Post by ActionJesus on Oct 4, 2017 0:02:43 GMT
Disclaimer: * I did not make this guide, all credit goes to Mstacy1*
SO! Let’s get started! We just entered the realm and got this shiny new village whose name is (player)’s village. Now, what are we supposed to do with it?
-Make sure research is running 24/7. It will give an edge when attacking or defending in the future.
-Work your way to get a palace. Palaces are used to gain governors (govs) which are needed to gain more villages. To build a palace you will need:
headquarters to level 20.
stable to level 20.
wall to level 5.
trading post to level 15.
treasury to level 20.
Does not have to be built in this order. Once headquarters reaches lv.15, you will be able to que multiple building upgrades at once.
-train troops between upgrades.
I’m willing to bet that while this is going on, you ran out of silver and need an economic boost. A few things can be done about that:
Upgrade silver mine to increase base rate of production
Use up 15 servants to increase your silver mine production by 25% for 24 hours
If already in a clan, you can ask them to send silver.
*Use daily bonus gifts
**Farm
*Daily gifts are acquired through Facebook(tm) friends giving gifts which can be accepted using desktop/laptop, then used on any device in any realm. They can also be acquired by the game itself. Every day you first log on, there will be a daily gift icon (Just on the left of the village overview in desktop/laptop version, or on the bottom of the of the village overview on the mobile version just above the chat screen next to the moon icon. Depending on what box you choose and how many days straight you log in you can receive sac of silver, infantry, knights, spies, chests, servants, and cornucopia.
**farm- attacking a village, other than your own, for the sole purpose of taking silver. You can farm other players or the computer (rebel/abandoned villages). At START of the realm, all players will start with 100 millitariea. All rebels will typically start with 100 millitariea, and Abounded villages are villages of players who either ported to another part of the realm, or no longer playing. Once a rebel/abandoned village is clear of troops, no more will be made. However, any rebel/abandoned village that is left alone, will increase troop population based on the number of the surrounding active player’s villages. If farming active players is more your thing, keep attacking them, even if they don’t have much money so they can rebuild as quickly.
CLANS- You will not get good attention by saying, “I need a clan.” in chat. Look around on your map. For most protection, find the biggest clan in your area and ask a member for an invite. For those who want to find a clan to hang on to and be loyal to the end, read the public profiles in the clans around you along with the top clans in the realm. The public profile is like a contract between the owner, its clan members, and an application to other clans. If your idea of the game matches the clan’s pubic profile, ask a member for in invite to that clan. You can leave a clan and/or join another at any time. Depending on the clan, repercussions of changing clans can occur.
GOVERNMENTS- Depending on the government chosen, there will be advantages and disadvantages to how to run your empire. Once you reach status of “freeman” in the game, you get to chose which one you want to have. There is no time limit in decideing, so take your time. ONCE A GONVERMENT IS CHOSEN, THERE IS NO CHANGEING IT IN THAT REALM! government and stats:
-Monarchy- +25% build speed, +15% barracks recruitment, +15% stables recruitment, +5% wall & tower bonus
-Republic- +10% silver production, +20% farm yield, +50% tavern recruitment, spy research unlocked
-Barbarian- +40% stables recruitment, +50% siege workshop, recruitment light cavalry research unlocked
-Merchant- +33% silver production, +33% treasury capacity, +100% trading post (can send 100% more silver to other villages then otherwise)
-Theocracy- +10% build speed, +33% barracks recruitment, +20% wall & tower bonus, infantry research unlocked
Growing Tips
NOW you got your palace! It took work didn’t it? Now how to go about getting another village like I promised?
buy chest(s) for governor. (number of chest you need = number of villages owned + other govs owned).
recruit governor
get rid of all troops in village you want to take
send troops with governor to that village until “yea” is below 50%. (Check battle reports after each attack for “yea” status)
It’s easy right? Few tips: “yea” will go up 1% every hour it is not attacked by a governor. One governor attack wave will lower the “yea” by 12-15%. Four separate waves of one gov, or four gov waves usually does the trick.
Try to capture villages in a cluster instead of a line. If they are around each other, it will be easier to send support to one village from your other villages.
When a village is captured, your gov will be new ruler of your new village and disappear from use. All troops send there with your gov is now support and can be send back as desired.
You should now have a small cluster and rocking it out with your clan, taking names and making targets! Now what? Best bet will be to grow your cluster to the rim. The rim is the edge of the realm. Why? When protection wears off, those who lost all their villages will be sent there, along with a rebel village. You can take the rebel village and you can also rim the player, sending him/her to another part of the rim.
Are we done yet? Not yet. The realm ends when there is only one clan left. By now, there should be players that are bored and abandoned their villages. Snatch them and your own inactive before other clans do. Use politics, create ops, alliances, mergers and race to be the dominate clan in the realm. Create your army of hundred thousands in hundreds of villages, group them together for easy coordination.
Units and Usage
SPIES- The information gathering units. Short hand typed “sp”< br/>
Attack Strength: 0
Defense Against cm: 2
Defense Against inf: 2
Defense Against lc: 2
Defense Against kn: 2
Food Consumption: 10
Movement Speed: 8 squares/hr
Silver carried: 0 pieces
As you can probably imagine, a spy village is a village where there are lots of spies in a single village. An advance spy village will have up to 3-4,000 spies. For those who use these villages, they are more commonly found on the inside of a large cluster sounded by support villages. Attacking with just spies is more risky then defending with them. When a spy attack lands, none of the defending troops will be lost, but the attacker spies will. If the attack is successful, you will receive a battle report stating weather or not the defender knows who attacked them, silver in treasury, buildings and level, and how many of what troop that village has. If the attack was not successful, you will receive a battle report stating weather or not the defender knows who attacked them and how many spies were killed and returning after the attack.
How can you tell if they send a spy attack?
– The incoming wave has no name or coordinates in the information. That means they send a lot of spies and your own defenses can’t determine who it is. Best to send your troops somewhere else as support until the wave lands. This is called dogging.
– If multiple waves are coming at you from the same person, the first wave is almost always a spy wave.
– If only one wave is coming at you, it is almost always a spy attack. (unless the attacker doesn’t know what they are doing. Newly taken villages with an attack already coming at is most likely a farm wave or a gov wave depending.)
*best way to defend spy attacks is to send all troops except spies to another village and send spies as support from your other villages if possible. Sending troops away will for sure hide your numbers, and sending more spies to the village will increase chance that their attack will not succeed.*
CITIZEN MILITIA- The common fake units. Short hand typed “cm”
Attack Strength: 7
Defense Against cm: 14
Defense Against inf: 15
Defense Against lc: 15
Defense Against kn: 20
Food Consumption: 1
Movement Speed: 4 squares/hr
silver carried: 50 pieces
Best known for tripwires and seeds, citizen militia will most likely be found in the beginning of the realm. They are good for beginning defense, but recommended to switch to infantry we able, because they take the same food space, but higher defense. The most skilled players will use these as a type of spy attack. They will send support of about 10cm and then attack the village. Depending on how many cm’s are left over will determine how defended the village is compared to the attack given: If none are left, the village is now empty. If no cm’s got killed, the village is stacked and almost none (if any) of the defending troops are lost. This is called seeding. Tripwire are cm’s (or any unit) that is send as support to villages you don’t own. When that village is attacked, you will receive a report stating that a village you are supporting at (gives cords) is attacked. If you sill have the trip, it was most likely a spy wave. If you lost your trip, It was a clearing wave and you have to send another tripwire to keep receiving reports from that village.
INFANTRY- The defensive unit. Short hand typed “inf”
Attack Strength: 25
Defense Against cm: 25
Defense Against inf: 27
Defense Against lc: 33
Defense Against kn: 33
Food Consumption: 1
Movement Speed: 3 squares/hr
Silver carried: 40 pieces
Know as the defensive unit due to the defense strength times the number of food the unit consumes. The Knight (highest base attack power unit) has a defense strength of 290 when defending against itself, but takes up 12 units of food. If I use 12 units of food for 12 infantry instead, I will have a total defense of 396. Yea, I would chose the infantry too. Be warned, when defending against other inf. and cm’s, the Knight will have an extra 3 defense over defending with inf. An advance defense village will have 15-20,000 infantry. Best to use these in hostile areas and recommended for a first village setup. They can also be properly used behind offensive villages in a cluster to add support for any counter attacks while the offensive village is recruiting after a raid.
LIGHT CAVALRY- The supportive unit. Short hand typed “lc”
Attack Strength: 190
Defense Against cm: 150
Defense Against inf: 150
Defense Against lc: 115
Defense Against kn: 145
Food consumption: 6
Movement Speed: 7 squares/hr
Sliver carried: 300 pieces
A supportive unit due to its speed and Defense power. Spies are 1 square/hr faster, but has no defense power. Knights has a higher defense power, but slower by 1 square/hr. An advance support village will have about 3-4,000 light carvery. They will most likely not be in their home village. Instead, they will be at a clan mate’s village, or on the outskirts of a cluster. The home village will most likely either be in the inner most spots of a large cluster, or in an area where there is no danger. They are also used as attack units. Due to their speed, they can target a village right next door or a square away before support arrives, making the village weaker for knights to go in and finish the support for governors to start taking over. Best defense against that is to counter attack the weaker village while still sending support to the attack village to try to kill the governor(s).
KNIGHTS- The powerhouse unit. Short hand type “kn”
Attack Strength: 430
Defense Against cm: 305
Defense Against inf: 305
Defense Against lc: 206
Defense Against kn: 290
Food Consumption: 12
Movement Speed: 6 squares/hr
Silver Carried: 400
The strongest unit. Most commonly used for raids and farming. Knights can also carry the most silver, so less trips has to be made to gather all that’s in the village. An advance offensive village will have 3-4,000 knights. They will be mostly found where the player is “big” and the target is “small” insomuch that the attacker can over power and control smaller, weaker villages/players for the sake of eliminating a potential threat. Their weakness, however, is the cost and time it takes to recruit knights.
GOVERNOR- The “must have” for village expansion. Short hand typed “gov”
Attack Strength: 0
Defense Against cm: 300
Defense Against inf: 300
Defense Against lc: 206
Defense Against kn: 290
Food Consumption: 200
Movement Speed: 2 squares/hr
Silver Carried: 0
The governor is a special unit. Sending it in alone will mean certain death. The attack wave is as fast as it’s slowest unit. So, sending lc’s with it won’t make the gov wave move any faster. For emergencies, sending a gov to support an attacking wave is possible. The defense is about as high as a knight. After a while, the gov’s do get expensive and using them as defense is very costly and best to use for expanding your empire then defending it. Gov’s can be found virtually anywhere. Since they are the slowest moving unit. Players found it extreamly effective to recruit a gov as close to the target as possible. Chests used to recruit a governor is collective in every village you own. If you have chest either through what you had before losing your last village, or daily bonus, They will reappear once a palace is built.
RAM/TREBUCHET- The siege units. Short hand typed “ram” and “treb” respectively.
Attack Strength: 0/0
Defense Against cm: 10/50
Defense Against inf: 10/50
Deface Against lc: 10/50
Defense Against kn: 10/50
Food consumption: 10/15
Movement Speed: 2/2 squares/hr
Silver carried: 0/0
Rams are primarily used to knock out enemy’s wall while the Trebuchet is for their tower. These are special units and must be sent with other units to survive. Their targets can change to any building in the village: downgrading those buildings when attack lands. 100 of each unit is recommended for a hostile takeover on a player’s village. Anymore and it will be overkill. If the village is stacked, you will lose all 100 or more and still have the same effect. The effects of rams and trebuchets can still happen, even if all the units die. They can also be used for fake gov attacks. They both move at the same speed, so the defender has no way of telling. Just send one of them in each wave. You will lose the unit if it hits, but it can hide your govs.
**All units and more information about them can be found by clicking on the building used to recruit them, then click on Troop Details. Desktop/Laptop versions also has the option of clicking on the “?” in the uppermost right of the screen. This is need to know as one of your quests.**
Attack/Defense
Gangbanging- Two or more players attack another player at the same time.
Attack side: Make sure all the targets villages are covered, even if most are just fakes. The more waves coming, the more confusing it is to the defender. Get as many people as you can to join in: spilt village clams and decide who is doing what. You need people to clear, send fakes, take over, and spy the villages. Think of ways to figure out when the target is less active and pick a time and day for everyone to come and attack all at once. Have govs made and ready before the raid to shorten time. Try to keep the gangbanging under 24 hours. The longer the attacks, the better chances support will be send to the target’s villages. It may take from a couple of days to a couple of weeks to prep and execute. Rushing will lead to problems or failure to the plan.
Defense side: You got many waves coming at you from many different players. First, go to your clan chat and ask for help. Include how many waves, when the next ones will land, who is attacking and from what clan(s). Your clan can either support your, or attack your attackers. Move your troops around. If you only have one village, support and abd or clan mate village, and send them back between gov waves to try to knock them down. Recruit any and all troops and then send them as support so they won’t get killed with the incoming clearing waves. If you have multiple villages, try to send all troops to a single village, timing it to land on a gov wave. Getting 11k inf in one village is a lot harder to get rid of then two villages with 5.5k inf. Doing this will also make the attackers spy attacks next to useless, so they are going to have to keep sending spies for updated reports. If you are confident you will not lose many troops, support your villages to knock out clearing waves. If you succeed into eliminating clearing waves, they will have few troops left for your counter attacks. The attacker will always have a slight disadvantage due to defense research and tower/wall buildings. There is no research on improving unit’s attack strength. Try to always have at lest 20 servants with you at all times. Use it as and added defense bonus to use in a pinch.
seeding- a way to spy without using spies.
Attack side: send 10cms (or another troop) to the target village as support. Attack that support with a sample attack wave. The size of the army depends on how many cms are left. 0cms means the village is currently empty, 10cms means you need a TON more troops if you wish to clear that village. This is the basic logistics of it. Send your support and your attack within mins or seconds if possible. Pull your support after the wave to avoid showing what you know.
Defense Side: You see a support wave from a player that is not of your clan or your ally. Check out to see what they sent and send the support back. If an attack wave isn’t too far from it, dodge the attack by supporting and ally, abandoned, or another one of your villages. If they succeed in catching you with your troops, check your support and see what is left. Prepare for a larger attack wave to come soon.
Farming- Attacking a player for the sole purpose of plundering. Attack side: Depending on the size of the target village(s) you may or may not want to spy them first. Send a clearing wave that is overwhelming to the target and create a sure way to clear and take silver with little or no troop loss to you. Attack it contently and multiple times a day to insure the target will not have the opportunity to grow and counter when they get bigger. Eventually taking the village(s) that the target own at your leisure will eliminate any problems and the headache of having to use up time to keep the target in check later. Make sure to run any spy attacks through the battle simulator if you are unsure you will have no difficulty keeping the farm running.
Defense side: You have one attack coming from a much bigger player. Stop building troops and leaving them there. Build inf only and send them away as soon as they are made. Support an abandoned village or a clan mate nearby. Save what you have until you start seeing govs come. Build up hiding spot. It will save you money from the farmer’s attacks. Focus on building silver mine, treasury and remaining requirements to reach a palace. If possible, use that palace to get a gov and try to expand around the farmed village and repeat. Get clan mates and allies to attack the farmer, or support you. If the farmer lose too many troops, they will stop and move elsewhere.
Player vs. Player- The one on one battling.
Attack side: spy. clear. gov. When attacking a smaller player, sending a spy attack and running the numbers into the simulator before clearing it is pretty safe to do. They will most likely not attack back for the sole reason that you are bigger and they will lose. Spy them over a few days if you wish to see if they are still active or see how they will respond. If you currently don’t have a gov, but can clear the target’s village-farm them. The less they have, the less you have to deal with later. When attacking a bigger player, you have to be more aggressive. Depending on how much bigger the player is, you might want to rally up some friends and try to gangbang the target. If that’s not an option, confuse the target. Send multiple spy waves, (one or two to each village) to all the targets village. Make all but one are fakes by sending only one spy, or one lc. The one actual spy attack has all your spies attached to it minus what was sent as fakes. Send clearing waves to the target village and fakes to the other villages. To confuse the target more, send two or more actual spy waves and/or clearing waves to more then one target village if possible. Leave enough time between your true spy waves and your true clearing waves to run your attacking troops and their supporting troops through the battle simulator. If your spy attack failed, it is your chose to move on, send another spy wave, or call off your attack. Have govs recruited before the attacks start. To shorten the time between the first spy wave and the last gov wave, have four govs ready to go. Send extra clearing waves as needed to bring down the target village before sending in your govs. Try to get it within two clearing waves before the target knows what you’re after and send support over. If it turns out that your clearing waves will not penetrate the target’s defense, cancel all attacks, build defense troops, expand in clan chat what happened and hope you don’t lose a village in the process.
Defense side: If you see one attack wave coming, It’s most likely a spy attack. Dodge by sending all your troops away, but your spies. If you have multiple village, support that village with all your spies to cover your village. If multiple waves are coming at you, you have two choices: support the attacking villages with the villages that are not being attacked, move your troops around to try to time the support to eliminate as many of their troops as possible, or dodge the attack and send everyone back when the govs come. If you have more than enough defense, attack back. The village will have less troops because they are all coming towards you. If multiple attacks are coming at multiple villages, from multiple villages, but from the same person, watch the attack times. Those that are farthest away from the attacker’s cluster are less likely the target village. Support other villages or attack with those villages to make the attacker change his/her strategy. Try to find out what is going on and move troops around to defend and then counter. Hide which villages house your govs by sending them away to other villages as support. The attacker may change attack strategy to try to eliminate the gov, thus learning the target village and leave a trap for them. If you wish, wait till the attacker wore down his/her troops and take a village from them instead.
SO! Let’s get started! We just entered the realm and got this shiny new village whose name is (player)’s village. Now, what are we supposed to do with it?
-Make sure research is running 24/7. It will give an edge when attacking or defending in the future.
-Work your way to get a palace. Palaces are used to gain governors (govs) which are needed to gain more villages. To build a palace you will need:
headquarters to level 20.
stable to level 20.
wall to level 5.
trading post to level 15.
treasury to level 20.
Does not have to be built in this order. Once headquarters reaches lv.15, you will be able to que multiple building upgrades at once.
-train troops between upgrades.
I’m willing to bet that while this is going on, you ran out of silver and need an economic boost. A few things can be done about that:
Upgrade silver mine to increase base rate of production
Use up 15 servants to increase your silver mine production by 25% for 24 hours
If already in a clan, you can ask them to send silver.
*Use daily bonus gifts
**Farm
*Daily gifts are acquired through Facebook(tm) friends giving gifts which can be accepted using desktop/laptop, then used on any device in any realm. They can also be acquired by the game itself. Every day you first log on, there will be a daily gift icon (Just on the left of the village overview in desktop/laptop version, or on the bottom of the of the village overview on the mobile version just above the chat screen next to the moon icon. Depending on what box you choose and how many days straight you log in you can receive sac of silver, infantry, knights, spies, chests, servants, and cornucopia.
**farm- attacking a village, other than your own, for the sole purpose of taking silver. You can farm other players or the computer (rebel/abandoned villages). At START of the realm, all players will start with 100 millitariea. All rebels will typically start with 100 millitariea, and Abounded villages are villages of players who either ported to another part of the realm, or no longer playing. Once a rebel/abandoned village is clear of troops, no more will be made. However, any rebel/abandoned village that is left alone, will increase troop population based on the number of the surrounding active player’s villages. If farming active players is more your thing, keep attacking them, even if they don’t have much money so they can rebuild as quickly.
CLANS- You will not get good attention by saying, “I need a clan.” in chat. Look around on your map. For most protection, find the biggest clan in your area and ask a member for an invite. For those who want to find a clan to hang on to and be loyal to the end, read the public profiles in the clans around you along with the top clans in the realm. The public profile is like a contract between the owner, its clan members, and an application to other clans. If your idea of the game matches the clan’s pubic profile, ask a member for in invite to that clan. You can leave a clan and/or join another at any time. Depending on the clan, repercussions of changing clans can occur.
GOVERNMENTS- Depending on the government chosen, there will be advantages and disadvantages to how to run your empire. Once you reach status of “freeman” in the game, you get to chose which one you want to have. There is no time limit in decideing, so take your time. ONCE A GONVERMENT IS CHOSEN, THERE IS NO CHANGEING IT IN THAT REALM! government and stats:
-Monarchy- +25% build speed, +15% barracks recruitment, +15% stables recruitment, +5% wall & tower bonus
-Republic- +10% silver production, +20% farm yield, +50% tavern recruitment, spy research unlocked
-Barbarian- +40% stables recruitment, +50% siege workshop, recruitment light cavalry research unlocked
-Merchant- +33% silver production, +33% treasury capacity, +100% trading post (can send 100% more silver to other villages then otherwise)
-Theocracy- +10% build speed, +33% barracks recruitment, +20% wall & tower bonus, infantry research unlocked
Growing Tips
NOW you got your palace! It took work didn’t it? Now how to go about getting another village like I promised?
buy chest(s) for governor. (number of chest you need = number of villages owned + other govs owned).
recruit governor
get rid of all troops in village you want to take
send troops with governor to that village until “yea” is below 50%. (Check battle reports after each attack for “yea” status)
It’s easy right? Few tips: “yea” will go up 1% every hour it is not attacked by a governor. One governor attack wave will lower the “yea” by 12-15%. Four separate waves of one gov, or four gov waves usually does the trick.
Try to capture villages in a cluster instead of a line. If they are around each other, it will be easier to send support to one village from your other villages.
When a village is captured, your gov will be new ruler of your new village and disappear from use. All troops send there with your gov is now support and can be send back as desired.
You should now have a small cluster and rocking it out with your clan, taking names and making targets! Now what? Best bet will be to grow your cluster to the rim. The rim is the edge of the realm. Why? When protection wears off, those who lost all their villages will be sent there, along with a rebel village. You can take the rebel village and you can also rim the player, sending him/her to another part of the rim.
Are we done yet? Not yet. The realm ends when there is only one clan left. By now, there should be players that are bored and abandoned their villages. Snatch them and your own inactive before other clans do. Use politics, create ops, alliances, mergers and race to be the dominate clan in the realm. Create your army of hundred thousands in hundreds of villages, group them together for easy coordination.
Units and Usage
SPIES- The information gathering units. Short hand typed “sp”< br/>
Attack Strength: 0
Defense Against cm: 2
Defense Against inf: 2
Defense Against lc: 2
Defense Against kn: 2
Food Consumption: 10
Movement Speed: 8 squares/hr
Silver carried: 0 pieces
As you can probably imagine, a spy village is a village where there are lots of spies in a single village. An advance spy village will have up to 3-4,000 spies. For those who use these villages, they are more commonly found on the inside of a large cluster sounded by support villages. Attacking with just spies is more risky then defending with them. When a spy attack lands, none of the defending troops will be lost, but the attacker spies will. If the attack is successful, you will receive a battle report stating weather or not the defender knows who attacked them, silver in treasury, buildings and level, and how many of what troop that village has. If the attack was not successful, you will receive a battle report stating weather or not the defender knows who attacked them and how many spies were killed and returning after the attack.
How can you tell if they send a spy attack?
– The incoming wave has no name or coordinates in the information. That means they send a lot of spies and your own defenses can’t determine who it is. Best to send your troops somewhere else as support until the wave lands. This is called dogging.
– If multiple waves are coming at you from the same person, the first wave is almost always a spy wave.
– If only one wave is coming at you, it is almost always a spy attack. (unless the attacker doesn’t know what they are doing. Newly taken villages with an attack already coming at is most likely a farm wave or a gov wave depending.)
*best way to defend spy attacks is to send all troops except spies to another village and send spies as support from your other villages if possible. Sending troops away will for sure hide your numbers, and sending more spies to the village will increase chance that their attack will not succeed.*
CITIZEN MILITIA- The common fake units. Short hand typed “cm”
Attack Strength: 7
Defense Against cm: 14
Defense Against inf: 15
Defense Against lc: 15
Defense Against kn: 20
Food Consumption: 1
Movement Speed: 4 squares/hr
silver carried: 50 pieces
Best known for tripwires and seeds, citizen militia will most likely be found in the beginning of the realm. They are good for beginning defense, but recommended to switch to infantry we able, because they take the same food space, but higher defense. The most skilled players will use these as a type of spy attack. They will send support of about 10cm and then attack the village. Depending on how many cm’s are left over will determine how defended the village is compared to the attack given: If none are left, the village is now empty. If no cm’s got killed, the village is stacked and almost none (if any) of the defending troops are lost. This is called seeding. Tripwire are cm’s (or any unit) that is send as support to villages you don’t own. When that village is attacked, you will receive a report stating that a village you are supporting at (gives cords) is attacked. If you sill have the trip, it was most likely a spy wave. If you lost your trip, It was a clearing wave and you have to send another tripwire to keep receiving reports from that village.
INFANTRY- The defensive unit. Short hand typed “inf”
Attack Strength: 25
Defense Against cm: 25
Defense Against inf: 27
Defense Against lc: 33
Defense Against kn: 33
Food Consumption: 1
Movement Speed: 3 squares/hr
Silver carried: 40 pieces
Know as the defensive unit due to the defense strength times the number of food the unit consumes. The Knight (highest base attack power unit) has a defense strength of 290 when defending against itself, but takes up 12 units of food. If I use 12 units of food for 12 infantry instead, I will have a total defense of 396. Yea, I would chose the infantry too. Be warned, when defending against other inf. and cm’s, the Knight will have an extra 3 defense over defending with inf. An advance defense village will have 15-20,000 infantry. Best to use these in hostile areas and recommended for a first village setup. They can also be properly used behind offensive villages in a cluster to add support for any counter attacks while the offensive village is recruiting after a raid.
LIGHT CAVALRY- The supportive unit. Short hand typed “lc”
Attack Strength: 190
Defense Against cm: 150
Defense Against inf: 150
Defense Against lc: 115
Defense Against kn: 145
Food consumption: 6
Movement Speed: 7 squares/hr
Sliver carried: 300 pieces
A supportive unit due to its speed and Defense power. Spies are 1 square/hr faster, but has no defense power. Knights has a higher defense power, but slower by 1 square/hr. An advance support village will have about 3-4,000 light carvery. They will most likely not be in their home village. Instead, they will be at a clan mate’s village, or on the outskirts of a cluster. The home village will most likely either be in the inner most spots of a large cluster, or in an area where there is no danger. They are also used as attack units. Due to their speed, they can target a village right next door or a square away before support arrives, making the village weaker for knights to go in and finish the support for governors to start taking over. Best defense against that is to counter attack the weaker village while still sending support to the attack village to try to kill the governor(s).
KNIGHTS- The powerhouse unit. Short hand type “kn”
Attack Strength: 430
Defense Against cm: 305
Defense Against inf: 305
Defense Against lc: 206
Defense Against kn: 290
Food Consumption: 12
Movement Speed: 6 squares/hr
Silver Carried: 400
The strongest unit. Most commonly used for raids and farming. Knights can also carry the most silver, so less trips has to be made to gather all that’s in the village. An advance offensive village will have 3-4,000 knights. They will be mostly found where the player is “big” and the target is “small” insomuch that the attacker can over power and control smaller, weaker villages/players for the sake of eliminating a potential threat. Their weakness, however, is the cost and time it takes to recruit knights.
GOVERNOR- The “must have” for village expansion. Short hand typed “gov”
Attack Strength: 0
Defense Against cm: 300
Defense Against inf: 300
Defense Against lc: 206
Defense Against kn: 290
Food Consumption: 200
Movement Speed: 2 squares/hr
Silver Carried: 0
The governor is a special unit. Sending it in alone will mean certain death. The attack wave is as fast as it’s slowest unit. So, sending lc’s with it won’t make the gov wave move any faster. For emergencies, sending a gov to support an attacking wave is possible. The defense is about as high as a knight. After a while, the gov’s do get expensive and using them as defense is very costly and best to use for expanding your empire then defending it. Gov’s can be found virtually anywhere. Since they are the slowest moving unit. Players found it extreamly effective to recruit a gov as close to the target as possible. Chests used to recruit a governor is collective in every village you own. If you have chest either through what you had before losing your last village, or daily bonus, They will reappear once a palace is built.
RAM/TREBUCHET- The siege units. Short hand typed “ram” and “treb” respectively.
Attack Strength: 0/0
Defense Against cm: 10/50
Defense Against inf: 10/50
Deface Against lc: 10/50
Defense Against kn: 10/50
Food consumption: 10/15
Movement Speed: 2/2 squares/hr
Silver carried: 0/0
Rams are primarily used to knock out enemy’s wall while the Trebuchet is for their tower. These are special units and must be sent with other units to survive. Their targets can change to any building in the village: downgrading those buildings when attack lands. 100 of each unit is recommended for a hostile takeover on a player’s village. Anymore and it will be overkill. If the village is stacked, you will lose all 100 or more and still have the same effect. The effects of rams and trebuchets can still happen, even if all the units die. They can also be used for fake gov attacks. They both move at the same speed, so the defender has no way of telling. Just send one of them in each wave. You will lose the unit if it hits, but it can hide your govs.
**All units and more information about them can be found by clicking on the building used to recruit them, then click on Troop Details. Desktop/Laptop versions also has the option of clicking on the “?” in the uppermost right of the screen. This is need to know as one of your quests.**
Attack/Defense
Gangbanging- Two or more players attack another player at the same time.
Attack side: Make sure all the targets villages are covered, even if most are just fakes. The more waves coming, the more confusing it is to the defender. Get as many people as you can to join in: spilt village clams and decide who is doing what. You need people to clear, send fakes, take over, and spy the villages. Think of ways to figure out when the target is less active and pick a time and day for everyone to come and attack all at once. Have govs made and ready before the raid to shorten time. Try to keep the gangbanging under 24 hours. The longer the attacks, the better chances support will be send to the target’s villages. It may take from a couple of days to a couple of weeks to prep and execute. Rushing will lead to problems or failure to the plan.
Defense side: You got many waves coming at you from many different players. First, go to your clan chat and ask for help. Include how many waves, when the next ones will land, who is attacking and from what clan(s). Your clan can either support your, or attack your attackers. Move your troops around. If you only have one village, support and abd or clan mate village, and send them back between gov waves to try to knock them down. Recruit any and all troops and then send them as support so they won’t get killed with the incoming clearing waves. If you have multiple villages, try to send all troops to a single village, timing it to land on a gov wave. Getting 11k inf in one village is a lot harder to get rid of then two villages with 5.5k inf. Doing this will also make the attackers spy attacks next to useless, so they are going to have to keep sending spies for updated reports. If you are confident you will not lose many troops, support your villages to knock out clearing waves. If you succeed into eliminating clearing waves, they will have few troops left for your counter attacks. The attacker will always have a slight disadvantage due to defense research and tower/wall buildings. There is no research on improving unit’s attack strength. Try to always have at lest 20 servants with you at all times. Use it as and added defense bonus to use in a pinch.
seeding- a way to spy without using spies.
Attack side: send 10cms (or another troop) to the target village as support. Attack that support with a sample attack wave. The size of the army depends on how many cms are left. 0cms means the village is currently empty, 10cms means you need a TON more troops if you wish to clear that village. This is the basic logistics of it. Send your support and your attack within mins or seconds if possible. Pull your support after the wave to avoid showing what you know.
Defense Side: You see a support wave from a player that is not of your clan or your ally. Check out to see what they sent and send the support back. If an attack wave isn’t too far from it, dodge the attack by supporting and ally, abandoned, or another one of your villages. If they succeed in catching you with your troops, check your support and see what is left. Prepare for a larger attack wave to come soon.
Farming- Attacking a player for the sole purpose of plundering. Attack side: Depending on the size of the target village(s) you may or may not want to spy them first. Send a clearing wave that is overwhelming to the target and create a sure way to clear and take silver with little or no troop loss to you. Attack it contently and multiple times a day to insure the target will not have the opportunity to grow and counter when they get bigger. Eventually taking the village(s) that the target own at your leisure will eliminate any problems and the headache of having to use up time to keep the target in check later. Make sure to run any spy attacks through the battle simulator if you are unsure you will have no difficulty keeping the farm running.
Defense side: You have one attack coming from a much bigger player. Stop building troops and leaving them there. Build inf only and send them away as soon as they are made. Support an abandoned village or a clan mate nearby. Save what you have until you start seeing govs come. Build up hiding spot. It will save you money from the farmer’s attacks. Focus on building silver mine, treasury and remaining requirements to reach a palace. If possible, use that palace to get a gov and try to expand around the farmed village and repeat. Get clan mates and allies to attack the farmer, or support you. If the farmer lose too many troops, they will stop and move elsewhere.
Player vs. Player- The one on one battling.
Attack side: spy. clear. gov. When attacking a smaller player, sending a spy attack and running the numbers into the simulator before clearing it is pretty safe to do. They will most likely not attack back for the sole reason that you are bigger and they will lose. Spy them over a few days if you wish to see if they are still active or see how they will respond. If you currently don’t have a gov, but can clear the target’s village-farm them. The less they have, the less you have to deal with later. When attacking a bigger player, you have to be more aggressive. Depending on how much bigger the player is, you might want to rally up some friends and try to gangbang the target. If that’s not an option, confuse the target. Send multiple spy waves, (one or two to each village) to all the targets village. Make all but one are fakes by sending only one spy, or one lc. The one actual spy attack has all your spies attached to it minus what was sent as fakes. Send clearing waves to the target village and fakes to the other villages. To confuse the target more, send two or more actual spy waves and/or clearing waves to more then one target village if possible. Leave enough time between your true spy waves and your true clearing waves to run your attacking troops and their supporting troops through the battle simulator. If your spy attack failed, it is your chose to move on, send another spy wave, or call off your attack. Have govs recruited before the attacks start. To shorten the time between the first spy wave and the last gov wave, have four govs ready to go. Send extra clearing waves as needed to bring down the target village before sending in your govs. Try to get it within two clearing waves before the target knows what you’re after and send support over. If it turns out that your clearing waves will not penetrate the target’s defense, cancel all attacks, build defense troops, expand in clan chat what happened and hope you don’t lose a village in the process.
Defense side: If you see one attack wave coming, It’s most likely a spy attack. Dodge by sending all your troops away, but your spies. If you have multiple village, support that village with all your spies to cover your village. If multiple waves are coming at you, you have two choices: support the attacking villages with the villages that are not being attacked, move your troops around to try to time the support to eliminate as many of their troops as possible, or dodge the attack and send everyone back when the govs come. If you have more than enough defense, attack back. The village will have less troops because they are all coming towards you. If multiple attacks are coming at multiple villages, from multiple villages, but from the same person, watch the attack times. Those that are farthest away from the attacker’s cluster are less likely the target village. Support other villages or attack with those villages to make the attacker change his/her strategy. Try to find out what is going on and move troops around to defend and then counter. Hide which villages house your govs by sending them away to other villages as support. The attacker may change attack strategy to try to eliminate the gov, thus learning the target village and leave a trap for them. If you wish, wait till the attacker wore down his/her troops and take a village from them instead.