Before the guide: I had these written for a long time but only had it in my own alliances forums/chats Gonna share these series of guide/things I wrote maybe its useful for someone else.
A Guide about Treasuries and Artifacts Since RoA
An artifact works similarly to an oasis, where an affect is applied once you have captured it. However these affects are far greater than resource bonuses. Artifacts can increase troop speed, decrease building times, increase scout effectiveness, decrease wheat consumption, etc ...
As you might have noticed so far - if you're playing a RoA or F&S (or PtP now) server for a while - you will realize some rules about artifacts and Treasury are changed since the legends. In this guide I want to remind you of all these important rules and explain everything related to artifact usage and treasury in a RoA server.
> Capturing an Artifact
An artifact will be available for all the alliance members when the alliance controls the majority of population in the specific region of that artifact, which is having >50% population of all the players in that region that are a part of an alliance. The regions must be unlocked as well and for that it should have at least 4k overall population. If you zoom out in word map or if you go to [your server url]/statistiken.php?id=7 you can see a list of all regions. If you have a treasury you can see a list of artifacts and their related regions there. You can also track the situation of your region in your embassy.
> Intensity of Artifacts
These are exactly the same as a normal server.
● Village Artifacts (Small)
These artifacts affect is only applied to the village in which it is held.
To activate a Village Artifact, you will need a Level 10 Treasure Chamber.
Their regions will normally give 50 victory points per day.
● Account Artifacts (Large/Great)
The artifact affect is applied to ALL villages of that account once activated.
To activate an Account Artifact, you will need a Level 20 Treasure Chamber.
Their regions will normally give 30 victory points per day.
● Unique Artifacts
There are 6 unique artifacts; these are account-wide with an increased bonus applied.
To use a Unique Artifact, you will need a Level 20 Treasure Chamber.
There is no unique artifact for Storage Master plan.
Their regions will give 20 victory points per day.
There are no artifacts of fool in this version of game. The regions which were previously containing a fool’s artifact in RoA don’t have any artifacts in this version. Instead they produce 100 victory points per day.
> Activating Artifacts (Rules of Treasury)
Since RoA, All the members of the alliance get the chance to use the captured artifacts once its secured. To use artifacts one will need a treasury chambers (level 10 for small artifacts, level 20 for large and unique). Regarding Artifacts and treasury pay attention that:
- You can activate all the secured artifacts of your alliance even if your village is not in their specific regions.
- Once someone activate an artifact, the effects will remain for the next 24 hours.
- You can only activate one artifact per village.
- You can only have 2 artifacts effecting the same village (one small and one large/unique)
- You can only activate one large/unique artifact in your account.
- All the players will get one free shot for activating an artifact each 24 hours at 12 pm. For activating another artifact in another village or after the 24 hours’ period before its reset you must pay gold. Small artifacts will cost 5 golds and large artifacts will cost 10.
- Once an artifact is activated you can't leave the alliance. This is really important to consider specially if a wing switch for a forwarding tactic is going to happen. Pay attention that kicking players will take a while in RoA servers but leaving alliances is instant.
- If the alliance loose majority in a region, for even one second the activated artifacts will be canceled and the region will go on a cool-down and won't be usable for a period (24 hours for normal servers, 16 hours for x2, 12 hours for x3).
> Artifacts and Regions Guide
Map legend :
Red - Small Artifacts
Blue - Large Artifacts
Purple - Unique Artifact
>> Academic Advancement:
Village = 50% less build time for troops in this specific village. (Regions : Segovia, Lilybaeum, Durnonovaria, Paraitonion, Burgundi, Sarmatia)
Account = 25% less build time for troops in all villages. (Regions : Caralis, Narbo, Castra Regina, Teutones)
Unique = 50% less build time for troops in all villages. (Region : Sparta)
>> Military Haste:
Village = 2x increase in troop speed; effectively a super Tournament Square. (Regions : Olisipo, Pictavium, Rusadir, Epidaurum, Tarsus, Caledonia)
Account = 1.5x increase in troop speed; effectively a super Tournament Square. (Regions : Brundisium, Cimbri, Vandali, Scythia)
Unique = 2x increase in troop speed; effectively a super duper Tournament Square. (Region : Carthago)
Hint: The effect of Haste is useful in combination with the Tournament Squares and hero items too.
>> Rival's Confusion:
Village = Crannies hold 200x more resources in this specific village, Enemy catas cannot aim at buildings in this specific village. (doesn't apply to TC) (Regions : Volubilis, Hispalis, Argentorate, Mursa, Ancyra, Lepcis Magna)
Account = Crannies hold 100x more resources in all villages, Enemy catas cannot aim at buildings in all villages. (doesn't apply to TC) (Regions : Numantia, Lutetia, Samothrace, Thebes)
Unique = Crannies hold 500x more resources in all villages, Enemy catas cannot aim at buildings INCLUDING the TC in all villages. (Region : Londinium)
Hint: Rival's Confusion will activate both of its effects as soon as it's activated.
>> Storage Master Plan:
Village = Ability to build Great Granaries and Great Warehouses in specific village. (Regions : Caesarea, Tolosa, Mogontiacum, Ulpiana, Corinium, Apollonia Pontica)
Account = Ability to build Great Granaries and Great Warehouses in all villages. (Regions : Carthago Nova, Mediolanum, Athens, Alexandria)
There are no Unique Storage Master Plan artifact.
>> The Architect's Secret:
Village = 4x increase in building strength; effectively a super Stonemason. (Regions : Saguntum, Burdigala, Segestica, Eburacum, Gherla, Venedae)
Account = 3x increase in building strength; effectively a super Stonemason. (Regions : Alalie, Syracusae, Byzantinum, Petra)
Unique = 5x increase in building strength; effectively a super duper Stonemason. (Region : Treverorum)
Hint: The effect is useful at the same time with Stonemason and is applicable to villages that are not capital.
>> The Diet:
Village = 50% less crop consumed by troops in this specific village. (Regions : Corduba, Tarraco, Bagacum, Rusicadae, Aquileia, Bastarnae)
Account = 25% less crop consumed by troops in all villages. (Regions : Nemausus, Athribis, Cyrene, Theodosia)
Unique = 50% less crop consumed by troops in all villages. (Region : Jerusalem)
>> The Hawk's Eyes:
Village = 5x stronger scouting power for scouts built from this specific village. In addition, scouts can also see incoming troop types; but not how many units of that type in the village that this artifact is activated in. (Regions : Emporiae, Augustodunum, Hippo Regius, Apollonia, Tyras, Marcomanni)
Account = 3x stronger scouting power for scouts built from all villages. In addition, scouts can also see incoming troop types; but not how many units of that type. (Regions : Halicarnassos, Memphis, Hyperborea, Hibernia)
Unique = 10x stronger scouting power for scouts built from all villages. In addition, scouts can also see incoming troop types; but not how many units of that type. (Region : Ravenna)
As it was mentioned there are no artifacts of fool in this server, instead the regions will produce 100 VP per day (the unique makes 200 vp per day). The regions which previously contained an artifact of fool were Pisae, Salona, Emerita Augusta, Massalia, Philippopolis, Berzobis, Iconium, Ammon, Girba, Cherusci and it's unique was in Delphi.
> Usage of Artifacts
Most artifacts are just useful in certain situations. for example if your alliance is under heavy catapult fire, the architect is really useful but otherwise its just a waste of the treasury. That being said, player must have a treasury of level 20 in one of their cities and series of treasury level 10 in rest. Using a haste artifact or a trainer artifact, one can increase the range and speed of it's raiding or hammer producing. (Great Trainer artifacts and Troop merging are great combinations). The hawk artifact is very important artifact for spy players (The players who train a lot of spy to check enemies regularly before operations) and are very important artifacts in time of defense as they can be used to determine which attack is the real one (has a chief in). If you believe your enemy has scout arti running, send cavalry and real type attacking troops with your fakes and ram in your first fake attack. A diet artifact helps bothe defensive and offensive players. A slight diet artifact helps in the village that a defense call was made for. OH and you don't need to underestimate confusion artifact if a confusion is activated for a village that all of it's slots are full, the chance of your residence/palace/CC going down is less than 2.5% and the chance of your village getting crop locked is about 0.
Just a big reminder though! Victory points wins the server not artifacts and the alliances with most victory points are the real competitors.
OH and before I forget, if you have an artifact - let's assume diet - running you won't be able to run something else - like confusion. You have to keep your options open when you're too close to the enemy!