Hammer Guide

17 03 2009

Screaming into a Pillow – Starlette’s Hammer Guide

Age of Empires is a much better game than Sim City.

If that statement rings true for you, then this guide may be useful.

This guide is going to focus on offensive production, I will draft an attacker guide later that will cover detail I will skip here.

Again, for the purposes of the guide I will ignore Armory/Blacksmith upgrades. Also, I rounded some decimal places so the figures are not exact, but pretty close.

The Hammer is typically created in a single city to store one metric shit-ton of troops. A metric shit-ton is equivalent to around 25,000 for those who lack math skills, or are British.

Building up a large army over a lengthy period of time can be done just about anywhere, but to have a truly good hammer you need to consider a few things.

1) You will need a LOT of wheat to feed a large hammer.

For this reason most people make a 15c their capital and push the fields beyond 10. They take a 15c that has good wheat oases around it to increase wheat production even more. They typically build a hammer village directly next to it if possible. This allows for the fastest transport time for wheat.

The type of village you use for your hammer really does not matter much. If you have a 5 iron available and there are 3 iron oases and no others nearby, then you get more resources out of the iron if you convert with gold. Beyond that… if you do not use gold you might consider a 5 clay, as cats cost more clay than anything else and they are the most expensive of the units. A 4/4/4/6 is fine too. I was fortunate enough to have another 15c by my capital… It forces me to convert with gold but I also wont build a sawmill, etc for 1 field. So it has more room for the buildings your hammer will need.

In your capital you push fields up, take wheat oases, make granaries and a Flour Mill and Bakery obviously. You build your marketplace to 20, make a trade office… and pretty much just ship and store wheat to keep your hammer alive. You very rarely make any military in your capital.

2) A hammer is simply attack power divided into different troop types.

Your hammer needs to have a lot of raw attack power in order to get through the opposing defenses with little loss. You need to figure out what types of troops will make up your hammer. 

I will use Teuton for an example, consider the following…

1 Macemen is 40 attack
1 Axeman is 60 attack.

To get 150,000 attack power you need 3750 maces.
To get 150,000 attack power you need 2500 axes.

Macemen cost 250 resources per.
Axemen cost 490 resources per.

Axes are more expensive, at nearly double the cost but with more attack power per axe they use less wheat to hit the same number.
Maces cost an additional 1250 wheat every hour to maintain the same attack power using that example. It will remain 1/3 higher wheat cost for the same attack power.

Something else to be considered is production time.

Assuming a lvl 20 barracks 
1 Maceman creates in 2:02 or 122 seconds
1 Axeman creates in 3:23 or 203 seconds

29.5 maces per hour
1180 attack produced hourly
28320 attack produced per 24 hours

17.75 axes per hour
1065 attack produced hourly
25560 attack produced per 24 hours

There is no single correct answer here, there are pros and cons to each. Understanding them should let you make an informed decision. 

If you need alot of attack at a low cost and can afford the wheat… maces are they way to go.

If wheat is at a premium and you plan to grow your army for the long term you might go axes. 

Or, you could even start out with maces for awhile and as they begin to die out and your resources become more abundant replace them with axes.

Also, I realize in my examples I have ignored cavalry. Its important to make cavalry as they help against troops with low cavalry defense and make your army more well rounded. However for efficiency you need to look at wheat cost. Example a Teutonic Knight is 3 wheat/hr and 150 attack. This is 50 attack power per wheat consumed compared to an axeman who is 60 attack per wheat consumed. This means that if you have to choose.. keep your barracks going over your stables. Yet, if you have the resources for the highest attack per hour all buildings should be producing.

3) You will lose your hammer. 

It’s only a matter of time and it happens to the best of us. While it should not be thrown away on a whim, its also a tool of destruction and if sits idle because your scared of it getting broken then its useless anyways.

You need to have your hammer village outfitted to recreate your hammer as fast as possible. You cannot build a Greater Barracks or Greater Stable in your capital which is the primary reason you make your hammer village next to it, and the only reason to make these buildings is to increase production speed.

Hammer village is going to need a Barracks, Greater Barracks, Stable, Greater Stable, Siege Workshop. 

You will also make a tourney square to increase speed after 30 squares, and a rally point to 20.

Running production in all of these 24 hours a day can be expensive… this is why most players have a nearby capital, then settle a hammer followed by a few supply villages that ship in resources to keep production going.

So, in summary…

You need lots of wheat to feed it. – Build the village near your capital.
It needs lots of resources to maintain production – Make feeder villages near it.
It needs to be ready to rapidly replace lost troops – Push up the infrastructure to speed up production.
It needs to efficient – You want as much attack power as possible for each wheat consumed.
It needs to be used – Do not be afraid to get it broken, but be smart with it and it wont be often destroyed.

Part 2

Now that we have covered the basics behind a hammer village you might ask me, “So Starlette, is this how you do it?”

The answer is no, or partly.

My resource production is at this time well over what I need to support a hammer village. When you find yourself in a similar situation this next section is for you.

Looking back at the information above lets look for the bottlenecks and find solutions to fix them.

Your hammer village must create cats, rams, infantry to clear with, escort troops for the cats. (If you read my cat defense guide you will know that a small escort could be an easy way to lose your cats, yet making the escort larger takes units from your clear wave. It’s a catch 22)

This is an awful lot to rely on 1 village for.

Yet, you can’t produce in all villages as an anvil would because the attacks cannot be combined, BUT…

You can create cat waves in other villages and combine them into the primary attacks.

So lets say you have 8 villages all near each other.

Village 1 – Capital
Village 2 – Hammer (1 square from capital)
Village 3 – Feeder
Village 4 – Feeder
Village 5 – Feeder
Village 6 – Feeder
Village 7 – Feeder
Village 8 – Feeder

*NOTE* If you read my anvil guide extra resources should be used in these feeders to increase defensive infrastructure, including barracks/stables to 20 in case you need to revert to defense.

Lets say your hammer hit someone, and you lost everything. Your set back quite a while in cat production alone. 20ish min per cat means around 75 per 24 hours, not to mention recreation of the clear, escort troops etc.

Now, in the above example lets take village 5 as our candidate for a supplementary hammer.

We research cats (no need to bother with RAMs yet)
We research axes (argument could be made to just make maces for now)
We push siege shop and barracks to 20 (no immediate need to bother with Greater Barracks)
We push Rally Point to 20
Push Tourney Square up to match the level of the one in your hammer village (Keep them close to even)

Now, this means Village 1 and Village 5 are operating as hammers. Yet village 1 still bears the burden of the clear wave and rams. Its the priority for production.

Yet, additional cat waves and much larger escorts can come from village 5.

Let me walk you through how I might do an attack.

Lets say village 1 is a bit west of village 5 and the attack target is east of both. This means village 1 needs to launch before 5. If the target was west the reverse would be true.

This tactic is only slightly more advanced than a normal attack because you need to coordinate land times for 2 villages.

Village 1 launches and I see the land times will be as follows for 5 waves.

Wave 1 5:00:00 – Clear 8000 axes | 1500 TKs | 1 Cat | 80 rams
Wave 2 5:00:01 – Cat waves 40 cats, 50 axes
Wave 3 5:00:02 – Cat waves 40 cats, 50 axes
Wave 4 5:00:03 – Cat waves 40 cats, 50 axes
Wave 5 5:00:03 – Cat waves 40 cats, 50 axes

I would then setup the attacks in village 5 with no clear, to land 1 second after the clear from village 1.

Wave 1 5:00:01 – Cat waves 40 cats, 750 axes
Wave 2 5:00:02 – Cat waves 40 cats, 750 axes
Wave 3 5:00:02 – Cat waves 40 cats, 750 axes
Wave 4 5:00:03 – Cat waves 40 cats, 750 axes
Wave 5 5:00:04 – Cat waves 40 cats, 750 axes
Wave 6 5:00:04 – Cat waves 40 cats, 750 axes

The combined landing would look more like this…

Wave 1 5:00:00 – Clear 8000 axes | 1500 TKs | 1 Cat | 80 rams
Wave 2 5:00:01 – Cat waves 40 cats, 50 axes
Wave 3 5:00:01 – Cat waves 40 cats, 750 axes
Wave 4 5:00:02 – Cat waves 40 cats, 50 axes

Wave 5 5:00:02 – Cat waves 40 cats, 750 axes
Wave 6 5:00:02 – Cat waves 40 cats, 750 axes

Wave 7 5:00:03 – Cat waves 40 cats, 50 axes
Wave 8 5:00:03 – Cat waves 40 cats, 750 axes
Wave 9 5:00:03 – Cat waves 40 cats, 50 axes
Wave 10 5:00:04 – Cat waves 40 cats, 750 axes
Wave 11 5:00:04 – Cat waves 40 cats, 750 axes

If the village was west of each, I would need to launch the cat waves from village 5 first, and make damn sure I got my clear wave sent in time to arrive 1 second before the 1st wave lands.

The benefit to the above is that the 1st village can concentrate on the clear wave and not lose so much to the escort, and the 2nd village can push larger escorts which helps defeat someone reining between waves (Read my cat defense guide) Also, we clustered 11 attacks in this example into a 5 second window.

Down the line if you ended up with excess resources you could even outfit a 3rd village, or add a few things such as rams to the 2nd and you could use it as an independent hammer on a smaller target.

The plus side is you can recover much faster from loss and be back before they expect it.

Also, its important to push your rally point to 20. If you send at least 20 cats you can pick 2 targets. The cats split themselves up so its only 10 per target but…

Wave 1 – 20 cats 500 axes is better than Wave 1 – 10 cats, 250 axes, Wave 2 – 10 cats, 250 axes. 

Its easier to protect the cats this way.

Big BlackHawk’s Guide to Ass-kicking

11 03 2009

Big BlackHawk’s Guide to Ass-kicking

A. Raiding

1. Raiding is, by far, the #1 thing in this game that separates good players from elite players. It is also one of the easiest things to do — requiring only your time. Especially in the early phases of the game, your resource acquisition is multiplied many times over by raiding. At least one of your cities should have a sizeable army specifically for raiding. You should spend as much time as you can afford in raiding. If you’re online and not raiding, I’m disappointed A few other tips:
- Try to gauge how many troops you should send in order to completely clear your farm of resources. This will likely take some trial and error. Don’t send 300 troops for 1000 resources! Your troops’ travel time is valuable, as it can be used to raid other farms.
- Try to send raids to your farms as often as possible. This helps prevent them from building armies while you’re not looking.
- If you clear a new farm, as a courtesy you should be allowed to raid exclusively at least until your troop losses have been recouped. If other alliance members are raiding someone you just cleared, kindly let them know the situation.

B. Specialization

1. Each of your villages should specialize in one thing. This is usually either troop production (usually from 1 to 4 types of troops) or simply resource production. Ideal specializations are:
- Cropper; just produces a lot of crop, and is used to store your hammer (the garage!).
- Hammer production; specializes in: top offensive infantry type, top offensive cavalry type, rams, catapults, and blacksmith upgrades for each. Should be located close to your cropper (next door is good). No armory needed here.
- “Anvil” production; specializes in: top defensive infantry type, top defensive cavalry type, and armory upgrades for each (you could also split this into two villages; one for infantry, one for cavalry). Should also be located close to your cropper. No blacksmith needed here.
- Scout production; specializes in scout production, with blacksmith & armory upgrades for each.
- Other resource production: regular villages that produce resources to funnel to the other types.

C. Expansion

1. As soon as possible, you should settle a 15c. This should eventually become your capital. Go for one with the highest oasis bonus available — at least 75% is good. This should *not* become where you train your hammer, however — see below. You can certainly make this your base for raiding or the village where you specialize in scouts.
2. As resources allow, you should build as many town halls as you can and keep parties going as much as possible. These are expensive, but they are the quickest way to grow — and the resource production from new villages eventually covers the cost. I can guarantee that the top 40-50 players in the game have had parties going virtually nonstop in every village for a month now.
3. Don’t spread out your cities too far across the map. Doing so makes each village harder to defend, and moving resources between your cities becomes a lot slower.

D. Hammer production

1. Soon after settling a 15c, you should start to settle some villages around it. One of these should be used for hammer production — where you build a great big army. (Why not in the cropper itself? Your cropper should be your capital, and the capital can’t contain a great barracks or great stable. These two, while expensive, are the key to a top-notch hammer.)
2. Your army produced here can be stored in the cropper while not in use. Upgrade offensive troop types in the blacksmith as much as possible. Your hammer will eventually be too large for the crop in this village to support it — in that case, store it in the cropper while not in use.
3. Most of your resource production villages (one of the specializations listed above) should funnel resources to your hammer village. The goal is to have troop production going nonstop in this order:
- barracks
- stable
- workshop
- great barracks
- great stable
It’ll take awhile to reach this point, but you’ll be on your way to a massive hammer when you get this far.
4. You’ll also need a lot of granaries to sustain your army while it is in control of your hammer village. Don’t force yourself to send crop from your cropper every 20 minutes!

The same points for hammer production will also apply to producing defensive troops, in another village. You may wish to prioritize overall resource spending as follows:
a. Hammer village: Barracks (producing offensive troops)
b. Hammer village: Stable (producing offensive troops)
b. Hammer village: Workshop (producing some rams but mostly catas after a point)
c. Anvil village: Barracks (producing defensive troops)
d. Anvil village: Stable (producing defensive troops)
e. Scout village: Barracks (producing scouts.. duh)
f. Hammer village: Great Barracks (producing offensive troops)
g. Hammer village: Great Stable (producing offensive troops)
h. Anvil village: Great Barracks (producing defensive troops)
i. Anvil village: Great Stable (producing defensive troops)

If you max out all of these, you are my hero. It’s a nice goal to shoot for

Evil Jakes Capital Development Walkthrough

11 03 2009

Evil Jakes Capital Development Walkthrough

This is a rough break down of a number of things with regards to 15c capitols that I threw together.

(I did this breakdown for my cap on S3, which only had 75% wheat oasis. You can add 25% to the numbers for a 100%, 50% for a 125%, etc)

I’m primarily going to go over starting a 15c cap, which buildings you need and go into detail about the amount of wheat produced per hour at each lvl from lvl 10-18 and provide a rough (and aggressive) build schedule for estimating how long it should take to go from lvl 10 to lvl 18 wheat fields.

All of these numbers are accurate for a 15c which contains the following:
1. lvl 5 flour mill and bakery
2. 75% worth of wheat oasis, either one 50% oasis and one 25% oasis, OR three 25% oasis
3. The extra 25% wheat bonus available with a gold.

First off, these are some of the building tricks and priorities you need to employ in order to build up to lvl 18 wheat fields in a minimum amount of time, this HAS to be done with gold in order to meet this kind of build schedule, and yes, this is the build schedule I’m currently using for my cap on s3, minus a few of my mistakes.

phase 1:

0. Barracks – no higher than lvl 5, build a few hundred raiding troops to speed up the initial growth.
1. Build main building lvl 5
2. Upgrade your warehouse and granary a ways so that you can receive shipments from your other village(s) (and as needed to upgrade other buildings)
3. build a marketplace lvl 1.
4. start upgrading wheat fields
5. Build lvl 1 flour mill when all wheat fields are lvl 5
6. build lvl 3 flour mill when all wheat fields are lvl 6
7. build lvl 4 flour mill when all fields are lvl 7
8. embassy lvl 1
9. palace lvl 1 (switch cap)
10. rush one wheat field to lvl 10
11. flour mill lvl 5
12. bakery lvl 3
13. back to wheat fields
14. bakery lvl 4 when all wheat fields are lvl 9
15. bakery lvl 5 when all wheat fields are lvl 10

*Note: each night you should be upgrading your main building at least 1-2 lvls until it is lvl 20

** Also upgrade your warehouse and granary as needed, you should be using NPC about once a day by the time you are close to all lvl 10 fields in order to pay for upgrading more fields etc, a full granary is wasted wheat, try to time things so that you are using NPC when it gets close to full. The more your granary holds, the fewer times you need to NPC and the more warehouse space you need to hold all of your resources)

*** If you have 4 or 5 other villages, you may want to consider pushing one residence to lvl 20. If not, build a lvl 10 palace in order to settle your primary offensive town next to your capitol (this should be done as soon as you have the culture points needed to settle)

By the end of phase I you should have:
- main building lvl 20
- wheat fields lvl 10 (15x)
- Bakery and flour mill both lvl 5
- warehouse lvl 15-20
- granary lvl 20 (2x)
- embassy lvl 1
- palace, either lvl 1 or lvl 10
- marketplace lvl 1 (needed for NPC)
- a support village near your cap

Phase II

1. demo your embassy
2. hero’s mansion lvl 10
3. conquer wheat oasis
4. hero’s mansion lvl 15
5. conquer wheat oasis
6. 2 more granary lvl 20′s (total of 4)
7. warehouse lvl 20 (total of 2)
8. settle at least 2 more support villages near your cap (3 total)

Phase III

In this phase I’m giving a bit more detailed of a breakdown. First I’m going to list out the buildings you will need to have in your village center in order to build lvl 18 wheat fields.

You should concentrate on the granaries first, as you are going to need a lot of storage space for all the crap loads of wheat you are about to be producing.

This is the exact list of buildings needed for upgrading, the number of warehouses is the bare minimum needed, once you have lvl 18 (or 19 if that’s how high you are going) fields, you can (and SHOULD) demo some of your warehouses in order to build some other buildings you will need to properly use your cap.

Buildings (total of 20 building spots):
1 – Main building: lvl 20
1 – marketplace lvl 1-20
1 – Flour mill lvl 5
1 – bakery lvl 5
7 – warehouses
9 – granaries

In order to have this building mix, you will need to demo your palace and your hero’s mansion at some point. (generally around lvl 16 or 17 wheat fields)

Some pointers, build up granaries first, you don’t really need a 3rd warehouse until you get to lvl 13 or lvl 14 fields and you only really need 7 for lvl 18 fields, so you can build them up slower than your granaries, those should all be by the time you are building lvl 16 fields.

Seeing as how you have to demo your hero’s mansion, it’s generally a very good idea to grab a 3rd wheat oasis (if one is available) prior to doing this.

Building schedule:

Here is the schedule for the wheat fields, you will need to factor in building granaries and warehouses into these times, but those are so much cheaper that they are effectively a non issue in terms of upgrading. (Since you will be using insta-build for higher lvl fields unless you want to spend 20-200 hours waiting for each field to upgrade)

Also, none of my regular resource fields are above lvl 7 in my cap. I only upgrade my wheat fields above lvl 10.

Wheat fields:
All lvl 10 fields:
Hourly: 6,750
Daily: 162,000
Total resources needed for a lvl 11 field = 42,180 ea.
Can build potentially 3.8 lvl 11 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 10 to lvl 11 fields – 4-6 days

All lvl 11 =
Hourly: 11,813
Daily: 283,512
Total resources needed for a lvl 12 field = 70,445 ea.
Can build potentially 4 lvl 12 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 11 to lvl 12 fields – 4-5 days

All lvl 12 =
Hourly: 15,825
Daily: 379,800
Total resources needed for a lvl 13 field = 117,640 ea.
Can build potentially 3.2 lvl 13 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 12 to lvl 13 fields – 5-6 days

All lvl 13 =
Hourly: 20,888
Daily: 501,312
Total resources needed for a lvl 14 field = 196,445 ea.
Can build potentially 2.5 lvl 14 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 13 to lvl 14 fields – 6-8 days

All lvl 14 =
Hourly: 26,794
Daily: 643,056
Total resources needed for a lvl 15 field = 328,070 ea.
Can build potentially 1.96 lvl 15 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 14 to lvl 15 fields – 8-10 days

all lvl 15 =
Hourly: 33,750
Daily: 810,000
Total resources needed for a lvl 16 field = 547,880 ea.
Can build potentially 1.5 lvl 16 fields every day to begin with (this time drops with every field you upgrade)

Rough time needed to upgrade from lvl 15 to lvl 16 fields – 10-12 days

all lvl 16 =
Hourly: 42,188 / hr
Daily: 1,012,512
Total resources needed for a lvl 17 field = 914,960 ea.
Can build potentially 1 lvl 17 field per day to start with.

Rough time needed to upgrade from lvl 16 to lvl 17 fields – 13-16 days

all lvl 17 =
Hourly: 54,844
Daily: 1,316,256
Total resources needed for lvl 18 fields = 1,527,985 ea.
Can build potentially 1 field per day (with other villages supplying the needed 211,729 resources)
OR can build .86 fields per day

Rough time needed to upgrade from lvl 17 to lvl 18 fields – 16-20 days

all lvl 18 =
hourly: 67,500
Daily: 1,620,000

If you want to build lvl 19 wheat fields you need a minimum of 12 warehouses and a #*$! load of gold.

Lvl 19 wheat field resource cost:
wood: 714,485
clay: 918,625
iron: 714,485
wheat: 204,140
Total: 2,551,735

Each warehouse holds 80,000
12 warehouses hold: 960,000 of each resource.

This leaves you in a predicament as you only have 20 build spots. with the buildings previously listed, that only leaves room for 4 granaries (320,000 capacity)

You can overcome this and build lvl 19 fields however, here are some of the ways you can do this.

zero your main building. yes, it’s crazy, but you don’t technically NEED a main building in order to build things… your build times will likely be 2-6 months per level (guesstimating), but since you are a gold user, insta-build is your friend. This gives you another granary space. total of 5 (400,000 capacity)

given how fast your granary is going to fill up, you will need to NPC often. in order to build 1 lvl 19 field you are looking at a minimum of needing to NPC about 6 times PER field. (90 times for all 15) at 3 gold a pop… that’s 18 gold per level and 270 gold for all levels, not including the gold you will need to insta-build.

Another option is to build about 8 granaries (640,000 capacity) and 3 warehouses (240,000 capacity) in one of your support villages and constantly ship as much wheat from your cap to that village as you can. Then when you fill up that villages granaries, NPC it to the other resources, fill up the warehouses and ship the resources back. You will still need to NPC in your cap as there is no way in hell to move resources fast enough to your support village and back for it to not fill up (unless you are a meth addict and don’t sleep that is)

Why on earth would you want to do this?

All lvl 19 wheat fields =
hourly: 84,375
daily: 2,025,000

Thats an extra 405,000 resources per day… (personally, I’m not rich enough to afford paying for enough gold to get lvl 19 fields…)


Excluding time spent building warehouses and granaries (which can be as long as a couple weeks if you don’t use your support villages and farming for it) you can go from lvl 10 fields to lvl 18 fields in about 60-80 days. Having support villages to push your cap resources can drop that to around 50-60 days.

So basically 2-2.5 months from lvl 10 to lvl 18 if you push for it. This should proabably take longer, as you will be building up lots of troops while doing this, which will cut into your wheat production. However, if you have a 100-150% oasis for your cropper, you can use the amounts in excess of the amount you would have with only 75% and use that to help rapidly build up your other villages / hammer.

Now for a little comparison.

A 15c (with the 75% wheat oasis and the +25% from gold) with lvl 10 fields:
Hourly: 6,750
Daily: 162,000

A 15c cap (same wheat bonuses) with lvl 18 fields:
Hourly: 67,500
Daily: 1,620,000

The cap with lvl 18 fields produces 10x what a cropper can produce with lvl 10 fields.

In other words, you would need to settle TEN 15c’s and build them all up to lvl 10 fields in order to have an equivalent amount of resource production.

And frankly, that takes a lot longer to do than it does to build up lvl 18 fields. (not to mention the difficulty of finding 10 15c’s to settle and supplying them with enough resources to get off the ground and the distances between that many croppers, etc)

How to Train your hero FAST

8 03 2009

It is often difficult to train your heros at the beginning levels because you are afraid that they wil die so I made this post on how to train your hero fast, without killing it. 

I used this a few times when my hero was close to the next level but only a few points short it works well.

Step #1 Make a new village with no wall.

Step #2 Rein said village with your cheapest unit (normally scouts)

Step #3 Attack and kill your own troops with your hero and some horses.

Step #4 Enjoy you new hero.


You will get both offensive and defensive points+raid resources

another thing I have tried it to send a slow attack 6-8 hours out to give a target plenty of time to call for reins. Then attack and kill all the targets troops and all the reins for hero experience =)
ofcourse “you get what you pay(for the scouts)”

Location, Location, Location

7 03 2009

(+/-) N.W.║ N.E. (+/+)

⇖ █ ⇗
[ ◄═══☼☼☼═══► 
⇙ █ ⇘

(-/-) S.W.║ S.E. (-/+)


Up above shows a graph which you can find your location in your World.

Location is really important in travian, SE is usually the least dangerous so chose that when you are going to make an account.

How to Land Multiple Attacks at the Same Second!

7 03 2009

Good evening everyone. Maybe some of you knew how to do this already. But, I thought I would share this with everyone. If it helps, great. If its redundant, sorry. If you already knew it….shame on you for not sharing sooner!!!!!

After the attacks on fututuy yesterday, I was pissed that Gemini hit him with multiple same second attacks of 12 to 15 waves from the same village all at once. In other words, they send 20 attacks at you from the same village all landing in the same second. I asked myself how the hell did they do this without using scripts……here’s how:

First you have to max out the repeat rate of your keyboard. The concept is to setup the enter key so that when you press and hold the key it repeats as fast as possible. Using Windows XP, go to control panel and then to keyboard. You should see an option for repeat delay, and repeat rate. Repeat delay is the delay in between the initial keystroke and the repeated keystrokes after it. You need to eliminate this delay completely so there is no real need to shorten this setting. You ultimately just want the repeat rate setting to be set as fast as possible.

Step 2. You have to use Firefox. Unfortunately, the doesn’t work using Internet Explorer. So… install Firefox, its free!

Step 3. Using multiple tabs, set up all of your catapult waves. Also put a fake attack in your very first tab. Prep everything and set all your catapult targets or whatever kind of target you want for the attack you are making. Do not send any attacks yet!!!!

Step 4. Put your browser into offline mode: Go to file and in the drop down menu select work offline.

Step 5. Send all your waves. You should get an error saying that you are offline and can’t load the webpage. That is exactly what you want. After you have tabbed through and sent all of your waves, click on your first tab to bring it back to the front.

Step 6. Go to file and in the drop down menu, unselect work offline.

Step 7. Make the Firefox window so small that you can only see the first tab and you can’t actually see any of the webpage. (Try skipping this step and see the difference it makes as you most likely are confused as to why this helps.)

Step 8. Right click on the first tab and select “reload ALL tabs”

Final Step. An error message will come up asking if you want to resend data in order to load the page. Press and hold Enter. Maximize your window after all the attacks get sent, and in your rally point, cancel the fake wave you used to eliminate the repeat delay.
I suggest everyone try this out several times on practice runs so you will know what to do when the time comes when you really need it. Again, try it multiple times before you really “HAVE TO USE IT”, it take some getting used to.
Also, you can practice the above by sending reinforcements to your own villages rather than attacking someone until you have it down. Then…. Destroy them once you’ve perfected the process!!!

Give it a try, practice makes perfect!!!!

Armory Upgrade

7 03 2009

Armory Upgrade

Armoury and Blacksmith Upgrades
Armoury and Blacksmith upgrades are very beneficial later in the game and really are a very simple idea..

First of all each upgrade gives you a 1.5% bonus to that unit for either the offensive or defensive ratings..

Armoury upgrades Defense – - – Blacksmith upgrades Attack

Secondly the reason for upgrades is to make your units more crop efficent.. So for instance you can have 1500 upgraded troops that would be just as strong as 2000 non upgraded troops (This is not the exact ratio.. Only an example)..

These upgrades become important later in the game when crop upkeep is more limited and your trying to make the most of what room you do have.

DO NOT ever give an offensive troop type a defensive upgrade or give a defensive troop an offensive upgrade before. It is a pointless waste of resources.

This maths shows that you need quite a few troops before it’s worth doing the armoury/blacksmith upgrades:

It’s +1.5% to attack per level of upgrade, similarly for defence at the Armory.
So at level 1, if you had 66 troops they would have the attack value of an extra man.

Given that the upgrade costs are high (Legionnaire level 1 = 940|800|1460|440 = 3600), about 8x the price of an extra Legionnaire, you’d need 566 Legionnaires to make it cost effective to upgrade their weapons rather than to build another 8. And even then, they would need the defence upgrade to really be as good as 8 more men.

Armour & Weapon upgrades don’t cost any crop, unlike additional troops, so that’s a point in their favour.

Remember – upgrades only apply to troops built in the village with the upgraded armoury/blacksmith. But you can send those troops anywhere! So if you have built 1000 Praetorians in Village 1 and have upgraded them to level 10 in Village 1′s Armoury, you can send them off to reinforce village 2 and they will still have the upgrade bonus.

If you built the 1000 Praetorians in village 2 (with no armoury), and sent them to Village 1, which had the Armoury upgraded to level 10 for the Praetorian defense, there would be no advantage.

Hope all this is clear!

-travian unofficial guide


Get every new post delivered to your Inbox.