where would you use your mech scripts other than walls? please list #1, 2, 3 etc.
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where would you use your mech scripts other than walls? please list #1, 2, 3 etc.
Rally spot, Walls, Feasting hall.
First off I'd use my MICH scripts on
1)Rally
2)Town Hall
3)Feasting Hall
Rally- To farm level 10s and to send bigger waves at enemy.
Walls- More wall space and bonus range
Feastings hall- Need that one more spot ;)
1. TH
2. Rally Spot
3. Workshop-Why? for Catapults
If you plan on making catapults you'd probably know that capping an NPC 10 to do research is your best bet. So I say no to any unnecessary buildings which can be used to their full extent without so much as paying a cent for them from NPC 10's, such as the workshop,forge,market,stable,quarry.
the reason i wrote workshop is because after building pults you can complete the quest allied forces: final goal, giving oyu 2 or 3 mich scripts (forgot how much)
oops sorry :p
1#rally spot
2#feasting hall
3#warehouse... jokes number 3 I would do TH
Use them on:
Wall Town Hall
Rally spot-Inportant!
Feasting hall.
You can use them on Berricks but y not on Cottages to have more Idle Populations to make more men.
i prefer warehouses :)
http://img339.imageshack.us/i/pic3c.png/
1. rally
2. fsh or wall (depends if its a farming etc city or a forward)
3. cottages ... (yeah, lots of pop, comes handy at higher lvl heros. some may say just grab a lvl 10 npc and redo, but hey, how about an iron city which u just don wana give away cos it takes too much time building those darn mines)
4. th maybe or rax.
Dude y the heck would use it on feasting all all it does is giv u one more hero and u can send 10 attack wow thats so aswome not it should go
#1- Rally spot, u can send 100k and with war ensign u can send 125k troops
#2- Walls, Picked this second cuz if u can defend good u dont need these at 10
#3- Town Hall, more valleys to conquer 3 more reoures fields
OK... first of all, there should be 2 categories... 1st city, and then "rest of your cities"
If it's your first city:
#1 - Rally point : you really need this to farm NPC 10s down the road, not to mention meaningful attacks against anyone
#2 - Walls: because if it's your first city, you probably need all the help defending that you're gonna get
#3 - don't waste another on your first city... by this point, take an NPC 10 and convert it --> see category #2
Category #2 --> Rest of your cities
#1 this should be an NPC 10 already, so the only thing you need mikey scripts for are barracks if it's a food city...
#2 if you're going to convert it to iron or wood, barracks and mines/mills
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I see people wasting so many mikeys on cities they've built from scratch.... that's 40 game cents wasted...
1. Rally point.. send more army to attack
2. Feasting Hall.. send more npc farmer to farm...
those wall, townhall, cottage is not important...
use them in every city,
later u will get some more m. script, then considers other features
Academy. Please guys.
1. Rally spot
2. Beacon tower
3. Academy
4. other production buildings like workshop etc.
5. barracks, barracks, barracks....
OMG so many ppl doing TH not walls? can i have your coords cos farming you is sooo much easier.
Rally, Walls, Beacon, Feasting hall, then if you want more WS Forge accadamy and racks the TH.
if you want a 10 TH and a shyt city cap a lvl 10 and dont convert it
A Lv.10 Town Hall won't save you.
But Lv.10 Walls will.
And don't forget the Stable.
You want HBR 10, don't you? ;)
If you have one script, go for Rally Spot.
(And use the RS to cap a Lv.10 later.)
If you have two, go for Rally Spot and Walls.
If you have three, go for Rally Spot, Walls and Stable.
If you have four, go for Rally Spot, Walls, Stable and Town Hall.
Wow, some of the people here don't have a clue. Never waste your Mickeys on research. Always take a lvl 10 npc to complete all of your research.
#1 Rally spot - for farming and attacking
#2 Walls (or Town Hall - depends on if you get attacked a lot)
#3 Town Hall - for boost in production
#4 Feasting Hall - for more farming waves
#5 Relief Station - this is a must for increasing reinforce times between your cities and alliance members.
#6 Embassies - Allows a million troops to be reinforced when necessary
#7 Cottages - more population for troop training with bigger heroes
#8 Sawmills or Ironmines - You better not have farms in your city if you expect to be a decent player.
#9 Barracks - if you have any mickeys left after all the resource fields, build some lvl 10 barracks. Otherwise pults are pretty much a waste. Phracs and ponies are your friends.
Academies, Inns, and Beacon Towers are all a waste - level 9 is high enough.
And you better be tearing down those stables, workshops, forges, and warehouses once your research is done and walls/relief station are level 10 - they are completely useless.
/End :soapbox:
lol agreed
Easy, have a friend cap a lvl 10 for you, save the scripts for upgrading barracks so you can produce the pults and rams needed to royally kick the backsides of your opponents.
a lvl 10 Feasting hall, is more important than a lvl 10 th if i only had 1 left it would definately go to FH.........the faster you can spam anything the better off youl be, you only get about 100k more resources an hr for lvl 10 th not a fair trade in my book
Rally spot and feasting hall.
Take a level 10 and then don't worry about it
1: Rally point
2: Town hall because even with 1.1mil lumber per hour per city I'm still low on reasources.
3: Feasting hall, the more 5's I hit more food.
Walls or warehouse would probably be 4th seeing as a few extra ats never hurt and stockpile is the only tech a npc wont give you.
1 rally -more attacks
2 feasting hall -more heroes
3 walls or th- more spots for defences/ more production
1. Warehouse
2. Farm
3. Warehouse lol
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id use 1.rally
2. feast hall
3. walls
4. beacon
5. town hall
1. RP
2. Walls
3. FH
4. TH
Then barracks/cotts... depending on the city.
1.Rally Spot
2.Walls ( u can never have to many at's)
3. Feasting hall
Or you could just take a 10 and all your problems would be solved!!!
1.Rally Spot
2.Walls
3.Feasting hall
4. 40 level 10 mills/mines
O and I'm wondering whats so great about a Beacon tower level 10? usefulness is pretty much at its max at 8 (exact number of troops sent at you, with hero name, which you can look up and see stats..)
There seems to be a fair amount of debate on this topic. I think there is one thing most of us can agree on though, we could all use more mich scripts lol.
My opinion on the topic at hand:
Rally spot is THE most important building to upgrade to lvl 10. Period.
From there you had better just capture lvl10 npcs to make all the rest of your cities, tear down workshop, forge, inn, stable and all but 8-10 cottages along with each and every farm. If you have had opportunity to get other cities that maybe had a few lvl10 buildings, consider them temporary. I highly recommend you detach your emotional feelings towards your first city and consider giving it to a smaller player in your alliance and replacing it with a proper city. If you can stick to this strategy you will only be spending your mich scripts on barracks and your resource field. As has previously been suggested, ironmines and sawmills are your best option, all 40 spots! I fill one city with lvl10 barracks for building catapults and then focus on upgrading the resource fields to lvl10 in all cities. You can transfer your catapults from city to city, but resource production is also important. With all lvl9 resource field and 10 lvl10 valleys you can pretty easily get to 1m/hour production with a decent mayor.
If you really MUST upgrade a city that isn't lvl10, I recommend the following:
1. Rally spot (every serious player has a lvl10 rally spot in each city)
2/3. Town Hall or Walls depending on your personal situation, resource production or defensibility
4. Feasting Hall (for more farming raids)
5. Embassy (to allow an additional 100k troops to help defend you)
6. Academy (allows privateering to overcome warehouse and stockpile)
7. Beacon Tower
There have been some questions about beacon tower and I must say that beacon tower impacts what info you get when scouting an
opponent's city, beacon tower vs beacon tower. Force your enemy to also have a lvl10 tower to see your building levels.
my opinion
1) beacon - info on the attacker is very important in early stages. and the sooner your bird blinks if you're being attacked the better.
2)rally
2) feasting hall - lv10 rally means you can send 10 attacks, but you need 10 heros for those attacks, seems like they are hand and hand to me
3)walls - but only if you plan on filling them asap, i had lv10 walls that were not full for a bit (dont know why)
4) town hall - if you are still trying to get your troops up and have lowish prestige, this makes you look like a target to others, so might hold off if you're not fully built up.
5) embassy - allows 100k more troops to defend you from your alliance buddys.
6) academy - privateering
7) warehouse - im serous, cap a lv6 NPC (need a lv6 academy) and make a lv10 warehouse in it. research stockpile with this city. stockpile upps your capacity limit, so you can produce more resources before you stop producing. and either NPC the city once you're done, or pass it around to your alliance mates so they dont need to use a script too.
once you have scripts out the wazoo:
cottages
barracks - but only in one of your cities, no need for all lv10 barracks in all your cities. if you need to build pults, just do it in that one city.
marketplace - i use them to hold the res so i dont hit cap limit. most of my cities have 100 million lumber (or iron) hidden up in the markets so i keep producing. (sell it off at an insane price, 70 is good on my server)
resource fields - i have city that is almost all lv10 ironmines. it produces like 1.45 million per hour.
if you have HBR 10, make your relief # 5. i dont have HBR 10, i have 9. i know its disputed, but i can always upp it if need be, i can never downgrade it.