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=== Barbarian villages ===
=== Barbarian villages ===
You can easily identify abandoned villages as they are named "Barbarian villages". There is no difference between villages owned by players and abandoned and
You can easily identify abandoned villages as they are named "Barbarian villages". There is no difference between villages owned by players and abandoned and villages. The moral for empty villages is always 100%. You can take over empty villages just like any other. Although villages have no owner, they will grow to a certain size.
When a player deletes his or her account, their villages will eventually turn into
When a player deletes his or her account, their villages will eventually turn into villages. Sometimes units are garrisoned in villages that formerly belonged to a player.
== Conquering villages ==
== Conquering villages ==
Revision as of 11:04, 3 September 2014
Rally point - attack limit
The Rally point is the central meeting point of your troops and the place where you coordinate them. Your village has a limited amount of simultaneous attacks that can be sent out from it. The number is tied to the level of the Rally point. Support commands aren't affected by the limit.
If the commands reach the limit, you have to wait until an army returns. In default settings you can see the available attacks below the village name on the map. You increase the attack limit by upgrading the Rally point (not yet active).
Send custom army
Once you've built a few units and want to attack an opponent, just go to the map and click on the village that you want to attack. There you can select "Send army". It's important that you don't forget that every village has a base defense and that the opponent might have units as well. All units have different strenghts and weaknesses, which makes some units better for attacking and others better for defending. You can find details about the units' skills in the Units overview.
Getting tired of setting the exact number of units manually every time you attack? Time to use Presets. Open the Rally point window and create a new preset. You can customize its name, icon and the units that are included.
Once you have created a preset, you can use it in all your villages. Just open the global list there and enable the preset you want. Presets can be used for attack and support operations as well as for recruiting. In case of recruiting, the exact number of units to fill a preset is recruited. Of course your village has to provide the necessary resources.
Using presets is easy, but you have to understand what the small details tell you.
|1||Preset icon||This is the icon you created for the preset. If the army is moving on the map, you can identify the army by that icon.|
|2||Preset name||This is the name of the preset.|
|3||The Generals||The Generals you have chosen to assist your army. In this example all generals are enabled. Remember: You can set presets even if you don't have enough generals available. Then the general's ability just isn't available. Generals are only consumed if their ability is triggered.|
|4||Preset armies||This number tells you how many of these presets at full strength are available. In this example the preset consists of 100 Spearmen and in your village 3908 of them are stationed. So you could send out this preset 39 times.|
|5||Non-finished preset||This progress bar shows you the current state of the non-finished preset, in this example the 40th. You can see that there are already 8 unused Spearmen in your village and you have to recruit the other 92 to fill up that preset.|
|6||Remove preset||With this button you can disable the preset in the current village. This doesn't affect the preset itself if you use it in other villages.|
|7||Automatic recruit||This is the automatic recruit button for presets. Remember the example? If you click it, and you have enough resources available, 92 Spearman would be recruited in the Barracks. Clicking it again will put another full preset in the recruiting queue. That would be 100 Spearmen in this example.|
For easier communication within a tribe it is recommended that all tribe members have the same presets with reasonable names and exact same number of units.
If you are getting attacked regularly, the aggressor probably either wants your resources or to noble your village. If there is no Nobleman included in the attack, the attacker is probably just trying to plunder your resources. There are a few things you can do to protect yourself:
- Contact your tribe for help
- Keep the stored resources low by using the available resources right away
- Research protective technologies in your Warehouse
All units have different abilities, which make some units better for attacking and others better for defending. You can look up details about the units' skills in the unit overview.
In the beginning the Paladin is a very good unit to protect yourself against the first attacks and it becomes even more valuable when other players send their Paladins as support.
Don't forget to build the Hospital. If you lose units while defending your village, some of them will be healed in that building and can be used again later. Units in the Hospital do not participate in a battle.
Sometimes another member of your tribe or a friend needs your help. You can send resources to other players, but you can also send troops as support to help them defend against enemies. To do this, click on your tribe member's village and select "Send custom army". Add the units you want to send and then click on "Support".
At a Level 2 Statue you can research the "Forced march". When you send your Paladin as part of your supporting army, all your troops move at the same speed as the Paladin. You can also send a tactician general instead of the Paladin, which has the same effect.
When your supporting troops are attacked in another player's village you will receive a report telling you how many troops you have lost. You do not see who attacked, or how many units were attacking. When your troops are done defending a village you can withdraw them. To withdraw your troops open the unit window. There you can withdraw some or all of your troops.
Speed and Discipline
You can see the speed of the units in the unit overview. When you send several units together, they will march at the speed of the slowest unit. The marching speed for returning armies can be different if the slowest units died during a battle.
An exception to this is the Paladin when you have researched "Forced march" in the Statue. When you send out support troops that include your Paladin, all troops that march with him will move at his speed.
Your troops always march as the bird flies, meaning they move diagonal over villages, rivers and mountains without a change to their speed.
When your armies are getting larger and more unit types like Cavalry and Siege weapons are mixed in, the discipline of the army is reduced. That means there will be a deviation on the arrival time of a few seconds.
You can increase the discipline again by researching technologies in the Barracks.
The Wall greatly increases the defense of the village. It affects both the base defense and the defending troops.
The Wall is very effective to protect yourself from plunderers, especially in the early stages of the game. Later in the game a fully constructed wall is the backbone of every defensive army.
Every village has a base defense. This means that every village defends itself, even if no troops are stationed in the village at the moment of the attack. The idea is that very small attack forces, like 1 or 2 Spearmen, will die even without defending troops. The base defense is increased by upgrading the wall.
The defence bonus applies to all units that are defending your village, including supporting units. At level 20, the Wall provides a 100% bonus (meaning the defending units fight with double strength).
Provinces and churches
The Church is the religious gathering place for your villages within a province. Without a Church the troops in the province fight with only half their usual strength. Each of your villages should be in a province where you have at least one Church.
If you send support troops to a friend, the faith of his or her village applies to your troops, as they now fight under another command.
You begin with a Chapel in your first village. This Chapel is a special kind of church. Each player may only have one Chapel and it is already built in your first village when the game starts. It has the same influence as a Church at level 1. The Chapel can not be destroyed with catapults.
If you lose the village with the first church, you can rebuild the Chapel in any other village. You are able to build the Chapel in any village for a much lower price than other churches as long as you don't already have a church in the villages.
In the early game you should focus on villages within your province. Attacking other players outside of your province will result in a 50% lower combat strength. While this is a great advantage for your defense when you are attacked by bigger players from other provinces, it is on the other hand harder for you to conquer a village in another province and defend it. It is important to quickly build a Church there, so that your troops in that province have faith.
Other Church facts:
- The Church needs a lot of farm space so it is not wise to build a Church in every village. The higher the building level, the higher the combat strength in the province.
- The Church is destroyed when a village is taken over.
- The Church has more hitpoints than any other building. So it is well protected against catapults.
In the late-game it can happen that a single player or tribe owns all villages within a province. In this case, try to destroy all enemy churches first, before you start conquering.
With spies you can get access to important information about your enemies' villages. To spy on a village you need a Tavern and at least one spy. Then send one or more of them on a reconnaissance mission. There are 3 different options available:
1. Scout buildings: Your spies try to find out what building levels the selected village has.
2. Scout units: Your spies try to find out the number of units that are currently stationed in the village. There is even a small chance to find out how many enemy units are currently stationed elsewhere or are on a mission.
3. Sabotage: Only available if you have chosen the "Thieves Guild" reside in your Hall of Orders. Your spies try to damage a random building in the target village. They can however only lower the building by one level with a successful sabotage. The Chapel cannot be damaged.
Sabotage is an efficient way to demolish well-defended villages, as you can bring down the Farm, Church or Wall without using your armies. Of course you need a lot of villages with the "Thieves Guild".
The enemy will not notice your spies as long as they are on their way. There is even a chance that the enemy will not discover your spies at all.
The only way to defend against spies that are attacking your village is to have spies in your village yourself. They can uncover and defeat the arriving enemy spies.
You can also use countermeasures to deceive enemy spies. These are more likely to happen than a complete wipe of the enemy spies. To make the countermeasures work, you need at least one spy in your village. There are 4 different kinds of countermeasures:
- Camouflage: You can set a fake building level that the enemy spies will report to their Lord. For example, you can make your Church look to be level 0.
- Switch Weapons: Choose two unit types that will switch their weapons. You can hide your Noblemen with that trick.
- Dummies: Set up dummy units to feign a much bigger army.
- Exchange: Give away all building and unit information of your village but also receive all information about the enemy's village in return.
Sample spy report for units
Morale is a protection for new players. It is calculated by the points of attacker and defender. A player usually attacks with 100% morale, but if you attack a player who is much smaller than you, you will get penalised. For example, when your opponent's morale is 45%, your troops will only attack at 45% of their usual attack strength. If a smaller player attacks a much bigger player, there is no bonus on the attack. The maximum morale is 100%.
Time can also be a factor in morale calculation, in that it uses the time since the player joined the world. If a small player has been playing on a world for a long time but still has a small amount of points, morale will continuously rise until it reaches 50%.
The morale influences the combat strength that you can see in the attack window.
Other values that influence the combat strength are faith (see Provinces and Churches above) and the Grandmaster General.
Luck is a completely random element of every fight. Your luck will be somewhere between -25% and +25% and it is always given from the attackers point of view. If you are attacking with +25% luck it means that your fighting power is increased by 25%.
You can see the total attack modifier in the battle report. If you hover over it with your mouse, you'll get the single values displayed in percentage.
For advanced players: The values are calculated as factors. 100% means a factor of 1.0. Luck and Bad Luck is an exception and is displayed as the difference to the "normal" luck (100%). In this example the calculation would be:
1.0 * 1.0 * 0.91 * 1.0 = 0.91.
If enabled on a world, the Night Bonus usually lasts from midnight until 8:00 am. However, this may vary from world to world.
While the Night Bonus is active, the defender receives a bonus of 100% when attacked. The bonus does not affect spies or when you attack a Barbarian village.
If Night Bonus was active for an attack it will be mentioned in the battle report.
Note that Night Bonus is never used on international worlds.
Catapults and Rams
Catapults can destroy your opponent's buildings. If you initiate an attack with catapults, you can select which building shall be targeted in the window from which you launch the attack.
The Ram is used for tearing down the enemy Wall. This is done twice during a battle. The first ram attack will be executed before the battle starts and lowers the defense bonus of the defender if successful. The second attack is done after the battle with the surviving rams.
Officers can bring great benefit and tactical finesse to your strategy. If you have Officers in your service, you can assign them to armies. Officers can be purchased in the shop or gained as rewards for quests and achievements.
If you have assigned Officers to a preset, they will automatically join the preset army if available. If there were not enough Officers available, the army will begin marching nevertheless, but without the Officer.
You can easily identify abandoned villages as they are named "Barbarian villages". There is no difference between villages owned by players and abandoned and Barbarian villages. The moral for empty villages is always 100%. You can take over empty villages just like any other. Although Barbarian villages have no owner, they will grow to a certain size.
When a player deletes his or her account, their villages will eventually turn into Barbarian villages. Sometimes units are garrisoned in Barbarian villages that formerly belonged to a player.
Taking over another village
Nobling means taking over another village. It is the only way to get a second village. To noble a village you first need a nobleman and attack the target with it. During a successful attack the nobleman reduces the village's loyalty. The base loyalty of a village is 100 and every attack lowers the loyalty by 20-35, even if you send more than one nobleman in that attack. To take over the village the loyalty needs to be lowered to a number below 0. This usually takes 4 or 5 attacks, in rare cases it can also be done in 3 attacks.
A nobleman attacking alone usually dies on the base defense of a village so you should always send troops with him.
As soon as the nobleman has reduced the loyalty to 0 or less, he takes control over the village as the new ruler in your service and cannot be used for another attack.
To create a nobleman, you first have to build an academy. To be able to do this your headquarter must be at least level 20. You also need enough resources and farm space.
How many noblemen you can hire depends on the amount of gold coins you own. You can store these in your academy. Gold coins are not used up or lost, even if you lose a nobleman or a village. They are stored globally and do not have to be transferred to other villages.
The more villages you conquer, the more coins you need for a new nobleman.
In the later game, it is useful to have the "Thieves Guild" in villages that are minting gold coins, as that guild reduced the costs for a coin.
The loyalty of a village shows how close the village is to replacing owners. It is usually at 100, in which case it isn't displayed. But as soon as there is an attack with a nobleman, the loyalty is lowered by 20-35 with every attack. The loyalty usually rises by 1 point per hour, but this is dependent on the speed of the world. For example, on a speed 2 world the loyalty will rise by 2 points per hour.
As soon as the loyalty falls below 0, the village is seized by the attacker and loyalty is increased to 25.
Being conquered by another player
Losing your village is of course an annoying setback, but it is no reason to quit. You move into a new village on the outskirts of the map where you are in close vicinity to other players with new villages. You will therefore have a good chance to grow on this side of the world.
Ask your tribe for help and let them send you resources or support troops so that you can rebuild quickly.