Posts by ELE

The blacksmith once again looked at the parchment a visitor had just given him.
There was nothing particularly unusual about this order – to decorate armor and a weapon with an emblem... ⚔️ #ShadowEmpires

Curious to know more? ➡️ Follow the story!⬅️

    Pretty sure shipments via market trade were always excluded. Text was also different so I bet on undocumented change, not a bug or mistake.

    I don’t understand why it bothers a smaller, inexperienced player that someone who has been playing for 10 years wants more?!

    Maybe if you imagine for a second that it is not small inexperienced players who are bothered you will understand.

    As I said in first post, I can understand auction restrictions (none of them last 3 days though).

    Market? OK and what happens if I send resources (not trade) and account deletes while merchants en route? Or someone send to me?

    And how about being attacked by account on deletion, calling defense, golding the wall, maybe granary, maybe NPC couple times to feed defense just to see it go pff 30 secs before landing (if it lands at least people would get experience and def points). How about account on deletion defending me and going pfff before real attack landing? I don't think merchants going pff is bigger loss really or even auction loss.

    In any case, the issue that triggered my post is restriction on artifact use under deletion on CV. I see no reason for that whatsoever.

    I log into the game constantly from 3 different locations: home, office and a summer house. In addition I log via phone from anywhere. If I travel, it is more. Last Feb, for example, in addition to the above, I logged from 3 different countries.

    We have several people in alliance who travels for business and can log from Europe, Asia and America during one week.

    Add to that people who plays via proxy. The reason proxies are still not forbidden is that there are people who can't play otherwise.

    So how you will distinguish these scenarios from dualing and enforce the rule?

    After an account is put on deletion, game restricts several areas. Account is still in game for 3 days but cannot be played fully. Restrictions, for most part, make no sense to me. We recently deleted from a server, it was planned departure and I don't understand why we were not allowed to play as usual for the last 3 days.

    1. You can't buy gold. This one I understand.

    2. Auction and silver exchange. You can't participate in action while on deletion. Can't sell your items and can't exchange silver to gold if you have any left. I don't see what kinda of abuse this restriction prevents and it looks to me as pure attempt to deny players little gold that can be earned selling items and from converting silver. Last part applies to the end of a server as well, you can't convert silver after end of the server, this definitely should be done automatically. Maybe the problem is having items and bets on auction at the moment of deletion, but that only applies to the last 24 hours and in any case, silver exchange must be allowed.

    3. You can't participate in market trades. This makes totally zero sense especially as you still can send and receive shipment as before (Please don't take it as an idea to add more restrictions), including situations with merchants en route at the moment of deletion.

    4. This is relatively new and only applies to Special servers if I understood it right, but was real bummer and pretty much ruined our plans, for which we put effort and spent gold. You cannot activate artifacts on deleting account. I have no clue where this change came from and zero understanding what is the purpose.

    Maybe there is something else, please add if missing.

    The account still can attack, defend, train, grow, just a few random areas. Ridder Huma can we please have explanation why? I suggest they all, except gold buying and maybe auction, if there is real reason, were removed. TG denies me service I paid for.

    Last dance

    We did not put that much time into the game at the end, did not merge either, but still managed something reasonable. Two defensive accounts are leaving the game with 60K defense between them. All account built from own resources and the farm of the map. One of the objective was to show that the game can be played without teches and multies, and I am still hoping for some discussion and criticism....

    We went on adventure out of .com homeland comfort zone. Can't say it all went as we wanted but I definitely learn something new. The below guide has developed from that experience. Thanks to our opponents who made us do it, even bigger thanks to all my companions and special mention to Ceaser for pushing this game style on our account.


    Server started on April 17th.

    The first hammer on May 1st.…dJgFAI27OlAug3L2EteYG9HIB

    Splat a few hours later.

    The second hammer on May 9th.…FMAEBrA2k0CEBRoSGsNTGAOg8

    Splat on May 10th. Note that we recovered near half of the losses, could’ve recovered all if we kept playing as the week before.…WtLcFG73ishAKBjhgrVNOQOkC

    This example is from 2x Codex Victoria server (multi tribes, merge with 50 gold daily limit, hospital, advanced start, variety of available artifacts). I will take last hammer as a base for my farther theoretical exercise but the calculation will be for 1x server, as this is what I normally play, with the same set up. Teutons hammer is the tribe for the first toy. The calculations are made for an account quite liberal with gold, should be adjusted significantly for lower gold usage but still doable on most part with high activity. Numbers are rounded.

    Train, Kill, Rinse, and Repeat – main strategy.

    First, how we would continue. What needs to be done? How to get resources for it I will describe later. Next action is scheduled 7 days from the splat.

    A hammer of 30K clubs, 3K TK, 800 rams splat. 600 catas are alive. Barracks, Stable, Workshop, and Hospital are level 20. Troops almost fully upgraded so this part will be ignored for now. Other villages all together can train at 2xBarracks/Stable level 20/18 (this is what can be merged with 50 gold a day, can adjust ratio).

    Hospital. 12K clubs and 1.2K TK ended up in waiting line. Hospital works at 2x speed of barracks and stable (all in one place) and does not take into account alliance bonus, helmets or artifacts. Death rate is 10% per day (continuously) for troops in waiting line. In 7 days 8K clubs (5 days) and 900 TKs (2 days) can be healed, which will cost total 3.4M resources or about 47K per hour for the first 3 days. Note that rest can be healed as well if you do it quick but will not be ready in 7 days. Another note – 47K is roughly the same number as original hammer consumption per hour.

    Now let’s look at other training facilities. With trainer artifact available, alliance bonus and helmets about 14K clubs, 3.4K TK, 1.2K rams and 400 catas can be trained in the hammer village which requires 72K resources per hour.

    Two other villages can train and merge 12K clubs and 2.5K TKs in 7 days which requires 41K resources per hour.

    Summing up, in 7 days 34K clubs, 6.8K TKs, 1.2K rams and 1K catas would be ready to roll again.

    Cost of exercise is 113K for training plus 47K on first 3 days for healing and 350 gold to merge plus 35 gold to use the artifact, assuming you activate it daily and this is not the only artifact used on the account. Some more gold will be needed to npc but this is nothing new.


    15C 100 Egyptians capital with l17 fields will provide 120K an hour, which is enough to train. With non-egyptians capital you will need level 18-19 fields even with higher oases. Feeding of the full army will be 70K which is 9 6C non-egyptians villages with modest 25% oasis, less villages if you have croppers for support, or better oases, or egyptians supports, or higher fields or oases for capital. Feeding before day7 will be much less so healing can be done from this source. When you reach required level of capital fields and number of villages, you can run such hammer with no raiding, but cannot develop farther. Before that stage raiding is required, 8K per hour for each missing support village. Stopping development is not an option for this type of servers as victory depends heavy on population.

    Standing defense is the must to prevent follow home. Remember – your opponents can have ghost very close, horses are superfast with boots and huns hero and they can recover just as fast as you are with hospitals and trainers, even defense next door might be too slow to move. This is more feeding expenses.

    50 daily gold for merge can be replaced with equivalent of 2M per day or 83K per hour raiding, which is a lot combined with feeding needs and continuous development, but doable at least partially on this type of server with all starting villages at l5.


    On regions map servers long range attacks are not very effective and 70K hammer is kinda small for that. Availability of arts (eyes, confusion and architect) and forwarding give defense advantage. If you play it properly running in neighborhood will become less interesting sooner rather than later in most cases. At some point you will need to start from scratch and set a hammer in new location.

    This task will require 2.5M resources minimum for first stage: storage, barracks, academy, stable, workshop, some crop fields and treasury l10 unless you can use large or unique artifact before you even start the training. Smithy and upgrades, and either residence l20 of CC l20 if you setting huns village (preferred) and chiefs, which is over 2M (reminder – all numbers are estimate). Great storage, if the art is available, is also highly desirable. In theory, well developed and heavy raiding account can pull it off in 3 days (100k resources in hour). In reality your merchants will fail to deliver that much (while I am on the subject, dear TG please make merchants faster. Thank you) to remote region. This can be compensated a little by merging some troops in the village and farming your own supports or farming in general, but only to a point. Plus defense and resources for training (as above minus hospital and merge as it will be done in main area) and feeding. All in all, this is alliance task and should be treated as such, amount of required support depends on how far is the location from you original cluster.

    After the village is set it is the same drill. Initial week of training in fully set huns village will end up with 8K bows, 4k steppes, 1.2K rams, 400 catas (or different proportion if you chose so) and require 59K hourly resources to train. Training mercs/marauders (11K/3K) hammer will need 72K per hour, less efficient for raiding and require more resources to feed but it will give you more off power and following home such hammer is costly. Second option would be my choice unless delivery of 13-20K extra resources per hour and better raiding is the deal breaker. You will not have healed troops and, if this is your only huns village, you will have nothing to merge (remember – we started with teuts, but it does not have to be this way). Having GB/GS is an option for such situation if you have plenty of resources somehow. If this is enough or not depends on how skilled and powerful is the opponent in the area.

    How to start

    If you chose this game style, you have several starting options.

    1. Start as egyptians, rush to decent cropper (100% is enough but more is better of course). You will need to chief a teuts or huns village. If there is any inactive near you capital – great (just make sure it is not spawn or you will have no available expansion slots). If not chief any and settle new one at the place you want, can zero chiefed one after.

    2. Start as hun (advantage is speed of hero and any horses for whole round), go for chiefs, chief inactive Egyptian and settle from it. Again, chiefed one can be zeroed. One of the features on regions map is that it opens in portions and most likely there will be a cropper just opened for settling when you ready for 5th.

    3. Start as hun and settle cropper as a hun. If it is a good cropper and you raid, use gold easy and can up fields high, that can be your permanent capital, if not so lucky, you can up fields to l12 (15C will pay off in 9 days with 50% oasis), use it for the start, meanwhile chief egyptians and settle in new region. As an option a teammate can settle a cropper for you. On the previous server we chiefed our cropper from egyptians teammate as 6th village.

    4. Starts as teuton and settle teutons capital (advantage – brewery). This was our original plan on this server and brewery we used.

    Another advantage for both teut and huns origin, you start on troops earlier.

    5. Start whatever, play defense at the beginning as you wish and then you have 3-4 weeks free or easier time chief offensive tribe and go for the drill.

    6. Last and weird. Some will see it as a blasphemy and I am not even sure if it has merit. Probably subject for different thread, but I will mention it here for these who read till the end. Start as Egyptian and settle 7C 150%, make sure there is no 9C or 15C overlapping oases with your original settlers on day 1. With l17 fields it will provide you over 100K an hour. Chief offensive tribe for 4th. Only useful for highly desirable areas like Epidaruim or Delphi.

    Now tell me what you found wrong in this wall of text. Thanks for reading.