, the higher you go, the most costly it will become. So how high you need to raise this structure will depend greatly on how active in farming you are. Kamalot, who wrote this guide typically raises it to about 23-25. 26 to 25 only saves an extra 5-10 hours or so. Just remember, it is important to keep the queue going 24/7 or the time you save in production turns into extra time spent on production.

If you want to get deeper and learn more about the construction time, click here.

The Stable - Level 10
Since the stables is your main farming tool, you need to upgrade this structure to 10 as soon as possible. Of course, only you are done with the steps above.

The Barracks - Level 10
Now you will need to plan ahead for when you start to clear villages. Upgrade your Barracks to level 10 to increase your Axe:LC ratio. Axes are cheaper, if you want to use your army to knock up your neighbors' door (instead of farming), you will need much more axe than LC.

The Market - Level 10
This structure is cheap and quick to build. The real optimal level of the market will depend on the resource ratios you are collecting from farming. You can sometimes get away with upgrading this post-barracks and post-stables. On the other hand, you might need market to reallocate resources when you upgrade your smithy or wall.

The Stable - Level 15
This is your pre-noble Stable goal. Get this structure to 15. The bigger army you need, the higher levels of stable (and barracks) are necessary.

The Barracks - Level 20
Once you have completed your stables pre-noble quality, you will want to upgrade your barracks to at least level 20, Level 23 is even better and more ideal but this will depend on your activeness, whether you can afford it or not. Maximizing your production capabilities is important because once you're producing nobles you will have wasted some units killing off a player while you noble (attack with noble) him or her, thus you will need to be capable of quickly re-producing your units for your next target.

The Warehouse - Level 24/25
Since your production is so good you will need at least a Farm 29 or a Farm 30 Pre-Academy, depending on how quick you were at this build order. Farm 29 requires Warehouse 24, and the Farm 30 requires the Warehouse 25. Get them up respectively before proceeding. There is no benefit from Smithy 13-20 Pre-Noble so you should get your warehouse up first.

The Farm - Level 29/30
As stated just before here, you will need Farm 29-30 pre-noble with this build order to house your units. Build this before proceeding to finish your smithy. If you are on a so-called "teching world", you may want to juggle your smithy in here but it is not really possible because of the unit production levels and queue lengths.

The Smithy - Level 20
Now that you have your stables 15 and barracks 20-23, now it is time to make the push to your Smithy 20. Remember, you must still continue your 24/7 queue's of your stables and barracks.

The Academy 
Finally, we arrived to the building, in which you are going to produce noblemen to conquer new villages. Once you achieved Smithy Level 20, construct your academy and start your noble production and find a nice big juicy player target. If you followed this strategy closely you will be able to noble anyone of your choosing. At this stage in the game you should have around 200 farms. I suggest to occupy a player, who is not your farm, but it really depends on you. 

The Wall 20
Once you are nobling villages you will need to upgrade your wall, because you are going to draw others' attention. This guide is about complete map dominance in your 20x20. Following it will cause you to both out-grow and starve your enemies and clearing the ones that will not become noble targets. Walls are a defensive structure and since this guide is about all Offense & map control, they are not needed. Walls are used to boost your defensive capabilities and you do not need walls until you need to defend -since you have no defense, your tribe is going to protect you. With that said I will also point out that you only need to defend against nobles. When such is the case, again as a consequence of following this guide, you will be the largest player inside your 20x20 and most of the time your 45x45. As you can see here, you will not be needing to fear anyone in your area. You will be the first one in your 45x45 with a complete noble train*. And you will also be nobling the largest village in your 45x45 which in turn should be offensive. As stated below in the village ratios and noble targets, you should be running about 3 offensive villages before making a defensive one. If you are really new then you should go to a 2:1 ratio, but I assure you, a 3:1 ratio is quite safe if you have a strong enough lead on your opponents. 

Wood/Clay/Iron - Level 30
Now is the time to start spending money on upgrading your resources each to level 30. It is important not let any form of unit production or structure upgrade to be slowed down by the production of packets or coins to produce nobles. It will greatly benefit you to only produce packets & coins second to increa your forms of income: troop production & resource structures. The faster you max out your resource structures, the faster you will achieve maximum coin and packet production from your village.

Coins & Packet Production
Again, as stated above, coin and packet production comes last. You need one more of them to produce a nobleman and occupy a new village - e.g. if you have 10 villages, you will need 11 coins to produce the next nobleman.

Smithy Research
This section is strictly in regards to the 10-level tech system. Here you will see the minimum number of troops required to make upgrading the research on your units more cost-beneficial than queuing another unit. Obviously as your queues become longer and longer, you will be upgrading your tech levels much sooner than the thresholds stated below, however it is good to note that they do exist. Upgrading your research is prioritized before upgrading structures, and after adding troops to the queue. Following the above build order should yield Axe 10, LC 10, Rams 8 or 9 Pre-Noble where you will have about 5000 axes and 3000 LC's and 220-240 rams.

Axes:
0001 < Level 01 = 0225
0225 < Level 02 = 0367
0367 < Level 03 = 0617
0617 < Level 04 = 1028
1028 < Level 05 = 1715
1715 < Level 06 = 2859
2859 < Level 07 = 3069
3069 < Level 08 = 8081
8081 < Level 09 = 8662
8662 < Level 10


LC's:
0001 < Level 01 = 0095
0095 < Level 02 = 0157
0157 < Level 03 = 0222
0222 < Level 04 = 0371
0371 < Level 05 = 0620
0620 < Level 06 = 1038
1038 < Level 07 = 1502
1502 < Level 08 = 2524
2524 < Level 09 = 3721
3721 < Level 10




From Pre-Noble to Post-Noble

Anything prior to this section of this guide, I believe Karmalot's strategy is the best way to play the game. By the end of this stage you will have had nobles. In the next and the last stage you are going to learn how to manage your Empire of Villages.


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].