Historic Cities and Colonizing
One of the biggest problems further into the game is getting drafted and once a player gets one good draft off you its almost certain he will keep drafting you. The problem is you cant be on all the time and moving your troops out of your city when your not on can be risky. When you are on for a few hours you can move your troops to a nearby valley and send them back to your city when you log off, but if a player who is drafting you finds out where you come from and your time zone he will probably draft you when you are off.
Many people will cover themselves with warriors to cover their drafts but its all adds up, and although you may yourself acquire large number of warriors from drafts if you have multiple Historic Cities, every troop a person drafts off you makes him stronger and you weaker. So the only sure way to make sure you don't lose anything is to make your cities undraftable.
How avoiding drafts work
If you reach a certain number of troops e.g. archers, you cannot be drafted. Im still trying to figure out exactly whether the draft proof number is based on the combined attack power of your units or if it is something to do with resource cost. What Ihave found so far is that the draft proof number for each kind of troop adds up to about 1,100,000,000 resource cost although it will take some testing before I determine for sure whether this is the main factor.
Undraftable/Draft Proof Numbers
It seems it doesnt matter what kind of hero you have in your city to avoid drafts, as long as you have the required number you will avoid the draft.
Unit Type Undraftable Number Draftable Again At
Warriors 7,600,000 15,000,000
Archers 1,600,000 4,800,000
Ballista 230,000 900,000
Battering Rams 160,000
This may seen like a massive amount of troops to keep in your city but you don't need them all. If you have multiple Lv12 Historic Cities or Lv14 Historic Cities you can build up the warriors in no time from drafts. DO NOT BUILD THEM YOURSELF. You should focus on building the swordsmen and archers first, then scouts. After that you can move onto the pikemen then the ballista. Only keep about 2,000 cavalry/cataphract in your city, that's all that's really needed for layers. They are more of an attack unit. If you can after this move onto the catapults if you have enough LV10 barracks. The best thing to do is store your particular type of troop you are building in one city out of draft range. Soon as you have the undraftable number move them in. Keep a small compliment in the city until you have enough. All you really need is swordsmen, pikemen, scouts, archers and ballista. The rest do not matter so it is achievable fairly quick to build up the numbers as long as you aren't wasting troops. This defence will withstand a whole alliance unless they are all using mech's. When you get drafted all you will lose will be 200 cataphracts if you keep the 2,000 cavalry and cataphract's in there, Practically nothing...
Drafting provides you wit a big boost to your troop numbers. Most players wont make enough troops to make themselves undraftable so you should pick up quite a few extra. What these cities do is give you control over an area of the map. Try drafting players with high prestige, and draft as many of their cities as you can to get an idea where the troops are.
Level 12 Historic Cities
You can acquire a huge amount of warriors from NPC's. Try to get multiple Level 12s early on in the game. Although you may lose few troops getting them you will make more back through drafts every day.
Draft Range: 18 x 18 miles
4 drafts from the same NPC Level 10 NPC will get you 74,197 warriors. Therefore from multiple level 12 HC's can get...
1 Level 12 Historic city - 74,197 warriors
2 Level 12 Historic city - 148,394 warriors
3 Level 12 Historic city - 222,591 warriors
4 Level 12 Historic city - 296,788 warriors
5 Level 12 Historic city - 370,985 warriors
6 Level 12 Historic city - 445,182 warriors
7 Level 12 Historic city - 519,379 warriors
8 Level 12 Historic city - 593,576 warriors
9 Level 12 Historic city - 667,773 warriors
Level 14 Historic Cities
You should aim to acquire more than just warriors from your level 14 drafts. Level 14s have draft range of over a dozen level 12 HC's and you should try to get one over enemy ones. 6 drafts a day can mean a huge amount of troops. Most players will try to cover themselves with warriors and you can pick up 100,000 a draft sometimes.
Draft Range: 66 x 66 miles
Because 14s have such a big draft range if you are drafting warriors from NPC's, try to get 6 different lv 10 NPC's far away from players cities. If you get a full draft from them you can get 120,000 from your 6 drafts
1 Level 14 Historic city - 120,000 warriors
2 Level 14 Historic city - 240,000 warriors
3 Level 14 Historic city - 360,000 warriors
4 Level 14 Historic city - 480,000 warriors
5 Level 14 Historic city - 600,000 warriors
6 Level 14 Historic city - 720,000 warriors
7 Level 14 Historic city - 840,000 warriors
8 Level 14 Historic city - 960,000 warriors
9 Level 14 Historic city - 1,180,000 warriors
Level 16 Historic Cities
Owning a Level 16 state capital means you can really keep a massive draft area covered and get 8 drafts a day. Anyone who teleports into your state can be got and if another alliance launches a big attacks you can acquire significant numbers of them. These cities can also have another purpose, that is protecting you own alliance members from drafts. A person can random teleport into the state if not already there, then you can use a population redeployment on him so his city cant be drafted again that day.
Draft Range: 200 x 200 miles, A whole State
Level 18 Historic Cities
Because there is only one level 18 Historic City, Atlantis located at 0,0 it is really the prize for each server. It comes with a big amount of 10 drafts a day. Its capable of drafting anywhere on the map and therefore you are guaranteed a lot of troops every day, maybe 200,000 - 600,000 archers.
Draft Range: 800 x 800 Miles, Entire map/server,
Capturing Lv 12s:
These cities provide you with control over a small draft area, 18 x 18 square miles and allow you 4 drafts per day. They are good starting points from which to launch waves at the bigger lv14 HC's They allow you to launch 125,00 waves (156,250 with war ensign).
19 x 19 Miles
9 miles in any direction
12.7 miles at the furthest point
Level 12 Historic City
Every day there is a random troop combination in the Historic City. The warriors and archers will always be in their. But pikemen and swordsmen alternate etc. But if can be done fairly also with swordsmen in it. Because you go for the battering ram combination there will only be the archers as a range unit firing on you. Stay away from trying to take it with any other combo, the losses will be very high.
The easiest combination is Warrior / Pikemen / Archer / Cavalry / Rams.
But you can also attack the Warrior / Swordsmen / Archer / Cavalry / Rams Config
Pikemen / Swordsman
Cavalry / Cataphracts
Rams / Ballista / Catapult
Its best to try to spam out as much walls as possible
If you camp all your loyalty waves, make sure to send at least 40, or more if you can. After the city is broken and its troops wiped it varies how many loyalty waves it takes to capture it. Sometimes only 30, but some times over 40. Also make sure you have a city ready to teleport to the historic city if you need extra loyalty waves.
The easiest method I have come across to take a LV 12 doesn't require high hero attack but only a good number of ballista. You will only lose about 4,000 ballista on the breaker. The spam waves before will eliminate the traps causing them to miss your important troops.
Hero level and attack does not matter for loyalty and spam waves.
Wave 1 to 30 - 2,000 warriors / 2,000 scouts (spam waves)
Wave 31 - 2,000 workers / 3,000 warriors / 122,000 ballista and hero attack of 285 (breaker wave)
Waves 32 and on - 10,000 archers / 20,000 warriors (loyalty waves)
If you don't have the ballista and need to use other troops, your losses will depend on your hero attack. Your going to use a mix of archer rainbows and pikemen.
With Hero attack 200
Launching from a Lv10 city without war ensign
Wave 1 to 30 - 2,000 warriors / 2,000 scouts
Wave 31 - 33 - 100,000 pikemen
Waves 34 - 35 - 100,000 archers
Wave 36 - 42 (7 waves) - 1,000 workers / 1,000 warriors / 1,000 scouts / 1,000 swordsmen / 95,000 archers / 500 cataphracts / 500 cavalry
Waves 43 and on (loyalty waves) - 10,000 archers / 20,000 warriors
With Hero attack 400
Launching from a Lv12 Historic city without war ensign.
Wave 1 to 30 - 2,000 warriors / 2,000 scouts
Wave 31 - 125,000 pikemen
Waves 32 - 125,000 archers
Wave 33 - 36 (4 waves) - 1,000 workers / 1,000 warriors / 1,000 scouts / 1,000 swordsmen / 95,000 archers / 500 cataphracts / 500 cavalry
Waves 37 and on (loy waves) - 10,000 archers / 20,000 warriors
From 400 attack and up, you can decrease you losses by sending 156,000 waves from a lv 12 if you have war ensign. Also you can send 150k waves from a lv14 historic city or 187,500 with war ensign. The bigger the first pike and archer waves, the less archer rainbows after it will take to finish off the city.
"Any alliance whose purpose is not the intention to wage war is senseless and useless."