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Thread: Jaq's Guide From Website

  1. #1

    Default Jaq's Guide From Website

    Hello everyone, as some of you might know from my post in General Discussion, one of the great guides I used has had it's website suspended, no idea why, but I asked in general discussion if someone had saved it, someone brough up google cache so I looked into it and the information was still there, I will do my best to restore all information that was on this website and post it here. I take absolutely no credit for the information posted here, all credits go to JAQ and his former website jnmoves.com

  2. #2

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    12 Ways To Tell If A Player Is Online
    By Jaq

    Of all the elements which decide the success of an attack, the offline or online status of the defender is most crucial. The online defender can set up ambushes, regenerate layers and fortify his towns. Even if you manage to break the defenses, an online defender can still truce, teleport, use speech scripts, comforting, ask for help, or send reinforcements from another town ? preventing conquest. For this reason, pro players almost never try to take a town from a defender they know is online, and even then, only if there is some special tactical reason for doing so. Because of the importance of knowing the online times of a potential opponent, the pro player should always have an arsenal of methods for determining the online status of his targets. I call this status detection. I?ve compiled twelve effective techniques ? meant to be used in conjunction for determining whether a potential target is online:

    1. Scouting: In addition to vital information, merely scouting creates a status detection opportunity. Most players reflexively heal slain troops ? including scouts. If a defending player heals scouts you?ve wiped, you know he?s online. This same principle can be applied to the regeneration of layers, if you?ve already attacked the player and killed some or all of his layers.

    2. Valley Theft: A sense of property ownership and the need to defend property are deeply rooted within the human psyche. So when you take a valley from another player, they will almost always attempt to take it back immediately. Naturally, you can use this to tell if they?re online. And if you should take a valley from a player while they sleep, recall troops and leave it there. They?ll probably attempt to take it back as soon as they log back in ? providing you precise information about their online times.

    3. Resource Use: An offline player can?t spend resources. If you have been scouting a player, and see a sudden drop in resources that doesn?t coincide with a drop in loyalty/defenses (indicating an attack), then the player is certainly online. Players, however, can GAIN resources while offline, due to normal resource generation, and market sales.

    4. Report Scanning: The pro player looks at every war report available to him in order to best understand his enemy. If your enemy attacks with any degree of frequency, he should leave a chronological footprint of his onlines times in your reports, and the reports of his other enemies. By studying them, you should look for a gap, generally 8-5 hours in which he never lands an attack. This is when he sleeps.

    5. NPC Patterns: Players will sometimes drastically vary their actions in order to prevent you from discovering their sleep times. Perhaps the easiest way to cut through this fog is to scout their NPC?s. Doing so is undetectable to them and will allow you to see when they farmed it. NPC?s regenerate 1.25% of their total resource value every 6 minutes. So if an NPC has 12.5% of its resource value in it when you scout it, you know it was farmed an hour ago. Next, measure the length of time it would require for his transports/ballistas to reach the NPC from his town. If you have a similar HBR, you can make an estimate just by picking a point of similar distance from your own town and seeing how long it takes to reach it.

    6. Whispers: Talking to a player can be an easy way to discover their status. It is most effective when the player does not suspect an attack from you, or when you make the message particularly enticing sounding. For example, if you are messaging an enemy, a ?Hi? is much less likely to elicit a response than, ?Nice move the other night.? In general, people are most likely to respond to compliments, insults, and proposals. Obviously, if a person responds to a whisper, it means they are online. If they do not, it doesn?t necessarily mean they are offline.

    7. Mails: Similar to the whisper tactic, establishing a conversation via mail can be an effective method for determining a player?s online times. You?ll want to space your mails out at least an hour apart each. This will allow you to look for gaps in your target?s response times. That gap is when he sleeps.

    8. Personal Info: You may find it helpful to know if your victim works, where they live, if they go to school or not. Their location will tell you their time zone, and thus, the range of their most likely sleep times. If they work, then they probably have additional blocks of time of absence separate from sleep time. Knowing the nature of their job can help you in your estimates. For example, someone doing an office job will almost certainly work during the day, while a club bouncer will probably work at night. All of this information can be found through discussions with the victim, or those that know them.

    9. Internet Footprint: In addition to Evony, your target likely uses many other functions the internet has to offer ? all of these provide potential data for their online times. One of my favorite tactics is to ask a neutral friend to begin a dialogue on an instant messaging program. The majority of instant messaging programs indicate whether or not contacts, such as your victim, are online or not. In addition, many record the precise times of messages, giving you detailed histories to work with. On top of instant messengers, there?s also forums, social networking sites, etc., which can provide you information on opponents.

    10. Attack Fakes: Any player worth his salt will attempt to prevent attacks on his cities. A popular method of doing so is by ambushing attacking troops. Send an attack at a city which will be easy to reinforce for your opponent, but isn?t yet all that well guarded. Be sure to scout first. Send a scout to hit (as a scouting mission) in the exact same second as the attack. Recall your attack at the last possible second. If the victim attempts to reinforce, you know he?s online.

    11. Spying: Good ole? fashioned spying. One of the many perks in crushing an alliance, is a few of its members will begin trading information for protection. Spy info is easy to come by and shouldn?t be overlooked. Spies can help you with many of the other methods, in addition to having access to logged sign-in times in the alliance tab.

    12. Spreadsheeting: If you?re having difficulty getting an iron lock on a person?s online times, it may help to gather all of the data you have and put it on a spreadsheet. This will help you compile larger amounts of data and discover nuanced patterns. This is particularly useful against people that are adept at hiding their patterns or have very fluid online times.

    It generally takes about 3 days of tracking to get a lock on a victim?s patterns. Some will be more predictable than others. There is never a 100% way to know if a person is online at any given second or not. You have to play the probabilities to get the highest possible chance of success. Happy status detecting!

    Posted by jaq at 3:23 am

  3. #3

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    The Secret To Item Farming
    By Jaq

    For a long time I have kept my methods of item farming secret ? sharing them only with a select few. Now that I am retired, I?ve decided to open up my best secrets to the public. In this installment, I will reveal the item farming secret which I have used to garner considerable wealth.

    There are four basic principles in item farming, and they must be used in conjunction to maximize the chance of success. In addition, there are situational concepts which can enhance your rate of success. Altogether, they can be used to not only get large numbers of desirable items such as teleports and Michelangelo?s scripts, but also specific items such as advanced teleporters.

    First Principle: Who

    There is no effective way to farm items from npc?s with their notoriously low drop rate. To be able to farm large numbers of items, you?ll need to hit players. The probability of gaining an item is strongly dependent on what items a person has in their inventory. Because of this, people who have large numbers of items in their inventory are significantly more likely to yield an item after being successfully attacked. In other words: those who pay for items or get lucky on the wheel.

    How To Apply It:

    There are several ways to tell if a person has a large item inventory and what they have in their inventory. First, they will tend to have a lot of level 10 buildings and teleport around a lot. Second, you may see them roll amulets. Whenever a player rolls a high value item off of an amulet, their name and what they won will appear in world chat. This makes it very easy to keep track of who has what. Third, they may bleed items off in attacks/defenses where normally they shouldn?t. For example, I?ve seen a person gain a Michelangelo?s script from defending against 1,000 warriors. The attacker almost certainly had a very large item inventory.

    (You may find it more effective to keep track of who has what as an alliance. By pooling your information, you can keep track of juicy targets more easily.)

    Second Principle: When

    Knowing when to attack is every bit as important as knowing whom to attack. For example, if you see someone win an item on the wheel that you want, you?ll need to attack them before they can use it in order to get it. It?s generally easier to farm items at the beginning of a server than the end ? because most people haven?t used their starting items yet. Lastly, you?ll almost always want to attack when your opponent is offline ? to greatly increase the chance of success.

    How To Apply it:

    Be as aggressive as you are capable of earlier on. If you are able to kill opponents effectively enough, you should develop quite a store of items by the second month. On one server, I was able to acquire 47 teleports and 13 Michelangelo?s scripts by the end of the first month. Keep a tally of who has what, and focus on players with large inventory stores when/if you go to war with them/their alliance. It?s much easier to check a long list than to make a short one and attempt to hunt them down.

    Third Principle: What

    Equally important to what a target has in their inventory, is what they have in the town you?re attacking. The larger the defending army killed, the greater the chance of getting an item. The algorithm for the probability of getting an item:

    I = Total cent values of items elligible to be rolled. (I will list them later.)
    L = The total loss value inflicted in the battle on the victim.
    C = Chance in terms of percentage of rolling to get an item.

    (L x I)/400 = C

    If the value of C is over 100, an additional formula is applied:

    (L x I)/2000 = C

    In essence, it is possible to get a second item on a successful attack.

    In each case the probability of getting an item is capped at 90%. So even if C has a value of 145, the chance of rolling for an item is still only 90%.

    I should also note that when you roll to get an item, you are still not guaranteed an item. The specific rules about this and the algorithm for determining which item is given will be discussed later in this post.

    L Values Per 1,000 Units:

    Archer: .405
    Ballista: 3
    Cataphract: 2.625
    Catapult: 8.7
    Cavalry: .855
    Pikeman: .27
    Rams: 4.125
    Transports: .8925
    Scouts: .2085
    Swords: .405
    Warriors: .0915
    Workers: .0675

    How To Apply It:

    Let?s do an example to demonstrate how this formula might work in-game: Player A attacks Player B with 100,000 cavalry and successfully kills the 20,000 archers defending his town. Player B has a total of 500 cents worth of items. So, to calculate the chance that player A rolls for an item, we?d use the following formula:

    L = .405 x 20
    L = 8.1

    I = 500

    (L x I)/400 = C
    (8.1 x 500)/400 = C
    4050/400 = C
    10.125 = C

    So the chance of Player A rolling for an item is 10.125%.

  4. #4

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    Fourth Principle: How

    There remains one more obstacle in farming items. To get the sort of victory conditions needed to have a high percentage chance of getting an item, you?d need to kill 100,000 archers or equivalent with each successful attack. This can be difficult to do in a single attack. It is much easier to kill those sorts of numbers on defense ? but unfortunately, you cannot control how and when you are attacked. To truly farm items, you must attack. In addition, it must be an attack which can be repeated over and over to be considered farming. If the losses are high each time, it won?t be cost-effective enough to farm. So, we need an attack with the following qualities:

    * Kills large numbers of enemy troops with minimal losses.

    * Takes no or few losses in doing so.

    * Must be usable at will ? cannot be a defense.

    Fortunately, such an attack does exist.

    How To Apply It:

    That attack is called the Jaq Attack. You can read my guide on it by clicking HERE. I generally send between 5-6 out in a run ? prioritizing towns with 100k archers or equivalent and above. This is most effective in tight clusters ? where large numbers of targets are close.

    Advanced Item Farming Concepts:

    Now that we?ve covered the four basic principles in item farming, let?s cover some of the more advanced concepts. Let?s start with the algorithm for getting a specific item:

    Getting A Specific Item:

    The probability of getting any particular item is dependent upon the proximity of its cent value to the ?O? value. The formula is enormously complicated ? due to the fact that all possible items are included in the determination of the probability. So, instead of attempting to look at it through a broad mathematical model, let?s compare specific examples instead. For example:

    Player A attacks Player B and kills 80,000 archers. Player B has 1000 cents worth of items. Player A knows that Player B has both teleports (and nothing else at 30 cents value) and Michelangelo?s scripts. He wants to know what he?s most likely to get between the two. So, using the formulas:

    O = Odds value which determines the probability of all items when rolling.

    C/2 = O

    L = .405 x 80
    L = 32.4

    I = 1000

    (L x I)/400 = C
    (32.4 x 1000)/400 = C
    32400/400 = C
    81 = C
    81/2 = O
    40.5 = O

    (The probability of getting any one item is never above 50%.)

    So the probability of Player A getting a teleport scroll or a Michelangelo?s script is about equal ? leaning ever so slightly towards getting a Michelangelo?s script.

    The exact slope is unknown due to the limitations of my data set, and inconsequential. If you?re attempting to get a specific item, your focus will be on maximizing the probability of getting that item ? the minute probabilities of disparate items won?t factor into your estimations. Even if you want to know what other items are likely for a given attack, you only need to see which are closest in cent value to know which are most probable.

    Depending on what items are in the victim?s inventory, certain rules may apply:

    If the item selected in the roll isn?t in the victim?s inventory, the item is not awarded. It will then conduct two more checks, each time checking for the next closest item below of lesser value. If items of equal value exist, one will automatically be selected and awarded without additional checks ? each with an equal value of being selected.

    Returning to our previous example, let?s assume that the game selects a war ensign for Player A from successfully attacking Player B. However, Player B doesn?t have any in his inventory, so the game checks to see if Player B has any items of equal value. He has 1 war ensign and 1 truce agreement and no other 30 cent items. In this instance both the truce agreement and war ensign have a 50% chance of being selected.

    Here is a list of cent values and corresponding items:

    Cents:

    3 ? Speaker
    5 ? Amulet, Hero Hunting
    6 ? National Flag
    8 ? Anabasis
    10 ? Corselet, War Horn
    20 ? Holy Water, Dynamite
    30 ? City Teleporter, Epitome of Military Science, Truce Scroll, War Ensign
    50 ? Michelangelo?s Script, Civil Code
    60 ? Ivory Horn, Ultra Corselet
    90 ? Adv. City Teleporter
    100 ? On War, Speech Text
    120 ? Penicillin
    200 ? New ID
    500 ? Ritual of Pact

    Note: The above items are the only items eligible to be rolled, and the only ones included in the ?I? value.

    If you are awarded an item from the ?C? value, but your victim fails the 3 checks, you?ll get an npc roll instead. The game treats the person as an npc and grants an npc item roll based off the level of their townhall. Because npc?s have such low drop rates, this is generally undesirable. However, in rare instances you can be granted an item that you could not normally get off a player, such as a medal or speed up.

    Principle Of Multiplicity:

    This is an important advanced concept, and one you?ll be applying at multiple levels. Items gained are not removed from the victim?s inventory. As you and/or your alliance gains in items, so does your ?I? value. Gaining items necessarily increases the chance of others getting items. This means your opponents will have a better chance of getting items from you as well. In practice, this means it?s actually a GOOD thing if your enemies are trying to farm items too ? because it?ll raise their ?I? values and make it easier for you to get items from them. Put simply ? the more people that know how to item farm, the easier it will become to item farm.

    Feeding Your Farms:

    When you raise your ?I? value from successful farming, you?ll eventually start bleeding off items in normal suicide attacks. Each time you do so, you increase the ?I? value of the person you are trying to farm. In practice, this means you can ?give? a victim items that you can then win off of them.

    Cost And Profit:

    Sometimes it takes items to get items. I like to teleport around frequently with 1 city. It takes me about 2-3 teleports to land in an enemy cluster, and I?m able to get 5-6 teleports from a cluster on average. With a well used advanced city teleporter, I can do even better.

    Conclusion:

    Heavy item farming may not be practical for most players, especially newer players. However, even the most inexperienced player may be able to acquire a few extra items using these techniques. I realize that this article contains quite a lot of information ? it may take some work to learn and fully apply. Think of it as being like high risk/high reward npc farming. You?re committing a much larger number of troops to potential doom ? but the rate of success is much better (up to 90%). Happy hunting!

    Research Notes:

    The above conclusions derive from 536 pieces of raw data and 278 pieces of indirect data. Numerous formulas were tried during the testing phase ? the one presented within this article is the only one which accurately reflected all of the data and coherently explained outliers. I do not expect that it is the exact formula used by the Evony game engine, but that it accurately reflects the probabilistic nature in which items are rewarded for actions. It has been tested on servers 14, 31, and 57. It is possible the effectiveness of the above techniques may differ on different servers ? much like medal drops. It is also possible that Evony may change the drop rate at any time ? certain peculiarities in the current formula convince me this has occurred at least once before.
    Posted by jaq at 7:45 am

  5. #5

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    The Jaq Attack
    By Jaq

    The Jaq Attack is the single most powerful attack possible within the limitations of the game. I have used it to crush entire enemy alliances and to farm items from well defended towns. Until now, it has been a closely guarded secret known only to myself and a few trusted proteges.

    Warning: This attack is NOT for new players. You must have a solid understanding of the game mechanics in order to make this attack work.

    Summary:

    The Jaq Attack allows 99,000 of your cavalry to attack enemy archers in the first round, ignore swordsmen, pikes, etc, that may be guarding them, while simultaneously causing the enemy archers to not retaliate for multiple rounds. In practice, this can allow a player to kill several hundred thousand archers with an average attack hero ? with almost no losses, or a particularly skilled player to wipe over one million archers with hardly a scratch. This is achieved by manipulating two key elements of the battle mechanics in the favor of the attacker.



    First Element: Hit In Round One

    With level 10 walls and level 10 archery, enemy archers have a range of 2,400. With max hbr, your cavalry only have a speed of 1,500. So, how do they close the gap in the first round? Simple, in the absence of traps, abatis and defensive trebuchets, your cavalry get a starting bonus equal to their unupgraded base speed of 1,000. Since this occurs in the first round, your cavalry effectively move 2,500 fully upgraded. (1,000 starting bonus plus actual movement of 1,500 with level 10 hbr) That?s more than enough to close the gap on archers in the first round. Any layers the defending the town will also be at range zero, not having moved yet, and therefore cannot block for the archers.

    (I should note that the starting bonus is a special rule which only applies to certain conditions. I will explain this special rule and other fundamental elements of the battle mechanics in a later post.)



    Second Element: Eliminate Retaliation

    Let?s say you?ve attacked someone with 800,000 archers with miniscule layers. Your 99,000 cavalry attacked in the first round and killed 200,000 archers. So now what? Wouldn?t the remaining 600,000 archers be able to attack your cavalry and wipe them out? Not with the Jaq attack. The defending player?s units follow different, more rigid rules than attackers. One rigid rule: Defending archers ALWAYS attack ranged units in range before anything else, and in a specific order: First catapults, then ballistas, then archers. In practice, this means that if you attack 800,000 archer with 99,000 cavalry, 1 catapult, 1 ballista, and 1 archer, the battle may look like such:

    Round 1:
    Cavalry moves.
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 catapult.

    Round 2:
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 ballista.

    Round 3:
    Cavalry attacks; kills 200,000 archers.
    Archers attack; kill 1 archer.

    Round 4:
    Cavalry attacks; kills 200,000 archers.

    Round 5:
    Cavalry attacks; defeats wall.
    Victory for attacker.

    In this way, you?ve completely nullified the defending archers? ability to retaliate by forcing them to waste rounds ? killing 800,000 of their troops and losing only 3 of yours.

    (200,000 archers per round is a pretty conservative goal ? should only require an attack hero around the 250 range which is not hard to get. More advanced players will of course be able to achieve much higher.)



    Pure/Impure Jaq Attacks:

    A pure Jaq attack is like the above example: Cavalry with round-stealing-layers attack lone archers of a large quantity. Impure Jaq attacks involve archers with a minimal set of other units accompanying them in defense. Sometimes called a dirty Jaq attack. The impure attack is one you?ll probably be using more often and is still remarkably effective ? though lacking the stunning lopsidedness of a pure Jaq attack.



    The Two Obstacles In An Impure Jaq Attack:

    Range Variants:

    Abatis, traps, catapults, ballistas and archer towers all have a longer range than archers. This means that any one of them can alter the starting range of the battle. Ultimately, whether or not your cavalry will reach in round 1 will depend on the hbr of the cavalry, and the archery level/wall level of the defenders. If you cannot reach in round 1, your cavalry will run into layers FIRST.



    Layers:

    Two potential dangers lurk in layers: Large layers, such as 100,000 pikeman that can do serious damage, and large numbers of small layers that can steal rounds from your cavalry.



    How To Deal With Them:

    Step 1: Thin layers as much as possible. At the very least, you should try to eliminate all cavalry, cataphracts, pikemen, and swordsmen. Warriors may be too difficult to remove to be worth it in some cases ? but if they are a threat to your cavalry, you should at least try. The only time you would not bother to thin layers is when you can reach archers already in the first round, and all layers are quite small (under 1,000). In such a scenario, your cavalry will crush the archers first, then wipe out the small layers one by one.

    The most effective way to eliminate layers is with layered suicide archer and/or warriors waves. If the range is less than 5,000, do not use archers to remove layers.



    Step 2: Drop the maximum range as low as possible. In order to gain the round advantage, your layers must be within range of defending ranged units at the same time as your cavalry. To do this, you must kill off all enemy traps and abatis. To kill traps, send suicide warriors. To kill abatis, send suicide cavalry. In each instance, send about 10% the number of your suicide unit as your enemy has for a corresponding defense, and always focus on killing traps first. For example, if your enemy had 1,000 traps and 1,000 abatis, you?d send waves of 100 warriors until he had no more traps, then send waves of 100 cavalry until you?ve taken care of his abatis.

    To remove archer towers, attack with suicide archers AFTER you?ve removed his traps and abatis. When the battle starts at 5,000, attacking archers will prioritize defending archers. However, when attacking at a lower range, attacking archers will prioritize archer towers instead. This is another special rule which can be exploited for this attack. Sometimes removing the archer towers is worth it if the target town has no ballistas or catapults ? because doing so can drop you into range of hitting their archers in the first round.

    (Again, removing layers and controlling range should warrant a more in-depth post. I will certainly write one in the future on this important subject.)



    Step 3: Test your target by attacking with 200 cavalry, then scout after the attack hits to see what was killed. That?s how you know what your cavalry will hit in the first round. If it happens to be archers, then let your attack go ? your preparations are complete. If you?re hitting someone thing else, then you can?t quite reach. If you?re running into layers strong enough to wipe your cavalry, you may want to rethink your approach and start again at step 1. If you?re hitting a small layer of warriors with your cavalry, and there are no other melee-layers, then let your Jaq attack go and watch the fireworks.



    Things To Watch Out For:
    # Online players. It?s just common sense to attack someone when you know they?re offline. This is doubly true for the Jaq Attack. Because it?s based on manipulating the enemy?s defensive setup to your advantage, and takes some time to do, so, it?d be easy for most online players to screw it up.



    # Ranged layers. Catapults and ballistas are a real pain when using this attack because they steal your layers and reduce effectiveness. If there are few enough of either, then use large layers to compensate.



    # Hyper-reinforcing alliances. After you?ve wiped a town once, the alliance it belongs to may attempt to reinforce it. Just keep using the attack over and over. It?s much easier to use on a freshly wiped town anyways. I?ve cleared millions of archers just in reinforcements from a single town before. In this way, you can turn just one town into a death trap for a good portion of an alliance?s armies.



    Addional Notes:

    This move will almost certainly not work for you if you don?t know what you?re doing. This site is called ?Pro Moves? for a reason. Familiarize yourself with the workings of the game and conventional warfare before attempting.

    If you should suffer a massive failure or be ambushed ? do not be discouraged and do not blame the attack. The attack works perfectly if used correctly. I have never had a failed Jaq Attack ever, and I have used it hundreds of times. If you are being ambushed, you need to focus on your intelligence gathering skills so you can start hitting offline players instead.

    The Jaq Attack is SLOW because of the catapults. I generally send it off first, especially against distant targets, then send the suicide waves to clear the target up while I?m waiting for it to get there.


    The Jaq Attack is very effective for item farming due to its power and cost-effectiveness.

    There are some that claim that scouts will layer for cavalry. This is true in some cases, but not for the reasons they expect. Scouts are actually treated as a non-combatant when grouped with certain units ? and you?ll be using at least 1 of everthing for maximum layering. I?d recommend sending 1 scout with the main attack just in case, but don?t rely on it.

    Your enemies will almost certainly attempt to retaliate with the same attack. You should welcome it. Because of its complexity, they won?t be able to figure it out on their own.

    Cataphracts can substitute for cavalry in some situations but are not recommended.

    Posted by jaq at 10:25 am

  6. #6

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    Armies: What To Build
    By Jaq

    tentenwhite

    tentenwhite

    One of the most frequent questions I am asked is what troops are best. Of course, there is no single ?best? troop-type, only the right troops for the right job. So, instead of providing a cookie-cutter one-size-fits-all answer, I?m going to provide several different options, and you can decide which fits your style of play and how much time you can devote to feeding your armies.

    Defensive Players: For those who prioritize survival above all else such as turtles ? or simply have other focuses in the game than attacking ? like the diplomat.

    Casual Defensive Players: For those that farm npc?s once a day at most.

    Troops:
    Archers: 50,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 1,000 per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    tentenwhiteThat should be just barely enough to make enemies think twice about attacking you with basic forces, but scout bombs and cavalry can take you out without difficulty in the later stages of the server. You aren?t likely to be scouting anyone ? the scouts are there for people whose gates are closed, and for valley wars. The small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.

    Active Defensive Players: For those that farm npc?s 2 times a day.

    Troops:
    Archers: 100,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 1,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    tentenwhiteA step up above casual, but still vulnerable to higher level attacks such as scout bombs and cavalry. With layers intact and a high enough attack hero, however, cavalry attacks can be stopped in their tracks. Any additional resources you can muster should be put into scouts to make it difficult for others to see what you have. Be sure not to spread them thin, however, as this will not deter enemies as effectively as placing them all in one vulnerable town. Again, the small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.

    Hardcore Defensive Players: For those that farm npc?s 3 or more times a day.

    Troops:
    Archers: 200,000+ per town
    Ballistas: 5,000 per town
    Cataphracts: 0
    Catapults: 1000 per town (for layering)
    Cavalry: 2,000 per town
    Pikes: 1,000 per town (for layering)
    Transports: Just enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 150,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    tentenwhite

    This is the ideal setup for diplomats and turtles ? it?ll take a monumental effort to take you down with defenses like that. Attacking you won?t even be on the table for most enemies. You should spam npc?s as much as time allows to get your troop levels high as possible. As a defensive player, you will not need to rebuild troops often, unless under constant attack. Because of this, you can build close to the wire in terms of food. Again, the small number of cavalry is for assisting allies in zeroing enemy towns that have been wiped.

    tentenwhite

    tentenwhite

    Offensive Players: For those that play the game to crush enemies, like the bear, or make strategic assaults, like the hawk.

    Casual Offensive Players: For those that farm npc?s once a day at most.

    tentenwhiteDon?t even bother. Seriously. Offensive armies simply require more food and resources than defensive ones. If you are a casual player, I recommend playing the game defensively. If you have little time to play, but still want to attack, then I recommend you use the casual defensive player setup listed above, and attack only very weak targets with archers. Realistically, you won?t be able to hit much else.

    Active Offensive Players: For those that farm npc?s 2 times a day.

    Troops:
    Archers: 50,000-100,000 per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 100,000-150,000
    Pikes: 1,000 per town (for layering)
    Transports: 10,000, plus enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 100,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 200,000, plus 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    tentenwhiteThis is enough for a hawk build, though playing as a bear will be tricky by middle of the server. If you?re a bear, focus on expanding scouts for scout bombs. If you?re a hawk, make additional scouts as needed for scouting purposes and keep your cavalry levels high. Be sure to always have a comfortable margin to rebuild lost troops. The 10,000 transports are for hitting big towns. They?ll allow you to take almost 200 million resources a hit.

    Hardcore Offensive Players: For those that farm npc?s 3 or more times a day.

    Troops:
    Archers: 100,000+ per town
    Ballistas: Just enough to farm npc?s
    Cataphracts: 0
    Catapults: 100 per town (for layering)
    Cavalry: 200,000-250,000
    Pikes: 1,000 per town (for layering)
    Transports: 20,000+, plus enough to farm npc?s
    Rams: 100 per town (for layering)
    Scouts: 200,000+ per town
    Swords: 1,000 per town (for layering)
    Warriors: 500,000, plus 1,000 per town (for layering)
    Workers: 250 (to make new towns/npc?s)

    tentenwhiteYou should be able to crush most players easily with this build, provided you don?t attack foolishly. For bears, you may find you don?t need the cavalry as much, and focus on massing scouts for scout bombs. Hawks may not require as many scouts ? only enough to scout tough enemies. The transports should wipe out resources of almost any town you come across before their allies can reinforce them.

    tentenwhite

    tentenwhite

    Additional Notes:

    I do not recommend making cataphracts for any reason. They are ineffective on defense, and essentially slower, less cost-effective versions of cavalry on offense.

    While rams are often recommended for offense, they aren?t as cost-effective as their alternatives. They are, however, quite useful as a very hard to remove back layer.

    If you are using one of these setups, and are unable to feed it, you aren?t farming correctly. I?ve designed them to be achievable for the average farming scheme with a large margin of error. Naturally, you should fill this margin with expansion as you see fit.

    These will not be as cost-effective for players with 1 or 2 cities. For example, attempting 200,000 cavalry with 1 city plus all other troops would be quite the food burden. Ideally, you should have at least 3-4 cities before making troops primarily for the purpose of offense ? such as mass cavalry or scouts.
    Posted by jaq at 3:16 am

  7. #7

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    The Four Effective Player Types
    By Jaq

    tentenwhite

    tentenwhiteA well designed game brings out personalities in play. This is certainly true in Evony. I?ve divided all players into four different types, based on their most effective attributes. Identifying an opponent?s type can help you predict their moves and know how to most effectively counter them. Knowing your own type, and that of allies, can help you pursue the most effective strategies for your style.

    Diplomat:

    Priority: Organization and alliance development
    Countered By: Hawks
    Counters: Turtles

    Summary: The Diplomat excels at organizing others and gaining friends. They are at their strongest coordinating attacks and ambushes ? at their weakest in straight pvp. The diplomat projects strength by having many friends. Diplomats are often very polarizing characters: loved by allies, hated by enemies. They are known for crafting elaborate plans and agreements.

    Killing A Diplomat: The best way to kill a Diplomat is a direct attack. Isolate the target from allies and take it out with conventional forces. The Diplomat?s allies may try to reinforce. If you?re facing such a coalition, draw their reinforcements elsewhere by sending fakes at a target that the diplomat?s allies will value protecting. After they send their reinforcements, ignore the decoy target and hit the Diplomat straight on.

    Surviving As A Diplomat: Play up your strengths but don?t neglect your army. Your dealings will make you a target to enemies and you?d be wise not to forget this. You may be tempted to surround yourself with carebears, but pvp oriented players will be more helpful in the long run. The most important mistake you should avoid is believing you can solve any problem with diplomacy and coordination. Not everyone can be negotiated with.

    Bear:

    Priorities: Indiscriminate killing
    Countered By: Hawks
    Counters: Turtles

    Summary: The bear plays for the kill. The bear has a large army and likes to use it. Bears will crush enemies with brute strength rather than complex strategies or trickery. They are always very desirable members for alliances ? often the driving force behind war efforts. The defensive advantage can be hampering to a bear?s efforts but it won?t matter in the long because bears don?t mind losing troops.

    Killing A Bear: The bear?s large army will be difficult to get around, so you will want to rely on the defensive advantage to catch him in a weakened state. You can achieve this either by waiting for him to blow his troops or drawing him out yourself through taunting or military provocation. Once the bear has exhausted his armies, take him out.

    Surviving As A Bear: This build will be very difficult for those who have little free time, due to the amount of effort needed to manage the army size. So, you will want to make as much time as possible for army management. When attacking, you should prioritize attacks with consistent results, such as scout bombs, over those that may not achieve anything. This will allow you to better estimate what troops you?ll still have in reserve after successfully attacking a target.

    Turtle:

    Priorities: Survival through defense
    Countered By: Bear, Diplomat
    Counters: Hawk

    Summary: Turtles are perhaps the most underestimated player on Evony. The defensive advantage gives them the potential to be very powerful allies, with enemies wasting troops on them for little or no gain. Turtles play to keep playing. They learn the battle mechanics well and focus on achieving the best possible defense. They attack only if doing so provides defensive gain: like attacking an under-defended inactive for resources.

    Killing A Turtle: The easiest way to kill a turtle is by wearing one down with overwhelming force and a variety of attacks. Bears seem to find this easiest. Figure out the turtle?s online times and strike when the turtle is sleeping. Be prepared to use a variety of attacks to cut through layers.

    Surviving As A Turtle: Archers are your best friend. You don?t really need to bother massing offensive troops like cavalry. Mass archers and make enough of the other troops to have thick layers. Use mass scouts to prevent your enemies from even seeing what you have in vulnerable towns.

    Hawk:

    Priorities: Efficient attacks on specific targets
    Countered By: Turtle
    Counters: Bear, Diplomat

    Summary: Hawks are a rare breed. They spend a great deal of time learning the mechanics of the game to increase their efficiency of play. They avoid heavy combat while they build up, study a target, then swoop down and attack with stunning violence. Hawks are always the most feared players on a server. People remember them for their massive devastating one-sided attacks, and forget the downtime they spent not attacking anyone. Because they strive to be efficient, they have less failed attacks. It also means they attack less targets.

    Killing A Hawk: Overwhelming force is necessary to kill a hawk and nothing less. Turtles are best at countering them, because they?ve got the best chance of destroying a Hawk?s armies when they are most vulnerable: in an attack. Because hawks tend to build a reputation for being unstoppable, a failed attack can be devastating to a hawk and the morale of the hawk?s allies.

    Surviving As A Hawk: Play your strengths and try not to overextend yourself when attacking. Research your targets and don?t become lazy on scouting. Avoid attacking low value targets that carry risk. Always make more units for the attack than you think you?ll need.

    There are of course ineffective player types. Many would consider carebears to fall into that category.

    Carebear:

    Priority: Stat development and questing
    Countered By: Everything
    Counters: Nothing

    Summary: A tragically common player on Evony, the carebear is more concerned with building up prestige and completing quests than alliance wars or pvp. Unlike most other games, this often works out alright for the carebear, due the level of importance placed on stats, and the ability of a carebear build to achieve them. The carebear wards off enemies by appearing dangerous from high attack hero levels and prestige. When forced to fight, the carebear rarely does well, often surviving only due to the built in advantages the game lends to defenders. Despite this, carebears are in high demand by alliances, in order to help boost their prestige totals.

    Killing A Carebear: Carebears often have decent attack heroes and medium-sized to small armies. The best approach in this case is to use cavalry and other fast moving attacks. Cearbears often do not understand the importance of layers or round-based combat. Take advantage of this with suicides to maximize the effectiveness of your main attack(s). Also, carebears are generally easy to taunt and can often be provoked into wasting troops.

    Surviving As A Carebear: If you?re playing as a carebear, your best bet is to join an alliance headed up by a diplomat and cooperate with your alliance.

    Last but not least, the one-login wonder:

    One-Login Wonder:

    Priority: Trying Evony once and giving up
    Countered By: Too many buttons
    Counters: Empty flats

    Summary: One-login wonders sign up for Evony, get confused, and promptly leave. Unfortunately, their empty towns remain for some time, clogging up whole states and preventing normal play.

    Additional Notes:

    You may find it useful to play one style for a particular situation, and adopt another for a different situation. Indeed, you may also find you have characteristics from more than 1 of these player types. I?m naturally a turtle, somewhat a diplomat, but I?ve forced myself to play as a hawk because that?s what Evony has required most from me to achieve my goals. You shouldn?t be afraid to leave your stylistic comfort zones to achieve victory. The suggestions in this article are NOT immutable rules, but guidelines meant to help you achieve the fullest potential of your style of play. Ultimately, it is you who must decide what that style is.
    Posted by jaq at 10:38 pm

  8. #8

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    The Player Type Quiz

    http://www.quibblo.com/quiz/b7kQbqu/Which-Evony-Player-Type-Are-You

    Posted by jaq at 10:38 pm

  9. #9

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    Town Tactics: TinyJon Edition
    By TinyJon

    How to set up your town in Evony depends a lot on your play style. Are you offensive or defensive? A hawk or a carebear? In this guide, I will help you determine the most effective setup for your style.

    When I was hosting my alliance I often had to advise people how to set up their town. We had problems with casual players getting picked on and farmed, as well as more aggressive players not sure what the best setup was. Once you have determined your play style, you can choose an appropriate setup for each town you want to build.

    Generally speaking, you need one of every type of building, with the exceptions of the warehouse, barracks, and cottage. Later in the game when you finish certain upgrades, you can tear down unnecessary buildings to make space for the more important ones. I will first describe the importance of each building type, when to build them; and then I will describe how to balance multiple buildings of each type, namely, your ratio of cottages to barracks.

    Academy:

    Every town needs an academy. All academies should be at the same (or nearly the same) level. You share technology between towns, but only if a town has a high enough level academy to support research at that level.

    Inn:

    You need a level 1 inn in at least one town. You can do your entire hero recruiting from that town. The inn can be torn down once you have enough heroes. However, I recommend keeping a level 1 inn in just one town (can be town down to make room for a level 1 barracks on the fly for building warriors). Never level your inn past level 1, because you can recruit and fire a low level hero at a very cheap price to refresh the list of heroes (and thereby recruit the best heroes possible). I have seen heroes with a particular stat as high as 70, recruited from a level 1 inn.

    Stable:

    You need a stable in only one town, in order to research horseback riding. Once horseback riding is at level 9 (or 10*) you may tear down the stable. Keep in mind while leveling horseback riding that level 5 NPC cities require a particular level of horseback riding (depending on archery level) to achieve zero losses (this information can be found on the Evony.com main forums). The stable is also a requirement for the relief station, so you may need to level your relief station before tearing down the stable.

    Forge:

    A level 2 forge is required in each town to build a workshop. This can be torn down once the workshop is built. Furthermore, you need a level 9 or 10* forge in one town to research high level metal casting (level 10 metal casting is needed to produce catapults).

    Workshop:

    Build one in each town to build the strongest possible walls. Once walls are at an acceptable level, you may tear down the workshop.

    Rally Point/Feasting Hall:

    Should be level 9 or 10* in every town. Leveling the rally point, along with the town hall and barracks, is one of the best times to use a Michelangelo script.

    Beacon Tower:

    This allows you to detect incoming troops and improves the effectiveness of your scouts. A level 9/10* is recommended in your main scouting town, and level 9/10?s in your other towns when the beacon tower becomes cost efficient (unless you absolutely can?t afford the extra space in a town, and the town is extremely well defended).

    Embassy:

    The embassy allows allied troops to garrison in that town, so an embassy is recommended in every town. The higher the level, the more waves of allied troops can garrison in your town. Level 10 is not necessary, but at least level 3 or higher would be a good idea. If you are a carebear I recommend level 5+. If you are an extremely active player (farming 3x a day or more) or very well defended turtle you may not need an embassy at all.

    Relief Station:

    This allows you to send resources between towns very quickly, as well as send reinforcements to your allies more quickly. I recommend a high level relief station (level 8 or 10*) for each town cluster (or town that is off on its own). Speed of troops depends on the level of the relief station sending the troops (not the receiving relief station). If you have 8 cities in a tight cluster you do not necessarily need relief stations for every city. Note that a level 1 stable is required to build a relief station.

    Warehouse:

    I do not recommend building warehouses unless you are a carebear or possibly even if you are a turtle/diplomat. If you are a turtle I would limit each city to having a maximum of 1 warehouse. If you are a carebear I recommend 3 to 5 warehouses per city to prevent other players from farming you. Diplomats use discretion but keep in mind that attacks against you demoralize your friends even if your attacker does not take any resources from you (and more than likely they are trying to conquer you). Keep a warehouse to protect your food during a conquer attempt but that?s all. Hawks and bears don?t ever need to build a warehouse. If someone gets lucky enough to loot your resources then you take them back. If you have a large army and have warehouses in your town, make sure your warehouse is mainly protecting your food. If you ever decide to close your gate from your rally point, or a player tries conquering you, your warehouse should be protecting food at 100%.

    Townhall:

    Unfortunately you cannot demolish your townhall to save space. However, it is necessary to have a level 10* townhall to receive a promotion quest. A level 5 townhall is recommended early in the game to expedite NPC farming (it removes beginner protection). Very few players engage in PVP during the first week of the server.

    Marketplace:

    One of the most important buildings for the economically-minded player. While you do not need marketplaces in every city, you need at least one in each of your city clusters that is high level. Level 3+ is usually a high enough level for most transactions you need to do. I usually build a marketplace in every city just for sake of convenience. The marketplace is used to sell lumber/iron and buy the other resources you need (mainly food).

    Cottages/Barracks:

    By far the most important buildings in your city. How to balance the number of cottages and barracks is largely determined by your strategy. Cottages control your population, and barracks determine how quickly you can build troops.

    The Aggressive/Active/Warmongering Setup:

    If you are one of the 3x per day or more NPC farmers, I recommend this setup for most of your towns (except maybe for your first or second town). Build a maximum of 6 to 8 cottages per city. Save space for all the rest of your necessary buildings. Note that in this setup, you may not need as many buildings (like beacon tower , embassy, stable, marketplace, forge, workshop, or even resource fields) because you have so many troops and spend so much time looting. Every other space should be barracks. This will allow you room to build 15 to 20 barracks. Use your town hall to control resource output. When you go away from keyboard (when you sleep or spend time away from computer..outside, what?s that?), set your resources to 100%. When you are playing, lower your resource output to between zero and 50%. This will allow you to produce idle population. In addition, your tax rate should be close to zero (up to 50% when AFK), for more idle population. If you need to raise loyalty or population even further, use comforting (whatever the most cost effective type of comforting is). While your idle population is high you are in troop building mode. Use this time to queue up as many troops as you possible can from your barracks. If you are low on resources, use this time to attack as many players and NPC?s around you as possible. STEAL the resources you need. Note that you may not have enough cottages to maximize your resource output, especially in an iron producing town. Iron mines require higher population than other types of resource buildings.

    The Peaceful Economist (Gold Through Taxes):

    This setup utilizes high population to get gold through taxes. This is effective after week 1 of a server to mid-game when resources are cheap and gold is valuable. Your town will have very few unnecessary buildings, less than 5 barracks, and the rest will be cottages. When you are away from your keyboard, your tax rate will be at 50%. However, when you are actively playing for a relatively long period of time, you will set your tax rate to zero and allow your population to reach its maximum. After the population maxes out, set your tax rate to 100%, and use disaster relief every 30 minutes (you need lots of food to keep this up; use the marketplace to buy food if necessary). If possible, keep your loyalty between 95 and 100%. You will accumulate a huge amount of wealth through taxes if you can keep it up for a long time. Be extremely careful to set your tax rate to 50% before you AFK or you will have riots and lose your troops and wealth by the time you return to your game (it takes 10 hours for loyalty to reach zero). Also this setup does not allow you to build large armies very quickly; therefore it may be more useful to limit this setup to one or two towns or focus on supplying wealth to stronger players in your alliance.

  10. #10

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    Continued...

    The Balanced Setup:

    I recommend this setup if you don’t want to micromanage your resource production and idle population: Build 10 to 12 cottages per town (11 to 13 for iron towns). This ensures that you can always produce resources at 100% and have plenty of idle population leftover for troop building. You could get by with 8 to 10 cottages, but you will have a harder time building bigger batches of troops. After your other required buildings, fill up with barracks. You should achieve an average of 10 to 12 barracks per town (more after you demolish the outdated buildings). This is the setup I used throughout most of server 14 and server 31.

    Producing Resources:

    Certain resources are more valuable depending what stage the game is at. This has little to do with player knowledge, but more to do with how resources are spent. Building a marketplace as soon as possible allows you to specialize in resource production and achieve much greater wealth.

    Stone:

    Stone is important for the first week of the server. I recommend building 3 to 5 quarries in your first town during week one. However, do not allow more than one quarry to exceed level 5 (you will be tearing your quarries down after week 1).

    Food:

    Food is important for maintaining armies, but it is always easy to come by. Never build more than one farm per town (and only for building requirements and upgrades), unless you conquer an NPC city (whereby most of your spaces will be farms).

    Iron:

    Iron is somewhat important throughout the game; however, it is significantly cheaper than lumber from the beginning to the middle of the game. The price increases later in the game and eventually passes up lumber. I recommend not building more than one iron mine per town until you construct your third town. Your third or fourth town should be made up of iron mines only (one of everything else for building requirements).

    Lumber:

    Lumber is the most important resource in the game. Most of your towns should consist of 100% sawmills, or close to it. Besides late-game iron towns, your other towns should be lumber producers. Producing between 500k and 1 million lumber per hour per town is a reasonable goal for mid-server.

    *Note: for level 10 buildings, you may opt to conquer a barb city to research all your level 10 upgrades, if you do not wish to waste michaelangelo’s scripts in order to do academy research.
    Posted by Tiny Jon at 12:31 pm

    Credits to Tiny Jon for this last one.

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