This guide will go over the basic mechanics of the game, along with build guides for efficiency in order to develop into a powerful account. This is workable with all 3 tribes, with each tribe being able to have additional advantages in certain areas, which will be highlighted.
Each tribe has its own strength and weaknesses, which need to be considered when developing. All three tribes are able to hold their own against others, depending on how you adapt them to your situational needs.
These are considered the simmers of the game. In terms of raw power, their infantry is unmatched. However, their troops are expensive, and they have a slower start than the other tribes. Once they have developed, they are very hard to stop. They have a dual build feature, which means they can build a resources field AND a building at the same time. A good roman will use this feature to grow rapidly. They also have a Horse Drinking Pool (HDP), which lowers their cavalry upkeep by one for their Scouts, EI, and EC at levels 10, 15 and 20 respectively. Their hero’s gain 100 Fighting Strength per point instead of the 80 Fighting Strength per point that the other tribes get.
This tribe is recommended for beginners. These are set in favour of defensive play; however, you can still run an effective offensive account with them. Their cranny gives better protection (3000 instead of 2000 at level 10), and are also able to build a trapper to trap enemy raiders. Their defensive unit is very cheap and does not need researched. In favour of offensive tactics, they have the fastest troop in the game (Theutates Thunders or short TT’s). Their hero gains a speed boost over the other tribes.
These are the aggressive tribe. Their clubswingers are fast to build, and very cheap. This allows them to raid for profit very easily, and rely heavily upon outnumbering the other tribes and suppressing their growth to maintain the advantage. Their hero allows for cranny effectiveness to be at only 80%, meaning at level 10, it protects 1600 (2400 for Gauls) if the hero accompanies the raiding force.
We will make the assumption that you have developed your fields to at least all to level 2.
In order to grow your village rapidly, there is a certain ratio that the resource fields follow in their requirements for the next level. The best method to use is a 10,12,8,6 method. This means that you have clay producing the most, followed by lumber, followed by iron, and crop at half the clay value. Basically, 3 clay fields at level 1; 2 lumber fields at level 1; 1 iron field at level 1, continuing this pattern as you increase the levels.
Crop fields will vary as this is the only resource which will drop as you build more things, (upkeep). As long as the crop production is at least half the clay production, then you will be doing well.
With this ratio, you will be able to maintain a consistent growth of your fields without having to wait too long till you can build the next field.
Defending yourself from raiders
Raiders will attack you for any of the following three reasons:
To get resources from you to further their own development
To kill your troops with their hero to grow their hero in power
To keep you small and stopping you from growing effectively
These are all very easy to counter, IF you know how to.
Protecting your resources
A cranny is a powerful building in protecting your resources. It will ALWAYS protect enough resources for you to build the next level. So you can safely build a cranny to level 10 very easily. This would protect 2,000 of each resource (3,000 for Gauls)
After you build one cranny to level 10, you can build as many more as you want to keep yourself protected. In this way, you can protect your resources for the duration of your offline time.
This involves being online, and spending your resources on buildings, troops, market trades, anything in order to ensure your resource stockpiles are BELOW your cranny limit when the raider lands their attack.[/INDENT]
Protecting your troops
A hero is very strong and capable of killing several troops on its own. If you have under 100 troops in once place, an enemy may hit you with their hero in order to give their hero valuable experience to make their hero stronger. In order to prevent yourself from being hero farmed, either have auto-dodge turned on (gold club users) or ensure your troops are not in your village unless in large numbers when you are offline. To do this, you work out how long you are offline for, say 8 hours, then pick a village that takes your troops 4 hours to reach, send your troops to raid it (keep the village target very small and safe), so that your troops get back when you do.
Dealing with suppression
Using the tactics above, you can easily grow while under constant raids/attacks. Do not despair and remember that activity is very important.
When it comes to defending against attack, there are two ways of doing this, passive, and active defence.
Passive defence is where your village has certain buildings in place which allow you to harm raiders without using your troops. The buildings which are used in passive defence are:
- Trapper (Gaul Only)
It is very important to get your wall to a minimum of level 5 early on in the village development. This is fairly cheap to do, and will help to kill 1 or 2 raiding troops on its own, coupled with the residence/palace, you start to see the enemy losing troops and gaining nothing but losses from attacking you.
Trapper (Gaul only): This allows the building of traps which your enemies must face before any other defences. The traps work as follows: all traps must be filled with troops before the attacking force deals with the other village defences. If the attacking force is smaller in number than the number of traps, all troops get trapped and the enemy effectively has lost those troops, but still has to feed them. In order to free the troops, the enemy must win an attack mode assault on the defender to free his troops, but some of the trapped troops will die in the breaking free event.
The defender can release the attacker’s troops, and the attacker can kill his trapped troops. Both of these methods allow the traps to be repaired. If they are broken free, all traps are lost and require being rebuilt.
This is where you have defensive troops waiting on the attacker, in order to kill the attacking force. With a wall already in place, the defensive troops gain an additional bonus, making them stronger. When doing an active defence, it is best to have spoken with one of your alliance leaders to arrange a strong defence to ensure minimum losses on our side.
Defensive troops are the troop types which should be used in active defences.
- Legionnaire (best against cavalry)
- Praetorian (best against infantry)
- Phalanx (best against cavalry)
- Druidrider (best against infantry)
- Spearman (best against cavalry)
- Paladin (best against infantry)
As you can see, each tribe is capable of defending against all types of attacks.
The rally point has become important in T4 servers for one very important reason. IF the number of troops the attacker uses is less than your rally point level, you can see which types of troops are incoming, but not its number. Why is this important? Because you know that the number of troops incoming is less than your rally point level. So a level 5 rally point would show up to 4 troop attacks, a level 20 rally point would show up to 19 troop attacks.
The rally point also shows whether the incoming is an attack or raid mode. This allows you to determine whether or not the attack can be destructive with catapults, or simply a smaller hit that can safely be dodged.[/INDENT]
Now that we have covered defending, it is time to look at how you can use your troops to increase your own development.
There are two modes to select when going on the offensive;
Each mode has set rules applied to them, and which one you chose will allow you to ensure certain things.
This mode is the ultimate offensive mode. This mode means that your troops will hit your target until either all your troops die, or all the target’s defences die. This mode must be selected for catapults to operate. This mode is the only mode which will free trapped troops.
This mode allows you to hit a target, and if there are defences, usually only fight until half the troops die, then the fight is over. The exception to this is when the defences are extremely strong and outnumber the raiding force by a large percentage.
Raid mode is usually selected when you wish to hit someone for resources and do not want to risk losing all your troops.