SA's startup guide

DeletedUser

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Startup Guide


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Please remember this is a Guideline dont copy all the build orders exactly. Adjusting to different situations is what makes a good player, good.



Last edited: 16th of June, 2011


My Standard Build Order - Close Barbarians Preferred. Activity Required.

Do the tutorial, which will give you resources and 5 spears at the end. When the tutorial tells you to send 5 spears to a barb, do it to get the reward at the end of the tutorial but cancel immediately. As sending 5 spears alone will, although possibly reap a minuscule profit, lose you 50 valuable timber due to 1 spear dying. Which is not a good idea.

And then the following:

if you have a barb in your 5x5:
Build Statue
and Build Paladin
The reason to build the statue first is to try and get to the resources in the bonus and barbarian villages before the players around you do! The faster you get paladin, the more resources you are going to be able to get from the barbs, before they become dry.


However if you don't have a barb relatively near to you then build Clay 1, wood 1, Iron 1. In that order. and then build build the statue

Wait till your paladin has built and then farm the nearest villages to you constantly with 5 spears and 1 paladin. If you are finding that there are other active players in your close proximity, who has built a paladin soon too (you will see because of increase in points, from statue) then consider Spiking a barb near you, and hopefully kill his paladin. Which will not only stop him from farming and hold him back but leave more resources for you. Make sure you withdraw the spiking pally from the barb as soon as possible so you can continue with farming whilst building one of the following:

NON PALLY WORLD
1. In a fantastic area
(3 or more barbarians touching your village)
Build Clay 1
Wood 1
wood 2
wood 3
Iron 1

2. In an average area:
Build clay 1
Build wood 1
Build iron 1
Build clay 2
Build wood 2
Build clay 3
Build wood 3
Build wood 4
Build wood 5

3. In a poor area
(try restarting if it is really bad)
Build clay 1
Build wood 1
Build iron 1
Build clay 2
Build wood 2
Build clay 3
Build wood 3
Build iron 2
Build clay 4
Build wood 5
Build wood 6

PALADIN WORLD
In a good area:
(statue)
Build Clay 1
Build wood 1
Build Iron 1
(statue)
Build Clay 2
Build wood 3
Build wood 4

In an average area:
(statue)
Build clay 1
Build wood 1
Build iron 1
(statue)
build clay 2
build clay 3
build wood 2->5​



Alot might depend on what resources you are getting from your initial farming with your paladin. If you are getting alot of clay for example, then you might not build clay as high.


HQ 2
HQ 3

BARRACKS

Constantly Build Spears.
As soon as you have additional spears, send them with your pally and your 5 spears to the nearest barb/bonus/inactive (If there is no BP)
Get between 35 – 100 spears, depending on the number of barbs, bonus villages that are farm-able in your area, and your judgment on the number of active farmers in your area.
In the core, it is unlikely that you will need to get more than 50 spears.

Always send troops to the nearest villages if you are still getting full hauls to save time, and get more resources. As soon as your hauls drop, split up your troops more, and farm villages further away. Preferably towards the edge of the map (these will be the barbs with more resources)
Try to farm constantly, in other words: as soon as your troops return - send them out again! If you cannot do this – get an account sitter for when you are not online.

Warehouse 2- build warehouse 2 if your iron is approaching its full capacity.
MARKETstore iron in market by setting lopsided offers. E.g. 1000 iron for 2000 wood, you will need the iron later. But if someone accepts, then Great! You've just got 1000 Free resources. If you have too much just trade it back at 2:1. and you will be getting a lot of free resources.
Don't forget the market, it is very useful.


Build Clay 4
Build Iron 2 ( optional )
Build Wood 6
Build Wood 7 (optional )
Build Wood 8 ( optional )

When I say 'optional' here, I mean it depends on what resources you are getting from your hauls. If you are getting tons of wood for example, then clearly you don't need to upgrade wood so far. You should strive for a balance in resources. (ignoring the Iron stored in the market)
I would also recommend building iron 2 every time. But sometimes the barbs can give you extravagant amounts of iron, thus making it not necessary.

(spend some resources on Spears, if you are having lots of resources from farming, and if you can – build spears and Buildings constantly at the same time.) - of course, only if there is still plunder-able resources out there. Your goal here is to have spears being trained constantly.
However, don't waste money on spears if it is not necessary.


Headquarters 4
Headquarters 5
( still building spears if it is necessary to do so, if it is necessary – then that is a very good thing, because it means your farming is good and you have lots of barbarian villages in your area which is unbelievably helpful early game, as you are most likely seeing If you are at this point)

SMITHY
If you are losing spears from the base defense of villages, then you might want to train a few Swords. use them to escort the spears and reduce deaths. Don't go crazy on them, as you will need the iron for LC later on.

split up your troops into farming groups of
2 swords with 2 spear
3 swords with 5 spear,
4 swords with 11 spear
5 swords with 15 spear.




SMITHY 2
If you can afford it, (this would depend on your competition in your area, and if or not people are spiking your farms) then you might want to research Some axes, and split them up with your spears. Instead of Swords. Also, with axes (if you can get enough) you can clear people more efficiently when BP has ended. Don't get too many axes though. Around 35-60 is absolutely fine (enough to clear people for farming)
With axes send in groups of:
1 axe with 1 spear
2 axe with 2-6 spear
3 axe with anything < 35 spear

If you have already built swords and are splitting up your spears into small groups, its not always necessary to build axes. Just go for a very fast LC rush. This depends of course, on the farmers in your area and the amount of resources out there available to plunder.


~~

Spiking:

If you see there are a few active players in your area, then consider building using some Swords, and spike some villages. Always send your paladin with the swords if you are spiking, otherwise they will likely Die.
Example:

Simulator:
Attacker Units: 20 spears 1 paladin
Losses: 20 spears

Defender Units: 10 swords
Losses: 10 swords

Without the paladin as well, you lose all of your swords, and his paladin is able to escape.
However, if you include your paladin with the swords, then:

Simulator:
Attacker Units: 20 spears 1 paladin
Losses: 20 spears 1 paladin

Defender Units: 10 swords 1 paladin
Losses: 4 swords

As you can see, the paladin has a great effect. We only lost 4 swords this time, and the enemy paladin was killed too. A lot of players do not use spiking very much, but it is a very effective way of keeping the other players growth in your area to a minimum.

~~

BARRACKS 1
BARRACKS 2
BARRACKS 3
Smithy 3


Just to note, you should always try to upgrade barracks up first, as this will build troops quicker. (Swords, axes that you have queued up) Although, you MAY not be able to keep constant queues, so you may want to just chuck in a few smithy upgrades instead, as they take longer to build and are relatively cheap, thus giving you more time to farm for the next upgrade

By now you should have a good count of spears/axes, and you are getting the maximum amount of resources you can from your area by farming in small groups. as soon as BP end (it could end early, or late - depends on the world settings) farm all the in-actives closest to you and working out. You want to be the first to get the inactive resources before anyone else can get there hands on it. You can also start to clear people to create better farms. Ignore the barbs completely as long as you are getting decent hauls from players and in-actives.

Warehouse 5
Warehouse 6
Headquarters 6
Barracks 4
Warehouse 4
Headquarters 7
Headquarters 8
Smithy 4
Smithy 5
Barracks 5
Market 2-3
Headquarters 9
Headquarters 10



STABLE 1 (if you built axes earlier, then build scouts if you want to scout potential farms. All of these choices will Determine how quick you get LC. so its all about judgment)
STABLE 2
STABLE 3


Now we are going to build the Proper farming troops, Light cavalry! :icon_twisted:

Research them, and if you have offers in the market still there, cancel them and with the iron, build as much LC as you can. Accept any decent offers in the market for iron, or make your own offers. Farm with them as soon as they are built. Send them in groups of 1 (no wall) and groups of 2 (if the barb has a wall). Alternatively if you have scouts, then scout as many villages as you can and use the scout report evaluator to send your raids. Keep building them like there is no other thing matters, (because it doesn't) You shouldn't build many buildings at this point, just concentrate on LC until you have about 50 of them. The farming should be brilliant by now, and your warehouse and farm should be a good level. Slowly begin to take out what is left of your area and if your LC queue is constant and you can afford to build axes alongside LC, then build up your axe count, by taking out players in your area, you are creating more farms. Be cautious, don't get too carried away: only clear someone if you think it will be profitable in the long run.
After The LC and axes are being pumped out, work on resource mines,
build up the iron mine first to about level 17
IRON LEVEL 17 – as you will need it to build LC
Then build up Clay and wood, but not as high as the iron. This will depend greatly on your farming income.
You can also upgrade the stable a bit here too to about 5. - and if it is an archer world, you can train some mounter archers which will not only make iron a little easier to come by, it will help you be able to clear spears - as mounted archers are stronger vs spears than light cavalry, which will create more farms for you. They are also fast, and are good farming units.
If your farming is good and you are easily keeping all the queues constant upgrade 1 or 2 HQ levels in between resource mines wherever you can.
If you don't have enough resources coming in to keep the building queue going alongside barracks and stable, then just chuck in a few wall levels, as this is cheap to build - but has good use.
please note: you are not trying to HQ rush yet, the priority should be to get the mines up, and only once you have constant queues in the stables and the barracks


The order of the next set of constructions is very variable, and will depend on a few factors:-
- the speed of the world, which will effect you're farming income. Generally speaking, the lower the speed of the world compared to the troop speed, the higher you will be able to upgrade your HQ
- the growth of barbs, which will effect you're farming income. Growing barbs will give you alot more resources and you will be able to upgrade your HQ alot higher, whereas if growth of barbs is off - then you will need a much lower HQ and it will depend on how well you can farm the players around you that have either quit or are inactive.
- how many active players are in your area, which will effect you're farming income. The more active players farming the same farms as you, the less resources you are going to have therefore you are not going to be able to get the HQ as far upgraded.
- whether or not you want fast nobles, or a maxed farm first. For faster nobles you will want a reasonably high HQ (about 23) but you will not upgrade the stable and barracks as high, you will instead progress to faster siege followed by a further smithy rush to nobles, you will also most likely need to build higher mines.
- you may not have enough resources to upgrade the HQ up one HQ upgrade after another, you will have to mix it up a bit with stable/barracks/farm/warehouse upgrades between.


HQ to 20-27
Market to 10
Stables to 13-18
Barracks to 18-23


Build farm and warehouse upgrades between when needed, don't wait till your farm is full before you upgrade the farm though- upgrade it in advance so your stable and barracks never have to stop producing troops.

Smithy to 10
Workshop to 2-6 start training rams


Build up your offense, constantly farming all the villages around you and clearing any threats early on if you can. You will want to get a few catapults as well, about 10-30. Use them to "farm shape" or get stubborn players to quit.

If you know a player will dodge the attack, send some axes and cats to knock down his farm levels. Don't destroy enemy villages too much, because they can become good noble targets later, and avoid attacking larger tribes and starting trouble with your tribe. Make sure you don't get back-timed. By sending some LC to hit the village at the times he would want to launch a counter.


Throughout all of this you should be farming constantly. Barracks, stable, workshop and HQ should also be queued constantly.


Work out whether or not is worth building more HQ upgrades - use a HQ calculator.
SMITHY 20 (also whilst/before your upgrading smithy.. upgrade farm to as high as you think you will need it by the time you start making nobles and warehouse too to level 26/27, try and save up for the noble building)
Academy
Coins/nobles
Build 3-4 nobles.
whilst finishing off upgrading your village, upgrade market as well. so you can send resources to your new village, then continue to build your nuke if it is not already fully built/queued up


Nobling
Take your second village, with your offense and Noble train – you will be able to choose a large village to attack. Many times do I target the highest ranked player in my continent (if that is not you) and take there main village. If there tribe is weak, and your noble train is very good, then there is not much they can do. Because being High ranked, they will have offense too (players who choose to be defensive usually grow alot slower ) so no need to scout – because they will not survive. :icon_twisted: The only thing to watch out for is a powerful paladin weapon. So if it is a weapon world, you might want to consider scouting first.
You do not want to lose most of your troops. If you are going to lose more than 1/4 of your troops then do not bother.


Other Buildings you want to upgrade once you have taken multiple villages and you have troops being queued: (remember to specialize your villages in offense/defense)
Village Headquarters (Level 20-24)
Barracks (Level 25)
Stable (Level 20)
Workshop (Level 5)
Academy (Level 1)
Smithy (Level 20)
Rally point (Level 1)
Statue (Level 1)
Market (Level 20)
Timber camp (Level 30)
Clay pit (Level 30)
Iron mine (Level 30)
Farm (Level 30)
Warehouse (Level 30)
Wall (Level 20)​


A nuke build:
3200 LC
6000 axes
220 rams
100 scouts
(room for 5 nobles)

A defensive build:
8000 spears
2000 HC
100 scouts​

From this point onwards it's just a matter of staying active, nobling your enemies, helping out your tribe, and ALWAYS farming. Use scripts to help you if you are a premium user.
I recommend buying a premium because it makes things 100X easier :axemen:
:)


Backtiming Guide

What is it?

Backtiming is the fairly well known skill of timing troops to arrive at an enemy village, milliseconds after the enemy troops are due to arrive back at their village, thus giving them no escape to your attack (backtime) And therefore, will hopefully give you a chance of killing their troops easily, and obviously reducing the likeliness of any future attacks from that village/player. Backtiming is often the only form of "defense" if your village consists of mainly offensive units.

How to do it?
You have an incoming, and you have successfully identified it as either axe, sword, cav, or siege speed.

For the benefit of this example let's say its siege speed, and its due to arrive at your village at 14:30:45

This is the first important information you need.
You must now find out the exact distance of the unit. You can find this out easily if you have premium by going onto the incoming command, and clicking the drop down “show troop distance times” Or if you do not have premium, you can attack the village, and remember the time from the confirmation screen. (Obviously don't actually send the attack ?)
Let's say the speed of RAMS/CATS is 05:00:00 for the sake of this example.

With this information you can calculate the exact time the enemy troops will be returning to their village, after attacking yours.

14:30:45 + 05:00:00 = 19:30:45

Remember: returning units always return back on the exact second. i.e. No milliseconds.
So you can be sure that they will be returning 19:30:45:000
So to backtime this attack, you need to send an attack to land JUST after 19:30:45:000, preferably within the same second. As this makes it extremely difficult for them to dodge.

So e.g. 19:30:45:382

How Do I do this?
Simple, you find out the distance of the troops you want to be backtime with (axes/LC ) And you take that away from 19:30:45, which will give you the exact time you need to launch.
So for the sake of this example, lets say the time it takes for your axes to get to their village is
03:00:00
19:30:45 – 03:00:00 = 16:30:45,

which is the exact time you want to be launching your backtime.

Notes/Tips:

- You will want to click OK about 0.5-1.5 seconds before the EXACT time, due to the lag of your PC, and the time it takes for the server to "process" the command.
- If you have multiple villages, you can use a different village to backtime if it is closer, or you could knock down the wall with a different village before your backtime arrives . Decreasing your losses.


Backtiming with the same speed units

Sometimes, you will want to backtime with the same speed troops that are incoming towards your village. I.e. backtiming Rams, with rams. When you want to do this, the method that is explained in above is no longer possible, as theoretically you need to be sending the backtime, JUST as the attack hits your village. Clearly, this is somewhat harder to do as if the attack hits your village and your troops are still IN your village, then you will most likely lose your troops. Therefore, the only way to backtime without losing troops would be to dodge momentarily, have them arrive back JUST after the incoming has arrived, and then send them to backtime immediately.

In this next explanation, I will show you how to do this effectively, making it extremely difficult for your opponent to dodge in time.

There are a few basic concepts that you must understand before you can be able to perform this skill.

Firstly, commands that are “Canceled” always return on the same millisecond that they would otherwise have landed on, if it had not had been canceled.
Secondly, all commands that are “Returning” from a village, return on the EXACT second. (No milliseconds)

So, you have an incoming attack, at ram speed. And you want to backtime the attack with your offence including your rams. And you want to backtime with the village which is being attacked.
First, find out the exact arrival time of the incoming attack. For this example, I will say 22:33:36:616

Secondly, set up an attack on the village that is attacking you with the troops you want to backtime with, get it to the confirmation screen. DO NOT close this tab. You will need it later to send the backtime.



52cheo.jpg


Then, You need to set up something similar to the above, where you have your dodge confirmation ready to attack any random barb, it doesn’t matter what barb or player you choose to use, but it needs to be further than 10 minutes away preferably.

Also, have the overview of the incoming on a different window, or collapsed tab, so you can see it easily as you click OK
You must note down the time it takes to get to that barb beforehand. And as you click OK, make a mental note of the time on the “Arrival in:” on the left window.

Once you have done this, go to your attack, and check the milliseconds. It needs to be over :616. If it is not over 616 the first time, cancel it immediately then do the above steps again until you get it above 616.
Once you have sent the dodge, you must now half the time that you mentally noted, and then take it away from the time it takes for your troops to arrive at the barbarian village.

So for the example above it was 0:13:14
0:13:14 / 2 = 0:06:37
Then
0:55:54 – 0:06:37 = 0:49:17


15n28v5.jpg



After that, you should be able to see your troops returning just after the incoming, and as soon as your troops return go to the tab that you saved at the beginning, and confirm ('ok') JUST as your troops return.

With this method of backtiming, you need to practice it a few times and cant expect to get it right first time. You will get the hang of it after a few times though. Its important to note that the lag of your computer and the time it takes for the server to process a command needs to be considered. This is different for each player, and its important that you understand the lag of your machine.

When you're taking a mental note of the arrival countdown as your clicking OK, try to time it so it is an EVEN number. As this is then easily divided into 2. This will help you with the calculations.

In Alternate to this method, you can bounce your troops of a nearby barb – timed to arrive back at your village after the attack hits- and then send immediately. However with this, it is slightly less accurate and its unlikely you'll backtime on the SAME SECOND. Which is the ultimate goal here.
Nevertheless, if the incoming attack has milliseconds of :999 then the method I just mentioned would be most advisable.


~ ~ ~

Good luck and have fun! Hope this Guide helps some people.

Written by Sam C

 
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DeletedUser

Guest
I thought this was the best guide around,so i felt like copying so that i wouldnt have to give link of .net forum to my budds :D
 

DeletedUser

Guest
I've read this guide several times before and it annoys the crap out of me.

Simply put, you can't follow a start-up guide 100% flawlessly and come out of it with a result that would beat just using common sense and logical thinking.

I prefer the guides which just tell you what to conisder - this guide can mislead anybody who doesn't have an area that the guide is specifically written for.

Aliyah.

Also, why include a backtiming guide in a startup guide? Just make a new guide for that, surely. It makes the whole thing drag on for ages to read.
 
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DeletedUser

Guest
I think you need to read it a few more times yet , there's still some left .

<3
OMG your avatar is 2HOT!!!!

@googly:
you do have a point,but it also explains why you should play like that.
and Sam wrote the backtime guide just to prove that he knows it :D .
btw Googly glad to see you back.forums were starting to get boring.you joined w57?
 

DeletedUser

Guest
@googly:
you do have a point,but it also explains why you should play like that.
and Sam wrote the backtime guide just to prove that he knows it :D .
btw Googly glad to see you back.forums were starting to get boring.you joined w57?

This is off-topic and I will get in trouble if I reply here. My normal skype (you have my personal one, not sure about this one) is thekingofaz. Hit me up on there :p
 

DeletedUser

Guest
In a Pally world you should build Iron first, no matter what the tut says xD <3
 

DeletedUser

Guest
Wrong. With the new tutorial, it is now better to build clay first.

Even with the new tutorial, iron first is important. Otherwise you struggle due to lack of iron within an hour or two.
 

DeletedUser

Guest
isnt it just a matter of 10 minutes difference? how much could that change?I do get clay first though.but only because they say you should.i dont think it makes much of a difference.
 

DeletedUser

Guest
isnt it just a matter of 10 minutes difference? how much could that change?I do get clay first though.but only because they say you should.i dont think it makes much of a difference.

For the first day or so, every little counts. That 10 minutes someone else in your area could have used better, and then beaten you to spearss. Then what happens? They begin emptying resources before you in the farms, and so you suffer more.

It isn't much of a difference, but as resources are so valuable in any amount in the first few days, iron mines should be 1 before clay :p
 

DeletedUser

Guest
For the first day or so, every little counts. That 10 minutes someone else in your area could have used better, and then beaten you to spearss. Then what happens? They begin emptying resources before you in the farms, and so you suffer more.

It isn't much of a difference, but as resources are so valuable in any amount in the first few days, iron mines should be 1 before clay :p



you're completely wrong.

With the new tutorial you never struggle for iron. If you follow my build order which is to build clay 1 then wood 1 then Iron 1 then statue - you will get more spears faster and thus you will be farming faster.
This is a mathematical fact.
 

DeletedUser

Guest
you're completely wrong.

With the new tutorial you never struggle for iron. If you follow my build order which is to build clay 1 then wood 1 then Iron 1 then statue - you will get more spears faster and thus you will be farming faster.
This is a mathematical fact.


I do not believe you are correct. Please give the mathematical facts you claim to possess in your argument. I could state that my reasoning is scientific fact. Doesn't mean that is the case. Until then, I will just assume that you are in the wrong, as from past experience, with the new tutorial it is still better to build the iron mine to 1 before the other pits. I would be genuinely interested in seeing your mathematical fact, as opposed to your statement of such.
 

DeletedUser

Guest
(Wood clay iron)

Starting resources: 500 500 400
Resources from tutorial: 400 380 370
Therefore total starting resources: 900 880 770


Cost of statue: 220 220 220
Cost of resources level 1 (total): 190 175 150

Once spent (if you ignore the resources that would have been produced) you now have:490 495 400

Now presuming you have a fantastic area, you follow:
Cost of wood 2: 63 77 50
Cost of wood 3: 78 98 62
Cost of HQ ups + barracks+ paladin: 476 422 329
Total cost: 617 597 441

The cost of spears: 50 30 10
Now, explain to me why you seem to think iron is what you need to build first? I have just proven to you that Iron is the least important resource.

Now looking at the above facts you would say, surely it would be better to build wood first then?
And infact, the difference is very very minuscule.
You build clay 1 first because after you have 3 1 1 mines, It is the clay you are waiting on to build the barracks- due to lower production, and of course you build timber higher in preparation for spear production.

If you do the same maths for the other build orders I have presented in this guide you will understand why what I have suggested is superior to what you seem to think.

~Sam
 

DeletedUser

Guest
I'm going entirely by the values you have given as I presume you did enough research for them to be correct.

(Wood clay iron)

Starting resources: 500 500 400

Cost of statue: 220 220 220
Cost of paladin: 20 20 40

You don't get the resources from the tutorial before this point, from what I remember.

As such:

Your startng resources are down to:
260 260 140

Cost of resources level 1 (total): 190 175 150

Before you even get your pits done. Which means you don't have enough for the starting pits, given that you are already 10 iron short. So, setting the iron going first out of the 3 level 1 pits is important, as until you have the level 1 pits done from what I recall you don't get the free tutorial resources?

This is all, of course, assuming that it is worth building a paladin first for you in your specific area.
 
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