The flags are language flags, for most part they just happen to match national flags as well but English, Arabic and Spanish especially have lot of folks not from those countries
I would also say that hiding your timezone behind a bit of ambiguity is just good.
To answer the first question, the reason why you need more TT's to not lose any is because casualties are percentage based. The units don't have any HP, the system simply takes into account the fighting power of defense and offense side and then assigns loss percentage based on that. As you can see in your image the larger TT stack with more total attack power gets lower casualty percentage but since the stack is bigger the -1 keeps on biting for longer. The stronger the unit the less units you need for any particular attack power and as a result the minimum threshold of death increases
For example if you were using fully upgraded EC's you would only need 5 to not lose anything. In this scenario your army takes 9% casualties but because 9% of 5 is less than 0.5 it just rounds down to 0 losses.
Also unit strength doesn't much matter for raids since you either raid villages without residences, you take the residence out before farming or you are willing to lose the 1 unit to raid successfully.
Since the grey isn't exactly going to defend itself you might as well remove the residence with some catapults for easy farming.
With the balance of power being very close the system assigns a 48% casualty percentage but since 48% is less than one unit on both stacks, all units survive
@Triptox#EN There is no official announcement but they time is always the same, day 40 for the tier 2 gear and day 80 for the tier 3, you can check the auction house on these days to confirm new items are popping up if you want to be sure as well
Fancy idea but I don't like it for 2 reasons
1) It makes it so that bigger teams have even bigger advantage than they do now (especially the ones with lot of gold spenders)
2) It makes attacking even more difficult than it is now
Right now I think think attacking is bit too difficult and the only way to really succeed in offense is either by being significantly larger so you can sustain the attrition warfare longer or by utilizing lot of fakes. Incidentally lot of fakes is one of the tools smaller team can utilize to beat a bigger teams defense number advantage. With this change it would make it so that not only do you have to scale the number of fakes to the enemy size, you would have to scale the size of the fakes to enemy member count as well. This creates a nasty double dip and exponentially increases the cost of offense operations based on the enemy size when right now the relation is mostly linear.
Lets take an example. Lets say that you are confident that right now your offense operation is capable of taking out enemy defense and reaching the goal (be it chief, cata waves or treasures) trough a force that is approximately worth 10 enemy players. This means if you attack a kingdom with 10 players you would need 2 targets to have about a 50% chance of success in your operation (one fake and one real). Against a kingdom of 50 you would instead need 10 targets (9 fakes and one real) as the enemy is capable of defending with 5 of these 10 man blocks on 5 separate targets. The cost of these 2 operations would hence be 50 (lets use round numbers for convenience) in fake units per player and 450 per player
Now lets imagine that out of 10 players there are 2 that are both online and capable of using a spyglass worth of 10 units lets compare the 2 situations again. In the assault against 10 players you would need about 70 units in fakes now since you can assume 2 additional heroes will be used to look at your army meaning that instead of 50 you need 70 per target. Now this isn't so bad. Against the kingdom of 50 however you need 150 units per target as there are potentially 10 extra heroes that will attempt to scout you out. Now the cost for a single player is 1350 for this operation just in fakes
This even gets worse if you assume more active players, larger kingdom, longer travel time, more gold users and the fact that real spyglass works up to 25 units
Sure the enemies probably won't have time to check every village if you send 10 attacks like in the above example but they will be able to scout at least a couple and if those villages are revealed then your entire operation might be in ruins (this is why you fake with 45 even though you are pretty sure the enemy doesn't have maxed out spyglass because if they get one, even one visible fake might ruin an offense operation for everyone)
This isn't even taking into account problems like multi accounting or how large treasuries would have 10 heroes just sitting there meaning even the least active members are able to effectively contribute to this strategy
Even though I'm bashing on the idea a bit, I would actually prefer if there was less fakes in the game, the fantasy of army vs army, man vs man (or woman) is really powerful one. The reality of modern attacking against a competent enemy is that it mostly boils down to luck, either enemy makes a mistake or you have to guess and that's not as fun fantasy, it doesn't feel that great when you are the one doing the attacking either when you know that enemy has to defend at random. This change would naturally force that kind of situation (fakes without hundreds, possibly even thousand troops would be useless so might as well just attack full force), but it does nothing to change the inherent balance of power between defense and offense, which in this game is "if you know 100% where the attack lands you are almost guaranteed to win unless the enemy is significantly larger than you are". I just feel this isn't the way to achieve that but rather changes that drive the game more towards smaller kingdoms and more skill.
Test server is as the name suggests a testing ground for new changes to kingdoms.
The 2 main differences between a normal round and a test round is that
1) Test server can end at any moment and could contain more bugs and new features might have issues that are fixed for the proper servers
2) Everyone gets a set amount of gold semi regularly (especially if there are some nice posts for the gold fairy!)
Reason number 2 is why some people prefer the test server to normal rounds as it does make everyone stand on much even grounds and allows people who otherwise couldn't buy gold to experiment with gold features
Reason number 1 is why it's not recommend for beginners as it might be pretty sad to see a round end prematurely which can happen on test
Additionally test is a speed round so it would be better if you compare it to a comX3. Speed or lack of speed can be critical for some players as well. Personally I prefer to stick to the slow rounds but there are others who never play the slow rounds as well. So if you like the speed rounds maybe give test a go, if you detest them test isn't for you
Yes, simply chief your own village and the expansion slot switches from the original to the one you used to chief
>Fast 500 population
If it's your first village at the game start, then follow quests up to around lvl 7 resource fields and then push the last 200 pop or so with what ever provides the highest population / resource ratio for you. Usually it's military buildings (barracks, stable, academy and smithy) but market and mainbuilding tend to be pretty cheap as well. Only downside is that investing hugely into market with just one village isn't quite as useful as upgrades on academy or barracks for example so balance the usefulness to the cost of the building.
If it's late game and you just want to get 500 population fast for a city then build a mix of resource fields and what ever offers best population / resource ratio. Military buildings, crannies, market and mainbuilding tend to be good buildings for that.
>Develop a supplier
Well you want to build a warehouse and mainbuilding up first (especially if not a big gold user). Once those are done start leveling fields evenly across the board to lvl 8, then get one lvl 10 building for the boost buildings and follow up with lvl 10 fields.
Once your fields are done there are few optional things. You will need a market to move resources but depending on the distances involved the marker might have to be higher or lower level and you might even need a trade office (especially as romans) if the distance is very large. If there are good oasis around you might also want to get a lvl 10 embassy
Outside of the bare minimum you might want to consider:
Wall - if you feel you might need to defend the village
Barracks - grants you ability to produce more defense if your previous villages are already on max output
Stable - scout (you only need one village that makes scouts though) and ability to build the trade office
Town hall - celebrate for extra culture, especially good if you are in a situation where you don't feel too threatened and can invest into later game
If you do go for townhall consider building up other various buildings until your village makes 500 culture every day for maximally effective small celebrations.
The building strength bonus only applies while the stonemason is active.
If you demolish (or it gets destroyed) the bonus will stop and your buildings return to normal durability.
Stonemason only applies on the village it is built so it can only protect your capital.
Unfortunately (or fortunately, depends who you ask ) there is no way to overthrow the king.
The tools you have at your disposal are
1) Ask your king nicely to abdicate. If it's pre kingdom union then the largest duke takes over. If it's post union the vice king takes over
2) Ask not so nicely with catapults and convince your king to delete
3) Create a new kingdom and invite the governors and other dukes to your new kingdom. This will obviously reset your VP progression but isn't such a big deal if the server is on very early stages.
Post union the king and vice king cannot leave their posts, they can only swap between each other. At this point the only option is to simply leave the kingdom and make your own.
You can send reinforcements to any oasis but to get extra production the oasis has to
1) Be inside your kingdom borders
2) Be assigned to your village
In the above example the village I have marked with red (which is part of the blue kingdom) can use any of the 3 oasis inside the blue borders for extra production (wood, crop or the iron+crop)
The other oasis, which I have marked with red color are ineligible for the bonus. The 2 that are inside the borders (clay and double crop) are too far to be assigned and the other oasis are either outside of the borders or too far.
You can still use out of borders oasis but troops stationed in them don't provide any extra production or influence.
For example in the above case if the player desired crop the most he might still want to use the out of border double crop oasis even though he can't use troop extra production because he will get 1st place there and hence 50% bonus.
Another thing to note is that troop production is limited by your rank in the oasis (50 per rank for a maximum of 250 at rank 1) Each troop provides one resource of the appropriate type in single oasis and 1+1 in double oasis (like double crops or the crop + iron oasis)
The troops can be from any of your villages and the newly produced resources will go to the village that is assigned to that oasis.
Above you can see how the extra production shows up
>How many to send
There isn't a strict number, sometimes a 200 pop village is your best farm and that 1500 pop capital doesn't give anything, it all depends how much the village produces, how many crannies there are and how many other people are raiding the target.
It's good idea to start out with 2 as that should survive empty villages and even some low level residence and wall combos. Test a list out once and then separate the green reports into your normal farm lists, yellow reports (where one dies) probably have higher level residence so you might want to either clear it out or send stronger or more units to that farm and for reds (both units died) you can try scouting to see if there are units or very high level residence + wall and if necessary clear the target out.
After that the amount you send is just dependent on how much your units bring back, how many units you actually have available and how often you can send and to a lesser extent what unit you are using to raid (110 carry capacity paladins vs 60 capacity clubs for example)
>Whom to raid
Farming grey players is easy and pretty low risk. It's the entry level to farming and usually should be done by anyone who wants to farm. That being said rewards are largely dependent on the amount of effort you are willing to spend creating lists and sending them out
Farming active or at least non grey players is higher risk as not only is there a risk that the player comes back and kills your units but non grey villages give reports to kings inside their borders so someone might monitor your attacks and defend them even if the player in question is inactive. Finding good active farms is challenging but the rewards are high as you often times might be the only person farming that particular player
>Farms or being farmed?
If you don't want to play a server you should in my opinion delete but you can always just choose to remain to either help out your former team by being a farm or to provide some good chiefing locations. Lot of people will always go grey during a server as especially first timers don't really care what happens to their account after they decide to quit
>Tool for farming
The closest you can get are tools that find the farms for you trough the official API and allow you to sort and filter them but you still have to add them into your own ingame lists manually.
This is pretty high on my personal "non game breaking improvements" list as well
Another suggestion is to make the last built unit the "default"
Though that has some bad sides as well, perhaps best workaround is to never let the queues run dry
There is a problem with the server time to start out with that happens when different countries go in and out from summer time at different times. I recommend setting up your kingdom to follow UTC time setting as that not only bypasses the problem but also makes it easier for everyone
The actual amount is clouded in mystery and intrigue and legends say no one knows how pushing limitations work....
It depends on few factors, namely which account is bigger in pop
That being said the game will stop you when you try to send too much so you don't have to worry about breaking any rules or anything
Test it out and see, the market will stop you when you have sent enough.
I like to put troops like that into oasis. Remember that you can station troops from any village to any of your oasis so even if the couple close by ones are full you should have room in the further out ones.
It's good use for them because if they get attacked I'm not sad if they die and at worst they still pay for themselves or pay bit of extra if it happens to be a 50% or 25/25 oasis.
Using them to do fake attacks is also pretty handy and if they are defense use them to defend attacks you suspect are fakes as if it is real you won't be too sorry you lost them either.
Yes as @Renuo#EN said not everyone welcomes new players for one reason or another. So always ask the king of the kingdom you think might be good for you first if you are welcome before simply settling.
Here are couple of common places that people settle with their first new village
Croppers are always nice as they provide great bases to build large armies out of and are hotly contested commodities so getting them early is very important if you want one in good location
1.1) Settling near a natarian village
Natarian villages are developed croppers that are great prizes to be captured. Some people like to reinforce their claim by settling their first one or two villages near the natar they intend to capture
2) Planned spot with their friends or premade kingdom
Lot of kingdoms and groups of friends start the game out with a plan to work together. Sometimes this means that one or more of the folks have to settle to a particular area they seek to control. This might be inside the friendly kingdom or just a random area they have all chosen to try to take over
2.1) Treasury spot
This relates to the previous case of premade team. Some players who are destined to be dukes or kings of the team might start out as governors with a job of settling a potential treasury location for their team.
3) Inside a strong kingdom
Some, especially experienced players will know certain kingdoms who will most likely stay relevant trough out the game and wish to join them early on. Perhaps they have heard about them on forums or trough friends or seen them in previous servers, what ever the reason joining a good king is usually a good idea.
4) Inside a regional power
Sometimes the start location is pretty bad so on occasion people will settle spots far from the starter to get inside an up and coming regional leader
5) Near a wonder
Some people might not have a team or kingdom in mind but settling near a wonder is a sure fire way to end up in a kingdom that is powerful in the end game eventually. At least so long as you are willing to jump ship once or twice in case the control of the area changes
6) Out in the edges of the map
Some folks just really want to be left alone and end up settling the edge to have some distance between enemies and themselves. Being alone has it's benefits but also some drawbacks
If none of these options seem very convincing to you, and you like the current or at least one very close kingdom, a good move is often times to simple settle right next to or at least very close to your start village. This way you have option of quickly reinforcing and transferring resources between the villages ensuring quick growth. It's not too late to abandon the starting area even after one or two villages have been invested there if the situation suddenly turns sour.
If you are new you can try asking your king (especially if hes growing well and is active in the chats) or duke for opinions on where to settle. A lot of factors go into what could be considered "the optimal" settle spot and it's often impossible for even the best players to fully predict what would be the best possible move but even if you do make a mistake giving up one or two villages is not a big deal in the grand scheme of things so don't worry about it too much.
For new players at least the following strategies can be considered:
Setting to join powerful kingdom
Settling near a wonder (don't settle any of the adjacent tiles but settle relatively close (5ish tiles away should be fine)
Settling near your starting village
@Accord=God It does
The main reason why it's not done is that waiting extra 6k resources to gain a bigger payout afterwards actually makes the settle time longer. That's because the post residence demolition wait time is already short enough that the longer wait before would be bigger deal but perhaps more importantly the lvl 7 warehouse can't house 30k resources so most of the gains would go to waste (or you would have to upgrade the warehouse first which just adds to the length.
That being said it could be viable approach if you don't really plan to settle that fast to begin with and for example want to build some fields first. You could get settlers and then demolish to finish some fields faster. In that case the bigger resource payout would actually translate to some gains
In terms of Offense Gauls are much closer to Romans than they are to Teutons. Swordsman is almost as good as Imperian (65 vs 70) while being significantly better than the Clubs (40) or even Axes (60) on unit to unit basis.
For the cavalry side Gauls are slightly weaker than Teutons and lot weaker than Romans after they get their HDT up. What's important though is that lot of your power comes from Swordsmen training much quicker than Imperians which brings up the crop efficiency of your army a lot. In fact Gaul barracks makes nearly 50% more offense in any given time than the Roman one which gives Gaul armies quite nice crop efficiency.
For defense the Phalanx is slightly worse in terms of crop efficiency than the Spears and Praetorians, but the difference is pretty marginal and especially against Romans basically negated entirely because of the cheap price of the unit to begin with. Phalanx also train by far the fastest of the 3 base defense units and share the speed 7 with the spears so they get to fights often enough to not be a burden on your economy. Perhaps most importantly the Druidrider is the fastest defense unit (some might say only worthwhile defense cavalry unit) in the game so with them you are sure to never have problems with not getting to use your defense
For offense in regards of crops Romans > Gauls >> Teutons
For defense the tribes are nearly equal in terms of crops with each having their own weakness and strength.
also is it worth having a big cavalry instead of just phalanx if distance aren't a problem?
Technically speaking if you are 100% sure that you can always react to attacks in time then Phalanx is almost always the better option to Druids. The only category where Druids win out is Infantry defense per crop consumed while Phalanx win out in Infantry defense per resource, as well as total defense per resource or crop. That being said Druids are such a good unit that you definitely want to build a stack of them, just don't start them super early game but maybe around 4th or 5th village if the situation is as you describe it. Druids main advantage is the speed. There will be cases when you need to help someone but just can't quite make there with Phalanx and that's when the Druids come in. You can minimize the times you need to resort to Druids though by being active and getting 2 sitters that can send your defense while you sleep
Haeduan is also a cavalry defender option but he is a very specialized unit when defending. His main power is to counter cavalry only attackers who try to use speed to prevent you from defending. Haeduan are only really suitable either as a luxury unit when resources are plenty (late game, or when king or duke) OR if you utilize their hybrid nature by also clearing robbers with them. A good strategy especially late game for full defense player is to use their capital to train Phalanx and Haeduan, that way you never have to stop to make swords and your Haeduan can still be used to bolster defense when needed or to intercept attacking cavalry. This has the added bonus of making your "army" really strong if it ever gets caught home as Haeduan double as defense unit and Phalanx of course are defense to begin with. This composition offers a nice surprise to anyone trying to attack you blindly
Should also be noted that often times you might get so rich in resources that you simply need to use your stables to pump defense, in those situation it's ok to start one or two or as many additional Druid stacks as you need to