Showing posts with label Using Troops. Show all posts
Showing posts with label Using Troops. Show all posts

Friday, January 15, 2021

Troop Production

Troop Production

If you use a hybrid fight/cater strategy, increasing your inventory of squads of troops is at least as important as increasing your inventory of goods.

Overall, troops are cheaper to make than goods. 

1) Make sure the troop building is making troops 24/7. Having one slot not yet completed when coming on to reset is the goal.

2) Upgrading the training building decreases the training time. Upgrading/adding an armory increases the training time. The amount of time is calculated on a 'per unit' basis, so the more troops in one slot, the longer it takes for that slot to finish. Chapters usually rotate between barracks and armory upgrade techs. If this chapter has a barracks upgrade, the armory upgrade comes in the next chapter. Take it slower on bringing the barracks up to max level to avoid reducing the time too much and all slots finishing when away from the game. 

AW Effects on Production

These are the AW's that decrease production time in the regular training buildings:

Needles of the Tempest: Speeds up Barracks production time(Tech Ch 3)
   Bonus effect:  Increases attack power of all light range troops

Flying Academy: Speeds up Mercenary Camp production time(Tech Ch 9)

Bonus effect:  Increases attack power of all light range troops

Flying Academy: Speeds up Mercenary Camp production time(Tech Ch 9)
  Bonus effect:  Produces Barracks Mage troops

Victory Springs: Speeds up Training Grounds production time(Tech Ch12)
  Bonus effect:  Increases attack power of all light melee troops

These are the AW's that increase production time; they impact all 3 training bldgs:

Dwarven Bulwark: Increases training size (time) based on your Squad Size(Tech Ch 6)
  Bonus effect:  Produces Barracks Light Melee troops

Shrine of the Shrewdy Shrooms: Increases training size (time) based on # Armory levels(Tech Ch 8)
  Bonus effect:  Produces Barracks Light Range troops

Alternating placing/upgrading these 2 types of military AW's will help maintain training times within a window acceptable for your time in-game. 

The biggest issue is with the Training Grounds since you don't get the 'speed-up' AW until the end of Ch12. As you upgrade your DB and SSS, the training times for the Training Grounds can be double that of the barracks. 

Indirect effect on production:

Martial Monastery/Sanctuary:  Increases the health of all troops (Tech Ch4)
  Bonus effect: Culture (really good culture! higher culture bonus increases supply production needed for troop production)

Since more troops survive battles, you need to train fewer to replace lost troops.  

Friday, November 13, 2020

Fighting

Fighting
By FD
You want to have military boosts in place to so your troops don’t get wiped out. These are obtained by Crafting. They last 5 days and are stackable. Because they only last 5 days, I wait for the Tourney to start before placing them and starting both the Spire and Tourney. Before the Spire, all I crafted were military boosts and Pet Food. The Spire is loaded with the materials for crafting, so now I craft more now. If you have Fire Phoenix. Feed it for the run of the Tournament.

It is critical to fight smart. I only fight if I have an overwhelming advantage. That usually means one of my Units gets icons on all the enemies 4 at the minimum. Heavy Ranged units usually hold up better if they don’t have an advantage. If you hover over the enemies and you’ll see their damage for different types. Take that into account when you select yours. These apply to the Tourney as well.

If I don't have an advantage, I use Diplomacy. It doesn't matter what level. There's a good video tutorial that covers it pretty well Diplomacy in the Spire of Eternity. I'll add that keeping track of the "Wrong Person" and what has been played are crucial. Take notes if you have to. Make sure to keep stocked up on what you have to pay to play. 

FD's Fighting Information

What I find key to success in the Spire and the Tourneys is fighting smart. This requires preparation, constantly building up units, crafting military boosts and placing them at the right time. I’m constantly making goods, orcs, supplies and units. Before starting place military boosts from crafting and if you have a Fire Phoenix feed it for 5 days.

It is critical to fight smart. I only fight if I have an overwhelming advantage. That usually means one of my Units gets icons on all the enemies 4 at the minimum. Heavy units usually hold up better if they don’t have an advantage. If you hover over the enemies and you’ll see their damage for different types. Take that into account when you select yours. If the odds aren’t in my favor, I negotiate. If you run short of goods, cry out in chat and higher ranked members will take special trades. I will take 0 star trades for the tourneys and Spire.

One important strategy in the Tourneys is to play every day and limit the number of provinces you complete and take them to the highest round which is six. The cost per point is much lower when you play more rounds per Province as shown in the graph shown in the Tournament change announcement in the forum. You can see this is especially true for the lower ranked players. You get 30 points for the first round and 6 addition points for each subsequent round that's 60 for the 6th.