Posts by Curtain

    gaul is best def tribe in the game or you think you can be just as effective as teuton?

    Yes gaul is without question the best overall defense tribe but it doesn't mean defense teuton doesn't work. Like I said there is nothing wrong with spearfighter, it's the best cavalry defender in the game and has the cheapest total defense as well (though phalanx isn't far behind and their stats are divided in what is arguably more useful way). The real nice feature of the teuton defense is the active playstyle with raider paladin forces which other nations can't easily replicate. You really just need a team to back your spears up or raid to justify paladins.

    Should also be said that teuton is arguably best defense choice for a king or duke becausee of the wall being the best in the game which is very valuable to dukes and kings as fights will happen in treasuries much more often than in any other village type.

    Teuton defenders are fine, spearfighter is an excellent unit especially later on in the game where the biggest threat isn't the 5k club stack of the nearest Teuton but rather larger horse armies of romans. That being said you wouldn't want to be stuck defending alone as Teutons and you definitely want some pretorians, phalanx and druids in the mix to help against infantry which you should get if your kingdom has any other defenders. Paladin is "trash" in the sense that it's way worse than the druidrider and even the spear but it does have the advantage that you can use paladins to farm thanks to their high carry capacity and attack (for a defense unit anyways). Because of the paladin Teuton defense is basically just weaker form of Gaul defense for a low commitment casual account but can be quite potent if you utilize the Paladins to farm inactive greys around the map on an active account.

    If you don't raid don't make paladins or at maximum make them from one village to help with fast defense calls (this should be a centrally located village to your kingdom). If you do raid then you can (and probably even should) have multiple villages producing paladins to raid with to create even more defense, in that situation you would only use the paladins for important defense missions (like large scale attack on a treasury) while leaving dealing with raids to your spears or to other defenders. Of course spears you want to make from as many villages as you can afford with high barracks and smithy, usually every other village in the early and mid game and then in the late game add more based on how your account is developled.

    As for settling, you should prioritize 534/6 villages with good wood oasis when ever possible if you don't use gold as that is the rough consumption of both paladins and spearfighters. If you do use gold then it doesn't matter as much though 434/7 with crop or wood bonuses are technically the best in that case (you might want few of these anyways if your capital isn't that great) + of course croppers when ever possible. Just observe how your resource balance fluctuates and settle new villages to balance the budget so to say, trading with team or the general market can also help get rid of excess iron and clay in trade for wood. You should also do axes or TK's as your robber clearing army which helps in consuming the excess iron.


    >If lower level fields are better pay off, after all to 7 - Do you want to rush one of each to 10 for quests or equally level to 8 > 9 > 10 (considering all to 10 is next anyway) or is one of each to 10 > building %increase buildings better

    When you have yet to do the quests it's best to rush to the 10 straight from 7 on one of each as the quest rewards are significant on both the lvl 10 building and the lvl 1 booster building.

    Once you have used up the quests a good build order would be all lvl 8 -> one lvl 10 -> lvl 3 booster -> all lvl 10's -> lvl 5 booster

    For Crops you want to level evenly up to lvl 9 followed by -> one lvl 10 -> lvl 5 mill + lvl 1 bakery -> all lvl 10's -> lvl 5 bakery

    >Do boots of chicken have a cool down or will enemy hero always flee with troops if I attack each time they return?

    There is a short cooldown in the sense that the hero is physically away from the village for a bit but as soon as it returns it can dodge instantly again so the cooldown is more for the defender to use the hero.

    >How do you manage Hero health/revive - second revive is a decent 5/6 hour set back on the path to level 10 fields and quests. Do you still fully utilize hero 24/7 wit all adventures > raiding for XP or do you slow it down to keep his health sufficient as long as possible? (obviously calc each raid for best hero/troop losses)

    Hero health management is probably the trickiest "it depends question" since there are so many factors to it. Do you use gold or not? Have you been lucky with your adventures or not? Have you had to use it the hero to defend yourself or kingdom or not?

    Optimally if you pick up a weapon and some kind of chest piece + maybe few ointments from auction as a gold user you kinda don't have to worry about it (so long as you don't need to use the hero to defend or attack aonyone). Same goes if you get lucky and find that gear on adventures even if you don't use gold. If you are stuck without gold and without gear then heres more or less what you need to do:

    1) pay attention to the auction house

    Even as non gold user you still have some silver to play around and a weak weapon even for a different tribe is still worth as much as 1-2 hero levels in terms of hero strength and sometimes great weapons, armors and helmets slip trough the cracks for cheap so be on the lookout to add to your collection. European night time is usually the most quiet time on Com servers so that's the best time to hunt for deals but check it as often as you can, make small bids and if you get overbid just move to the next thing on the list.

    Once you have a full set of gear the HP issue tends to go away

    Chest piece is the most important gear for hero HP management, followed by weapon followed by any item that gives you strength (shields) or hp regen (regen helmet).

    2) put points into hero strength and build troops for your robbers

    Hero strength reduces the amount of damage you take from adventures (not from robbers) and higher troop count helps with hideouts. You can easily use the battle simulator by cliking on a hideout -> insert into simulator and see how much you would lose if you clear it with current forces. Sometimes it's ok to wait 12h and build more units for lower damage. As for hero strength you need enough to do adventures. Gear also helps to keep hero strength high. Hideouts become easy to clear once you can use the siege mode attack ( 1000 troops or more and at least one ram) though that is beyond the lvl 10 fields usually

    I typically use 50/50 split on my points between resource production and strength when playing as non gold governor which I assume you are doing unless I have very good luck with the adventures or early auction house.

    3) Only kill your hero in useful ways

    Your hero should never die during an adventure. Check the reports and see how much HP the last one cost and always have at least that much (+ few points since adventures get tougher over time). Don't be afraid to bank few adventure points early since you get way more at the start which can overwhelm your heros HP regen easily.

    If you need to let the hero die to reset the HP for more adventures "use" your heros deaths to either fight other players (defense or offense such as attacking enemy oasis) or throw it into the hideout solo first so it kills most of the things there making your troop losses lower. Sometimes it's ok to just wait too till an opportunity arises to use the hero in this manner, it fights at 100% of it's power even at 1% of the life.

    The most important thing however is to always revive the hero as soon as it dies, never let the hero die (except in team defense) when you are in position where you can't instantly revive it. For instance if you are low on HP and want to kill and revive the hero to do more adventures (which should pay off as far as resources are concerned) that is fine but make sure you got enough of a bank to start the revival right away. You can see the price in the wiki if you are interested on specifics. That or you need to have a bucket in the inventory

    Typically you shouldn't revive the hero too many times before lvl 10 fields as you need at least that much economy to keep the resource flow good when the hero is down so usually I just wait if the hero HP is low (after using the first cheap revive) and pay attention to the auction house to see if I can get good gear.

    Theres more to it than that but before lvl 10's I would mostly try to avoid dying and be on the lookout for gear if not gold user, once you get lvl 10 fields you have much more economy to reliably revive the hero and the speed of adventures coming in has slowed down enough that you can start to make headway on your stored adventures without losing your hero HP. The early game is always when HP management is hardest so just hang on tight and it gets easier.


    Here are some answers to your questions:

    >Do you just slowly build second village over-time

    With the 2nd village (unless you build it on a cropper and intend to make it your new capital) you usually develop it fairly slowly keeping the focus on the main village, especially if you as you say are in a good spot with the main village and the second village is nearby. My rule of thumb would be to keep the fields 2-3 levels below the main village on this second village (so if you are just about making lvl 7's in your main, level the side village to lvl 4's). Low level fields pay off faster than high level ones under normal circumstances but the start quests (up to lvl 10's) make developing the main village much better than the secondary.

    Add basic infrastructure like warehouse, granary and embassy lvl 1 and then keep the fields coming few levels below what the cap is doing for the second one, don't make troops or other buildings there until you need them.

    >Or do I build up my Market Place and neglect first vill for a few days while boosting 2nd village.

    This is what you do after your second village (so 3rd and onwards). Like I said just above low level fields pay up faster than high level fields which means when you settle say your 4th village, you want to insensly develop it at the cost of other villages for at least few days. Get warehouse and granary up a few levels, then get good amount of mainbuilding levels (the exact amount depends on how much resources you have and how active you might be but lvl 10 is good comprimise) and then start chain building fields till they are high (like one of each to 10 and rest around 8) at which point the village tends to be able to support itself reasonably well. You can keep the boost going till every field is lvl 10 and doing so is more recommended the more villages with lvl 10 fields you already have. The faster you can hit all lvl 10 fields the better it is, this again assuming you have a capital with lvl 12+ fields and few other villages with lvl 10 fields to support this growth.

    If you pick up a 9c or 15c cropper to be your new capital with your 3rd or 4th or even later village then boosting it is especially important and you want to dedicate few villages to that job for a long time.

    >Would you build MB 3 , WH+Grannary and take the new village quest rewards in second village?

    Keep cashing in the quest rewards in your main village. You should only cash in the rewards on the second village if you plan to make it your capital in short order.

    >how useful are resource fields to 3 - 5 - 7 etc if there are no quest rewards at the end ?

    You should be looking it the other way around, high level fields are less useful except when there is a quest reward waiting. This is why you want to prioritize the main village at the start but once you have few villages under your belt prioritize fields in any new village you make over the higher level capital fields.

    You can't change what you get from treasures (outside of the crops anyways) but you can balance the books by using the hero production on the most needed resources and trading with the open market or your kingdom member.

    You need a lvl 10 residence to train a set of settlers, further slots open at lvl 20 residence and if you use palace at lvl 15. What you would do is get lvl 10 residence, build settlers and then get a new lvl 10 residence in the second village for another set of settlers for a 3rd village and so on.

    You can use a faster unit (cavalry over infantry) and if the distance to the target is more than 20 tiles hero boots and tournament square building also work.

    Player limit wouldn't necessarily help, those guys could simply make Camelot 1, 2, 3... or as many as it takes really. It's more up to the kingdom leadership to arrange fun servers if it becomes that bad.

    And ye I mean at that point you might as well invite the rest and build wonders together or something and then hopefully have a better next round

    Crop fields or hero resurrection doesn't require crops so what you can do is build crop fields while waiting for the hero resurrection cost to drop and then revive her too. You can't truly be put into situation you can't recover because of this, lvl 0 fields make some resources and with some resources you can always eventually restore crop production and revive the hero.

    Obviously it would be way faster to just delete and start again (or just play on a different server) but if you just want to keep this account for what ever reason then just slug it trough like that.

    The real thing you should probably do is ask for a buddy to send you enough resources to get at least your hero revived and then use the hero production to get your village back on it's feet.

    You can intentionally run yourself out of crops by parking your entire army on that village and stopping all crop shipments. Other players troops starve before your own troops which means you can simply "eat" the enemies this way. When a troop starves it turns into 100x it's crop value in crops (so 100 for infantry 200 for cav, 300 for heavy cav and 400 for EC)

    If you can't or don't want to do that then you can simply siege your own village or have one of your friends do it. They can't see the attacks coming so it will be a simple matter or attacking yourself with a siege and then sending away all other troops just a moment before.

    I think tying mehnir availability to beginner protection is the way to go.

    Beginner protection isn't long enough, lot of beginners are still on the first village after exiting their beginner protection (the day 1-2 fast settling is popular among veterans but not readily accessible to new players), You might still be with one village well into the 300-400 pop range, maybe even a a city for some beginners who figure city would be a cool starting move. If a limit were to come account age or troops built is much better as it prevents the abuse without hurting new players at all.

    1. Area around the World Wonders

    In the 5x round so far I'm quite happy with the way the wonders look in terms of this rule.

    The area for no relocation could even stand to be bit bigger by another 2-5 tiles than it is since the area directly around the wonder tends to be bare of oasis already meaning kingdoms don't want to relocate there in the first place and the wonder itself does take substantial chunk of the blocked area as well.

    Alternatively more oasis could be added under the wonder to make it more valuable now that you can't just dump an entire team there day 1?

    There are 2 reasons

    1) in the long run crop will the most difficult resource to acquire and while you can of course NPC merchant your spare resources into it, picking your capital to be a cropper (9c or 15c) will at the very least lower the gold cost of maintaining an army and especially for folks who don't use lot of gold it allows them to build a much bigger army.

    2) crop fields are cheaper to level than resource fields, have less upkeep than resource fields and most importantly they have higher bonus with 2 different boosting buildings and potential 50% oasis bonuses instead of 25% for other resources. This means a 15c capital is the highest possible total production and as such best choice for your capital.

    The first death is a "freebie" where you get a big discount on the time and resources to help out the early game. Every death after that starts out at the max price listed here:…ro%20Resurrection%20Costs

    and gets cheaper the longer the hero stays dead.

    You should always revive your hero immediately though as the amount of resources it produces more than make up for the higher resurrection cost + you can't do adventures or gain exp from robbers or participate in attacks or defenses very well without it.

    Yes you only need one (or if you use more than one only one is consumed when the place flips over to your control)

    You do need 2 slots and obviously working at the city with just one chief might take a while but one will do the trick just fine.