Hints n Tips + Extras Complation (not yet finished)
Posted: Sat Dec 11, 2010 3:09 am
Heyya
I thought id jut combine all the Hints n Tips and ad a few extra things for all.
Also. Plzz pm me in game or on forums wth any suggestions or corrections. Ownster (s5) and Ownster11 (s11).
And thanks too all who helped wth these guides.
Jake2000
Erraven
Amryn
XxNooB
Ownster
Hints n Tips Part 1
If you haven\\'t already been doing so, now is the time to upgrade your main. It\\'ll give you tons of prestige. Just upgrading your main in itself can push you to nearly lv4. You\\'ll need to upgrade your warehouse so you can get te resources for this.
Damage rounds. This said, the minimum number of units you can kill will always be 1. That also said, 1 archer will kill 1 cav, inf, and even 1 cat if played right. Lv 1 oasis\\'s are easier to get than you think. So getting 1 cat, 1 archer, and 3 cavs is enough for a lv1 oasis.
Remember that main bldg decreases time to upgrade. INCLUDING techs!!!!!!!!
If your main and warehouse are sufficient for you or going really slow, barracks decrease troop train time by 4% per level. You may not think that\\'s important, but that adds up to 80% at max.
You get prestige for hunting, building resources, and building traps/turrets, but none of those are enough to build prestige significantly. Traps/turrets at high levels can be.
Prestige only rounds with the final number. Meaning say training 1 troop you get 2.9 prestige, that\\'ll round to 3, but training several will only round up the final number. That .1 will add up. Especially if it\\'s multiplied say 599 times or 249 times.
You can scout higher levels f your scout is of higher level.
Putting nickel and dime points in attack won\\'t help you much. You only get a .5% bonus per point. Speed is 1%. so for each point, cavalry get 3 points of speed.
Everything goes by speed, but not necessarily the players speed. A catapult will NEVER attack before a cavalry.
People like to ask what the best setup to build is....each one has a big advantage and disadvantage....
-Cats are powerful, but slower than molasses eaten by a half dead snail in a freezer. They have a 50% disadvantage against cavalry.
-Archers are fast and cheap with range, but aren\\'t powerful and could get slaughtered by yarn... If an archer oversteps a catapult or turrets range advantage on them(where the archer can now hit them), the archer will attack first. Making them HIGHLY useful against turrets. In large numbers of course. Turrets aren\\'t going to be highly used in pvp except by paying customers.
-Cavs have tons of badass stats, highest health, highest defense, highest speed, second highest attack. However, if ranged units can delay your movement enough to move forward a few, they can retreat right before impact and the cavs won\\'t be able to hit them until the back row bc of their horrible range.
-infantry are used for hunting, blocking for ranged, and running into traps.
Even though traps do speed damage, cavalry are worth 4 while infantry only 1, you\\'ll lose double the prestige using cav to knockout traps. Against lower levels, this will soak up a ton of your prestige gain. The lower their level, the more likely you should bring infantry for traps. If they\\'re a higher level and you\\'re not sure if they\\'re offline, cavs are better if you\\'re using cav army. If you\\'re using a cat army, use infantry only for traps.
Forts recover 2000 resources times fort level of resources per hour. They also gains an odd hundred per lv of infantry per hour. Ex. 100 inf/hr for lv1 and 300inf/hr for lv2. I haven\\'t tested that completely, but nobody has countered this idea. Traps/ turrets for forts only come back during server maintenance and when players resign them.
For those coming out of protection...
To prevent farming. Max your cranny, make sure your crop oasis\\'s are either really close or really spread out. I like to put a cat or two in my oasis\\'s during pvp so that I gain prestige. ALWAYS keep troops on hunt unless you\\'re about to attack. Keep your resources under your cranny when you go offline. In addition, if you keep making turrets/traps for each time they return and they don\\'t get resources, they\\'ll only lose troops to do nothing to you. Traps are best if you\\'re getting cleared a lot as low lv traps will NOT help... Keep track of which city has which oasis.
In pvp, it\\'s eat or get eaten. Don\\'t leave troops out and make yourself hard to be starved.
Hints n Tips Part 2
There are several different ways to build main and alt accounts. Here\\'s a few...it\\'ll be setup, recommended stats with the highest first, recommended skills, benefit, downfall...
CAT/INF -speed/fortune-hidden/break cranny. Powerful with good raids and hunts and frequent double attacks. will have long wait times for attacks, bringing a need for either hidden or city moving capabilities (called dropping or teleporting)
+archers- archers NEED attack. You can sacrifice speed if you are good enough with archers. Attack/speed- break cranny/hidden. Can hit cats before hit first if speed is decent, can also potentially hit turrets on turn one if backed by cavs. Need commanding. Effective use requires timing skills or they\\'ll get slaughtered every time.
Cav- speed/defense. Healing/break cranny. Are extremely fast, strong, and hard to kill. Will undoubtedly take damage if defender is there and has a brain, thus lowering prestige you can get. There\\'s also a trick where cavs can\\'t hit retreating cats.
Cav/cat- either defense/attack or speed/defense. Hidden and/or healing. Can use cats with the boosted power to kill their cav and use cav to go after their cat while taking minimal losses due to high defense an healing. Slow to attack with cats, powerful, but costly and slow.
Inf/cav-fortune/defense- open chest/ break cranny. Optional convince. This setup is for alt accts. You can use the fast troops in high numbers with great fortune to get amazing hunts you cant get on main, use your 0 attack to lock people. No real attack power unless you want this as your cav army, but then you\\'ll have to make a tradeoff of stats, lowering potency of setup.
Archer/cav- (can easily and freely add infantry) either attack with split defense/speed or speed and attack or speed and split attack/defense. Fortune can be added for a subtraction of attack or speed. Can easily take out cats and turrets, quite quickly. Most ppl don\\'t k ow how to handle archers an blindly o forward or stay. Their weakness is cav on forward with high defense, high level turrets change the field length, and cats moving only once forward((depends on field length).
Cav/archer(main force being cav this time)- speed/defense. Healing/break cranny or hidden. The archers this time are solely for clearing turrets and the annoying one troop blockers. Will increase attack time:(
-Remember to take off your equipment if you plan to lock someone down. This will make your lockdown take much longer to reach them!!
-Traps do speed damage and health/defense of opponent is irrelevant. Traps have 50 range at level 1 and get 10 range per level.
-turrets have 600 range at level 1. They ARE affected by every stat but fortune and all battle techs. Their see is lower than a basic cat. They get 50 range per added level. Their base health and attack are the same. Defense starts at 200. Not sure about the rest.
-you get 1% per point in speed
-you get .5% per point in attack and defense.
-Hidden has a 3% chance of occurring per lv and is NOT affected by fortune!!
Hunts- the higher the total speed of all troops, fortune, total carry capacity, higher time hunting, longer the time since last time oasis was hunted in, and the more troops hunting...the better your hunt. Hunts over 8 hrs bring a chance for an extraordinary hunt depending on the above stated.
Hints n Tips Part 3
OK, this is how you work Fort-porals.
You have city A and city B. City B captures a fort close to city A. Now, since forts and oasises belongs to that one city who captured them, this is where you have the key.
But no matter whos city the forts and oasises are, you can still dispatch your troops to any oasis you own, from any city.
Now, city A dispatches its
troops to the fort belonging to city B.
So, when you\\'re in city B and you callback the troops from the fort, instead of going to city A, they go straight to city B.
I just tried that a couple hours earlier, and it worked like a charm. So have a fort belonging to opposites cities close to your two mains, i.e., and you can then port troops from the other side of the map.
But also, be aware of the enemies forts, and try and capture and abandon those when you see them. I think its the same with oasises, belonging to another city, so Forts and oasies should be captured and resigned when you find them.
Hints and Tips Part 5
Forts
Lvl - # cats
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
====
Oasises
Lvl - # cats
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-800 (to be safe)
====
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundreds" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10
====
Lvl Req Branch Oasises Forts
1 0 0 1 0
2 200 0 1 0
3 630 0 2 0
4 1150-nugget 1 2 1
5 2k 1 3 1
6 3.6k 1 3 1
7 6.5k-nug-gem 2 4 2
8 11.5k 2 4 2
9 20k 2 5 2
10 35k-gem-med 3 5 3
11 65k 3 6 3
12 115k 3 6 3
13 200k-med-scep 4 7 4
14 360k 4 7 4
15 650k 4 8 4
16 1.15M-3scep 5 8 5
17 2M 5 9 5
18 3.6M 5 9 5
19 6.5M-2scp-2crwn 6 10 6
20 11.5M-4scp-4Crn 6 10 6
====
Lvl 10 Traps Can Kill 120/36/144/40 per trap per round
Lvl 10 Turrets Can Kill 255/76/306/85 per turret per round
====
Traps\' attacks are based on your attack bonus, so if you use traps, you\'ll kill more enemies with more attack. Lvl 1-8 turrets will bee wiped against cats, lvl 9-10 will kill cats. Enjoy!
Forts
Forts are extremly help full for 2 reasons. 1 u can farm them and 2 u get money per hour (a bit like reasources) from them.
Firstly farming them. The same cat rules apply u need 10% in cats to infantry. So 3000 infantry needs 300cats ect. When fort farming it is good to send ur whole army as u can carry more reasources. Forts also have some traps and turrets on them so beaware of them. Although they take ages to build back up. I'm really sorry but I can't remeber the formula for them. Have a look on forum guides for a guide to help u locate and keep a track of forts in ur area.
When attempting to cap/control a fort remeber the 10% rule agian. U will still need to send some other type of unit to clear the traps.
I find useing the wait tactic way more efectue to minimize losses. Tell all ur units to wait useing ur cats and bows(if u sent any) to elminate cav foot and bows the cats. U may have to move ur cats foward 1 or 2 to elminate the defending cats. 1 the defending cats r elminated move ur cats coward to clear turrets then move either foot cav or bows foward to clear traps. (cav is faster then coot then bows but foot r best cause u can replace em faster and they r cheaper but they u less prestige than other units).
U do not lose any prestige if u lose troops to a fort or oasis if it's in occupied. But as a result of that u gain no prestige. U can also build units up then commit suicide. So u gained prestige bt building them but didn't lose any. This also help to get prest if u get crop negitivity problemes.
Forts
Lvl-# cats
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
Hope this helps.
And sorry it took me so long.
I thought id jut combine all the Hints n Tips and ad a few extra things for all.
Also. Plzz pm me in game or on forums wth any suggestions or corrections. Ownster (s5) and Ownster11 (s11).
And thanks too all who helped wth these guides.
Jake2000
Erraven
Amryn
XxNooB
Ownster
Hints n Tips Part 1
If you haven\\'t already been doing so, now is the time to upgrade your main. It\\'ll give you tons of prestige. Just upgrading your main in itself can push you to nearly lv4. You\\'ll need to upgrade your warehouse so you can get te resources for this.
Damage rounds. This said, the minimum number of units you can kill will always be 1. That also said, 1 archer will kill 1 cav, inf, and even 1 cat if played right. Lv 1 oasis\\'s are easier to get than you think. So getting 1 cat, 1 archer, and 3 cavs is enough for a lv1 oasis.
Remember that main bldg decreases time to upgrade. INCLUDING techs!!!!!!!!
If your main and warehouse are sufficient for you or going really slow, barracks decrease troop train time by 4% per level. You may not think that\\'s important, but that adds up to 80% at max.
You get prestige for hunting, building resources, and building traps/turrets, but none of those are enough to build prestige significantly. Traps/turrets at high levels can be.
Prestige only rounds with the final number. Meaning say training 1 troop you get 2.9 prestige, that\\'ll round to 3, but training several will only round up the final number. That .1 will add up. Especially if it\\'s multiplied say 599 times or 249 times.
You can scout higher levels f your scout is of higher level.
Putting nickel and dime points in attack won\\'t help you much. You only get a .5% bonus per point. Speed is 1%. so for each point, cavalry get 3 points of speed.
Everything goes by speed, but not necessarily the players speed. A catapult will NEVER attack before a cavalry.
People like to ask what the best setup to build is....each one has a big advantage and disadvantage....
-Cats are powerful, but slower than molasses eaten by a half dead snail in a freezer. They have a 50% disadvantage against cavalry.
-Archers are fast and cheap with range, but aren\\'t powerful and could get slaughtered by yarn... If an archer oversteps a catapult or turrets range advantage on them(where the archer can now hit them), the archer will attack first. Making them HIGHLY useful against turrets. In large numbers of course. Turrets aren\\'t going to be highly used in pvp except by paying customers.
-Cavs have tons of badass stats, highest health, highest defense, highest speed, second highest attack. However, if ranged units can delay your movement enough to move forward a few, they can retreat right before impact and the cavs won\\'t be able to hit them until the back row bc of their horrible range.
-infantry are used for hunting, blocking for ranged, and running into traps.
Even though traps do speed damage, cavalry are worth 4 while infantry only 1, you\\'ll lose double the prestige using cav to knockout traps. Against lower levels, this will soak up a ton of your prestige gain. The lower their level, the more likely you should bring infantry for traps. If they\\'re a higher level and you\\'re not sure if they\\'re offline, cavs are better if you\\'re using cav army. If you\\'re using a cat army, use infantry only for traps.
Forts recover 2000 resources times fort level of resources per hour. They also gains an odd hundred per lv of infantry per hour. Ex. 100 inf/hr for lv1 and 300inf/hr for lv2. I haven\\'t tested that completely, but nobody has countered this idea. Traps/ turrets for forts only come back during server maintenance and when players resign them.
For those coming out of protection...
To prevent farming. Max your cranny, make sure your crop oasis\\'s are either really close or really spread out. I like to put a cat or two in my oasis\\'s during pvp so that I gain prestige. ALWAYS keep troops on hunt unless you\\'re about to attack. Keep your resources under your cranny when you go offline. In addition, if you keep making turrets/traps for each time they return and they don\\'t get resources, they\\'ll only lose troops to do nothing to you. Traps are best if you\\'re getting cleared a lot as low lv traps will NOT help... Keep track of which city has which oasis.
In pvp, it\\'s eat or get eaten. Don\\'t leave troops out and make yourself hard to be starved.
Hints n Tips Part 2
There are several different ways to build main and alt accounts. Here\\'s a few...it\\'ll be setup, recommended stats with the highest first, recommended skills, benefit, downfall...
CAT/INF -speed/fortune-hidden/break cranny. Powerful with good raids and hunts and frequent double attacks. will have long wait times for attacks, bringing a need for either hidden or city moving capabilities (called dropping or teleporting)
+archers- archers NEED attack. You can sacrifice speed if you are good enough with archers. Attack/speed- break cranny/hidden. Can hit cats before hit first if speed is decent, can also potentially hit turrets on turn one if backed by cavs. Need commanding. Effective use requires timing skills or they\\'ll get slaughtered every time.
Cav- speed/defense. Healing/break cranny. Are extremely fast, strong, and hard to kill. Will undoubtedly take damage if defender is there and has a brain, thus lowering prestige you can get. There\\'s also a trick where cavs can\\'t hit retreating cats.
Cav/cat- either defense/attack or speed/defense. Hidden and/or healing. Can use cats with the boosted power to kill their cav and use cav to go after their cat while taking minimal losses due to high defense an healing. Slow to attack with cats, powerful, but costly and slow.
Inf/cav-fortune/defense- open chest/ break cranny. Optional convince. This setup is for alt accts. You can use the fast troops in high numbers with great fortune to get amazing hunts you cant get on main, use your 0 attack to lock people. No real attack power unless you want this as your cav army, but then you\\'ll have to make a tradeoff of stats, lowering potency of setup.
Archer/cav- (can easily and freely add infantry) either attack with split defense/speed or speed and attack or speed and split attack/defense. Fortune can be added for a subtraction of attack or speed. Can easily take out cats and turrets, quite quickly. Most ppl don\\'t k ow how to handle archers an blindly o forward or stay. Their weakness is cav on forward with high defense, high level turrets change the field length, and cats moving only once forward((depends on field length).
Cav/archer(main force being cav this time)- speed/defense. Healing/break cranny or hidden. The archers this time are solely for clearing turrets and the annoying one troop blockers. Will increase attack time:(
-Remember to take off your equipment if you plan to lock someone down. This will make your lockdown take much longer to reach them!!
-Traps do speed damage and health/defense of opponent is irrelevant. Traps have 50 range at level 1 and get 10 range per level.
-turrets have 600 range at level 1. They ARE affected by every stat but fortune and all battle techs. Their see is lower than a basic cat. They get 50 range per added level. Their base health and attack are the same. Defense starts at 200. Not sure about the rest.
-you get 1% per point in speed
-you get .5% per point in attack and defense.
-Hidden has a 3% chance of occurring per lv and is NOT affected by fortune!!
Hunts- the higher the total speed of all troops, fortune, total carry capacity, higher time hunting, longer the time since last time oasis was hunted in, and the more troops hunting...the better your hunt. Hunts over 8 hrs bring a chance for an extraordinary hunt depending on the above stated.
Hints n Tips Part 3
OK, this is how you work Fort-porals.
You have city A and city B. City B captures a fort close to city A. Now, since forts and oasises belongs to that one city who captured them, this is where you have the key.
But no matter whos city the forts and oasises are, you can still dispatch your troops to any oasis you own, from any city.
Now, city A dispatches its
troops to the fort belonging to city B.
So, when you\\'re in city B and you callback the troops from the fort, instead of going to city A, they go straight to city B.
I just tried that a couple hours earlier, and it worked like a charm. So have a fort belonging to opposites cities close to your two mains, i.e., and you can then port troops from the other side of the map.
But also, be aware of the enemies forts, and try and capture and abandon those when you see them. I think its the same with oasises, belonging to another city, so Forts and oasies should be captured and resigned when you find them.
Hints and Tips Part 5
Forts
Lvl - # cats
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
====
Oasises
Lvl - # cats
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-800 (to be safe)
====
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundreds" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10
====
Lvl Req Branch Oasises Forts
1 0 0 1 0
2 200 0 1 0
3 630 0 2 0
4 1150-nugget 1 2 1
5 2k 1 3 1
6 3.6k 1 3 1
7 6.5k-nug-gem 2 4 2
8 11.5k 2 4 2
9 20k 2 5 2
10 35k-gem-med 3 5 3
11 65k 3 6 3
12 115k 3 6 3
13 200k-med-scep 4 7 4
14 360k 4 7 4
15 650k 4 8 4
16 1.15M-3scep 5 8 5
17 2M 5 9 5
18 3.6M 5 9 5
19 6.5M-2scp-2crwn 6 10 6
20 11.5M-4scp-4Crn 6 10 6
====
Lvl 10 Traps Can Kill 120/36/144/40 per trap per round
Lvl 10 Turrets Can Kill 255/76/306/85 per turret per round
====
Traps\' attacks are based on your attack bonus, so if you use traps, you\'ll kill more enemies with more attack. Lvl 1-8 turrets will bee wiped against cats, lvl 9-10 will kill cats. Enjoy!
Forts
Forts are extremly help full for 2 reasons. 1 u can farm them and 2 u get money per hour (a bit like reasources) from them.
Firstly farming them. The same cat rules apply u need 10% in cats to infantry. So 3000 infantry needs 300cats ect. When fort farming it is good to send ur whole army as u can carry more reasources. Forts also have some traps and turrets on them so beaware of them. Although they take ages to build back up. I'm really sorry but I can't remeber the formula for them. Have a look on forum guides for a guide to help u locate and keep a track of forts in ur area.
When attempting to cap/control a fort remeber the 10% rule agian. U will still need to send some other type of unit to clear the traps.
I find useing the wait tactic way more efectue to minimize losses. Tell all ur units to wait useing ur cats and bows(if u sent any) to elminate cav foot and bows the cats. U may have to move ur cats foward 1 or 2 to elminate the defending cats. 1 the defending cats r elminated move ur cats coward to clear turrets then move either foot cav or bows foward to clear traps. (cav is faster then coot then bows but foot r best cause u can replace em faster and they r cheaper but they u less prestige than other units).
U do not lose any prestige if u lose troops to a fort or oasis if it's in occupied. But as a result of that u gain no prestige. U can also build units up then commit suicide. So u gained prestige bt building them but didn't lose any. This also help to get prest if u get crop negitivity problemes.
Forts
Lvl-# cats
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
Hope this helps.
And sorry it took me so long.