Efficient starting guide (US)

  • 1. Introduction

    Let’s jump right into it. This guide will help you to get your settlers running as fast as possible, with absolutely minimum effort put into the account and its development. Follow this guide step by step and you will be able to send out your settlers on day 7, or day 8 tops. This should be perfectly fine time considering the majority of players are able to send out their settlers on day 9 or later. Obviously there are accounts that will be able to settle even faster than you with this guide but that requires either a ton of gold, boost accounts aka techs or just having more luck in raiding.

    Note that this guide is for 1x normal servers. For 2x and 3x guide you need to scroll down ;)

    1.1 A few things to remember:

    - Gold isn’t mandatory but if it’s any possible to invest even £10 or £20 into gold then you will be able to develop your account (read: 1st and 2nd village) so much faster.

    - After each hero level: put 1 point in fighting strength, 3 points in resource production. Make sure to never get your hero killed because you end up losing resources and therefore time.

    - DO NOT overflow resources: set up an alarm or use the master builder gold function if the storage is about to overflow at night. Keep an eye on the tasks when you collect the rewards.

    - ACTIVATE 25% resource bonuses for all the resources. You will be able to send off the settlers before you run out of the bonuses.

    - DO NOT extend your beginner’s protection. You will have crannies to protect your resources and once you are done with the protection you can start trading for profit: either profit for you or profit for your team mates.

    2. Activating the account and the Order of the Tasks

    DO THE TUTORIAL. Your hero will gain an additional 20 XP and you will also get more ointments. When you get to the point where you have to send your hero out for an adventure, send him to the furthest one. You will save time. Also remember to change your hero’s production to being equal between all four resources: you will gain more resources.

    Now that we have completed our one-minute-long tutorial it’s time to do the next step.

    Order of the tasks:

    - Iron mine level 1

    - Main building level 3

    - One of each resources to level 1 (Lumber, clay, iron, crop)

    - Cranny level 1

    - Granary level 1

    - Embassy level 1

    - Main building level 5

    - Residence level 1

    - Crop land level 1 , Iron mine level 2 , Clay pit level 2

    - Market place level 1

    - Crop land level 2

    - All resource tiles level 1

    - Warehouse level 3

    - Granary level 3

    - 2x Crop land level 2

    - Warehouse level 7

    - 2x Crop land level 2 (all crop lands level 2 now)

    - Barracks level 1-3

    - Wall level 1

    - Academy level 1

    - Smithy level 1

    - Crop land level 3

    - All resources to level 2

    Congratulations, now you have completed most of the tasks without any additional waiting to get enough resources! You are now left with tons of resources to work on your village with. In the next part I’m going through a few different scenarios depending on the most common choices.

    3. Building up the village

    Now this is the point where things are starting to get mixed up depending on your own personal preferences. Whether you buy gold or not ; whether you want to go with a raiding start or only be dependent on your own production ; whether to choose a 15 cropper or 9 cropper village.

    In order to found a new village one must have enough Culture Points (CP). You may check how much CP you still need by going to your Residence > Culture points. In all of the scenarios below the goal during the first three days remains the same: maximize both your resource production and the CP production. Kirilloid comes in handy when figuring out what to build next. It's handy for many other things too but I'm not going to go through those in this guide.

    3.1 You buy gold and you only want to be dependent on your own production

    Alright, now that we have level 2 resource tiles and gold available the plan is to get resource tiles up and then focus on getting the CP production up. The building order is:

    - Crop land level 5

    - Grain mill level 1

    - 5x crop land level 3

    - 4x wood cutter level 3

    - 4x clay pit level 3

    - 4x iron mine level 3

    - 5x crop land level 4

    - 5x crop land level 5

    Now that we have our production in a good shape, let’s start developing our CP production.

    - Cranny level 10

    - 8x cranny level 3. Crannies give the most CP per used resource. Cheap CP is what we are looking for in the beginning of the server.

    - Main building level 6-10. (It gives +7 CP for 5690 resources – that’s a good ratio.)

    - Market place level 2-8. (It gives +9 CP for 7195 resources – still a good ratio.)

    - Academy level 2-5. (It gives +5 CP for 3915 resources.)

    Now we are all set to go for the settlers! The next step is to go for a level 10 residence and train 3 settlers. Gathering almost 120 000 resources takes a lot of time but don’t worry – you will be there among the firsts to settle! Try trading resources for profit to speed up your settling time.

    3.2 You don’t buy gold and you want to be dependent on your own production

    This scenario is almost similar to the one above – only with some slight changes. Now that we don’t have gold available, we don’t have the option to do NPC-trading. That means we don’t want to concentrate on crop lands as much as the gold users would, but instead focus on other resources. The building order is:

    - Crop land level 5

    - Grain mill level 1

    - 5x crop land level 3

    - 4x wood cutter level 3

    - 4x clay pit level 3

    - 4x iron mine level 3

    - 4x wood cutter level 4

    - 4x clay pit level 4

    - 4x iron mine level 4

    - 4x wood cutter level 5

    - 4x clay pit level 5

    Now that our resource production is fine we should start focusing on the CP production.

    - Cranny level 10

    - 8x cranny level 3

    - Main building level 6-10

    - Market place level 2-8

    - Academy level 2-5

    - Residence level 10

    - Train 3 settlers

    The choice to not buy gold leaves you with a slight disadvantage: Gold users make more resources due their higher level crop lands that also are cheaper than wood/clay/iron tiles. More resources = faster second village. And that’s why I suggest to invest £10 into gold – to have +25% resource bonuses running and also to have the option to NPC trade when it’s really needed.

    3.3 You want to do a raiding start (Gold/No gold)

    This strategy is quite similar to the two scenarios above. The goal in the first three days is to maximize resource production along with CP production – with slight changes obviously.

    I highly suggest to ONLY choose TEUTONS for the raiding strategy – Gauls and Romans should in my opinion always go the simming route due their expensive troops. Expensive troops simply take too much time to pay themselves back. You also need to be quite active if you choose the raiding strategy over simming strategy.

    - Upgrade the resource production. Choose setup option 3.1 if you use gold and 3.2 if you don’t use gold.

    Now that you have resource production in a good shape you should do the following:

    - Main building level 6-10

    - Academy level 2-5

    - For the rest of the Beginner’s protection you build clubbs. This should leave you with 100-150 clubbs to raid with once the protection is over.

    Notice how I left all the crannies out along with market place levels. Those resources will be used to train some extra clubbs instead. Once you have started raiding your neighbors you want prepare to train your settlers.

    - Residence level 10

    - Train 3 settlers

    - If you don’t have enough CP by now, you might want to start upgrading your academy up to level 10 and build a Town hall. If you are raiding well you will be able to throw a small party to get the remaining CP in order to found your second village. This requires a total of 40 000 extra resources so you better calculate whether you can raid enough resources or if you should build something else with those raided resources, for example upgrade your market place or resource tiles.

    You may see people start raiding oasis on day 1. Often this is a mistake. They are left with a small production and even smaller CP production. This is why you will outrun them in settling a second village race if you follow this strategy.

    3.4 Whether to choose a 15 cropper or a 9 cropper?

    A 15 cropper village

    A 9 cropper village

    Alright, now you have your 3 settlers ready and you are trying to decide whether you should settle a 9 cropper or a 15 cropper. This you can decide easily by considering how much money you are willing to invest into this game. A 15 cropper requires at least a 1000 gold to upgrade into a decent level in a decent span of time. With a 1000 gold you are looking to have level 16 crop fields by day 60 of the server, while running +25% resource bonuses and buying the gold club.

    That being said – If your budget is little to no gold then you should go for a 9 cropper capital. If you can afford buying more gold then 15 cropper is your best choice. Simply because a 15 croppers produces the most resources due all the oasis bonuses and building bonuses.

    2x and 3x server settling guide

    Basically you only want to take the simming route since you will be able to settle before the beginner's protection is over.

    Also what you need to understand that you don't have to grind for a better CP production. What this means is that you build up your resource production and then go straight for the residence level 10 and train 3 settlers.

    Follow the order of the tasks until you have done level 2 resource tiles. This is where you figure out how much money you are willing to put into the game:

    - 3.1. "4x Wood cutter level 3 ; 4x Clay pit level 3 ; 4x Iron mine level 3 ; 6x crop land level 5" --> Residence level 10 --> Train 3 settlers

    - 3.2. "4x Wood cutter level 5 ; 4x Clay pit level 5 ; 4x Iron mine level 4 ; 5x Crop land level 3, 1x Crop land level 5" --> Residence level 10 --> Train 3 settlers

    Thank you for taking the time to read this! Let me know if you tried this and how it went for you. Also feel free to give some feedback and if you think I should add something then please let me know :)

  • Nice job. I would include the fields potential if you heavily use gold. It's easy to get to 6's with heavy gold use before making the settler push. I've done it, no raiding, and the only person that beat me was the dude with the gladiator helmet.

    Very good job, though.

  • Thanks for the feedback :)

    Yeah, it all comes down to how much gold there is available.

    I tried to do some Excel - calculations to see whether to go for level 6 crop tiles or to just leave them all to level 5 and I figured that you will be short on CP if chosen to go for level 6 crops over increasing CP production. But yeah, there are many variables. This is just a Basic guideline to follow. :)

  • I don't know, those lvl 6 fields increase your CP by 18 per day. It adds value to the level 4 and 5 field upgrades that you'll already do.

    And now with the new balancing changes coming to all race heroes -- I think level 6 fields would be even easier to accomplish with less gold. If you didn't know, all heroes but Egyptians are getting a resource production buff (50% increase).

  • Back in 2014, I was bored and started a Roman account. I decided I was going to just sim to 6's, get some crannies (much like you've done here), and goof off and settle a 6c for my first village.

    I ended up being 2nd to settle accidentally with no parties, and after settlement I was #1 population for a few weeks. Granted, the 2nd 6c made a difference, but I have replicated this with heavy gold usage on other tribes and maintained #1 population with a cropper for just as long.

    At that stage in the game, I think of it less in a marginal sense (cost:benefit) and more of a sense of "What can I afford with this new inflation of resource value?" You go from being able to sim a settler in 14 hours to 8 hours (that's guessing, but it's about a 40% time decrease) -- and that's significant to me (saves you 18 hours in that settlement push).

    If you'd ever want to spawn with a team, please let me know. It would be fun to race with you as allies in a server start. You seem like you know how the economy works!

  • Level 6 is a waste. Cause it pays off when you already have your 2nd village for days. And the CP increase can be achieved by upgrading more cost effective buildings. If you sim to lvl6 and are still 2nd to settle, then you played on a bad server.

  • I've done it twice on US Ancient Europe servers. Once on a COM server (the first time).

    But I've also done it with level 3 fields lol

    But then again, you would have settled even faster had you not build level 6 fields. On a normal speed server it takes over 4days for the lvl6 fields to pay off. It does not matter how you calculate it, not going for level 6 fields will always be faster. Those are resources you put into CP. And you lack CPs 99% of the time. Resources is not the problem.

  • It's not about paying it off, I tried explaining that part. This reminds me of when I was in high school and people were having a hard time telling the difference between supply and quantity supplied.

  • I think you don´t undertand that settling fast is about ROI. You invest into resources and CPs just as much so that you get the ideal time for settlers, which is as fast as possible.

    No matter how you look at it, in this case, level 6 fields don´t do anything towards settling faster. You just cannot beat math.