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Thread: Defending Atlantis (post drafting change)

  1. #1

    Default Defending Atlantis (post drafting change)

    I'm going to lay out the difficulties / impossibility of defending atlantis and how it is exasperated with being unable to draft from HC's anymore.

    Atlantis will need a compact defense style. All kinds of random people can send 1k warrior attacks to constantly hit the city. In no other city do you need to worry about this, but in Atlantis you do. No one can spend all day at their computer queuing up 1 trap every 10 seconds.

    Compact defense cities rely on archer towers to absorb archer fire leaving the city's archers untouched. After 12 hours the first waves will start to hit. Maybe you'll have 4k archer towers which will easily be powered through by the other players who were building up to take Atlantis before you beat them to it.

    I'm guessing Atlantis will be taken by a group of 6 players starting with 10M archers each and ending with 5M archers each. This leaves the player who owns it with 5M archers and with a lvl 10 embassy 1.5Mish reinforcements. After the towers are powered through new archer waves will trade fire with defending archers with a 1:1 kill rate so it will only take 7M or so archers to break.

    But defender will not have enough swordsmen for a proper compact defense so his archers will be scout bombed. Tons of warriors could serve this function but w/o drafting from HC's the defender won't have enough.

    The defender will have no way to drop enough honor and will constantly have a 10% heal rate while the aggressors will have a 50% heal rate.

    I guess the extra warrior drafting may not make all that much of a difference with defending Atlantis but it would at least be worth something and could block scout bombs. Stockpiling speech texts from fb may be the best defense.

    I have three suggestions for the devs on how to help with this.

    1) Have Atlantis' traps and archer towers and whatnot regenerate like they do on an npc.
    2) Have Atlantis' embassy be much more capable.
    3) Give Atlantis an increased heal rate.

    Is it really this dire? Maybe a little discussion?

  2. #2

    Default

    tl;dr summary.

    1) You'll be forced into a compact defense.

    2) You won't have the proper troop types for a compact defense and compact defense defenses are never cost free.

  3. #3
    Join Date
    May 2010
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    Default

    A strong player can pack Atlantis or ANY Historical with millions of troops, use strategems, etc... I am just going to make a wild guess here.... but the player who ultimately captures Atlantis will be a big spender. Why? Because you will need lots of strategems and other goodies in order to help you defend it. That being said, in Age II have you ever tried to attack a NORMAL city of a big spender who really knows what they are doing? It is extremely hard. I have seen alliances send over 10 million archers PLUS other troops to a top player on our server. And that player lost almost nothing.

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  4. #4
    Join Date
    Sep 2009
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    Default

    Just give atlantis to another member every 24 hours, problem solved.

  5. #5

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    Quote Originally Posted by Woldere View Post
    Just give atlantis to another member every 24 hours, problem solved.
    HAH, aren't we in a good mood today Woldere! :-P

    Atlantis has not been taken yet. So, rather then asking about defending it, ask how to take it without the additional support needed from drafting in your 12s, 14s, and 16s.

    -Dunko

  6. #6
    Join Date
    Oct 2009
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    once upon a time there was a little girl named debbie who wanted to jump over the rainbow but she...
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    Default

    Quote Originally Posted by Pepperpot99 View Post
    I'm going to lay out the difficulties / impossibility of defending atlantis and how it is exasperated with being unable to draft from HC's anymore.

    Atlantis will need a compact defense style. All kinds of random people can send 1k warrior attacks to constantly hit the city. In no other city do you need to worry about this, but in Atlantis you do. No one can spend all day at their computer queuing up 1 trap every 10 seconds.

    Compact defense cities rely on archer towers to absorb archer fire leaving the city's archers untouched. After 12 hours the first waves will start to hit. Maybe you'll have 4k archer towers which will easily be powered through by the other players who were building up to take Atlantis before you beat them to it.

    I'm guessing Atlantis will be taken by a group of 6 players starting with 10M archers each and ending with 5M archers each. This leaves the player who owns it with 5M archers and with a lvl 10 embassy 1.5Mish reinforcements. After the towers are powered through new archer waves will trade fire with defending archers with a 1:1 kill rate so it will only take 7M or so archers to break.

    But defender will not have enough swordsmen for a proper compact defense so his archers will be scout bombed. Tons of warriors could serve this function but w/o drafting from HC's the defender won't have enough.

    The defender will have no way to drop enough honor and will constantly have a 10% heal rate while the aggressors will have a 50% heal rate.

    I guess the extra warrior drafting may not make all that much of a difference with defending Atlantis but it would at least be worth something and could block scout bombs. Stockpiling speech texts from fb may be the best defense.

    I have three suggestions for the devs on how to help with this.

    1) Have Atlantis' traps and archer towers and whatnot regenerate like they do on an npc.
    2) Have Atlantis' embassy be much more capable.
    3) Give Atlantis an increased heal rate.

    Is it really this dire? Maybe a little discussion?
    As woldere has said:

    "brool cory sto!"

  7. #7

    Default

    I am sure the account that hold atlantis will be logged in 24/7. Its almost impossible to take it then. Especially if you wait use your policies at the right time.

    Its not legal, but it isn't policed with any consistency.

    Maybe evony will make extra effort to track the owner of atlantis, so who knows for sure.


    Edit: Is there still that bug from age I if you have over ~2mil archers in a city you dont lose troops when attacked?

  8. #8
    Join Date
    Dec 2009
    Location
    nc America
    Posts
    1,328

    Default

    As soon as you take Atlantis you should truce.Then build...get your reinforcements while other players in your alliance try to colonize those that might attack the city. Even if they dont succeed in colonizing them,they may be able to lower troop counts

  9. #9

    Default

    I am not sure every server is going to be in the same position as you described. If the server hasn't developed to the point of having that situation, the goal of the leading alliance is to undertake a strategic course that prevents it from arising.

  10. #10

    Default

    Quote Originally Posted by Woldere View Post
    Just give atlantis to another member every 24 hours, problem solved.
    That will work a couple times, but if you keep it at zero loyalty with no troops someone else is likely to get in there before your partner before too many handoffs. Even if you owned the city 1 mile away and were sending ponies and I was 100 miles away I could put a 24 hour camp time on 80 attacks. This would make your next handoff fairly risky.

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