How to play well as Gaul or as Roman in defense

  • Hello, players!


    This is mostly for those who want to play defensive or just as Gaul or as Roman, but as very active and doing it well.
    All those playing just for a temporary time or for curiosity should avoid this thread and this guide written here.
    If you don't play seriously, then let your villages to be open to raids.


    I won't talk much and I write what I consider myself to be the most important or essential to know, mostly for the newest in game. I say these from my perspective and from my experience. Some players will be angry on me because I put a bit more details here, and while you play in game all your enemies want that you will be a weaker target for their plans.


    A guide for Gaul starters is also at Beginner's Guide - First week as Gaul about the first week as Gaul.
    A guide for Roman starters is also Guide to "lazy romans" Don't have much time but want to play? this is for you!


    First of all, if you are a new player in game or don't know too much in game, my recommendation is that you should think on your strategy before to start playing on a server. Don't play on too much servers, or at least if you really want more than just one server, you should play on very few servers, no more than 2 or 3, and that only if you have enough time to be very active on them. Because this is a war game and you won't succeed too well in defense or offense operations without your implication in proper time. I recommend playing mostly on a single server than many.


    When start on a server, choose your tribe as Gaul if you play defensive, or Roman if you can use more time in offense troops, and be careful on the directions / coordinates on map which you choose to start, and also choose playing as Governor.


    Why playing as Governor, but not as King ?
    I recommend you to read wiki about Governors and Kings. But you should know that it is most easier for you to play as Governor and with more advantages at beginning. As a governor you have beginner protection which means you can’t be attacked right now, and don’t need to worry about defense for a while. The beginner protection will expire after 7 days or when your village reaches 200 population.
    Kings are limited by the number of tributes and influence. You can play as King after you know the game very well and when you have friends to help you for that, because the villages where kings and dukes have open treasuries are prior targets of attacks by any other foreign player or kingdom, and by enemies.


    First days
    Think careful about your position on map and neighboring kingdoms, talk from the start to kings you may trust and search for a best kingdom. Many Kings may tell that they're there for long journey, however only few really do. Mostly later in game are seen those who will play till the end.
    On many servers join pre-made teams of players choosing a wonder area, so you have a chance to find one of them around a nearest wonder to your location. However, many of them accept the joining of new players in the first weeks or in the first month, but they are closing the recruitment or stopping the joining of others later in game. I recommend to join on a server in his first days and keep your personal diplomacy on.


    When joining to a kingdom, talk in the kingdom's chats/messages and to your closest partners from kingdom, also try to attract on your side other players surrounding you (neighbors).
    You can also to relocate yourself on map if your king or kingdom don't seems competent, only if you have only 1 village and if you have an open option for relocation.


    Hopefully soon a Menhir feature could be added in game by game developers to help new players moving to desired kingdoms from the start. About that Menhir will appear a new guide in wiki or in Help sections IF that will be implemented.
    If that proposed Menhir feature (now being tested by mods) won't be implemented, and if the relocation don't help you, then you could use the common strategy of settling fast a 2nd village in a chosen location and destroying the first village after settling the 2nd.


    First Villages and Troops
    Your first village will be a bit mixed in defense and offense because of robber hideouts. About them you can find details in Wiki, Help or other guides. Attacking robbers in the first times will help you to get resources. Later you will need more offense troops to hit well these growing robbers.


    How you build the first village will be essential for building the second one in short time, even without the use of gold, and without to lose the Beginner Protection. For doing this you need to be sure first of your chosen area on map, because you should get most of your villages close to each others and to be sure of your future into a competent kingdom or a one with more chances. This is recommended for beginners. Also be careful where you settle the 2nd village.


    For building the first village in a good way for settling a 2nd very fast, then you should consider the Quests Book from the shown menu in game.


    Read from the spoiler:


    If your first village is indeed in a good area since the beginning, or even inside a big / stronger team surrounding you, then you don't need to demolish anything in the first village. You can settle in less than 48 hours even without using gold and without to demolish buildings. You really need to stay active on server for doing that. So, if you are fortunate along a good team/kingdom, you can even choose a 3w/3c/3i/9c (9 croppers) valley for your second village to settle. Remember that all these 9c and 15c are the most wanted in game for feeding more troops. As Gaul, or even as Roman, I recommend you to take mostly 6c, 7c or 9c (cropper valleys) for settling villages, being defensive, while each 15c ( 1w/1c/1i/15c valley) is moslty used by offense players, like Teutons and even Romans.


    Best (first) defense
    In the first villages, as Gaul, after you solved with a fast settling, from the beginning build a Trapper and as many Crannies you can use. Each Cranny should be at maximum and it would help you to keep your resources safe from raids/attacks. And if you have villages within any kingdom borders, build a Hidden Treasury. Also build a Wall at a higher level. No one will be interested to raid you again if they don't get anything. Later you will be attacked for other reasons and Crannies won't be useful more longer while your development is growing, so later in game you will need to demolish Crannies for to empty spaces to other buildings. Remember that only the Gauls have Cranny at 2000 resources, all other have at 1000 res protected. Romans don't have a Trapper building.


    In the first weeks you can focus on resource fields, while you did the first defense structure, but don't forget on military development too. All resource fields at maximum levels will help you to build Barracks and Stables faster at highest levels. Romans don't need Stable as much as other tribes.


    Your first village or where your Hero is located to as a Capital village, as Gaul, you will have mixed troops: Phalanxes, Pathfinders, Swordsman and even Theutates Thunders, mostly used against Robbers. Every player by each tribe will get robbers at his capital or at his first village.
    In the 4rth village you will focus on Druidriders (and Stable obviously at maximum). In all other villages you will focus on Phalanxes. Also Pathfinders to every village against Scouting.
    3 villages should be focused on resources, while all others focused on defense at the maximum levels.
    Gaul units in defense are the best in game. Phalanxes are cheaper and faster. Each Druidrider use 2 population and with a defense power similar to a Phalanx, however cavalry is used for long distances.


    For Romans the best use of troops are Legionnaires and Pretorians as defense infantry. Training thousands of them with non stop production with a level 20 barracks will take less weeks. Cavalry is used by Romans mostly for attacks/raids. Infantry is cheaper, easier and faster. And you don't need to focus on Stable as Gauls do, unless you choose to play offensive.
    In attacks Imperians are good, however a good amount of Legionars/Pretorians is also good in attacks on small targets.
    Focus on iron production first, Romans especially, so you can start upgrading that Barracks and Smithy as soon as possible. It shouldn't be hard to get a village upgraded to a city with a level 20 Barracks and a level 20 Smithy (buildings).


    A good defense will be based mostly on infantry, horses are too expensive since you look for speed which you don't need as a true defender. Horses (cavalry) are used mostly for sending defense on longer distances in a shorter time. As example, the most Gaul and Teuton offensive armies will contain more infantry than horses. Therefore infantry defense is worth a bit more than cavalry defense. As I know Cavalry defense is best used as standing defense since standing defense is primarily used to prevent quick sneak attacks by enemy cavalry.
    The most of tribes can support 24/7 production of defense infantry from a level 20 Barracks in a city (with all resource fields at level 12).
    For Romans that means 408 Pretorians (with iron oasis or 5 iron fields) or 444 Legionars per day.
    For Gauls 594 Phalanx (with clay oasis or 5 clay fields) per day.
    For Teutons 551 Spears (with wood oasis and 5 wood fields, or with 2 wood oases) per day.
    And, each Scout of a Roman or of a Teuton consume only 1 Crop and cost 250 resources to train whereas Gaul scouts cost 270 resources to train. Romans need Horse Drinking Through level 10.
    Teuton scouts would be best for blocking enemy scouts and Roman scouts would be best for scouting the enemy.


    Don't forget about Crops to feed your troops all the time, otherwise your troops will "die" by starving. For this you will need more oasis in Embassy, even if before or while you upgrade your villages to cities. Assigning crop oasis are the best choice with an Embassy at maximum level. For Gauls and Romans a oasis with 25%clay + 25%crop or a 25%wood + 25%crops is also a good choice, more than just 25%crop, mostly when you don't have 50%crop oases available to you. Also, compulsory to build those buildings which give bonus in crop production. See them in Wiki.
    If your village and your assigned oasis are inside your kingdom borders, then you can send a specific amount of troops (Phalanxes or Legionars) in these oasis for to activate a crop bonus.
    And all Crop fields should be at maximum levels in villages or at the highest levels in cities. Remember that villages could be upgraded to cities when and if you have enough culture available (mostly a bit later in game).


    Wild animals are also a good choice for to get a free additional defense. Animals don't cost crops, however the best animals in defense are the most rare and you need cages for them. When you get cages (from adventures or from auctions), you can send your hero equipped with cages in attack on the oasis from where you want to take animals.


    After you researched Phalanxes, Swords, Pathfinders, Druidriders, Haeduans, Rams and Chieftains (even Catapults if needed) in Academies and when you no longer need the Academy for new other buildings, then you can demolish it. You can do same with Smithies after you had upgraded all units to maximum tech levels. The same you can do as Roman (of course, about your specific characteristics).


    At beginning you will train settlers and most of your villages will be always requested inside kingdom borders. Later you will be able to train chieftains for to conquer inactive (gray) villages inside the kingdoms borders or close to you. I mean, not villages with lower population. For to succeed well in game, your villages or most of them will be closer to each other, mainly because of travel distances for troops.


    However, if later in game you would want to resign or to leave the game, it would be better for your allied partners to give them your so well developed villages, more than by settling again or by conquering weaker ones.


    Playing as King
    If you choose to play as King, then you will need a group of friends playing and helping you.
    Most of all, at the beginning you will need 2 or 3 kingdoms lead by you and your friends, such as it is written in Wiki, and each King and Duke need at least 1 dual and 1 sitter. Read the Rules about Duals and Sitters for that you will not confuse between features.
    After 1 month playing, you and your friend king could choose to create an Union (united kingdom) together, which will result in 2 leaders and 4 dukes.
    All Kings and Dukes should be most active in game.


    As King, and also your dukes, should ensure that all members joining in your kingdom will settle/take each valley inside kingdom borders. Doing this, you will get more tributes from them and sometimes more treasures. Recruiting players to your kingdom indeed will take more time and more talk. Most common are the recruiters doing this job, even on the server or even before that server starts.


    Read the wiki about treasuries and influence and a guide about a wonder. Settle and occupy areas close to a wonder desired by you or which is close to you. Plan on the valleys where the villages with active treasuries would be and that these would not override on each other's influence. My advice is to build 2 villages each to the valleys with planned treasury, ones for villages at maximum extend (those with 3 tiles of influence at 500 population) and ones for future cities (those with 4 tiles at 1000 population), from the early beginning in game, because Treasuries should have a distance of 6 - 8 valleys/tiles between them and all of them should connect with the King' Treasury. In this way you can cover more valleys on map within your kingdom. Only a mistake could break your plans on this.
    Every time a Treasury is a wanted target for attacks and raids from foreign kingdoms. Like in this image:
    http://www.bildspielt.de/media…-gross-Quelle-Travian.jpg
    Every influence depend on the population of your village, or even of a city.


    Diplomacy: Remember that as King you will need some relations with other kingdoms in order to fulfill your missions. It depend on how you choose your strategy to be and on how good you are or your diplomat is in negotiations. Not all kingdoms will be open to diplomacy, but most of all not opening chances in diplomacy much later in game. If you chosen a wonder (or not) and you found a neighboring kingdoms same stronger as you or more than you, you can try make deals. As example, you can think to a NAP, to a Confederacy or even to an Union with that king. If you are unlucky to find a rival kingdom which is stronger and his king don't agree any deal, then you should alert your own and try to rally other kingdoms on your side and against the potential enemy. Your enemy surely will take actions against you.
    However, remember that in some kingdoms are joining other kingdom. If you got a pre-made kingdom as a potential rival, you may be indeed unlucky. Sometimes best options may be showing to be the joining into a stronger team than yours, but not before to be sure that that kingdom will not be one disappearing over night or one without good members. Or you can choose not to join.
    If you find active players with a not so active kings or not so happy in their kingdoms or even who may consider joining to yours, then take this chance and try to invite them.


    Communication. Not all teams use in-game chats, however a Secret society is open in game to be build for private/SS chat messages. Some kingdoms are using SS chat more than a kingdom chat. Rarely may happen that they don't use any in-game chats, but on outside sites. However, kingdom members need to communicate each other and even with the King and his dukes.
    Remember, those who don't care of your kingdom affairs or not interested to give any help to you, they won't be worth to keep them inside, but rather to conquer those who defy you, otherwise they may become your source of enemies.


    Sitters. You should ensure that all your kingdom members would have active sitters and that those sitters are based on close trust. Also put your close friends to keep their eyes on them as sitters, and even on their communications. Those hiding some of their messages from sitters could be suspicious or even spies sometimes. Your trustful friends should not be only your dukes or your undercover allied dukes. Every stronger team sees and know what their members are doing through sitters. No exceptions.


    Mark tiles on map. You can mark valleys, players or kingdoms with different colors or flags, and short messages on them, also sharing those marks to your kingdom or to a secret society.
    http://blog.travian.com/wp-con…5/11/feldnachrichten1.png
    http://3.bp.blogspot.com/-jA52…s640/robber+hideout+2.jpg


    Organize battle officers. Surely you will need to organize military actions. A chief for defense and a chief for offense are the most common. This depends on you how you decide to be. You will know how this could be done after you played before as governor into a good kingdom or at least a competent one.
    Every team in game is planning a defense strategy about their villages or cities with Treasuries, Hammers ("hammer" meaning Offense army, (primarily in 15c or 9c valleys and upgraded to cities for Crop fields), Scouters (villages with Scouts primarily) and other villages/cities inside or outside the kingdom borders.
    Standing defense will be a priority for each Treasury village/city hold by king or dukes.


    Wars. Every war has targets prepared before that war starts. The most common wars are on wonder areas and on players. Hammer attacks are the full offense troops from a village/city developed generally at maximum, for cleaning enemy villages from any defense, and before these attacks usually fake attacks are started for to annoy and to make confusion among enemies. Hammers also contains catapults and rams, attacking specific buildings. About these hammers and tactics used surely exist more info in another guide. The most common targets for hammers are Treasuries from kings and dukes, especially. After hammer attacks may follow conquering attacks with chieftains. The purpose of these wars are to destroy the enemy targets and their villages in a way that they cannot strike back.
    A well done hammer attack can clean an entire village of troops and also destroying defense buildings. Many use catapults against Crop fields usually. Even the wonder has in fact a village in it.


    Don't worry, this is a game. Even if you lose once, you will get more experience for the next time.


    Oh, I was to forget, buying Gold in game sometimes it is recommended, even as king, because it would help the game. And game developers would expect for that. However, no one is forced to do, so it is not compulsory to buy Gold or Gold Premium, but it is nice to mention this. You can also to exchange silver to gold, thankfully, if you know what or how to do with.
    I recommend to use some gold in game for to open 1 more space for buildings in construction progress.


    Good luck!


    If I forgot something, please, feel free to complete info details in it.
    .

  • UPDADE: I added an example about troops in this guide, where you can find it at "A good defense will be based mostly on infantry ...." in text.


    Wow !
    Thanks you so much , i learned alot !

    I'm glad that I helped you. Please, select "Like" at my post if you like it.

    Really good guide. But so many guides aimed to defensive players as if newers cann`t learn play offers in their first server.

    Thanks for your opinion.


    There are still more secrets in game on how to play, but I cannot reveal them to public. Here on forum is just a base for how to become more experienced in game while playing. A serious player can learn from best teams the most important strategies. However not all will reveal their secrets to players who they don't know (because a stranger could be a rival later). I was playing in some teams and I seen that not so many players know enough about this game and it is hard even to find good sitters sometimes.


    About playing Offense is not so hard or difficult, because a full Offense army of a city can eliminate even a Gaul defense if well done.
    I could make a guide on how to play well in Offense, but for that I will need approvals because some of most important guides about that are kept in private by some players. Some of special information about it has copyrights.


    Edit: I found an interesting thread about a good Offense operation done by a team against another team, info which can help a bit about how to play in offense, but still incomplete, see it at Born to crawl can't fly

  • Your first village or where your Hero is located to as a Capital village, as Gaul, you will have mixed troops: Phalanxes, Pathfinders, Swordsman and even Theutates Thunders, mostly used against Robbers. Every player by each tribe will get robbers at his capital or at his first village.

    maybe better as a defense player to just build Haeduans rather than Swordsmen & Theutates Thunders, since "Haeds" are strong enough to deal with the robbers hideouts on their own and also are great "anti-cav" defense troops


    Trapper and as many Crannies you can use. Each Cranny should be at maximum and it would help you to keep your resources safe from raids/attacks. And if you have villages within any kingdom borders, build a Hidden Treasury.

    Trappers & crannies are good early game, but over time they become obsolete (I would only recommend building these if you are constantly being farmed & would still be more inclined to build a decent amount of troops instead) also a hidden treasury for a Gov is pretty much a waste of resources, troops are always more beneficial ;)


    p.s. Teutons make great defense accounts, everyone assumes they are just Off builders, but I would say they are the most Op tribe for defense (especially if you get attacked a lot)

  • Really good guide. But so many guides aimed to defensive players as if newers cann`t learn play offers in their first server.

    Mine was actually aimed at off (my guide was linked early on in his guide)
    I have never ever played defense.



    Personally disagree with the following:


    Quote from Testare

    Focus on iron production first, Romans especially, so you can start upgrading that Barracks and Smithy as soon as possible. It shouldn't be hard to get a village upgraded to a city with a level 20 Barracks and a level 20 Smithy (buildings).

    Focus on building up 5 villages before anything else (clay being the most important resource), then worry about the level 20 barracks. I only just hit a level 20 smithy about 10 days before WW came out. (it was 19 for the past like month though).
    Once you have 5 villages, you then have the production to go for either def or off.
    Ideally in your first month you should have 1 city and at least 2 villages. There's still many players in the FNF kingdom on com1 whom have 3-5 villages when WW's about to spawn.


    It's "possible" to raid enough to support yourself with few villages, but if you can raid that much, why limit yourself?

    If you are NOT raiding within the top 50 raiders, then you will need AT LEAST 8 villages to provide the crop and res required to make a hammer which can damage the WW.


    I may do a week by week guide on how to get to top 20 population without paying $ or raiding. I managed it and could have remained in the top 20 pop. but I knew I was running out of time to start my offense so back down to 54th just before WW's.
    Simming is actually the most important aspect and i spent a lot of time in my guide on how to sim without getting heavily raided.
    Unfortunately it doesn't go into how important some key buildings are, in particular the marketplace (incredibly useful for moving res AND for CP production) and the town hall, in particular, level 10 town halls. To get top 20 i had 3 of them going 24/7.




    Also not particularly keen on even suggesting going as a king for a beginner whatsoever. The current meta is that you get 2-3 super kingdoms and generally you are best off moving to join one of them asap, especially if the new menhir feature gets implemented allowing you to relocate more easily.


    Saying this, a lot of what you said is on point. The only thing i would emphasize is that if you're going as king without at least 10 people joining you, you MUST eventually disband and join another kingdom unless you dont mind not winning.



    Quote from Testare

    In the first villages, as Gaul, after you solved with a fast settling, from the beginning build a Trapper and as many Crannies you can use. Each Cranny should be at maximum and it would help you to keep your resources safe from raids/attacks. And if you have villages within any kingdom borders, build a Hidden Treasury. Also build a Wall at a higher level. No one will be interested to raid you again if they don't get anything. Later you will be attacked for other reasons and Crannies won't be useful more longer while your development is growing, so later in game you will need to demolish Crannies for to empty spaces to other buildings. Remember that only the Gauls have Cranny at 2000 resources, all other have at 1000 res protected. Romans don't have a Trapper building.

    Please only recommend this if you are actually being raided. I would highly recommend joining the most powerful kingdom in your area and go for resource production with only 1x maxed cranny. On my previous server, i didn't get raided erm, ever. This is because i started day 10 so was put out miles from the middle and joined the most powerful local kingdom on my second day which eventually got absorbed into one of the top 3.


    On current com1 i had an awful start where i actually followed pretty much this, i had 6x maxed crannies. Spoke with both my local "raiders" after making sure they get 0 resources raided and got them to join my kingdom = raids stopped. But still lost a settler which is super nasty early on.


    If you do get raided when you only have 1 village, this advice is on point. Apart from kingdom hidden treasury. I would never ever recommend this building. It's not only not very good, it's also expensive as heck.



    There's a lot of good information here though, would love to see more info on settling multiple villages quickly as honestly it's the biggest thing new players fail at.

  • There are very good reasons to limit your population.
    Population is honestly the most useless statistic in this game, and the fact that it provides you your key rank in-game leads to a lot of wasteful efforts and misleads beginners entirely.


    Simming is certainly not the most important aspect of this game.
    Building the rights things at the right time, particularly early is important yes, but building for population and CP alone is wasteful.

  • There are very good reasons to limit your population.
    Population is honestly the most useless statistic in this game, and the fact that it provides you your key rank in-game leads to a lot of wasteful efforts and misleads beginners entirely.


    Simming is certainly not the most important aspect of this game.
    Building the rights things at the right time, particularly early is important yes, but building for population and CP alone is wasteful.

    i'm not suggesting to completely spam random building upgrades. I would agree population is "a useless stat" in that respect.


    I am suggesting that after getting res fields to 10, that getting the marketplace to 20 will do far better than rushing your barracks / blacksmith until you get your 5th village. (marketplace in particular because it's the most effective CP/day gain for its resource cost). Getting even just 1x level 1 town hall in the capital for the first 2 months will provide an immense amount of CP, far outweighing the cost if you can get the residences up in time to continue expansion.
    6k/hour res production of everything is enough to choose what you want to do with your game.
    Given it's got no insights of raiding either other than robber camps, where it basically says "you might want some TT's and swords" it should be suggesting to get multiple villages, which it does, but not how to do it.



    Perhaps my opinion is wrong but there's too many beginners running around with 10k troops or less and i dont feel this guide really says anything of how to get further. At least if they get to 1-2 cities and 6 villages by the time WW comes out, they will have the resource production to make plenty of troops.

  • No, this is a terrible train of thought truly believed by far too many in the community.


    Troops are critically important from your first village.
    I keep seeing it everywhere, just building villages up and have no army - you're just building up someone else resource gain not your own (or not providing enough def for your team, and once your kingdom gets cracked you're all farms anyway).


    And if you intend to play pure offensively while also not significantly raiding you're already making a huge mistake.
    Beginners aren't having small armies all round because they didn't sim properly. That is last in the list for sure.

  • I'm not going to argue in this thread any further as we're derailing it.


    Apparently i'm a terrible off'er (i fail at both "significantly raiding" and i've not even started off troops by 5th village), which is totally correct, but i still manage to get an army able to damage a WW, which is good enough for me and should be good enough for a lot of beginners.

  • I am suggesting that after getting res fields to 10, that getting the marketplace to 20 will do far better than rushing your barracks / blacksmith until you get your 5th village. (marketplace in particular because it's the most effective CP/day gain for its resource cost). Getting even just 1x level 1 town hall in the capital for the first 2 months will provide an immense amount of CP, far outweighing the cost if you can get the residences up in time to continue expansion.
    6k/hour res production of everything is enough to choose what you want to do with your game.
    Given it's got no insights of raiding either other than robber camps, where it basically says "you might want some TT's and swords" it should be suggesting to get multiple villages, which it does, but not how to do it.


    @Renuo#EN, if we consider the game as it is done in project management, we get something similar.


    So developing of CP`s production it's just one of ways for goal achievement. That's why in first weeks of the game more useful will be update your resources base, not powerful of army.


    And second argument not build blacksmith to 20 level in beginning it's resource efficiency investments.



    For example, until you have 530 Imperians in one attack wave non-effectively upgrading them in blacksmith more then 1 level. More efficiency will been to build more soldiers.





    I think, you are right that population is the most useless statistic in this game. But for game developers it's one of the most fair indicator of players level regardless they are offers or defers. Remember that after the end of round formed four ratings: Population, Attack, Defense, Hero. As for me, my opinion that the most universal indicator is level of Hero. It show not only about hero information, but and about complexly activity of account. Why? - I wrote above.

  • Apparently i'm a terrible off'er (i fail at both "significantly raiding" and i've not even started off troops by 5th village), which is totally correct, but i still manage to get an army able to damage a WW, which is good enough for me and should be good enough for a lot of beginners.

    I'm curious on what kind of hammers have you managed to make without raiding and still damage the ww? When i'm talking about ww-hammers i'm expecting them to deal damage against 2-3 million defence too, not just against barely defended wonder :rolleyes:

  • I'd like to say that if you don't plan to hit WW but generally just get offense and fight people then setting yourself up for success even later is pretty good idea for casual play.
    Get 5 or 6 villages and then start prod from barracks, stable and workshop lvl 20's it takes about 25k ress per hour to do that and you can easily do it with 5-6 well built villages (possibly even earlier than that if you don't have cap as 15c).
    Not getting units is a trap but so is getting permanently stuck with weak army and weak villages as too high investment into troops you don't raid with can choke your account and end up being useless that way, which is a trap lot of beginners also fall into (though no troops is probably more common)


    For active player troops produce way more resources than fields ever could so if you can raid then you should go with that and good WW hammers obviously need to be started early as well.

  • I'm curious on what kind of hammers have you managed to make without raiding and still damage the ww? When i'm talking about ww-hammers i'm expecting them to deal damage against 2-3 million defence too, not just against barely defended wonder :rolleyes:

    i suppose i should clarify, i am a follow up after rams and stuff have destroyed the defense to some degree. If i went rams i would imagine i would remove 3 levels of wall.
    As a rough idea, what i meant was 25000 imperians 10k heavy or 15k light cavalry and 4k catas.
    This is enough to remove levels off of the WW when the wall is removed (which in general is why we have WW rammers).


    Obviously to get one of the top 10 hammers of the server, or even top 20, you're gonna be raiding a tonne.

    I'd like to say that if you don't plan to hit WW but generally just get offense and fight people then setting yourself up for success even later is pretty good idea for casual play.
    Get 5 or 6 villages and then start prod from barracks, stable and workshop lvl 20's it takes about 25k ress per hour to do that and you can easily do it with 5-6 well built villages (possibly even earlier than that if you don't have cap as 15c).
    Not getting units is a trap but so is getting permanently stuck with weak army and weak villages as too high investment into troops you don't raid with can choke your account and end up being useless that way, which is a trap lot of beginners also fall into (though no troops is probably more common)


    For active player troops produce way more resources than fields ever could so if you can raid then you should go with that and good WW hammers obviously need to be started early as well.

    This perfectly sums up what i was trying to say. Both players who raided me in the first week of the server are still around, both have less than 10k troops total at WW start (one went 15c capital and i doubt it even had level 12 fields, it's not even a city!)


    If a player wants to go off, but isn't raiding efficiently, it's still possible with well built villages/cities.

  • The main problem is everyone teaches players how to sim, they think that building traps and crannies and walls everywhere are a must, when if you are just active you can survive if you just build a wall & some def troops (and wear your chicken boots until you have a decent amount of troops) and a decent market place so you can move your resources if needed


    one of the biggest challenges for us when we recruit new players is to teach players how to balance things between building troops and fields and making them understand building all those defenses (crannies and walls etc) on every village is just a waste of resources in comparison


    do you need a massive pop account to be good? Nope
    do you need to be a massive farmer to be good? Nope
    do you need to be active to be good? Absolutely Yes you do (the more active you are, the safer your account will be and the faster you will develop in however you choose to play)