Lord Jaxon's Castle
Wednesday, April 4, 2012
Tuesday, November 2, 2010
Troops and Queues from Haysie
At the moment you should all be merrily building away. Take advantage of beginner protection and the mists of Avalon as long as possible.
You may get to a point where you see yourself accumulating more resources than you either see a need for, or are above and beyond your storehouse capacity. There are a few options you can follow here:
1. Build some supply troops and/or wagons and hide in a wild that you own.
2. Send to the Node for safe keeping
3. Use all you can by queuing troops & defences.
If you send to a wild, you will have fast recall if required, but remember this is a new domain and the gentleman’s agreement on other domains about not attacking each other’s wilds may not be fully understood here and you may lose them.
The Node is a city where all excess resources are sent for storage. All members of the alliance contribute troops to defend and the resources are used to help all members of alliance. Should you require anything, you just ask and it is delivered. Those of us that have come across from Rhon118 domain have used our node to great effect. It is protected by approx. 1,000,000 troops and reinforced as necessary.
The third option is to queue.
1. Wall defences: The level of wall will determine what defences you can build, and how many builds you can how queued. You can have one queued build for every level your wall is, Click on the wall to see what defences are available.
2. Troop training: The number of barracks will determine how many groups you can have queued for training. The highest level of barrack in your city will determine what troops you can train. You can have one group queued for every barrack in your city.
I try to queue everything, and then any remaining resources can then be sent onto the node. Should be attacked and your defences are taken out, or you attack and lose troops, request resources from the node and immediately fill your queues to replace lost defences or troops.
Just remember, if you accumulate resources and get scouted, and they see what you have, you will most likely get attacked and see everything taken. This will also encourage them to come back and you will become a ‘farm’. If they see that you have nothing, they may have scout every now and then, but generally they will leave you alone.
We do NOT want to be feeding the resources requirements of other alliances.
You may get to a point where you see yourself accumulating more resources than you either see a need for, or are above and beyond your storehouse capacity. There are a few options you can follow here:
1. Build some supply troops and/or wagons and hide in a wild that you own.
2. Send to the Node for safe keeping
3. Use all you can by queuing troops & defences.
If you send to a wild, you will have fast recall if required, but remember this is a new domain and the gentleman’s agreement on other domains about not attacking each other’s wilds may not be fully understood here and you may lose them.
The Node is a city where all excess resources are sent for storage. All members of the alliance contribute troops to defend and the resources are used to help all members of alliance. Should you require anything, you just ask and it is delivered. Those of us that have come across from Rhon118 domain have used our node to great effect. It is protected by approx. 1,000,000 troops and reinforced as necessary.
The third option is to queue.
1. Wall defences: The level of wall will determine what defences you can build, and how many builds you can how queued. You can have one queued build for every level your wall is, Click on the wall to see what defences are available.
2. Troop training: The number of barracks will determine how many groups you can have queued for training. The highest level of barrack in your city will determine what troops you can train. You can have one group queued for every barrack in your city.
I try to queue everything, and then any remaining resources can then be sent onto the node. Should be attacked and your defences are taken out, or you attack and lose troops, request resources from the node and immediately fill your queues to replace lost defences or troops.
Just remember, if you accumulate resources and get scouted, and they see what you have, you will most likely get attacked and see everything taken. This will also encourage them to come back and you will become a ‘farm’. If they see that you have nothing, they may have scout every now and then, but generally they will leave you alone.
We do NOT want to be feeding the resources requirements of other alliances.
Monday, November 1, 2010
Game Tips Courtesy Lady Medved
Welcome all new and experienced players. Here are a few tips that will help you be the best you can be in this game.
1. Castle. Don’t upgrade you Castle past level 4 until you are ready to lose your beginner protection. You should have some of every type of building before you come out of protection.
2. Storehouse. Upgrading your storehouse protects your resources. Upgrading shrinking powder in the lab increases the amount you can protect by 10% per level you upgrade it.
3. Watchtower. Upgrade your watchtower so that you can see if you are being attacked and by who and how many troops rare coming. Up grade Eagle Eyes to increase the info that you will be able to get. If you know when an attack is coming and what is in it, we can reinforce you and help you defend successfully.
4. Reinforcing. Upgrade your Embassy so that we can reinforce you. Each level of your embassy allows another army to reinforce you. Reinforcements make a huge difference. When you have 100,000 troops coming at you if you have 500,000 waiting for them you’ll lose very little. If you have 100,000 waiting you’ll lose a bunch and if you have 50,000 waiting you might lose them all.
5. Another Defensive Tactic. If you are being attacked and you cannot win the battle you might not want to fight it. You can click hide in sanctuary in your castle and all they can touch is your wall defenses. When you are not on-line and watching the game you should leave your troops in sanctuary.
6. Barracks. The more barracks you have the faster you will train troops. Also the higher the level the more choices you have of what to train and how fast they will train. Get all the empty spaces filled with barracks as soon as possible.
7. Cottages. You only need 6 or 7 cottages and they should be at the same level as you castle.
8. Wilds. You’ll want to get yourself some wilds as soon as you can build some troops. A wild increases you resource production but 10% for level 1 and 20% for level 2. To take a level 1 wild all you need is 50 pikes and 50 militia men (referred to as MM) To take a level 2 wild you need 200 pikes and MM.
Archers are also great for taking wilds and that is why I recommend that you train Archers as soon as you can. It takes a level 4 barracks to train archers.
9. Troops. Archers are the best troops to build up first. They are good for hitting Barb camps , which will get you loads of resources and help you build much faster and they are good for acquiring wilds which increase your resources. When you have plenty of resources then you can fight all you want and rebuild quickly. Cavalry are very good for attacks but the eat quite a lot. If run out of food your troops will desert your city.
If you have any questions please feel free to ask.
1. Castle. Don’t upgrade you Castle past level 4 until you are ready to lose your beginner protection. You should have some of every type of building before you come out of protection.
2. Storehouse. Upgrading your storehouse protects your resources. Upgrading shrinking powder in the lab increases the amount you can protect by 10% per level you upgrade it.
3. Watchtower. Upgrade your watchtower so that you can see if you are being attacked and by who and how many troops rare coming. Up grade Eagle Eyes to increase the info that you will be able to get. If you know when an attack is coming and what is in it, we can reinforce you and help you defend successfully.
4. Reinforcing. Upgrade your Embassy so that we can reinforce you. Each level of your embassy allows another army to reinforce you. Reinforcements make a huge difference. When you have 100,000 troops coming at you if you have 500,000 waiting for them you’ll lose very little. If you have 100,000 waiting you’ll lose a bunch and if you have 50,000 waiting you might lose them all.
5. Another Defensive Tactic. If you are being attacked and you cannot win the battle you might not want to fight it. You can click hide in sanctuary in your castle and all they can touch is your wall defenses. When you are not on-line and watching the game you should leave your troops in sanctuary.
6. Barracks. The more barracks you have the faster you will train troops. Also the higher the level the more choices you have of what to train and how fast they will train. Get all the empty spaces filled with barracks as soon as possible.
7. Cottages. You only need 6 or 7 cottages and they should be at the same level as you castle.
8. Wilds. You’ll want to get yourself some wilds as soon as you can build some troops. A wild increases you resource production but 10% for level 1 and 20% for level 2. To take a level 1 wild all you need is 50 pikes and 50 militia men (referred to as MM) To take a level 2 wild you need 200 pikes and MM.
Archers are also great for taking wilds and that is why I recommend that you train Archers as soon as you can. It takes a level 4 barracks to train archers.
9. Troops. Archers are the best troops to build up first. They are good for hitting Barb camps , which will get you loads of resources and help you build much faster and they are good for acquiring wilds which increase your resources. When you have plenty of resources then you can fight all you want and rebuild quickly. Cavalry are very good for attacks but the eat quite a lot. If run out of food your troops will desert your city.
If you have any questions please feel free to ask.
Troops Production and Lab Upgrades Courtesy Lady Medved
Troop production and Lab upgrades
1. Start by training pikes and Militia men (MM). I like 200 of each because Pikes are mainly a defensive troops but they are what you can train before upgrading your barracks.
2. As soon as you can train Archers. You will need 500 to hit barbs which will bring in resources and help you grow fast. Archers do not eat too much and are a good attack troop. You can use archers to attack other players for resources too, this is called farming. Before you attack another player it’s best to scout them. If you do not know what to send ask an officer to help you.
3. MM’s are good troops to have or many reasons. Their attack strength is not as high as archers but they are much faster and cheaper to train. These are the disposable troops that you don’t mind killing and replacing.
4. Scouts are important before you attack another player you’ll want to scout them and see what they have to take and to defend themselves so that you will know what to send to defeat them. Again if you are new at attacking just ask and we will help you figure out what takes out what. However, these troops seem to run out in front and get killed first when someone attacks you. If you r being attacked send them to one of your wilds or another city until after the attack if you are going to defend the attack.
5. Cavalry (cav) and heavy cavalry (heavies or hv cav) are great attack units however they will eat you out of house and castle if you do not have a ton of food production. These troops are the first to die in a battle. Regular cavs first then Hv cavs if you put them together.
6. Swords and pikes are mostly defensive units and are only good in large groups. For instance 300,000 pikes will take out 100,000 cavs without many losses, depending on your and your attackers research levels.
7. Wagons are the best for transporting resources either from your cities to each other or from someone else’s cities to yours in the case of farming or winning an attack.
*Do your Lab research all of the time when you are on line until it is finished.
This is so Important!! Your resources will be produced faster and your troops will move faster and have stronger attacks and you watch tower will give you more info and all of you builds will move faster. Please read each lab upgrade and choose wisely for your build strategy. Research makes the difference in who wins a battle.
Lynn Medved
1. Start by training pikes and Militia men (MM). I like 200 of each because Pikes are mainly a defensive troops but they are what you can train before upgrading your barracks.
2. As soon as you can train Archers. You will need 500 to hit barbs which will bring in resources and help you grow fast. Archers do not eat too much and are a good attack troop. You can use archers to attack other players for resources too, this is called farming. Before you attack another player it’s best to scout them. If you do not know what to send ask an officer to help you.
3. MM’s are good troops to have or many reasons. Their attack strength is not as high as archers but they are much faster and cheaper to train. These are the disposable troops that you don’t mind killing and replacing.
4. Scouts are important before you attack another player you’ll want to scout them and see what they have to take and to defend themselves so that you will know what to send to defeat them. Again if you are new at attacking just ask and we will help you figure out what takes out what. However, these troops seem to run out in front and get killed first when someone attacks you. If you r being attacked send them to one of your wilds or another city until after the attack if you are going to defend the attack.
5. Cavalry (cav) and heavy cavalry (heavies or hv cav) are great attack units however they will eat you out of house and castle if you do not have a ton of food production. These troops are the first to die in a battle. Regular cavs first then Hv cavs if you put them together.
6. Swords and pikes are mostly defensive units and are only good in large groups. For instance 300,000 pikes will take out 100,000 cavs without many losses, depending on your and your attackers research levels.
7. Wagons are the best for transporting resources either from your cities to each other or from someone else’s cities to yours in the case of farming or winning an attack.
*Do your Lab research all of the time when you are on line until it is finished.
This is so Important!! Your resources will be produced faster and your troops will move faster and have stronger attacks and you watch tower will give you more info and all of you builds will move faster. Please read each lab upgrade and choose wisely for your build strategy. Research makes the difference in who wins a battle.
Lynn Medved
Wednesday, September 15, 2010
Just a quick build plan to max troop production.
First city should consist of these buildings,
( 1 of Each )
Castle Lvl 10
Wall Lvl 9/10
Relief Station Lvl 9/10
Stable Lvl 9
Watch Tower Lvl 9
Embassy Lvl 9/10
Knights Hall Lvl 9
Market Lvl 9
Workshop Lvl 9/10 (if you want cats)
Blacksmith Lvl 9
Store House Lvl 9
Rally Point Lvl 10
Alchy Lab Lvl 10 ( once all your researches are done Decon this and replace with a Barrack)
Cottages X6 Lvl 9
Barracks x14 Lvl 9/10 ( x15 if you do not need alchy lab )
Resources fields (this only how I have done it)
8 Mines
8 Saw mills
Rest Farms
City's 2-5:
8 Sawmills
Rest farms
( 1 of Each )
Castle Lvl 10
Wall Lvl 9/10
Relief Station Lvl 9/10
Stable Lvl 9
Watch Tower Lvl 9
Embassy Lvl 9/10
Knights Hall Lvl 9
Workshop Lvl 9/10 (if you want cats)
Blacksmith Lvl 9
Storehouse Lvl 9
Rally Point Lvl 10
Cottages X6 Lvl 9
Barracks x16 Lvl 9/10
Resources fields (this only how I have done it)
8 Mines
8 Saw mills
Rest Farms
First city should consist of these buildings,
( 1 of Each )
Castle Lvl 10
Wall Lvl 9/10
Relief Station Lvl 9/10
Stable Lvl 9
Watch Tower Lvl 9
Embassy Lvl 9/10
Knights Hall Lvl 9
Market Lvl 9
Workshop Lvl 9/10 (if you want cats)
Blacksmith Lvl 9
Store House Lvl 9
Rally Point Lvl 10
Alchy Lab Lvl 10 ( once all your researches are done Decon this and replace with a Barrack)
Cottages X6 Lvl 9
Barracks x14 Lvl 9/10 ( x15 if you do not need alchy lab )
Resources fields (this only how I have done it)
8 Mines
8 Saw mills
Rest Farms
City's 2-5:
8 Sawmills
Rest farms
( 1 of Each )
Castle Lvl 10
Wall Lvl 9/10
Relief Station Lvl 9/10
Stable Lvl 9
Watch Tower Lvl 9
Embassy Lvl 9/10
Knights Hall Lvl 9
Workshop Lvl 9/10 (if you want cats)
Blacksmith Lvl 9
Storehouse Lvl 9
Rally Point Lvl 10
Cottages X6 Lvl 9
Barracks x16 Lvl 9/10
Resources fields (this only how I have done it)
8 Mines
8 Saw mills
Rest Farms
Wednesday, July 28, 2010
Black Company/UA Alliance Rules
1. Treat all guild members and Friendly Alliances with respect this means no belittling of them in anyway including telling them they are stupid for the way they play its their game and we all play to have fun, if you are having a disagreement with another member please talk it out in whispers if you cannot resolve it this way please ask A VC or Officer to moderate it for you as we are a team and there is no I in Team!
2. Shit talking in Global please keep it to an acceptable level, we all enjoy a good rivalry but please don't go over board if you would not say it in person don’t say it here.
3. Attacking it is not acceptable to attack any alliances that are 1-30 ranked unless otherwise noted ( The Cure is off limts for now) and this means wilds to.
4. No posting of your own or another members cords in Global or alliance chat please use whispers or the in game mail system, keeping your cords hidden is key when the alliance is in a War and as most Alliances utilize Spying to collect cords you never know who is watching.
5. Always be ready to help your Alliance and Alliance mates, this can consist of advice if you know something they are asking about share! or backing them up in the case of an attack and repping for your Alliance ( another wards if you see another player looking for a Alliance or complaining about there's recommend ours as we all gain from having a higher ranked alliance)
6. HAVE FUN! Its a Game we all play to have fun and enjoy our time!
7.There have been a lot of annoyance/griefing attacks on people (aka 250 1 scout attacks on players for no reason), Black Company Doe's not tolerate this type of play by any members and there is only two limited exceptions to this rule.
A. If it is a Target we are set to Hostile to.
B. If the target player has done the same to you and you better be able to prove it and if this is true then get the whole alliance in on it.
The only people who may give you the go ahead to do this type of action for reasons other than the two listed are Ivan2222,Sparta6969 and myself thats it.
Just because we are the number three ranked alliance there is no reason for any one member the right to act like an ignorant thug, Black Company is not a hugger alliance I have said this many times but we are also not bully's we are a team and one team members actions reflect on us all good or bad.
It is up to us as a top 5 Alliance to set the bar for others to follow and acting like Bully's and thugs is by no means anywhere in line with the Leadership Teams vision for Black Company.
If any member from here on is caught breaking this rule in anyway other than the two listed exceptions you will be booted from the alliance period we are a team and those of you who have been doing these types of action need to act like part of a team not a rogue.
The Co-Chancellors,VC and Officers are listed below.
Co-Chancellors:
Lord Sparta6969
Lord Ivan12222
VC's:
Lord Ckrom
Lord DirtyMac
Lord pds
Lord Stosman
Lady McMahan
Lord BDaddy
Lord Jaxon
Lord f4c3r0ll
Officers:
Lady jahcks
Lady Genie1108
Lady Christina39cmw
Lord Cymru
Lord reannangle
Lord pyron
Lord Monkey_Sage
Thank You all for your great work so far!
FadeTooBlack
Chancellor Black Company
All is well before the Storm of Black Company arrives for Vengeance.
Friday, July 2, 2010
Third City Advice from Everyone's Favorite Lamp Resident Genie1108
So since everyone is getting their armies built it's time to get your third city deed.
*******What to know*********
1. You do not have to capture the wild to get a crest. Only attack and win.
2. Crests drop from Lv5+ wilds, and that includes Plains.
3. You can continue hitting a wild you've already gotten a crest from; it will keep giving them.
4. Certain Crests will only drop from high level wilds.
5. The higher the level the wild, the more frequent crests will drop.
6. Clearing the traps is still EXTREMELY effective.
Hopefully these notes will dispel a lot of the rumors and superstitions about farming wilds. I hit the same 16 Lv8 and Lv9 wilds (including plains) within 10 spaces from my city each hour and got all the crests I needed for my 4th city.
********Where to find Crests********
Bor's - Dropped from Lv5-Lv10
Ector's - Dropped from L5-Lv10
Kay's - Dropped from Lv5-Lv10
Bedivere - Dropped from Lv8-Lv10
Gawain's - Dropped from Lv9-Lv10
******What to send to Wilds*******
Time the waves so Wave 2 hits within 30 secs after Wave 1. This may require that you send Wave 2, first, in some instances.
-Lv5-
Requirements: Lv5+ Fletching
Wave 1: 50 Militiamen
Wave 2: 2,200 Archers
Losses: 50 MM
-Lv6-
Requirements: Lv6+ Fletching
Wave 1: 100 Militiamen
Wave 2: 4,200 Archers
Losses: 100 MM
-Lv7-
Requirements: Lv8+ Fletching
Wave 1: 150 Militiamen
Wave 2: 6,000 Archers
Losses: 150 MM
-Lv8-
Requirements: Lv9+ Fletching
Wave 1: 300 Militiamen
Wave 2: 10,000 Archers, 800 Ballistae
Losses: 300 MM, 1 Archer
-Lv9-
Requirements: Lv10 Fletching
Wave 1: 600 Militiamen
Wave 2: 25,000 Archers, 2,500 Ballistae
Losses: 600 MM, 1 Archer
Those are what it takes to efficiently farm wilds for crests. There are many combinations of troops that will allow you to win against the wild, but those outlined, above, are the least amount of troops required to take the least amount of losses.
Good Luck, and be patient, it takes some time.
~Genie1108~
*******What to know*********
1. You do not have to capture the wild to get a crest. Only attack and win.
2. Crests drop from Lv5+ wilds, and that includes Plains.
3. You can continue hitting a wild you've already gotten a crest from; it will keep giving them.
4. Certain Crests will only drop from high level wilds.
5. The higher the level the wild, the more frequent crests will drop.
6. Clearing the traps is still EXTREMELY effective.
Hopefully these notes will dispel a lot of the rumors and superstitions about farming wilds. I hit the same 16 Lv8 and Lv9 wilds (including plains) within 10 spaces from my city each hour and got all the crests I needed for my 4th city.
********Where to find Crests********
Bor's - Dropped from Lv5-Lv10
Ector's - Dropped from L5-Lv10
Kay's - Dropped from Lv5-Lv10
Bedivere - Dropped from Lv8-Lv10
Gawain's - Dropped from Lv9-Lv10
******What to send to Wilds*******
Time the waves so Wave 2 hits within 30 secs after Wave 1. This may require that you send Wave 2, first, in some instances.
-Lv5-
Requirements: Lv5+ Fletching
Wave 1: 50 Militiamen
Wave 2: 2,200 Archers
Losses: 50 MM
-Lv6-
Requirements: Lv6+ Fletching
Wave 1: 100 Militiamen
Wave 2: 4,200 Archers
Losses: 100 MM
-Lv7-
Requirements: Lv8+ Fletching
Wave 1: 150 Militiamen
Wave 2: 6,000 Archers
Losses: 150 MM
-Lv8-
Requirements: Lv9+ Fletching
Wave 1: 300 Militiamen
Wave 2: 10,000 Archers, 800 Ballistae
Losses: 300 MM, 1 Archer
-Lv9-
Requirements: Lv10 Fletching
Wave 1: 600 Militiamen
Wave 2: 25,000 Archers, 2,500 Ballistae
Losses: 600 MM, 1 Archer
Those are what it takes to efficiently farm wilds for crests. There are many combinations of troops that will allow you to win against the wild, but those outlined, above, are the least amount of troops required to take the least amount of losses.
Good Luck, and be patient, it takes some time.
~Genie1108~
Subscribe to:
Posts (Atom)