Facebook Dragons of Atlantis Strategy Guide



Newbie Tutorial and Strategy Guide For All by OmegaSigma

OK here’s a gob on information for you new and even some experienced peeps.
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KNOW YOUR ARMY:

Time based on (1)lv9 and (5)lv5 Barr

Porter: 1 power/ 2 Food Per Hour / 5 Sec
Conscript: 1 Power / 3 Food Per Hour / 3 Sec
Spy: 2 Power / 5 Food Per Hour / 10 Sec
Halberdsman: 2 Power / 6 Food Per Hour / 15 Sec
Minotaur: 3 Power / 22 Food Per Hour / 22 secs
Longbowman: 4 Power / 9 Food Per Hour / 35 Sec
Swift Strike Dragon: 5 Power / 18 Food Per Hour / 51 Sec
Battle Dragon: 6 Power / 35 Food Per Hour / 165 Sec
Armored Transport: 6 Power / 10 Food Per Hour / 105 Sec
Giant: 9 Power / 100 Food Per Hour / 495 Sec

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THE PLAY Strategies:

Numbers based off my army configuration chart which can be downloaded here:

Dragons of Atlantis Army Configuration Chart

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I’ve currently redone this chart so you can put in whatever numbers you like and it will auto-calculate for you.
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After main buildings you have 19 slots available for houses and barracks and you have to choose what you want. At lv 9 Castle you need 14,400 labors for all lv 9 resources.

What I recommend for a balanced “city”

Standard single use buildings
10 barracks
9 houses

EDIT: When Omega first wrote this guide there was a 90% training time reduction cap in place. We have since discovered Garrison reduction has changed since then, allowing it go past that limit. I would recommend not building more than 6-8 Houses. This allows you to build 11-13 Garrisons from the start which will further decrease your training times without needing to use as many Nullifiers later on.

Why you may ask? For the main reason that I don’t expect to get my barracks up to level 10 and how barracks work is they give a 1% reduction of time for every level with a cap of 90%. So 10 x lv 9 barracks = your 90% reduction for army build times

9 houses net you 40,500 pop which leaves 26,100 for idle pop after you build all lv 9 resources with lv 9 castle. Since the change IDLE POP IS ONLY USED FOR ARMY UNITS CREATED WITH THE ARMY QUE.

EDIT: These builds were recommended before having Negative Food Production / Zero Food was known to NOT kill your army. There is no penalty for running out of food other than you must be able to farm more (ie. from camps) before you can build anything new. I suggest these as all great builds for starting players. You can opt for full Wood/Metal builds, but I recommend you transition to those builds later on.

Resource Plot Building

There are generally three recommended builds, which you can tweak yourself. I’ve included all of them here. Mine are of a more balanced build meant for any type of situation in which you can do well. The last is an army focused build, credit to Dreddnawt for this.

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Build 1
======

This build is meant for those who like to focus on Mino, BD, and longbowman for their army. Considering these are excellent staples, this build focuses on building these great units. You need lots of metal and lumber for these which is why they have more then the others. Stone is only really used for building your city and that begins to wane later in the game.

14 Farms (You need high food, trust me)
(17 Farms with Lv 10 castle)
9 Metals
7 Lumbers
5 Stone

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Build 2
======

A good balance blend of resources for beginning and endgame. Helps beginner players get started and maintain their edge throughout the entire game. Overall balanced build which will keep you going strong you can use camps to make up food difference easily. This helps you to keep pumping out your army while using them at the same time. If you want to focus on primary troop production I recommend Build 2.

14 Farms (You need high food, trust me)
(17 Farms with Lv 10 castle)
7 Lumbers
7 Metals
7 Stone

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Build 3
======

Focus build with food as primary supplement for troop creation.

This focus build is primary for troop production and is considered a specialty build. New players will find it hard starting out using this build, but experienced players will be rewarded end-game with a powerful troop building city.

Credit goes to Dreddnawt for this, nice numbers.

21 Farms (You need high food, trust me)
(24 Farms with Lv 10 castle)
5 Lumbers
5 Metals
4 Stone

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Having all these at LV 9 will net you the following BASE resource generation per hour.

=========
Build 1 GEN
=========

Food: 63,000
Metal: 40,500
Lumber: 31,500
Stone: 22,500

With 90% increase via research you net the following:

Food: 119,700
Metal: 76,950
Lumber: 58,850
Stone: 42,750

=========
Build 2 GEN
=========

Food: 63,000
Lumber: 31,500
Stone: 31,500
Metals: 31,500

With 90% increase via research you net the following:

Food: 119,700
Lumber: 58,850
Stone: 58,850
Metals: 58,850

=========
Build 3 GEN
=========

94,500 Food
22,500 Lumber
22,500 Metals
18,000 Stone

With 90% increase via research you net the following:

179,550 Food
42,750 Lumber
42,750 Metals
34,200 Stone

Taking wildernesses will also increase your production.
At higher levels you will mainly be taking food because if higher army upkeep.

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Building your city:

I highly recommend you focus on the following during your initial seven days. Remember resource plots and houses are the quickest items to build in the game.

Lv 9 resource takes 1.1 hour
Lv 9 house takes 47 min

Getting resources up to lv 9
Getting houses up to lv 9
Get research building up to lv 7
Get Levitation (research)up to min lv 6
Get Agriculture (research)up to min lv 6
Get Alloy (research)up to min lv 6
Get Masonry (research)up to min lv 6
Get Levitation (research)up to min lv 6
Get Woodcraft (research)up to min lv 6
Getting castle up to lv 8
Getting dragon up to lv 8
Getting warehouse up to lv 7+
Getting Theater to lv 5

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Army Building

So first question is, are you concerned with raw power level or “true” power level? when you look at the numbers the answer is fairly simple. If you want to gain as much power as quickly as possible, then you build minos (minotaurs). As far as pure power, battle dragons will give the best bang for your buck if invading and a giants w/ archers defending a city are damn near unbeatable with a high wall. Example builds are below:

Offensive:

20,000 Porters
1,000 Spys
15,000 Conscripts
7,500 Longbow
50,000 Minos
10,000 Battle Dragons

Defensive

2,500 Spys
25,000 Conscripts (soaker dmg)
25,000 Longbowman
25,000 Mino
5,000 Giants or 10,000 BD

These are just suggestions, again, use my army builder excel sheet which you can download above to configure.

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How alliances abuse bad power ratios.

Whether people like it or not, numbers rule and those without em drool.

Over the course of my studies and talking with guild leaders I have found out that many have come across numbers much like my own, and using them have figured out how to “RIG” the system.

Right now the mino is the most overbalanced unit in the game. They give 3 power for 1 food and in pure numbers can ALMOST beat out giants, very close.

Now using this info alliance have been having ALL members build at least 5K to 10K minors. Why? Simple numbers.

If a guild has 120 members and each one build 5K minos that’s an extra 15K a piece and totals out to 1.8 MILLION.

Up to 10K and that’s an extra 3.6 MILLION, 15K, 5.4 MILLION etc…

By doing this, not only do guilds rocket up the charts they have a fighting force = to an army of giants.

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Damage Calculations:

EDIT: Please note this guide was written when we still didnt fully understand troop stats and how they related to battles. Omega’s assertions here led to us better understanding battle mechanics even though some details werent 100% correct. Range Atk does NOT ignore Def. The Wall, does NOT directly multiply Defense. And Atk, is NOT used by defending troops. The basic premise stated here is still very valid though.

First you need to consider the speed of the unit, GENERALLY SPEAKING, the faster units are the ones who take the losses first. The hiccup is when you throw melee units in with range, then the fastest unit AND range units take damage, not sure why on this.

Now what most people don’t know if range is a VERY VERY powerful weapon here. Whether intentional or not this is a critical step. Currently, RANGE IGNORES DEFENSE.

To verify this yourself, send 1 archer to a LV 1 wilderness and then send 1 swift or BD. You will be floored by the results.

Now archers are generally used only in defense. Why? Because of the way the wall multiplies defense.

Archers with LV 10 wall = 5 atk, 300 def roughly

Now the way range works is it is subtracted by the opponents speed. Think of them as rounds.

Round 1, Attack spotted at 1200 vs opponent of halberdsman with 300 speed.

It will take halberds 4 rounds to close to melee range and then they HAVE to take out the melee opponents FIRST.

Never ever ever ever only have just ranged troops.

Those 4 rounds + an additional melee rounds depending on strength of melee force add up to ALOT of attack for those archers without any dying. A combo army of archers + minos are way overpowered.

The only way to counter archers are to use Swift and BD because of speed. However they will still take losses

Dreddnawt’s Beginner’s Guide to Resource Management

This post was originally a response to Omega’s thread on the old forums. Hopefully he will repost it for new players to see as it was a great thread with a wealth of information explaining troop types, city builds, and garrison to housing ratio

Game Progression Resource Summary:

– A good starting Field will max out, with a lvl 9 Fortress, at 21 Farms / 5 Mills / 5 Mines / 4 Quarries. (Lvl 10 Fortress will yield 24, 5, 5, 4)

– What resources you need most will change as you progress through the game. Changing the type of Wildernesses you control is a much easier way to manage these changes then disintegrating and rebuilding.

– You will need primarily Stone and Lumber to start building your city. In these initial stages, buildings upgrade fast and resources come slow. Sometimes you just need to be patient. Make upgrading Quarries and Lumbermills a priority, but don’t forget about Farms and Mines.

– You will soon find you need a lot of Gold for research and Food for your blossoming army. By this stage you should have decent resource production and you’ll start being able to offset it through attacking players, wilds and anthropus. Try to stick to attacking wilds and inactive players so you don’t end up picking a fight you’re not ready for.

– Eventually your need for Stone will drop off while your need for the other materials continues to increase. Managing your Wildernesses becomes more important and you may find the need to begin demolishing your first Quarries to make room.

– As you near finishing the upgrades to your city and researching is completed, you will find Gold and Stone are now all but worthless to you. The need for more Food is a constant monkey on your back but Lumber and Metal have leveled out. Remove the last Quarries you have and get rid of all but a couple Mills and Mines. Don’t forget your Wilds, you’ll probably have a few Mountains and Forests but will mostly be holding Lakes and Savannas.

– You are now primarily a Militant State with Food production maxed and what needs you have for other resources being fed solely through the plunder your armies bring home. Your Field has 32-36 Farms leaving little space for Mills and Mines. All your Wildernesses are now lvl 9 or 10 Lakes and Savannas. When you reach this point you wont need much of the other resources and what you do need will be easily farmed from other cities and Anthropus Camps.

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In-depth Info
===========

… We were discussing a 14(17), 7, 7, 7 split on resource fields. While that build may work for starters, most will find later in the game they need to cut back the number of hard resources, especially stone, to make room for more farms.

I’d suggest starting out with your resource fields closer to where you’ll need them later on so you don’t have to scramble to get and use so many mass nullifiers in order to meet food demands. Rather than building 7 mills, 7 mines, and 7 quarry to start, how about 5 mills, 5 mines and 4 quarries. That frees up 7 additional spaces for farms right off the bat and saves you 7 mass nullifiers later also. Not to mention the time and wasted resources upgrading buildings you’ll end up destroying later.

My reasoning explained:

EDIT: THERE IS NO PENALTY FOR HAVING ZERO FOOD. Your troops wont die or desert you. But if you run out – you wont be able to build or upgrade anything, begin researching most techs, or make a single troop until you have replenished your stores. If you are trying to gather food to start a new build or training queue, having negative food production will instantly begin eating away at what you have already collected so keeping your production as high as possible to offset that is always helpful.

Food: ——————————————————————————————
– Hands down your most important resource, especially in the later stages of the game when you are trying to build massive armies. Troops gotta eat, you cant have too many farms.

– You can’t build anything or train a single troop without food. And most research requires at least some food as well.

– Running out of food will screw you quick. If you are out of any other resource you just have to wait to get some more. Try running out of food and you’ll have a really bad day. Don’t let yourself be crippled by inattention, stay on top of your food upkeep at all times.

– You want more farms then anything else. More farms = more food production = larger army you can maintain. Without a big army, all you are is a target.

Even using the 21(24), 5, 5, 4 starting build ratio I suggest, you will find you end up destroying most of those mills, mines, and quarries later on anyway to make room for farms to feed your army. When your buildings are all upgraded and your research is all done, all you have left to do is train troops. Some wood and metal will be needed, but mainly what you’ll need is more food. Keeping that in mind early in the game will save TONS of headache later. Believe me, I learned from my mistakes.

Lumber: ——————————————————————————————

EDIT: You can, later in the game, transition to a full Wood build to produce only Wood. This build allows you to sell off extra in order to buy Metal and Food. It definitely works, but it is considered a specialty build and you will have to deal with massive food debt making it harder to gather the food required to continue building. If you choose a specialty build, I STRONGLY suggest you do so AFTER your initial building phases. Starting these builds too early can easily cripple your ability to grow.

– Lumber is the resource you need the most for buildings and troop training. There is nothing you can build or train that doesn’t require Lumber. It is also used to Research Woodcraft, Weapons Calibration, Metallurgy and Levitation.

– Behind food, you want to keep your Lumber production up more then anything else. When you first start out, I suggest you quickly capture a Forest wilderness right after you have taken a Hill or two. You will want to maintain 2-4 Forest Wilds until pretty late in the game when you have to abandon them in favor of Lakes / Savannas to feed your growing army.

– With the exception of Farms, you will want to have more Lumbermills then any other resource simply because you will use more lumber upgrading then any other resource. Running low on lumber can easily stunt the growth of your city.

Lumber will never stop being an essential commodity. Build up your lumber production as quickly as you can and keep it up. You are never wasting your time upgrading a Mill. Capture and keep a few Forests always. Forests should be the last wilds you give up in favor of Lakes / Savannas. Even in the late game, you’ll still need lots of lumber to train troops. Plus, who doesn’t like getting wood?

Metals: ——————————————————————————————

EDIT: As with Wood, you can transition to a full Metal build to produce only Metal. This build allows you to sell off extra in order to buy Wood and Food. It definitely works, but it is considered a specialty build and you will still have to deal with massive food debt making it harder to gather the food required to continue building. There is also the option of splitting a Wood/Metal build, but that still leaves you in greater debt than Food heavy builds.

– Much like Lumber, Metal is needed to make and upgrade all buildings and troop types, though you don’t usually need as much. Even though, its importance can’t be underestimated.

– Metal is required for all but 3 types of research. With so many uses you may find yourself running low on Metals even though the individual upgrades, research, and troops you are working on don’t seem to need as much of it. So stay on top of Metal production if you don’t want to be left behind.

– Large troop builds, especially Battle Dragons, can deplete your metal resources pretty fast. Be aware of how much you are using and how much you need for research and buildings before making mass quantities of troops.

– Capturing a Mountain wilderness is very beneficial to you. Though I personally make sure to capture all the other types before worrying about Mountains. Still, you will want to hold a high level Mountain or two for a long time.

If you keep an eye on your production and usage you shouldn’t have much problem keeping up with demand for Metals. Building 4 or 5 Mines early will help boost your growth and still be able to keep up with research and training needs later on. While it is essential to do most everything, the fact that you don’t often need a lot of Metal allows you to cut back the number of mines you have to leave more room for the all important farms.

Stone: ——————————————————————————————

EDIT: Stone is the hands down least important resource. You WILL need tons of it starting off, but after the first few weeks of play it will quickly become obsolete. It is inevitable that you will eventually find yourself with millions of Stone you cant use. That is why Stone is always the cheapest resource in Trade, and why you dont hear of anyone transitioning to a full Stone build.

– I found it to be extremely valuable during the initial stages of building up your Fortress, Science Center and Garrisons. But after that, its usefulness quickly diminishes. For early development, upgrading only a few Quarries is just as good as building new ones.

– Stone is used mainly for buildings and even then it is only the main resource in your Fortress, Garrisons, Sentinel, Muster Point and Wall. All others require more lumber then anything else.

– The most Stone you’ll really need at one time is building a lvl 10 fortress when you need 1,280,000 stone. You can easily attain this having only 3 lvl 9 Quarries (450k capacity each). So having more then that is pretty much overkill.

– Some may argue that you could need more Stone than that for upgrading your Wall. But if you want to slice hairs, you would technically need 12 Quarries to upgrade to a lvl 10 Wall without pillaging and thats just not worth it for a single fortification. So why bother?

– Stone isn’t used at all in troop training, except for Fire Mirrors which you shouldn’t be building anyway. Make Bowmen and forget the Mirrors.

– Stone is only used for Researching Masonry(duh), Weapons Calibration, and Metallurgy. And even for those you don’t need much of it.

– As soon as you have some troops built you can capture Hills (my suggestion for first wild) to boost your lowly stone production. Grab a few if you want, they’re free. Its a lot easier to abandon the Hills and take something else then to disintegrate a lvl 9 Quarry and build a new Farm from scratch.

So, Stone is really your least important resource, especially in the later stages of the game when most your buildings are upgraded as far as they’ll go. What I found personally, was having 6 Quarries left me constantly stacked on stone I didn’t need while short on other resources. 4 max is good for starters. As you progress you can cut that back even further when the buildings which require a lot of stone are finished.

Game Progression Resource Summary:
– A good starting Field will max out, with a lvl 9 Fortress, at 21 Farms / 5 Mills / 5 Mines / 4 Quarries. (Lvl 10 Fortress will yield 24, 5, 5, 4)

– What resources you need most will change as you progress through the game. Changing the type of Wildernesses you control is a much easier way to manage these changes then disintegrating and rebuilding.

– You will need primarily Stone and Lumber to start building your city. In these initial stages, buildings upgrade fast and resources come slow. Sometimes you just need to be patient. Make upgrading Quarries and Lumbermills a priority, but don’t forget about Farms and Mines.

– You will soon find you need a lot of Gold for research and Food for your blossoming army. By this stage you should have decent resource production and you’ll start being able to offset it through attacking players, wilds and anthropus. Try to stick to attacking wilds and inactive players so you don’t end up picking a fight you’re not ready for.

– Eventually your need for Stone will drop off while your need for the other materials continues to increase. Managing your Wildernesses becomes more important and you may find the need to begin demolishing your first Quarries to make room.

– As you near finishing the upgrades to your city and researching is completed, you will find Gold and Stone are now all but worthless to you. The need for more Food is a constant monkey on your back but Lumber and Metal have leveled out. Remove the last Quarries you have and get rid of all but a couple Mills and Mines. Don’t forget your Wilds, you’ll probably have a few Mountains and Forests but will mostly be holding Lakes and Savannas.

– You are now primarily a Militant State with Food production maxed and what needs you have for other resources being fed solely through the plunder your armies bring home. Your Field has 32-36 Farms leaving little space for Mills and Mines. All your Wildernesses are now lvl 9 or 10 Lakes and Savannas. When you reach this point you wont need much of the other resources and what you do need will be easily farmed from other cities and Anthropus Camps.

Go Forth and Conquer!!!

Other Dragons of Atlantis Articles

42 Responses to “Facebook Dragons of Atlantis Strategy Guide”

  1. i fully agree

  2. Indus: 325, 167
    309, 166
    438, 718
    370, 157
    385, 155
    433, 73
    426, 85
    424, 78
    429, 92
    412, 95
    406, 126
    424, 122
    408, 133
    411, 134
    404, 140
    410, 140
    410, 143
    413, 150
    445, 125
    454, 148
    464, 133
    465, 138
    457, 150
    471, 146
    470, 149
    474, 170
    432, 226
    434, 214
    390, 262
    604, 595
    604, 603
    606, 617
    583, 669
    602, 683
    607, 688
    620, 696
    587, 749
    595, 115

  3. wrong thing about the lbm army having more power than the BD army, but its close

  4. 1 more thing my lbm army (28k) has more power than a mino army witht he same amount of troops or a BD army with the same amount

  5. im going with the 1st build, but im going to have half of that so i can get my resources from selling stuff, also u said "if you keep sending longbowmen without support they will be destroyed" well my lbm army alone have 112,000 power, and thats without adding metallurgy and medicine, so i will add minos to that maybe about 20k or 10k and 5k BDs, but thats not going to be for a little while, thanks for the advice though ive been doing great since ive found this guide

  6. i'm with the first comment
    i don't play this game much, but i play other games almost exactly like it at a very high level… don't need farms, i have 3 cuz i started yesterday, but i plan to sell lumber/iron for food… is np…
    with fire mirrors – i find they are actually quite useful as defense… since they are slower and have good range, i would think it's quite useful to have like 5-7K of them behind about 100k bowmen, about that ratio…
    thx
    -K
    also, if you plan on becoming really strong the 179K food prodo won't do too much for you..

  7. I am confused with your comments on Army-Farms..
    as you mentioned, we can have most 179K food production per hrs and you suggest to have 10K BD.
    1 BD need 35 food per hr. So with 179K food per hr we can only feed 5K BD. Am I missing somethind here??
    Thanks

  8. One strategy I have use is I have been focusing on nothing but building and upgrading all of my buildings and research in my main city and 4 Outposts. I have troops but I have held off on training them. (Yes it is risky, but so far it has worked for me). I have kept my vault contrary to popular opinion. Getting rid of your vault just opens up all your resources to looting and raiding. Yes you can get an extra % in training time, but how can you train faster if you don't have the resources available to train troops if your getting attacked and looted constantly? So far my power is a 1,016,000 and thats just from building my city and outposts and what troops I do have. I always have a good supply of resources to be able to train troops. I have like 5-6 houses. I kept the vault. I kept the theater(temporarily) and I kept the Offices Quarters. I am more of a patient person and have no problem waiting a few extra hours for training.

  9. food is a valubale resource but one point or anthor it will go in the negatives so its best to build a metal/wood type build

  10. and in the anti bully doc you have on here it says that 'dont build up your fields' cause others can attack so you might want to check that out cause you cant have 2 documents contradicting themselves

  11. well i am somewhere around -52m food an hour and therre is nothing i can do to keep the food and i actually dont the one thing you can do is send troops to an outpost but that can be risky if attacked, i have mostly farms in my city which i regret now because they are absolutly useless because they take round about 1m of my negativity which is rediculous anyway

  12. i have 6 lvl 9 garrisons and 1000 lbm that normally take 1 day takes 9 hrs but the rest is houses i have 16k lbm with 21k idle population i am ready to take anything

  13. i see that people are disagreeing with alot of farms, well im building my city and i and building up my food while im upgrading, building, and reaserching. so im saving my food until i build my army. one staregy is to wait until ur ready to build ur army unless u want low respurces the rest of the game.im going to finish most research finish my castle to lvl 9 and everything else then build troops. im doing number 1, so thats wat im doing its a good strategy to wait, then build troops dont rush and scrape by, also join an alliance as soon as u can

  14. hey put dont do the quests till ur protection is up, its a waste of time and supplies

  15. google dragonsofatlantis wiki

  16. what number should i put my tax as if i have 4 level 8 houses

  17. so yeah this is kind of sad but i can't figure out how to get a dragon egg

  18. forms can never ever fulfil the need of ur army, one day ur food production will be -ve. so its good to use that population in training troops or gathering other resources. :)

  19. I have a big problem …. I cant appoint a general … Im using google+ at the beginning but I dont have any friend in g+ so I cant appoint any general please add me ivmafo@gmail.com

  20. hey so is there anyone who can give me a 100% workable plan to build up a great city as i am starting over today iv been playing for 3 months and am level 14 on 180,000 power???? its obvious im doing something wrong!! can someone please outline a plan for me?? thanks :)

  21. this is all wrong. first don't bother building a theater you can just your tax rate to zero then back for idle population. you really don't need farms except for in the beginning after that you can just farm for resources. you need like 5-6 houses max the rest are garrisons and i don't even have a vault i use the extra space for another garrison. your most important resource building are lumber and ore so you can mass produce giants, lava jaws, and long-bowman. <--- that= unbeatable army especially when you throw in fangs and ogres ;)

  22. You don't need such a huge number of farms. that is total waste of space. at starting maybe 4-5 farms. Then once you can attack lvl 3 or more anthrop camps you dont need any more farms for food production. best way is to optimized for lumber and ore production because you'll need lot of those when u start training BD,Giants,FT and ogres.

  23. As a power player in Arrow i find that the information is ok but not great. It all depends on your personal way of playing the game. Some are here for fun and take things slowly. Others are here to dominate and go forthe kill as fast as they can.

    Im a relaxed power player with 100k lbm, 75k bds, 50k giants, 20k fms and about 30k ats. Been working at it for more than 4 months now.

    Your intentions are great, but its all up to the individual as to how they want to play and how they want to build.

  24. Blackrabbit, I'm a bit sad I followed your advice when I started. No doubt of your good intentions, but your advice is wrong all the way. Concerning food, I am still waiting for more nullificators to destroy all farms. I play in three different realms at an average of -6 mil food production, and there is no way to ever balance that with all the farms and lakes and savannas in the realm. I think your advice stems from the time that with 200k power you were doing well enough.
    Stones? Well, needed badly all the time. Fire mirrors and fangs take loads, and nothing more powerful than the combo of those two.
    My advice to newbies:
    no theater: you'll tear it down after a while because a training camp is more useful
    1 or 2 farms: to grow in the beginning, level those up instead of building new ones. Food is never an issue in this game. Easy to get at the camps. Everybody is short on wood and ore all the time.
    9 cities in total for outpost and city combined: that gives you minimum 20k idles to build your army
    in outpost: max 5 silos, all the rest training camps: that gives you a total of minimum 35 training camps. It's a war game, and troops are power – not buildings or population.
    This sort of playing requires about 5 minutes every morning and evening. And you'll grow fast. Much more fun that way, because the game is already slow enough.

    Best
    Kos

  25. i have a question, on the chart, whats the difference between atk and atk mod?

  26. Also If U did not have cannon fodder for troops u could take higher lvld camps for the food u need. . .

  27. Dude. . . this walkthru is ridiculous. The troops u suggest are cannon fodder. There is No possible way to stay in the positive for food. That is what camps are for. Ur city set up is wrong, ur field set up is worse, and ur troops suggestions are just ludacris.I have 6 houses 14 garrisons and 5 of both stone and farms. rest equal wood and ore. Never run out of products for building troops other than food and that's inevitable. no food wilds all metal and ore. Outpost with 16 tc's and mixed field again no food. if u only lvl on of each resource site to continue research and leave the rest at lvl 5 or 6 u have the idle population u need to train. Started city with these guidelines and has been 4 weeks and i'm 500k no speeds. . .And no fake power;)

  28. i too went the no farms route but now that my army is getting large… -4.5mil food is hard to overcome even when hitting anthro camps… and too all the sub 500k power guys dont cry when you get hit by a high power player… they have nowhere else to attack for food. High power players never have a stock of food resources

    i am so tired of raiding a 300k castle and then getting 5 messages asking me to stop…. that is the whole point of the game

  29. i agree that farms are needed but at the same time this is only to keep the amount of food i loose every hour down, i do raid camps and people who are inactive so that i make some stuff yes but its still a pain having – food

  30. I agree with everyone that you don't need that much farms. Usually I have 0 food. I come on I raid a lvl 5 or 3 (close by) antro camp and i get about 500K food. I add some troops to my que and in a few minutes i'm at 0 food again.

    Even if you build only farms and have all the food wildernesses you will never get enough food for your army. You need to raid camps.

  31. Sorry left out 40k troops at the outpost;) So 60k+ troops with a 70k production rate I'm not complaining

  32. I agree food is very important, but if you have an outpost there is a cheat. Troops you no longer use or for whatever reason do not need at the moment send to reinforce your out post. I am working with 20k LBM 5k BDs with a 70K per hour food production. IT DOES NOT matter how many you send for it will either match their consumption or barely miss it.

  33. you do not need farms whatsoever. do yourselves a favor and dont waste time building them. food is only necessary, ONLY necessary when training troops… you can sit at zero food with no penalty. I personally am producing something like -2 million per hour. Also, you do not need that many houses.. if you make that many houses you will train troops so incredibly slowly you will hate life. I nullified my theatre, my vault, and my officers quarters once it was lvl 9. quarries are mostly useless, ore and wood are critical, ore more than wood. I currently have 16 garrisons to my 6 houses, once I get more nullifiers Im getting rid of more houses. This simply means that you can't queue as many troops at one time, but they will train so much faster. it used to take me 25 hours to build 1k battle dragons, now Im currently pumping them out every 13 hours or so,effectively halving their training time. This guide is way off, seems to have been written by someone who wasn't very far along in the game, or low power, or he has NO idea that food is completely useless until you need to train troops.

  34. I think that 21 farms is a little bit too much, but like a little bit fewer would be fine. I think building more lumbers and mines are important. Food can be easily acquired by hitting Anthropus Camp, but I agree with everything you said. Especially now, I have built tons of Quarries and just found out they are thoroughly useless.

  35. GOT WILL DO BOSS

  36. wow.. I do not find this to be the case at all. I am in the #1 alliance on my server. after a certain level , you do not need any fields.. in fact, I got rid of every single one of mine. I also nullified my officer's quarters after appointing all 10 generals, and I have no theater.. you only need 3 houses. I have 19 garrisons though, most are 9 and one is 10. in a war game, the trick is to build armies,. if you raid enough, resources including gold are no issue. I have more of everything then i know what to do with except food. my bd building time is 34.5 seconds. if you are worried about population, drop your tax rate to 0% to build, and your idle pop goes to 14k. then change it back. this works and to build an army, this is the best way…

  37. Hi, my two cents. I'm not hugely powerful, as I'm slowly but surely building my BD forces up. But what I've done is disintigrated everything except for mines. With a level 9 fortress, I now have 35 mines at level 9, and am producing just over 1 million ore an hour. With that amount of ore, I can go to the market and sell one million ore (which usually gets me in the range of 1.5 to 2 mil gold), then buy whatever wood or stone that I need. For food, I just raid the anthro camps that are close by whenever I need to place new troops in the training queue, or to research something.

    Just a thought…

  38. I think farms are useless for me, I have too much food all the time because of hiting athro camps. But some people think this is too risky – well have those farms, I know I don't. I keep my troops in the sanctuary when I'm not available.

  39. this site is way kewl! ty Blackrabbit!!

  40. I disagree with the second comment. if you didn't have enough farms, and couldn't play due holidays for example, you would run out of food for your troops. I personally would go with lots of farms. also if your troops ever die you can't raid so its very risky.

  41. i see that sounds like another good way to get food, thank you for the information! =]

  42. I'll have to disagree with almost everything you said about Farms when it comes to later on. Sure, initially you need the food, but as you get more powerful, you can get tons of food by raiding Anthro camps and other players.

    I'm in the #2 Alliance on my server and in the top 10 of our group for power. I carry a Food production of somewhere in the ballpark of -1.5 million. My queue for troops is never empty. There is no penalty to having a – in food production yet. My Fields are full of mines and lumberyards and my wildernesses are mountains and forests. My hourly production for these two are in the hundred thousands.

    Trust me on the food thing and try it out yourself. As long as you're OK to do some legwork gathering food from raiding, you don't need a single farm, savannah or lake.

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