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How would you layer a general attack on a city in such a case? Attacking keeps themselves is definitely different than temples, but most of my advice is actually geared towards this as well.

Particularly comments on archers. You can see in this situation that your archers should perform pretty well, even though they are disadvantaged. The archer tower, by the way, is pretty weak. If I have cav or ground, put them ghost. If enemy is ground first, just dont battle. Or, if you ghost your cavs in advance, you need to watch for ground attacking you. And take the ghost away if it does look for Trajan or Scipio attacking you.

Hope you are doing well. Very interesting guide! Not sure about your mechanics for PvM battles though. We have found that if someone sends higher tier troops e. Two questions for you about buildings that I did not see answered perhaps missed them. The archer tower kills troops during an attack. Is it a stationary object that the enemy marches towards and attacks? The description of the wall says it improves the cities defenses. If my walls have a billion HP, and defense, what do those states do?

Is this actually useless or do they get distributed somehow to the defending troops? It seems like a stationary object of??? I sort of suspect it acts exactly like a small group of archers, that just stands still, so probably the same range as archers too.

It seems quite weak just look at battle reports and see how little it does. Wall HP and Defense — Seems totally useless to me. Thanks for the comments. You are right; I just looked at a defense report from the last SVS, and the archer tower was responible for 0. Given how ineffective the archer tower is, I am now wondering if leveling up Ban Chao was or is worth it. You mentioned getting him to the Special Officer level in the general guide mine is currently at senior officer , but I not sure why given how little damage the tower actually does.

I have a quetion concerning a battle mechanics. My friend was hit on a tile, while gathering with k T1 siege. The attacker had k T13 ground, k T13 archers, 67k T13 mounted and 33 T1 mounted. I would have thought mounted would get all the kills. That is very strange indeed. The way i understand this is the t1 siege have a range at I like what you did here but I feel so sorry for you because the vets are going to hammer you because of the things that are incorrect.

And they are so disrespectful. Just will tell you now it is true that range will only target mounted until all mounted are dead no matter how many rounds it take. I do youtube I would like to collaborate with you to clean this up. Kx whyknot. Subscribe if you can. Also, if you have line I have tons of actual test videos proving many concepts. Together we can make this thing epic.

Most people are pretty nice actually. Even experienced and long-time players. Hi one question regarding PvM: When no one as individual can kill a monster, will it help if you rally that monster, will you be able to kill it together? No, we tried this. Some monsters just need higher tier troops to kill. For example a kamaitachi will not be killed by t11 no matter how many yo have in your combined marches.

The reality of this game is, every 2 keep levels you get about x stronger at killing bosses… once you get the new troops, march size, technology, equipment, etc. But 1 person 2 levels higher might be able to do it. Even reading this makes it still complicated. Can only one of your groups target an opposing group each round or can more than one of your groups target the same group?

From recent battle reports I have had groups sitting out the battle. Like a t11 group of ranged not killing a single opposing group and not having anyone killed. They sat out. They must not have been able to target anything because all opposing groups were already being targeted by other groups. Is my logic correct? What I think is : Your groups can pick the same enemy target.

That actually makes perfect sense. It probably would be more efficient if they targeted something else depending on what else is out there but they are at the mercy of the programming.

It is boss battle mechanics turn taking logic but within a pvp multiple group battle. I need to go back and incorporate this understanding in looking at the reports. Because that was like the only group that took PTO. I probably had at least one more tier group than the opponent. Which may have resulted in the early rounds there being not enough cav groups for the range groups to target.

It is interesting though because you would think the t11 would kill a group better than a lower tier range group, but something with the way the targeting is programmed made it not end up that way. First off thank you, this was a good read and does a good job explaining many things, will definitely recommend this site to new and old players alike. A good idea might be, switch back and forth between those two as the situation calls. Opening boxes or fighting. A quick question about the boss monster debuffs, such as with the dragon armor set.

Do they stack if multiple people join a rally just like they do with subs in PvP? Or is each attack truly independent? We tested it and got inconclusive results… meaning they were not consistent. We had six with dragon armor debuffs, with one leading the rally and the rest sent one troop. I think the issue is that the order of attacks is random, and so some of the single troops were killed before the rally leader, thus negating the debuffs.

We are going to try again, but have everyone send troops instead of one, so that no matter the order of attack, at least one is alive so the debuffs stay in effect for the main attack. Do you think that will work?

Or do you have a better way to test? Two different questions in a row. This one is about reinforcing someone. How do the battle mechanics work? Are the individual players rein armies independent and do they take turns defending? Or are the forces integrated somehow?

If truly independent, then layers are critical. Lastly, fee forcing someone who does not have a wall general always works out really poorly. Does that suggest the defending players wall general buffs help you? I think they are somewhat integrated, in the sense that my ground will stand in front of your archers… your ground will stand in front of my archers… and troops will engage each other according to the usual targeting rules. However, my archers with whatever my troop buffs are will not mix with your archers and fight as a unit.

Everybody will fight separately. So if it is time for T12 archers to hit or be hit, one of our groups will fight first and the other second. I have seen reports where one person takes all the damage and gets all the kills with their T12 archers, even though other players also sent T12 archers. So like you point out, layers are super critical. However, reinforcing can work out poorly for a number of other reasons.

Another MAJOR reason reinforcing can go badly is, the attacker will bring his subs to the attack which can include a tremendous amount of stat debuffs. While you as the reinforcer will not. I just wanted to input depending on the wall general thats on the walls it will effect the troops that are reinforcing that city.

It was a new effect with the update before the last one. I did a test against a single camped t1 troop of each type. I sent 1 t13 ground and 1 t13 cav. How is ground getting to the range and siege unit before the cav unit? Cav is faster.

This game drives me bonkers. Another alliance member did a t5 vs t5 test and the cav got all the kills. I then figured it was some type of t13 vs t1 domination and did a t1 vs t1 test with me having big buffs and defender with low buffs.

It was a more expected outcome with ground getting the range and siege kills while cav got the cav and ground kills. But it still proved ground was In front of cav when it was cav and ground vs range or siege. Still strange. I guess the mystery is part of the fun. When I read the guide, it sort of makes sense.

Quoting the guide above, a troop fires if something is in range, otherwise moves forward and then fires? Consider this. Once the range troops can fire on an enemy, the range stops moving, but the ground keeps moving forward and passes the ranged troop and gets the kill. Does that make sense? Top read. A question. Do PvP rallies work the same as a boss rally? Everyone who joins will use their own buffs from their own research and generals that they send… This is true for both pvp and bosses.

Hello, thanks so much for taking the time to assemble this guide. I like a lot of your theories, but I have to disagree about march speed. March speed is important in PvM, just like it is in PvP. I used to think this skillset meant I could march faster and do more rallies, but that is not the case.

These monsters are battle simulators, and the game wants you to counter the monsters correctly. Test it yourself. Throwing projectiles and breathing fire is totally irrelevant. All the base monsters Boss are weak to the same troop type, which is mounted. I have seen some evidence that the special event bosses like witch, turtles, warlord, are weaker to ranged or ground than a typical B But mounted is still the best option against them regardless because of superior stats.

PVP only though. I do mention this in the guide. Hello first of all thank you for taking the time to make this guide and reply to various comments. The insight is very helpful. I am barely reaching k At what point should I focus on 1 troop type? Should I bother building layers at this point of tier 10 and below or not?

What general skill books do you recommend the most for a ranged general? No defensive layers, no massing up troops. Focus on either mounted or ranged or both but it will be slower. My alliance and server is cav heavy in general. In your scenario of layering was to fight over a temple say during SVS or battlefield. To not over layer and lose too many of your strongest troops. What about when attacking a players keep they could have idk 50, each troop type and tier or more.

I think my suggested layer system very teeny tiny layers is actually best for attacking cities. Like you say, if they have 50k layers, what good is it for me to send or even , compared to 5? On the other hand, fighting in a temple, I think somebody who used layers of would have an advantage over my layers of 5.

Someone using should have an advantage over , and so on. I am not really sure which is better between those two choices. In my mind, DEF would be better for picking on lower tier troops, while HP would be preferable against higher tier troops.

If you really wish to get scientific, you can test different scenarios using monarch gear. Equip the ranged hp one only, then the defense only, hit the same target and compare. March size is an interesting option.

Could you explain a bit more shit defense? I did attack him with my archer march to damage him end of the battlefield, job done already and… My attack was a joke, wiped. My archer configuration is similar to the one you explain, a preset size of 1. Thanks in advance, this guide is just the best, made me really be focus and made my alliance grow a lot. But j recently got Joseph so i am planning to put range attack siege bonus range bonus.

Will that be okay? I can switch gears amd put tran as well according to the situation right? So your ranged attack can really get high from there. But I have made a test, cav to ranger, everything is similar, in a tilt or camp, we could not get a result of ranger win or win a lot.

They begin from away. Range bonus range skill is fantastic. His archers will get a full free round to shoot your archers and get a huge advantage. I hope I can get a clear data shows one range can exchange how many cav, and in enemy city with meat, how many power exchange in the battle, and how many percentage effect do the general attribution bring to the battle.

So far it is caos. I feel the lost exchange of range to cav could be , one level different for same range could be I still have one question. Focus on one troop type and its building. Always focus on k30 forge 30 get ares bow ares helm if youre ranged focus or choose the gears acc to buff debuff what you want. Dont waste rss on levelling all buildings with your keep. Push hard. Base step after k27 is k30 then k Great article thank you. The attackers have the advantage of seeing your composition.

Anything you put will have a counter. Pure archer or pure ground will probably still beat it, but it will be painful. Keep in mind, each individual player should use a pure composition. First of all, I want to echo all the commenters who have praised your guides. The thoughtful answers to comments have been incredibly helpful as well. Thank you for doing this. From what I can see, the refinements are not focused on a troop type — they have a grab bag of gear on their top generals.

From the few attacks I have done so far and reviewed the battle reports, their players seem to have few or no debuffs; the enemy leader has focused on mounted, others have a mix. Realistically that could take months to gather. Upgrading my workshop to level 30 and building 35k siege at each tier will cost less than 3B; with a pack or two, I might be able to achieve that in two weeks. In this position, would your recommend I just delay the keep upgrades to get a good seige defense going?

Also who would you use as a wall general? If you changed it instead to b for a goal, it will not downgrade the two level 10 barracks to level 9 just because the goal says 9. If you changed the goal instead to b, THEN the bot would demolish one of the level 9 barracks and leave the two at level 10 plus thirteen more of the level 9s alone. Views Page Discussion View source History. Jump to: navigation , search.

Navigation menu Search. A-Z Index. In-Line Commands Contact Us. Personal tools Log in. This page was last edited on 16 August , at Select the conquered flat, click the Build City button and after some time your new city will be erected! This information is in-game as well, hover over the little fort icon at bottom right of your interface. Manual recall is called for.

Also, if you are using this method to create NPC's for farming, you may or may not wish to return the workers and goods from te complete city afterwards. Build a rally spot and reinforce them back to the city they came from. Be advised, they will walk at the slowest pace possible. Level 1 rally level 0 relief station.

First select the marketplace, Then on the left side click buy.. Type in the amount you would like say and then click bid. It will then post a bid for you and will be seen in upper box of the main screen the one you saw before you clicked buy. When the order has been fulfilled it will transfer to the lower box with a timer on the right telling you how long till the resources arrive to your town.

A question emailed to me I would like to know if there is a penalty for stopping research or building part way through the time frame?

As of September , you can still not make a build queue. The only things you can queue are troops in your barracks and fortifications in your walls.

Increasing the level on a barracks allows it to hold more troops in its queue. I think the maximum number depends on the level of you town hall in that city. They cost 5 cents a piece. Server Does this affect the game play at all? Or is it more for looks? For example If I put my quarry near the mountains is it gonna build more stone? Or if my cottages are further away from the rally point I currently just scatter them at the moment, but wouldn't mind knowing if I place them somewhere specific if it's going to help at all?

Well as far as im aware there isnt any benefits from placements. I myself like to keep it lookin organized all farms in one area all cottages in one area but there hasnt been a benefit to it.

Scattererd or not is more of an aesthetic choice. NOTE - there is a placement thats good for buildings, its dependant upon the location of the interface clicks. Placig the buildings you click most often in the eastern corner of the city will help save time moving the mouse around.

If you have to scrol the mouse all the way back and forth all the time for clicking on buildings.. Put the feasting hall, one barracks, the rally and the academy in the eastern corner of the city. Right next to the city list. This will help you save time over the long run.

There are several items in the game that, when activated, increase your production of a specified resource for a fixed length of time. They can be viewed by selecting the 'Produce' tab in 'My Items'.

While in effect, the calculated numerical benefit to production shows in the 'Buff plus' section of the production report in the Town Hall. You can recall them from the Feasting Hall when they are sitting in like a valley or flat.

When you build a town you have to send them back to your town i think.. Answer: The final slot with the city icon, which gives requirements for building your next city when you hover your mouse over it, will be replaced with an empty slot on reaching the title of Prinzessin. It's assumed by then you'll already know that information. I tried to build rolling logs but then changed my mind and cancelled it. I saw in another question that you would get a part of your resources back, but I don't think I got mine back.

After cancellation I only have left. Why is that? Don't I get refunds? When testing this out on a cottage i did infact get refund.. I found that when I undid the recruiting of some troops, I got the supplies back, but not the people. When u undo the training of troops and stop the building of wall defenses you only get back a third of the resources you spent. If I close the gate, will I have more protection than if I didn't close it? How do you close the gate?

To close the gates, you go into your Rally Spot, and un-check the box next to Medic Camp that says "Open gate to fight". With the gate closed your army does not join the battle, only your fortifications fight the enemy. With the gate open, your fortifications and your army fight the enemy.

In my city, I have a number of Lv. The comp indicates that the cost time is 4 min. Any reason why this is? The 5 minute speed up time is off of base production time. If the production is sped up at all, either by the Construction research or by a Mayor with high Politics, it can drop below 5 minutes, but still have a greater amount of base production time.



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