Showing posts with label innogames. Show all posts
Showing posts with label innogames. 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.


Saturday, January 7, 2017

Premium

As usual, this game provides "extra services" as well, for what you need to pay with premium points. You can activate them for between the range of 3 and 30 days. These services make your game much easier. Unfortunately, the difficulty of the game is growing with the age of the server. Managing your villages becomes more and more time-consuming with time. I am going to detail the three major types of these services, which highly contributes to your success (of course, you can play without it if you expend time on the game.

Standard premium account
This is a basic premium facility, and is created to help improve your game play. Activating the premium account will turn on several number of new features and interface improvements. The most useful ones:
  • Increased building queue
  • Larger map size (up to 30x30), which is useful if you follow our guide
  • More detailed village overview
  • You can mark tribes, other players and their villages on the map with unique colour
  • A  quick bar, that also allows you to quickly run scripts
  • Adds a number of overviews, allowing you to quickly view and manage all your villages
  • Easier switch between your villages
  • More information shown on the map (troop speed, your last attack's details etc.)
  • Allows to mark your incoming attacks
  • Coat of Arms (unique profile picture)

Account manager
It is a sort of "secondary premium account", which is really useful to players with hundreds of villages (read more here). It helps you to production in your villages (both construction and recruiting). Unfortunately, the account manager requires a standard premium account to be activated. Take note: it is not available on all servers.
The account manager currently includes these features:
  • Village manager: Allows you to enter fixed building levels that your village will automatically queue and upgrade to
  • Automatic trade routes between villages, allowing you to keep your resources balanced
  • Automatic recruitment of units
  • Customized attack notifications

Farm assistant
You can add farm assistant to your standard premium account, but it is not a requirement to activate it. The assistant enables you to manage your plundering and looting of barbarian villages to gather resources. It is also included in the Account manager package, so you do not need to activate both of them. I highly recommend this service to activate if you follow our guide.
The farm assistant includes the following features:
  • Quickly send attacks to barbarian villages directly from the map screen
  • Allows you to create your own templates to choose which troops to send in your farming raids
  • Calculate and send the correct number of troops to haul all of a village's resources, based on the last scout attack for that village

Production boost
I recommend to activate it if you are quite busy and cannot farm that much. It is quite simple: speed your production with 20% if you cannot spend too much time farming or your neighbors overfarm you.





Source:
InnoGames, 2013. TribalWars help. [Online] 
Available at: https://help.tribalwars.net/wiki/Premium
[Accessed 16 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

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].

The Guide

Guys, before we start I need to clarify something. I provide a guide with the help of others' intellectual property. I am going to use several sources, mainly one of the biggest player's - Kamalot's - notes. To avoid any illegal activities, you can read the reference at the bottom of the page - just to make it clear.

Let's start it! When you start to play on a new Word, you possess only one village. You usually start with 26 points, but it really depends on the settings of the given Word. You need to construct buildings, recruit soldiers and attack then occupy new villages. It seems easy. 

The costs and functions of the  buildings, infantry, cavalry and the Smithy's tech system is quite trivial you can check it on the help-page of the Tribal Wars (link). By the way, this site is quite useful if you have not played with the game previously, so I highly recommend to read it.

The much more important part of the game is the strategy. I would like to make more simple my guide, so I divided the progress into 4 parts as you can see bellow. My concept is the following: be active, make the first village an offensive one, rule your 15x15 area. In the first stage, I suggest you to go for Axemen. In the next stage, you will need Light Cavalry, another good unit to attack other villages and gain additional resources. In the thirds stage, you will have Nobles, which are essentials to conquer new villages. Finally, in the fourth and last part you will get information and advice how to manage your villages. For more, detailed information click on the followings:




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 3, 2017

Welcome Paladin!

The aim of this guide is to make your game much easier and entertaining by making you one of the best players in the famous real.time strategy game, in the Tribal Wars. It will provide information how to build your villages and armies, how to rule continents and how to plan your strategy wisely.

The  goal of this  game is to develop your village and expand your Kingdom in a PvP (player versus player) environment. Manage your village by upgrading your buildings and assembling an army for offensive and defensive military maneuvers. Attacking other players and looting their resources will fuel your progress. Although military strength is a vital component, forging political alliances and pacts to fight side by side with other players is also important in TW.

You can play the free online strategy game directly in your browser in a real-time PvP environment. Additionally, the application of the game expands the playing experience of TW to smartphones and tablets.

To join the game, you simply need to register on the website (EN, DE, PL, FR) or with the help of mobile application. Once in the game a tutorial will explain the medieval war game basics, features and mechanics. To be more than an ordinary player, or a "noob", you will need to follow all the guidelines you find on this page.

Celebrating its 10th anniversary in 2013, Tribal Wars has reached over 50 million registered users - resulting in a very large, dynamic and active community. I am going to write this guide in English in order to reach a huge crowd, but you can choose from a wide range of servers to play on (such as English, German, Polish and French servers just to mention the biggest ones).

Let's start it!