How does militia work in tribal wars
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Search Advanced search…. New posts. Search forums. For a better experience, please enable JavaScript in your browser before proceeding. Thread starter DeletedUser Start date Mar 31, Tags automation botting crowning farming monetization. Prev 1 2 3 Next. First Prev 2 of 3 Go to page. DeletedUser Guest. You know how you really solve the farming issues? I have stated it before I believe, but the main issue with farming barbs is the barbs are empty.
Why is it an army can walk into a "barbarian" village who, I would assume, are savage or uncivilized, hence the name barbarian, and take their resources without any resistance? Biggest and most significant change to the game EVER Barbs will also focus farm and warehouse first as these are what determine the army and resource cap of the barbs. So this leaves a few different strategies for farming and you can design more depth to how the barbarian villages build or focus certain buildings.
First, you can just cat barb farms to lessen how much they hold troops wise. This takes time and effort to create a farm able barb and since the barb will still grow you will have to do this again periodically.
Second strategy is brute forcing barbs and overwhelming them to minimize losses. This is great for players who dont want to farm as much but may want a lot of resources all at once. If a barb is not cleared by a player the troops and resources will accumulate making the attack worth the losses you may have. I am not sure how well this would scale into the late game though. Of course you have to hit it multiple times.
This means having nukes can rake in a couple of million resources at once and you can throw it all into the academy or you actually have a use now for maxing out the market to send to other villages.
I really think this is a game changer! Also to add to that there should always be a base troop count that the barb cannot fall under. You can call this militia or just set it to be based off current farm lvl like the old militia used to work. This will prevent players from overlap farming for free and never allowing the barbs' troops to grow.
Players will be required to send the appropriate sized farming raids most of the time unless they cleared recently. This also adds more to do in the early game since you will need to scout barbs and you can tell when one is cleared and take advantage if it was done by someone else.
So you still spend the same amount of time "farming" barbs but they act a little more like players. The increased resources gained may be worth alone if the barbs produce troops fast enough to where attacking constantly is not worth the troop losses. Or add some other boost for barbs relating to this. Lol wrong. That 10 player tribe with 5M looted has x more villages now due to noble coins minted, while the tribe with 1M is still trying to get academies. The more you farm, the more coins you can mint and villages you can eat.
Farming is a massive part of this game. They have more troops, better farming because of RP , no waiting time. While its true it would increase teamwork, it would also significantly increase the power of coining. Let me ask you something Ogre-Magi. Lets say you start a world in a province with a coiner he spends a couple of bucks each week and you 0, how exactly are you going to beat him?
Let's not forget that the botters literally killed the barbs around them. On US37 the barbs to the north Far away from the banned botters are points. The barbs near the old botter locations are points. Expanding your farm gives you a certain number of available militia every level — the default is Less production! Oh, your resource production will also be reduced by half [d] for however long the Militia are active, meaning 6 hours [d] , even if they happen to be all dead. Library Usage Guide by the nemesis We have a new unit, but only a vague idea how to use it and how to counter it.
It is therefore in the best interests of everyone here that someone steps up and tells us a little about militia. A little about me: I am not the best player of this game, but Ive been playing for a long time.
I have recently been on world 54 and have experiences of dealing with militia in the earlygame well only up to points so far, but I will try to extrapolate. Also, you are unable to make militia after you have taken your second village.
I have placed the militia next to the spearman to expose some of the similiarities between the two units. Both infact have the same general defence and cavalry defence. The militia does have a slightly higher archer defence though. One thing that is obvious from this is that the militia is only meant for defending cavalry like the spear and I will be talking about how best to expose this weakness. The second thing is that militia is specifically used for defending farming, as by the time nobling stage starts, the militia is pretty much useless other than in a last ditch defence against an enemy.
A level 1 farm worth of 20 militia will just about kill a farming party of 7 lcav A level 5 farm worth of militia will just about kill a farming party of 35 lcav A level 10 farm worth of militia will just about kill a farming party of 68 lcav A level 15 farm worth of militia will just about kill a farming party of lcav.
As you can see, even a player with a low level farm can inflict some damage on your number of lcav. But as you can probably see, the militia stops mattering at all once players get full nukes and a loss of lcav is nothing. Anyway, we better get to know how to use these troops. How to use militia: Using militia is simple, one just goes to the farm and activates it. However with activation comes the consequence of halfed resource intake for 6 hours.
MarkHarrison said:. Irishmetal Guest. AreYouKidden said:. Seagryfn Guest. Confirmed, Mark. Militia must be manually activated, something barbs don't do. The price is half your resource production for the next 6 hours, whether that is 15 resources an hour or The militia appear immediately, and at the end of those 6 hours the militia disband if they were not already killed.
No new militia can be summoned during those 6 hours whether the ones you called up live or die. You cannot 'dodge' them.
They do get bonus defense from a wall, just like regular troops. The only way you might have militia in a barb, is if the barb belonged to a player that restarted less than 6 hours ago.
This happens in the same way that if a player queues troops before going gray or being nobled, what was paid for will remain queuing until fully recruited. Seagryfn said:. Irishmetal said:. Nice for taking out noobish attacks rather than possibly losing res or just plain wanting them out of the picture.
You could go 2 weeks, and never be attacked once, chances are you'll lose a lot more on resource protection, than you would have on being farmed through the night. Mighty Duck Guest. If so, could there be an abuse in which people try screw up other's starts by activating their militia in earlygame.
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