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Making and using troops

Faire des troupes : les bâtiments nécessaires

La place de rassemblement permet de gérer les mouvements de troupe, elle est également requise pour construire la caserne, premier bâtiment où l’on peut construire des troupes. La caserne est le siège d’entraînement des troupes d’infanterie de base qui sont :

Pour diversifier le nombre de troupes, il faut une académie, qui permet de rechercher la technologie et de pouvoir entraîner de nouveaux types de troupes :





En construisant une armurerie, on peut ensuite construire une écurie, l’écurie permet d’entraîner (moyennant une recherche dans l’académie) la cavalerie.





Avec un atelier, les armes de sièges peuvent être construites. Ces unités peuvent détruire les murs (béliers) ou les bâtiments (catapultes). Pour réussir une prise de village, la résidence se détruit avec les catapultes de l’assaillant, par exemple.



Les grandes casernes et grandes écuries permettent de construire des troupes en même temps que celles déjà entrainées dans la caserne et l'écurie, à un coût supérieur à celui d'une unité standard.



Troupes : utilités





Les espions :



Les espions (espion (germain) equites legati (romain) et espion (gaulois)) servent pour épier les ennemis. Il existe deux types d’espionnage, l’espionnage de troupes et de ressources, qui montre les ressources dans les dépôts ainsi que le nombre de troupes dans le village espionné. Le second type est l’espionnage de troupes et des défenses, il permet de voir les troupes en place ainsi que le niveau du mur et de la résidence ou du palais. Plac$eacute;s en d$eacute;fense dans votre village, ils permettent de d$eacute;tecter les espionnages ennemis voire de les d$eacute;jouer c'est pourquoi il est recommander d'avoir au moins 30 espions par villages et beaucoup plus dans ceux que vous voulez prot$eacute;ger (200 sur un 15C ou 1000 sur la capitale)



La défense :

Les troupes défensives (phalange et cavalier druide (gaulois), légionnaire et prétorien (romain), lance (germain)) permettent de défendre les villages contre les assaillants. Chaque unité possède une force contre un type d’unité particulier soit contre la cavalerie, soit contre l’infanterie.



Pour défendre un allié, les troupes s’envoient en mode « assistance » dans la place de rassemblement. Toutes les troupes en assistance dans un village le défendront. Il est recommand$eacute; de faire des défenses avec votre alliance pour tirer les bénéfices des unités de chaque peuple.



Les unités défensives peuvent voir améliorer leur performance via l’usine d’armure.



L’attaque:



Les troupes offensives (épée, toutatis et hédouin (gaulois), légionnaire, impérian, imperatoris et cesaris (romain), gourdin, hache et teuton (germain) et les armes de sièges) servent à attaquer.



Les attaques peuvent être des pillages, dans le but d’aller chercher un maximum de ressources. Les pillages peuvent être faits avec des unités défensives, on retrouve ce genre de situation en début de serveur quand un gaulois attaque avec ses phalanges.



Cependant, les meilleures unités pilleuses par races sont :



- les éclairs de toutatis (gaulois) pour leur rapidité exceptionnelle

- les gourdins (germain) pour leur coût minime

- les impératoris (romain) pour leur capacité de transport supérieure



Les attaques en mode « normal » sont utilisées pour la destruction des troupes de l’adversaire, la destruction de bâtiments dans le village ennemi (destruction des champs de céréales, par exemple) ou encore la prise de village (destruction de la résidence ou du palais) avec la participation des chefs ou des sénateurs.



L’utilité des béliers se retrouve dans la destruction du mur. Un mur élevé donne un bonus à la défense en place dans le village. Pour minimiser les effets du mur quand on attaque, il est primordial d’avoir un nombre de béliers suffisant pour le détruire rapidement.



Les unités offensives peuvent voir leur performance augmenter via l’armurerie.



Les chefs/sénateur

Les chefs et les sénateurs servent pour conquérir des villages.



This page presents how to train the different kind of troops, where to build them, and the main usage of those.

Making different kind of troops

Basic units

The rally point is required to make any movement, and is also a requirement for the barracks in your village, you can directly train basic units.

Basic troops
Legionnaire Legionnaire Roman Troops
Clubswinger Clubswinger Teutonic Troops
Phalanx Phalanx Gallic Troops

Other units - how research works

In order to train other units, you will need :

  • Build (research) requirements specified for the unit.
  • Research the unit in the Academy. Researches are expensive. The price and time details can be found in the Academy.
  • Train them in the proper building (explained here)

Note: The research must be done in each village. Doing the research in a village does not count for any other. If the village in conquered, all researches are lost.

Other Infantry - barrack

The barracks is the place to build infantry. After researching other infantry in the unit in the Academy, you can train them in the barracks.

Other Infantry Troops
Praetorian Praetorian Roman Troops
Imperian Imperian
Spearman Spearman Teutonic Troops
Axeman Axeman
Scout Scout
Swordsman Swordsman Gallic Troops

Cavalry - stable

With a blacksmith, you may get access to the stable, where all cavalry are trained. All cavalry also have the stable in requirement to even be researched.

Once the specific cavalry unit researched in the Academy, you can train it in your stable.

Cavalry troops
Equites Legati Equites Legati Roman Troops
Equites Imperatoris Equites Imperatoris
Equites Caesaris Equites Caesaris
Paladin Paladin Teutonic Troops
Teutonic Knight Teutonic Knight
Pathfinder Pathfinder Gallic Troops
Theutates Thunder Theutates Thunder
Druidrider Druidrider
Haeduan Haeduan

Siege engine - workshop

In order to build siege engines, you will need a workshop.

Once the specific siege engine unit has been researched in the Academy, you can train it in your workshop.

  • Rams/Battering Rams are the only troops that can destroy village walls.
  • Fire Catapult/Catapult/Trebuchet are the only troops that can destroy buildings. Destroying the Palace or Residence is required to conquer a village.
Siege engines troops
Battering Ram Battering Ram Roman Troops
Fire Catapult Fire Catapult
Ram Ram Teutonic Troops
Catapult Catapult
Ram Ram Gallic Troops
Trebuchet Trebuchet

Expansions troops

There are 2 kinds of troops that can be used to expand your kingdom:

Settlers:

  • They can create a new villages in an empty spot, starting it with only a Main Building just like when you started.
  • Settlers DO NOT need any research.

The administrators (senator, chief, chieftain)

  • They can be used to lower other villages loyalty, and conquer them.
  • Administrators need to be researched in the Academy first. Researching administrators is VERY expensive. You should make sure to read below before researching them.

Setters and Administrators are trained in the Palace or the Residence.

In a Residence you can train 3 settlers OR 1 administrator starting at lvl 10, and again at level 20. The palace allows it starting at levels 10, 15 and 20.

To check how many slots have already been used (beside living troops you might have), you can check the expansion area in the Palace or the Residence of the village.

Expansion troops
Senator Senator Roman Troops
Settler Settler
Chief Chief Teutonic Troops
Settler Settler
Chieftain Chieftain Gallic Troops
Settler Settler

Troops usage

All troops have their specific attack and defense values. They all have different means, and are better used accordingly.

Defending

Some troops (Legionnaire, Praetorian - Roman troops; Spearman, Paladin - Teutonic troops; Phalanx and Druidrider - Gallic troops) are considered as defensive troops. They are the best at defending for their respective tribes. Some are better at defending against infantry, some are better against cavalry. Having a mix of them is usually a safer bet, avoiding being weak to a specific kind.

When attacked, all troops currently placed in the village will help defend against the attack. You can help an other village (yours, or your allies') defending by sending troops as reinforcement in their village and make sure they arrive prior to the attack. Gathering defense against a big attack is a good way to block the attack, with minimal loss for the defenders.

Units armors can be upgraded in the Armoury of their home village, increasing their defense abilities.

Attacking

Some troops (Legionnaire, Imperian, Equites Imperatoris, Equites Caesaris - Roman troops; Clubswinger, Axeman, Teutonic Knight - Teutonic troops; Swordsman, Theutates Thunder and Haeduan - Gallic troops) are considered offensive. They tend to deal more damage on the attacking side, than if they were on the defensive side of the battle.

Units weapons can be upgraded in the Blacksmith of their home village, increasing their attacking abilities.

Attacks can have different means.

Raids

Raids is usually mainly used when the aim is to steal resources. The attacking units make a quick strike, and leaves fast with what they can carry.

Raid can also be used when the aim is to just deal some damage to the defender, without losing too much, like in a strike that happens before other troops get around

Best raiding units:

The Clubswinger are often seen as good raiders because their low trainning cost allow them to payback the invest quickly, and combined with their attack power, they are also nice to sweep defense produced between raids.

Though the Paladin is not an attacking unit, their ability to raid resources is only matched by the Theutates Thunder velocity, and as all cavalry units, they can be used in early game to kill off some poor Clubswinger that really don't know how to defend properly against cavalry.

Regular Attacks

Regular Attacks (as in not raids) can also be used to steal resources, but if there are defending troops, more causalities on both side can be expected.

Regular attacks

  • are fought until one of the army is dead
  • can free friendly trapped units (provided at least 1 attacking unit survive)
  • can destroy walls and/or buildings (with rams and/or catapults)
  • can lower village's loyalty and conquer it (with an administrator)

Walls can give a nice defending bonus. Using rams while attacking can damage the wall, and lower defense during the attack, resulting in less causalities in the attacker, or could even change a humiliating defeat in a beautiful victory. The more rams, the faster the wall is destroyed, the less it will help defending.

How administrators work in takeovers is explained in details on the page Conquering Villages.

Scouting

Spies (Romans: Equites Legati, Teutons: Scout, Gauls: Pathfinder) can be used to spy enemies and defend against other's spies.

Spies can be sent to scout an enemy's village and try to get either:

  • Defending units, and resources
  • Defending units, and building defenses (wall level, and residence/palace level)

If the defender has spies in the village, some of the scouting spies will die, and the defender will be notified. If at least one of the attacking spy gets to leave, the attacker will have the requested information.

In order to detect scouting on your villages, it is recommended to have at least a few scouts (5-30) on each of them. It is also recommended to have much more of them in the few spots (15 crops, capital, offensive village, ...) you really don't want someone to just scout and get the information.

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اعلام عن خطأ | اخر تطوير 2009-02-24 17:35:31
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