Wednesday, 2 March 2011

Script: Mass Incoming Renamer (v7.0 update, Premium Account only)

1) Go to Settings --> Edit Quickbar.

2) Add new link

3) Type in as follows:

Entry name = Mass Incoming Renamer

Image URL: (Use one from here)

Target URL = 
javascript:function labelAttacks() {var arrInputs=document.getElementsByTagName('input');var regAttack=new RegExp("Attack");var strDate=document.getElementById('serverDate').innerHTML;var strTime=document.getElementById('serverTime').innerHTML;alert(arrInputs.length);for(i=0;i

4) Click "Ok"

5) When under attack, Click the quickbar link that you just made.







Monday, 28 February 2011

How to effectivly communicate and be a team player

Working with Tribe Mates

Introduction

This chapter is about being a good team player and how to effectivly communicate.

Importance of Working Together.

People work together to achive a common goal. This common goal could be attacking a player or tribe, or sending support ect. The way the players work together have a significant effect on the efficiancy of achiving the common goal as well as the satisfaction and enjoyment you get from completing the common goal. To be able to achive a common goal with others, each player has to:

- Identify their role and responsibilities as well as the roles and responsibilities of the other tribemates.

- Plan their activities so the fit in with the common goal, objectives and task requirements of the players involved with the common goal.

- Work effectivly with tribemates by applying interpersonal and communication skills.

Roles, Responsibilities and Group Goals

Individual and Tribe

Carefully planning, applying tribe standards and accepting responsibility for your own work could be a discription of your individual role in the tribe. But in most situations you will be working together in a team or as the tribe as a whole.

Acheiving Group Goals

Tribe goals might be formal objectives listed in the tribal planner page provided by the duke/barons, or they could be an unwritten agreement among tribe member that they should work together peacefully, and get the job done as quickly, most cost effectivly and efficant as possible. The way the tribe or team goes about the goals will be affected by many things ie number of people in the group, skills and personalities of team players, language barriers and other communication problems that could  exist in the tribe.

Make sure the team or tribe has a good understanding of what you are aiming to achive in the goal (allocated work, requirements and deadlines ect) and understand that everyone should work together to get the job done. It is responsible that all team members and tribemates to work towards acheiving common goals.


Contributing To Group Activities

As a tribe member you must be prepared to contribute to tribe activities. It does not matter where you fit into the group or how skilled/experienced you are, you can still make sensible and worthwile suggestions and be helpfull in your actions. Your contribution to tribe activities will change as you gain more experience and skills, but always be prepared to have your say and do your share, but keep in mind that other tribemates may not appreciate an inexperienced 'Know-all' in the tribe or team.

Common Goals

Planning to achive common goals is the responsiblity of all members of the tribe or team. Tribe or team requirements need to be identified and clarified so that all members of the group have a clear understanding of what the tribe or team is required to do. Ie your tribe or team might be given the task of clearing and nobling a player or tribe. Each player involved needs to have a clear understanding of the common goal (To attack the tribe or player to the requirements of the tribe). This can be acheived through group discussion.

When you understand the requirements and what you have to do in order to acheive the common goal then you are in a better position to plan your own part of the common goal.


Working With Your Tribe And Allys

Prioritys and Deadlines

It is  very good idea to work out which part of your task is the most important or which parts need to be done first. For example you are taking out a tribe or player, first you have to prioritise an attack force, then take out their most threatning player or village. In your tribe, team or own planning you should set priorities and deadlines by talking them over with other tribemates that will depend on your progress.


Checking Progress

As mentioned above, the work of other tribemates will often depend on your progress. It is very important to let other tribemates know how you are progressing. When there is co-operation between the tribe, goals get done much more efficiently because everyone is working towards common goals.


Effective Communication


Shared Responsibility

When two tribemates comminicate or exchange information and ideas about a goal, they should both be responsible for making sure that the information has been communicated properly. The giver mut make sure that the information has been received correctly and the receiver must be sure the communication is understood with the same meaning the giver intended.


Written Communications

Writen communications that you receive in the tribe can come in the form of messages, alerts, task instructions, requirements and specifications and task procedures. Be sure to read them carafully and be prepared to ask if there is something you dont undertand. Written communication that you give others could include reports, forwarded message ect.

Your written communication should be completed and as accuratly as possible, if you dont write properly the information could be mis-understood by the person who has to act on it.

Preparing Written Communications

Clearly and effectivly communicating is part of your responsibility to the players you work with. Some guidlines are as followed:

- Present your ideas in clear, simple language.

- Stick to the point and be concise.

- Attend to comminication (correspondence when it is required, dont put it off.

- Make sure your correspondence meets required standards which could be set out in your tribe's manual of procedures.

Graphic Communications

Graphic communication received could be in the form of world maps, K maps, pictures, drawings, or a combonation of all. Make sure you know enough about these drawing techniques to help you interpret graphic information correctly.

Detailed graphics are usually prepared by experienced players, but simple sketche can be performed by anyone.

Responding To Communications

A communication that is given to you from your tribe may be necessary for the successful completion of your common goal or it could be a request for information from someone else. Most times you will need to act on information, instructions or requests straight away. You own goal requirements and the goal requirements of other players of your tribe or allys could depend on how quickly you act on the communication you have received.

Thank you for reading.

Written by oJvCo,
REFERENCE: Engineering, An Industry Study, Third Edition Pages 42-50, written by S.D.Baker and D.Schlyder.

Saturday, 26 February 2011

Hello TW Players!

 This blog has been recently updated. Hope you like the new content.

Regards,

John







Non Premium Guide by Wallam

Hi all,

This is a guide I am writing to share with you guys some sneaky tactics. It is the first guide I have ever written so be nice =D

First Tactic - Sniping the noble

This is the first tactic I am going to share with you guys. You probably all know it anyway but it’s good to be sure. It’s called sniping the noble.

When you are under attack on a village the best way to take that village from an attacking point of view is to send a noble train which usually comprises of 4 nobles one after the other, sometimes 5 if you really want to be guaranteed the village. This is a good timed noble train which I sent. The attacks are hitting in the same second, which makes it difficult for people to use the tactic I am talking about.



Now before that a clearing attack will be sent from a different village. So a few seconds before the noble train hits the clearing attack hits and so they can’t rebuild their defence before the noble hits. The tactic that I am going to show is dodging the clearing attack but then recalling the support to defend the nobles...

There are two ways of doing this. The first is to send away an attack on another village with your defensive troops, just before the clearing wave hits. You then cancel the attack and make sure it comes back after the clearing wave but before the nobles and so all the nobles are killed but the clearing attack does not kill your defensive troops and leave the village exposed. However this tactic has its flaws. For example if cats were in the clearing wave or one attack you thought was a ram fake was actually cats hitting your rally point then you could not cancel the attack and so your village would get nobled. A rally point takes 4 minutes to build and so as long as the cats hit less than 8 minutes before the nobles you would lose your village. Why 8 minutes? Because it takes 4 minutes to go out and 4 minutes to be cancelled.

The second way is much better in my opinion. What you do is either send your troops away and cancel them using the rally point before any attacks hit or you send them to support an abandoned village and withdraw them between the clearing and noble attacks noting the time it takes to get from the abandoned village back to the village you are trying to defend. If you have multiple villages another alternative is to send support from another one of your villages to land between the nobles and the clearing wave. This picture taken by me shows me sniping a noble train using the tactic I just mentioned.



You might notice a cancelled attack at the top of the screen and that was to dodge a scout attack that had just hit.

I find it better to let the first noble hit and snipe the other three as usually people send a larger forcer with the first noble in case the clearing attack has not fully cleared a village they can still reduce the loyalty and so I let the first noble hit and snipe the other 3 attacks.

The best way to snipe is to have a new window open with the times the attacks will hit but minimize it so you can still see the times and underneath have the button ready to press to send the snipe to the village. Your screen should look something like this.



Identifying attacks

The problem is with this tactic you have to be able to identify attacks. This is a topic I will say a short bit about now.

There is only one way to identify attacks accurately and that involves being online when the attacks are sent. In times of war when you are sleeping make sure you always get an account sitter so he can snipe noble trains/ identify attacks. This is especially important if you are on the frontlines. What you do is note the time that there was until the attack hit when you first noticed it. Don’t bother trying to identify them unless you are within a few minutes of them being sent. Then you go to the attack screen and type in 1 of a unit. E.G 1 spear and see the time it takes to get to your village. The closest time for 1 unit to the original time you noted down will have that unit in but remember the time you have noted down should always be smaller or the same as the closest unit. If you get it bigger than you have done something wrong or that unit is not involved in the attack.

To help you identify attacks. I suggest you build at least one of each unit (except nobles) in all of your villages. I know you specialize village but 1 ram is not going to take up too much farm space is it? You don’t build nobles for 2 reasons. The first is that they are very expensive and useless to have in a defensive village except from noble fakes (but we will come onto that later). The second is that if the attack is slower than ram speed than the attack has to contain a noble as rams are the second slowest unit but the nobles are the slowest and so it has to contain a noble.

Another tactic of identifying attacks works in the same way however instead of using units to work out the time you use an external site with a distance calculator on such as tribalwarsmap or twstats. Then you navigate the site to get onto the world you are being attacked in. Underneath each world there will be a function called distance calculator or travel times depending on which site you use. Click these and follow the instructions to work out which unit you are being attacked by. A screen will come up like this depending on which tool you use.

Tribalwars Stats:



Tribalwars Map:



Both of these methods give a list of travel times of each unit to the village and so it is another effective method of indentifiying attacks. If you have lots of attacks starting at the same second press PrtSC (print screen) and copy that into a paint document. Then use the times shown on that to help you identify the attacks than noting the times down. This is because otherwise you may not be able to note down all the times quick enough to accuratly identifying the incoming attacks.

Second tactic - Stopping Sniping of nobles

The second tactic is putting cats in a clearing attack or as a fake attack. This as I have already mentioned will stop the sniping of nobles however this attack will not work on experienced players due to them using the tactics that I have previously mentioned. A key to sending these attacks is sending them when your opponent is offline and so he cannot identify them. Now luckily the cats and rams travel at the same speed and so hopefully your opponent will think that an attack is a ram fake rather than a wave of cats. Make sure if you want the opponent to think it is a ram fake that you have already cleared the village with a different attack before the cats come in otherwise your cats will die and your nobles could get sniped. Now make sure the fake is less than 4 minutes before your last noble otherwise the rally point could be rebuilt in that time. This picture illustrates the tactic I just mentioned.



As you can see the attacks marked with a red dot are just normal ram fakes. However the clearing wave marked with a green dot has been disguised as a ram fake. The cats are just after and destroy his rally point. Then you have the noble train marked by the purple dots and finally the support for the freshly nobled village marked by a yellow dot. You may have noticed the noble train is not particularly well timed. With you destroying the rally point it does not have to be although it does help if the person uses the second method of sniping as it makes it much harder to snipe. (I did this pic as a tutorial so I could not be bothered to cancel and do it again =D. Usually my train would be four nobles in the same second in that situation but I was feeling lazy today =D). The flipside of this however is that players are more likely to use the first method of sniping on trains which are badly timed as it is an easier method of sniping as takes less time to set up. This is especially plausible in war where the player is likely to be receiving 30+ incomings on each village. However If a train is well timed it is easier to use the second method of sniping as it indicates the player is experienced and might try a few sneaky tricks of his own. Remember this tactic does not work on experienced players who use the second method of sniping and so it is always good to get the nobles the same second, and if not for any other reason to practice your timing.

Third Tactic - Support fakes

The third tactic to share with you guys is called support fakes. This is a devious tactic to make it look like you are nobling a different village to the one you are actually going for. This is the answer to the question, wont the support to a village destroy the point of fakes as it will be obvious which village you are planning to noble. The tactic is to send fake support to other villages that you have a fake noble train to. What you do is make 4 or so ram fakes look like a noble train by having them really close to each other and then put a few looking fakes before that. Then send 1 swordsman or another defensive unit as a support to hit just after the last ram. This means they will think that this village is getting nobled as well. If you do this to multiple villages it means he cannot move support around from one village to another. This increases the chance he will choose the wrong noble train to snipe because all your fakes noble trains and real ones should land at the same time. This would mean he only has the possibility of sniping one of the noble trains and fake noble trains and so the chances he chooses the right one are very slim. The attacks should look something like this.



Remember the support fakes should only be one defensive unit. Using swords is the best as it makes the fakes look more realistic if the owner of the village you are faking is online. Obviously you send real support to the village you have nobles’ en-route to and be careful not to mix up support fakes to the villages you have nobles’ en-route to.

Fourth Tactic - Nobling your own village

This tactic is very evil and can be used very effectively in certain situations. It is best used on a village right in the middle of an enemy cluster or you know you are going to lose. What you do is clear your village of troops and noble yourself 3 times make the last noble just before enemy attacks hit. Then the first noble of the enemy takes the village and then he nobles his own village another 3 time wasting his own troops and nobles.

Now in this situation you have two options. You can either laugh at the person who noble themselves and think how great you are or you can noble back the village. This all depends on the positioning of the village, if you don’t think you can re-take and hold the village then ignore the tactic I am about to mention. However if you think you would be able to hold the village after you have retaken it this is what you should do.

Attack your own village between the time of their last noble attack and there support arriving. This is an evil tactic as not only will they have cleared there own village for you and only have a few hundred troops in there, they will support your own village once you have nobled it back. This picture illustrates the scenario.



As you can see the enemy clears the village then nobles it with his first noble. He then proceeds to noble himself another 3 times before you come in and noble it straight back before the support arrives. This tactic is evil, but it works very well. Again, it is important to get the timing right otherwise you end up nobling the village either after the enemy support arrives or before the last enemy noble making the enemy noble the village straight back.

Fifth tactic - Mailing your enemy

You are probably thinking, what is he on about, what will mailing my enemy do. I can assure you I have used this tactic before and it worked beautifully. What you do is write a mail such as this one I used to convince the enemy you are a spy in your tribe working for there tribe.

Quote:
Originally Posted by don’t worry
****** on 24.05. at 18:56
Hi,

I am an There tribe spy working in your tribe and so I am mailing you to say don’t worry. All the attacks I am sending you are fake, but I had to send you one real one as they sit our account regularly to make sure were not spying. The support however is real but you might question, why am I splitting it up between different villages, why not send all my support from one village to one of your villages. Again it is to do with account sitting, I can claim that I accidentally typed in a couple extra 00's on each attack but if I send a huge amount it looks suspicious.

Again, don’t worry, the rest of my attacks to hit should be fakes.

- **********

P.S Delete this message after you have read it and replied and I will do the same (please reply to show me you understand). This is because I know there are Your tribe spies in their tribe, but I haven’t worked out who yet and so they might see this on your account. Please do not post this in there tribe forums as again there are your tribe spies in their tribe and my cover could be exposed.

P.P.S I should not tell you this, so please don’t tell There tribe leader It is because I know you have a lot of attacks hitting and so I wanted to take a load off your mind and let you concentrate on the real ones.. but if There tribe leader finds out he could get mad.. So please don’t tell him. I did it as I don’t want you to worry.. I know what its like to have loads of attacks hitting your villages ;)

******* on 24.05. at 22:30
Wait.. I just discovered a sitter sent a noble train at your village.. damn. The village in question is Actual village.. hopefully you can snipe it in time..

Don’t worry though about paying me back for the noble costs, I should have it covered..
Not only did this work beautifully and he thought all his attacks are fakes. Even after I nobled 4 of his villages, he was convinced that it was sitters that sent them and so I sent more trains and he still thought they were fakes. You might ask why I told him what village I was nobling.. well I told him 5 minutes before and I knew he wasn’t online. It also added credibility to my argument that sitters sent the trains as I told him before the nobles hit. It was a main reason why I managed to noble more of his villages. This tactic can be very effective although it does not work on most people it is still worth giving it a shot. There reaction is also very funny when they realise what has happened =D

Tactic 6 - Timing noble trains

A key tactic on tribalwars is being able to time noble trains and attacks well. This is primarily to stop the sniping of trains but also to confuse the enemy with well co-ordinated attacks. The main thing to do to get a good noble train is to use multiple windows. Line the windows up across the screen in the order you want them to hit so you want the clearing attack on the farthest right and then the nobles from right to left. This picture will illustrate what I mean. I am using rams as the timing aspect is still the same.



And as it happens this noble train wasn’t great but it is still a method which is a lot quicker than other methods and gets nobles closer together. You want nobles closer together in a train because they are harder to snipe. This image shows the result of the method shown in the last window they weren’t all on the same second but this train would still be difficult to snipe.



Tactic Seven - Identifying attacks when you weren’t online when they were launched

The first thing to do is to try and work out how skilled the player is who is launching against you. There are multiple ways of doing this the best ones are to first look at the timing of the supposed noble train, is it very close together? If it is then it roughly indicates the player has some experience. How many attacks are there? Is there just 5? If so dodge the first one or two and snipe the rest. Then check the ranking of the player. If he has a high points rank he is generally quite experienced but make sure you check the players OD rank too as he could just be a pointwhore.

After you have got as much information about the player’s experience as possible you should be able to tell the following:

- If the player is not experienced it is most likely he will not have disguised his noble trains well and so the most likely attack is probably the noble train. Snipe the attack after the first noble has hit in the noble train.

- If the player is experienced then it gets more difficult. Try to identify the villages the attacks are coming from if there is an attack coming from one village and then 4 from the same village snipe that attack. If there is more than one of these attacks where there is 1 attack from one village, 4 attacks form another, choose the set of attacks at the end.

- If the attack has support after it from an inexperienced player then that is probably the village getting nobled however if it is from an experienced player do not count that it that village getting nobled. This is especially true if there is multiple support coming from the attacking player travelling to different villages that you own. This is an image of an attack coming towards a village.



This image shows a village being attacked. Now say you were offline and then logged on to see this coming towards your village it would be plausible to snipe the attack after the first blue dot. This although not guaranteed to snipe the noble train is the most likely option and the best you can do in the situation.

- Copyrighted by Wallam (C).

Many thanks to these people who proofread or helped me with the guide:

- Mattcurr
- MasterFire
- Galum
- -OwNeD-

Dodging and Backtiming Guide by xyziz

Well i made this in w26 some time ago, decided to share it now. Don't know if there has already been one posted, but anyway. Here it is:

Note, you need premium account to do this.

So, you find yourself in the situation where the person you have attacked has dodged with all his offence and sent the attack to arrive ~1 second after your troops get back. You think ZOMG WTF HAX!!!one11! HOW TEH FAR AM I TO DODGE IT (or maybe not that dramaticly, but yeah).

anyway, here is what to do.

step 1:

As the attack gets to say 1.5 min before your offence arrives back. The first thing you do is send all other troops in your base to go find some nice little village to go visit, so you have absolutely no units left in your base.

step 2:

Go to any report of an attack you have made (doesnt matter on who, where, when, outcome etc.)



and then clicky on the attack with all troops:



step 3:

Because all your troops are out of your base, you will get the following screen pop-up:



Now, as soon as your troops get back into your village, the page will automatically refresh, so what you need to do is have your mouse over where the ok button is to send the attack, which should be about where the red cross is on this (provided you leave your screen scrolled as much to the top as possible) Note i used a graphical package so the ok button may be slightly different for non-graphical packs (cant remember which one i used either):



Then provided your net is fast enough you should be able to dodge.

EDIT: Don't forget to click the OK button, it was brought to my attention that i forgot to mention this.

Hope this helps.

Xyziz

Analysis of Defense Options by qwe4rty

I'd promised my tribe I'd write up an analysis of the different defensive options, and now that it's done, I felt like I should share it. This is a long post, and I encourage you to read each and every part of it. If you have constructive criticism, I'd love to hear it.

Each defensive village assumes a 20,000 population size available for troops. This is sufficient to show my intent.

Base build time:
Spear: 1:19 = 79 seconds
Sword: 1:56 = 116 seconds
HC: 6:14 = 374 seconds

a) 10k/10k spear/sword, lvl 3/3 - Standard
General Defense: 910,000
Cavalry Defense: 980,000
Time to build: 1,950,000 seconds = 32,500 minutes


b) 7k/7k/1k spear/sword/hc, lvl 3/3/3,-Hybrid 1 rams lvl 1
General Defense: 917000 --> 100.7% of a)
Cavalry Defense: 798,000 --> 81% of a)
Time to build: 1,365,000 seconds = 22,750 minutes
--------b.1) 7k/1k spear/hc, lvl 3/3
--------General Defense: 427,000
--------Cavalry Defense: 553,000

c) 7k/7k/1k lvl 3/2/2,-Hybrid 2 rams lvl 2
General Defense: 838,000 --> 92% of a)
Cavalry Defense: 758,000 --> 77% of a)
Time to build: 1,365,000 = 22,750 minutes
--------c.1) 7k/1k spear/hc, lvl 3,2
--------General Defense: 397,000
--------Cavalry Defense: 541,000

d) 8k/2k spear/HC, spear/HC
General Defense: 728,000 --> 80% of a), 79% of b), 86% of c)
Cavalry Defense: 728,000 --> 74% of a), 91% of b), 96% of c)
Time to build: 748,000 seconds = 12,466.7 minutes

Analysis

First off, there are several interesting things of note when you look at the different defense options.

Comparison: a) and b)
Build b) shaves off about 10,000 minutes of build time, which is a hefty amount. What are the payoffs? Surprisingly, you actually gain a slight amount of General Defense. However, percentage wise, it is rather insignificant. The main pay off is you lose Cavalry Defense (b) is only 81% as effective as build a) in this regard). In addition, build b) is slightly more flexibly, as it employs a fair number of HC, gaining a little bit more mobility.

However, thought your defense villages will be able to supply these research levels with no problem, you will have to sacrifice a research level in your offense villages to be able to have this defensive arrangement. The only likely one would be rams, dropping you from lvl 2 rams to lvl 1

Comparision: c) to b), with respect to a)
If you're not one of the people who wants to have a weaker nuke just so that you can have full research levels in every village, build c) would be the research levels you take in your offensive villages. Upon inspection, you will notice the General Defense of c) is 92% of a) while the Cavalry Defense of c) is 77% of a).

You have still shaved off about 10,000 minutes of build time. It is slightly weaker then b), but provides you with a slightly stronger nuke.

Comparison: d) to everything else
Finally, we get to the build I've been trying to sell. First off, you'll notice that it shaves another 10,000 minutes off of a). It is almost twice as fast to build as b) and c), and approaches 3 times as fast to build as a).

Now looking at the relative strengths. First off, when you compare cavalry defense of the 8k/2k spear/hc, you'll notice it is almost as strong as any of the hybrids. However, what you lose from changing from a Hybrid to pure spear/hc is General Defense. The 8k/2k is 80% as effective as a straight up 10k/10k, and 79% as effective as the stronger of the two hybrids.

Quick Summary.
The hybrid loses out on Cavalry Defense vs the Standard defense while gaining increased build time. The spear/HC has a comparable Cavalry Defense to the Hybrid, but loses out on General Defense to the Standard and Hybrid (80% as effective as standard, and 79% as effective as Hybrid, a comparable loss in General Defense), all the while, shaving off even more time.

Final (and Selling) point
So far however, this post has only gone into the relative strengths of the ratios, and has not taken into consideration one other crucial advantage the spears/HC has over any of the other defense options: movement speed.

To fully understand this, I'm going to go into a bit of geometry. Take the scenario that a village is under attack and you need to draw support from nearby villages. The attack is incoming in X minutes, and so you can only draw support from villages that are less then or equal to X minutes away. The border of the area that fulfills this constraint is a circle (all points in a plane at a constant distance, called the radius, from a fixed point, called the center), with the center being the village under attack.

The time of the incoming attack will be directly proportional to the distance from the villages on the outermost edge of that "circle" of villages that can get support to the one being attacked. Time is therefore proportional to the radius.

The area of the circle corresponds to the number of all villages able to get support to the village under attack under the time constraints. The formula for the area of a circle is A=pi*r^2

What does this mean in terms of tribal wars? It means as the max distance from the village under attack to villages that are able to provide support (radius) increases, the total number of villages able to provide support exponentially increases.

In terms of tribal wars, the faster your defense can move, the more defense you can stack in a single village, minimizing losses. Time is therefore a limiting factor. We can eliminate a), the Standard Defense, because it fails this miserably. Both its time to build and time to move are abysmal.

The hybrid defense improves upon the time factor of the Standard defense, building 10,000 minutes faster, and employing a number of HC able to provide support to a village. However, it still contains 7,000 swords, and this becomes a problem. While it takes longer to build, it also simultaneously slows down the speed of your support. Depending upon the length of time you have until an attack hits, you may not be able to send the swords with the rest of your support, it would have to arrive after. This significantly diminishes the strength of your defense. You move from a General Defense of 917000 and a Cavalry Defense: 798,000 to a General Defense of 427,000 and a Cavalry Defense of 553,000. Not as impressive looking as before.

The spear/HC defense on the other hand is more likely to be able to get its full defense power as support to a village before an attack lands.

Very last (I promise) point/comparison
With all this being said, it seems beneficial to compare the Hybrid with Spear/HC one last time, taking into consideration the movement speed.

Remember that the only two things significantly different between these 2 builds were the following:
1) spear/HC builds about 10,000 minutes faster
2) spear/HC is only 80% as effective in General Defense as the Hybrid (Cavalry defense is highly comparable, and as stacking increases, this difference diminishes to 0 faster).

Looking at this, one notices one important factor. The only thing spear/HC really lacks is the General Defense contained by the Hybrid. Guess what, Heavy Cavalry provides General Defense! By employing a much larger number of Heavy Cavalry then the hybrid, the chances that you can draw support from another village even further away increases.

Remember, there are several layers of defense that can be sent. The hybrid can send a full D from villages close by (7k spears, 7k swords, 1k HC), a half D from villages slightly farther away (7k spears, 1k HC), and a fractional D (1k HC) from villages extremely far away). Spears/HC on the other hand can send a full D from villages close by (8k/2k), a full D from villages slightly farther away (8k/2k), and a half D from villages extremely far away (2k HC).

By employing a larger number of HC, you can draw MORE support from further differences, and since it is HC, it provides a greater proportion of General Defense, which is the only thing that the Spears/HC lacked that the Hybrid had. (The small fraction of Cavalry Defense that the Hybrid had over the Spears/HC is further minimized by the small amount of Cavalry D provided by the HC).

This specific difference between hybrid and spears/hc is then evened out, and spears/hc are still left with the advantage of building almost twice as fast as the hybrid.

Also, remember that you have the full defense capabilities of the spear/HC after 12,466 minutes of building. At this point in time, the Hybrid will have only slightly more then half of the defensive power. The Hybrid's defense doesn't surpass the defense offered by spears/HC until around 18,000 minutes (this is a guesstimate, I'm tired of writing).

Conclusion
So basically, when you're in a war heavy environment and are being attacked, you may not have the time to even build a full farms worth of D. Each individual hybrid village will have LOWER total defense then spears/HC simply because of the time taken to build. Spears/HC contains all of the advantages of time, and can make up any slight difference in defense power through manipulation of the additional time you have at your disposal to build troops and send them.

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As a note, I've never used a hybrid before, and there are all types of variations. For this analysis, I had just taken the first hybrid build one of my tribemates had posted. However, my end conclusion still remains the same. The mathematical comparisons I had made between the spear/HC and the hybrid build could change depending on if you went for a more spear heavy hybrid build in an attempt to balance the defense more (which would be a better hybrid build in my eyes), yet the maneuverability of spears/HC still makes it superior in my eyes.

--Researched and written by qwe4rty

Sacred's Evaluation of O Villages

A word of intro. I am quite an experienced player when it comes to attacking, probably even considering all the stars we have here. However I will ONLY talk about Offensive armies as my experience in D is not enough to make me write anything.

The below is mostly just an adapted post from my tribal forum. It talks about lvl 3 but the ratios don't change for lvl 1 troops so the principle is the same.

Additionally, i might add from my experience Cavalry Offence was better to have then Infantry. This is because there are 2 types of players we will come to fight.
1) Noobs: Really bad look at HC and say: "Wow man! luk her this guyz got da best statz!". Some better ones will have swords as the are the most efficient unit. Both kill axes.
2) Experienced players. Have a lot of HC for same reasons as first noobs, BUT know how to use it. It is always better to hit a HC stacked village with LC's then axes.

I will refer to 3 O builds here. Troop numbers given below (rounded as i don't want to bore you), rams are not included for a simple reason I do expect anyone to be able to upkeep a smaller then 3.5k pop O village. If you plan to max O villages out, you might as well stop reading now. Take the ram numbers to verge between 300-400 depending on the size of village.

Quote:
Normal: 5900 Axes - 3250 LC
Openeye: 11500 Axes - 1250 HC
OE - LC: 6750 Axes - 1200 LC - 1250 HC
First thing we really want to know is how powerful these armies are! However my graphs will add a time factor as we of course don’t want an army that is building too slow to be useful!

(the less time the better)


We can clearly see that Normal has the best time and strength! So why the hell do we at all look at OE's 2 builds? Well, the truth is they help with defence.
The 1250 HC's in each strategy OE has come up with grant us 1 freebie full D village for every 3 O's we build which means we can have more offence which balances the power and time! This way we can have 3 O villages for every 2 D villages.

Normal is stronger (by 3% lol) and takes only HALF!!! of the time to build then Openeye. Speed is VERY important on such a slow world. However, this means it uses the resources twice as fast. Has no defence in O villages for quick support and so requires a higher ratio of D:O villages.Normal is more flexible not allowing players to make a counter strategy

OE + LC is the middle ground. It is the weakest BUT it has a good build time of only 21 days. This is two weeks less then the Openeye Strategy. Secondly, it combines speed with Defence as it has the same defensive quantities as it's much longer to build cousin. It however eats up INSANE amount of iron, during the 3 weeks you build it your 2 O's would eat up iron from 3 villages. This requires high markets and a lot of activity on markets :( This makes it a good strategy for someone who has time.

The below shows efficiency of how much of an O you can build per day:



Clearly, when we need to take a part in an Op in 2 weeks and are weak we should go for the Normal Build.

But, if we take part in a long term war against a skilled opponent who manages to counter-attack painfully overall the LC strategy is more efficient.
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Cliffs:

Normal: Easily managed, efficient, powerful and limited resource juggling. Eaily adapted. No Defence. Limited amount of O:D villages. Not "stacking friendly" = weak against surprise attacks.

Openeye: No need for market trading. Has quick defense. 3 O's to 2 D's Requires a lot of activity. Takes VERY long.

OE + LC: Is fast and efficient. Has quick defense. 3 O's to 2 D's Needs huge markets in D villages. Always needs iron. Weakest of all 3. A lot of time spent sending resources.


Quote:
Originally Posted by PeRvIs
For both you need high level markets which cut back on the pop. space available for troops.
I am assuming you will have ~100 merchants in an O vil maybe less and a full lvl 25 market in a D village. (bare in mind you will send to, not from the O's most of the time)

For below D village strengths I used a:

8k sp /2k HC build 1:1 ratio of D:O as Normal
11k sp / 1250 HC build 3:2 ratio as OE

There is a difference of ~25% in efficiency of both, but remember i assumed OE player had time to stack villages from O.
Secondly, although the 25% is not so much, remember the OE player also has 1 more O village at his disposal.
Thirdly, remember that the OE player took longer to build and will need to rebuild his O's as well after attacks hit due to losses in HC.



There are also several things that are more strategically than pure numbers can show.
OE's two builds are a real pain when it comes to manoeuvring defence. However, they provide you with a much less painful opportunity to snipe even big parts of an O village because LC and HC have a power of about 3k/5k sp/sw in a D, which means that they can kill A LOT even at lvl 1.

A Normal defence is much less of a pain and requires much less activity in general, which sounds simple but isn’t.