PDA

View Full Version : Steve's Roman Start Guide



Steve10
16 Feb 2011, 05:02 PM
This guide is for players who have some experience Travian or are new to Travian Version 4. It is aimed at Gold Users but can be adapted for none Gold users however any none gold users using this guide will have to be extremely active.

This guide is currently complete but it is still a first draft and will be continually improved. If you believe something should be added either leave a reply below or send me a Private Message.


Contents:

Step 1 The Very Start (http://archive.forum.travian.co.uk/showthread.php?p=1275899#post1275899)
Step 2: A Little Bit Further (http://archive.forum.travian.co.uk/showthread.php?p=1275901#post1275901)
Step 3 Am I Ready? (http://archive.forum.travian.co.uk/showthread.php?p=1275903#post1275903)
Step 4 The Hunt (http://archive.forum.travian.co.uk/showthread.php?p=1275905#post1275905)
Step 5 Growing Up (http://archive.forum.travian.co.uk/showthread.php?p=1275907#post1275907)
Step 6 Learning (http://archive.forum.travian.co.uk/showthread.php?p=1275908#post1275908)
Step 7 Goodbye Mr Teuton (http://archive.forum.travian.co.uk/showthread.php?p=1275910#post1275910)
Step 8 Moving Out (http://archive.forum.travian.co.uk/showthread.php?p=1275912#post1275912)


Bonus Content: Using Cages & Artworks (http://archive.forum.travian.co.uk/showthread.php?p=1279322#post1279322)

http://1.bp.blogspot.com/_YdHbRRhnDTY/TE2pjnXD4OI/AAAAAAAAACo/Hptg2WlAOHY/s1600/user2_pic2174_1279647346.jpg

Steve10
16 Feb 2011, 05:03 PM
Step 1: The Very Start

Step 1a: Follow the Quests:

In Travian 4 the quests have been reorganized and give significantly more resources and rewards compared to T3, they are also compulsory. Only follows the stepped quests, once you complete them I feel you should not try and carry on with quests. The rest of the quests will happen naturally over the course of the guide and beyond and will allow you to focus on other things which will give you a better rounded and prepared account.

Step 1b: Adventures:

Since you aren't at the stage where you need to use your hero for clearing yet, send him out, then you are free to send him out on adventures, make sure you are getting to all of the adventures as soon as they appear. They are free and the rewards are great.

Step 1c: Hero Traits:

There's two things in this, one is what you set your resource bonus to and the other is what you add additional points to. If you plan on following this guide set your resource bonus to Crop Only, you will go into negatives very quicly if you don't do this. I would suggest that you should not set any additional points into resources as it is much more important that you boost the strength of your hero as without it he will be unable to complete adventures (he's fine in the first few days) as they get harder as the days pass and we also need him to be able to clear villages and oasis.


http://i416.photobucket.com/albums/pp244/Comefight10/c1e564b8.gif

Steve10
16 Feb 2011, 05:03 PM
Step 2: A Little Bit Further

Step 2a: Trading For Profit:

Once you've completed the quests start building a marketplace, personally I go for level 3 but by the end of this stage you might want to be level 5 or 6. Offer wood or clay for sale in exchange at a roughly 1.5:1 or 2:1 ratio (in your favor) in exchange for iron or crop. To make this easier to get to you can change your hero to producing just wood or clay, but remember to change back when you start going negative. You can use Gold to NPC the extra crop and iron you are getting in.

Step 2b: Warehouse & Granary:

Upgrade this as you are increasing your marketplace, most likely you will be getting in quite a lot of crop in while getting less iron so I'd suggest building in a way more biased toward the granary. You shouldn't need to build it very high as you will be NPCing when needed.

Step 2c: Cranny Up:

This is an aggressive guide but I have to suggest crannying up, my guide hinges on being able to raid while offering absolutely nothing for raiders except casualties and a waste of their time. Since you will be NPCing the maximum number of crannies you should need is 1 and I'd stop at about level 4, but later on if you do come under attack then feel free to increase it.

Step 2d: The Wall Shall Rise:

The wall is an important tool in Travian 4 at the early game, it allows players (Romans especially) to cause casualties on attackers without leaving a single one of your own troops in harms way. As soon as possible build your wall to level 4 (before end of BP) as this will ensure that 1 clubswinger/maceman is killed when a Teuton attacks you, this may not seem like much but if every time the Teuton attacks they lose one of their troops and gain no resources then you most likely will not be attacked in the first week again.

If you would prefer to plow the resources you would use for the wall into making legis (more in the next step), then that is fine however it can leave you poorly prepared for attack and it is also (in my opinion) important to send a message that people will only lose when attacking you to potential raiders.


http://i416.photobucket.com/albums/pp244/Comefight10/165c4c04.gif

Steve10
16 Feb 2011, 05:04 PM
Step 3: Am I Ready?

You really need to start this stage when you have between 1/3 & 1/4 of your beginners protection remaining if you want to have time to be ready to start raiding, if you started at the very beginning then people around you will be getting out of BP at the same time so be ready at that time.

Step 3a: Building Troops:

Starting building legionnaires at roughly this point, make sure your production is as constant as it can be, but be willing to sacrifice the production of a couple of troops if you need to make marketplace trades. You should have anywhere between about 6 and 25 troops by the time beginners protection is lifted.

Step 3b: Raiding Oasis & Inactive Players:

At this point, once you've started to make troops, you need to start to use those troops to bring in a return for your account. If you're still in Beginners Protection you won't be able to raid any inactive players yet but you will be able to start raiding Oasis. Look around in your 13x13 area for all the Oasis and see if any have been cleared as you can start raiding these immediately. If not then you should use your hero, with it's strength points, to clear out the Oasis before you begin to raid them. Be careful to make sure you hero has enough strength to clear them out completely and will not die in the process.

Step 3c: Continue Trading:

Even if trading is not great it will still be your main source of income at the moment so keep at it, if you haven't already upgrade your marketplace to level 5 and make sure you constantly have trades available. At this stage I was lucky enough to have very good trading conditions and had upgraded to level 9 with all traders out constantly. If you're this lucky then do it, if not stick to level 5 and possibly reduce your ratio to try and lure traders but don't go lower than 1.4:1 (in your favor).

Step 3d: Prey & Predators:

You'll be very close to the end of Beginners protection at this point so start looking out in your 13x13 for your victims in the first round of waves, because walls have become a thread I suggest looking for players under 9 population as they are unable to have a barracks and troops and unlikely to have a wall or have caught any animals in traps. These will be your first victims. At the same time make sure to find and avoid raiding any active looking Teutons in your area, remember them for later as they are likely to be going for the same farms you are. There is some risk in the strategy of raiding active players but I feel it's a risk that often pays off.


http://i416.photobucket.com/albums/pp244/Comefight10/b90202cb.gif

Steve10
16 Feb 2011, 05:05 PM
Step 4: The Hunt

This bit will happen when you (and the others near you) start to come out of protection. During this step continue to trade and train legionnaires (get those queues constant). You won't need your hero during this phase so continue to send him on adventures.

Step 4a: Hit Those Inactives:

To start with at least the inactive are going to be the ones with the most resources, these are the people who registered and didn't do anything or registered and only built a couple of things. If you hit these people before others in your area do (a mix of luck & timing) you'll be able to get most of the resources of them. However raid normally with groups of 3 legionnaires and don't send all your troops to the same place.

Step 4b: Report Raiding:

Forget Gold Club for raiding, just use your reports, it's easier to manage and now you'll be able to see whether your trips are coming back full without even opening the report. If you see the report is full click on it an see what happens, then use the new options available and repeat the raid.

Step 4c: Barracks Up:

If you're queues are constant than take this opportunity to putting your barracks up a level or two, I wouldn't go much higher than level 3 but if you can sustain constant queues past that then feel free but it might slow down your progression in the next step.

Step 4d: Find Your Rivals:

At this point you really should start to work out who the main raiders in your area are, you can do this by looking at how fast people are growing, which of your farms have the least resources and also by employing the new Vicinity Report feature. None of them will give you a definitive answer to who's doing the raiding but with all of them together it should be quite easy to work it out.


http://i416.photobucket.com/albums/pp244/Comefight10/5087adfc.gif

Steve10
16 Feb 2011, 05:06 PM
Step 5: Growing Up

Step 5a: Expand Your Farming:

This is a natural evolution so there's a good chance you've begun it already expanding but you've got to be quite aggressive with it, as a Roman you'll always be competing for farms and you cannot allow yourself to be the last to get them or you'll never get a head. By risks I mean hitting Gauls that might not be as small as you'd like, as much as a risk as it is most Gauls will not have built traps, you may also chose to hit some smallish Teutons but be careful when hitting both if these, try looking for signs of activity on the account, you can never be certain but try and avoid hitting highly active targets. If you want to try a less risky way of increasing raiding you can increase the amount of land you farm but this means it will take significantly longer to bring in resources and you will be encroaching on the territory of a larger number of active raiders.

Step 5b: Storage + Barracks:

This is a simple one, in the next step we're going to be doing some quite resource expensive things so you should start building up your storage, if you're raiding well then you'll need to do this anyway. As for barracks upgrade it a little more to allow for more troop production.

Step 5c: Main Building:

Not essential but I like to upgrade my main building a few levels at this point so I can save on building times before we get to academy and residence levelling.


http://i416.photobucket.com/albums/pp244/Comefight10/b62d432c.gif

Steve10
16 Feb 2011, 05:06 PM
Step 6: Learning

This step is the one where you've got to take the fight to the Tuetons. Don't bother starting this stage if you don't have 80 legs out raiding constantly. This step is pretty simple but it is massively resource intensive so you'll have to try and maximize your raid profits, make sure all your troops are out all of the time. This step is completely optional however for me this is one of the most important steps and I would not suggest skipping it.

Step 6a: Academy Level 5:

Build your academy up to level 5, however don't research anything yet.

Step 6b: Stable Level 5:

Both these level upgrades will be expensive but for the EIs we're about to research they are necessary.

Step 6c: Research those Horsies:

As I'm sure you'll be aware at the moment your competing for farms against quite a few Teuton (maybe even some Gaul) raiders and you'll be losing. Don't waste your time researching Imperians, you'll gain nothing from them except a waste of time and resources.

Step 6d: Raid Further Out:

As your EIs are trained continue sending them out in groups of three to raids further away so you can cover larger areas quicker, try and pump as much resources into EIs as possible.


http://i416.photobucket.com/albums/pp244/Comefight10/33d393f6.gif

Steve10
16 Feb 2011, 05:07 PM
Step 7: Goodbye Mr Teuton

You'll need around 20 EIs to be successful at this, a couple of scouts would be good too.

Step 7a: Research & Train 3 Scouts

This should be all you need, it'll allow you scouts to help find new farms, see enemy numbers and protect your own villages from other players who might be getting scouts in the near future.

Step 7b: Hitting those Teutons:

Your biggest rivals are local Teutons, for the most part by the time you reach this stage you should be able to work out which Teutons in your area are the ones doing the raiding, there's a relatively good chance that they've tried raiding you at some point so far. The best way to try and catch their troops is using a follow back but that only works if they're attacking you or someone who you have access to. So that's why you'll most likely have to do one of two things, try and work out when the Teuton is offline most often and attempt to land an attack during that time and hope or use the scouts you have just researched. Some Teutons will have trained scouts already but I've found that at this stage most haven't so it's possible to use scouts to a real advantage. Make sure when trying to hit their clubs that you send your EIs and no legs, your EIs have the ability to crush the clubs. Be persistent, if you don't hit them the first time trying varying the time of your attacks and make sure they are always on their toes, even if you aren't able to get their troops some will find it hard to keep all their clubs out of the village and also raid efficiently and protect all their resources while under random attacks.

Step 7c: Boosting Your EI Numbers:

I like to have quite a few EIs before moving on to a second village, especially if that village is further away than I would like as it does allow you to soften the area around the village up as well as to bring in larger raiding incomes to support your next village.

Step 7d: Town Hall & Parties:

Once you've started hitting Teutons and bringing in resources you'll need to start your first party, you won't be the first person to a second village by a long shot but you should be one of the first 50 and should have a good choice of croppers available to you.


http://i416.photobucket.com/albums/pp244/Comefight10/c1674402.gif

Steve10
16 Feb 2011, 05:07 PM
Step 8: Moving Out

This is the final step I'll be doing in the guide since once this is done I'd say that we're past the stagge where I would still say the account is in 'start' mentality although the decisions you make on this step will shape the rest of your server. Be careful to make sure you have enough culture points to settle before your settlers are done, if not have another party or buy an artwork.

Step 8a: Residence to Level 10 & 3 Settlers:

In this portion of the step you simply need to build your residence to level 10 and build the 3 Settlers. In Travian 4 the costs of settlers, especially for Romans has been greatly reduced so I won't be as much as a burden on you as previously. With decent raiding it should be possible to have them all queued and ready within a matter of hours.

Step 8b: Choosing Your Location:

In Travian 4 there are a large number of 150% croppers in the middle of the map in an area called the Grey Zone, if you settle in the Grey Zone none of the villages you settle there will produce Culture Points. Also if you settle within the Grey Zone you will come under attack by a large number of natars with multiple catapult waves. However you can still find 150% croppers and other great croppers outside the zone but they are quite a bit rarer than previously. For me as a raiding Roman I find the perfect second village would be a cropper in my 13x13, although occasionally if you are truly dominating you're local area then I might suggest settling normal 4/4/4/6 next to the cropper to stake your claim and to make sure that you have decent production before settling the cropper as a third village.


http://i416.photobucket.com/albums/pp244/Comefight10/17638a48.gif

Steve10
16 Feb 2011, 05:15 PM
Now the first draft is finished, I'd welcome any comments or suggestions.

Lord Norchard
16 Feb 2011, 06:13 PM
Looks good, I'm following it so I'll share my experience :)

Also, if you don't use gold I use the 20 free gold (and anything from later) to increase my resource production by a quarter. Works a treat.

Steve10
16 Feb 2011, 06:14 PM
Looks good, I'm following it so I'll share my experience :)

Also, if you don't use gold I use the 20 free gold (and anything from later) to increase my resource production by a quarter. Works a treat.

That'll be great, thanks.

Yeah the free gold is great, like always I wish there was just a little bit more of it.

Lord Norchard
16 Feb 2011, 06:31 PM
That'll be great, thanks.

Yeah the free gold is great, like always I wish there was just a little bit more of it.

Indeed, I might get gold some day.

KatnipKitteh
16 Feb 2011, 07:01 PM
I think it's a good guide (a nice complement to your blog) well laid out. A couple of things stuck out but it maybe you have omitted them as they would fit better in a "Hero" guide rather than a "Tribe" guide.

Hero - Of the "Tribe" abilities the Romans Strength bonus is IMO easily the most useful and beneficial. Strength is the most useful ability early game (btw as soon as you pick up a book I think all points should be in Strength, I'm definite I wouldn't put my first "extra" level into Resources though?) You want to build on the advantage you have other non-Roman Heroes so you need to be levelling with that in mind.

I would definitely not wait till EI's to take care of local troublesome Teutons. As soon as your Hero has a horse it's time to start harassing the local Teutons and because of your Strength bonus even if you catch their Hero at home (and most have their Hero set on hide) there's a good chance you'll kill them as well as any clubbies :-)

Just my thoughts :-) But v nice :-)

Steve10
16 Feb 2011, 07:15 PM
I think it's a good guide (a nice complement to your blog) well laid out. A couple of things stuck out but it maybe you have omitted them as they would fit better in a "Hero" guide rather than a "Tribe" guide.

Hero - Of the "Tribe" abilities the Romans Strength bonus is IMO easily the most useful and beneficial. Strength is the most useful ability early game (btw as soon as you pick up a book I think all points should be in Strength, I'm definite I wouldn't put my first "extra" level into Resources though?) You want to build on the advantage you have other non-Roman Heroes so you need to be levelling with that in mind.

I would definitely not wait till EI's to take care of local troublesome Teutons. As soon as your Hero has a horse it's time to start harassing the local Teutons and because of your Strength bonus even if you catch their Hero at home (and most have their Hero set on hide) there's a good chance you'll kill them as well as any clubbies :-)

Just my thoughts :-) But v nice :-)

Yeah I'll try and incorporate some of that, thanks for the advice. I'm still on the fence about the traits increase and what to put them in, it does save you a fair number of resources if you put it into resources but yeah with strength it can help you hit tuetons.

CaptainCow
16 Feb 2011, 09:05 PM
I would definitely not wait till EI's to take care of local troublesome Teutons. As soon as your Hero has a horse it's time to start harassing the local Teutons and because of your Strength bonus even if you catch their Hero at home (and most have their Hero set on hide) there's a good chance you'll kill them as well as any clubbies :-)

Just my thoughts :-) But v nice :-)

Nice guide, it has helped me shape my beginning on T4.

I am sorry if this is a basic question slighty off topic but how can people be raiding now on T4? I cannot find anyone out of protection.

KatnipKitteh
16 Feb 2011, 10:01 PM
Nice guide, it has helped me shape my beginning on T4.

Just a quick correction, you quoted me but the guide is Steve10's I'm sure he knows the appreciation is due to him though :-D


I am sorry if this is a basic question slighty off topic but how can people be raiding now on T4? I cannot find anyone out of protection.

Most likely answer is they are raiding Oasis('s?) however as BP ends now as soon as you raid it only takes the first person to be out of BP for a whole daisy chain of people to come out of it. But as I said the first answer is the most likely. Look for a clay oasis near you with just rats and boars perhaps snakes and send your Hero in to get some XP. Best of luck :-)

Lord Norchard
17 Feb 2011, 06:54 PM
Tuetons

Typo. ;)


1. The message you have entered is too short. Please lengthen your message to at least 10 characters.

Steve10
17 Feb 2011, 08:02 PM
Typo. ;)

Lol, thanks, fixed! :p

Steve10
21 Feb 2011, 04:51 PM
Bonus Content: Using Cages & Artworks

Using Cages:

Cages are a massive part of Travian 4 but they are overrated. If you get a set of cages while still on your first village you should use them as it'll most likely mean that you can fight off any raiders who attack you, combined with your wall and your hero it'll make sure no raiding troops return. Don't bother buying any extra cages in an auction as I promise that later on you'll regret it later in the game when you realise the cages were overpriced and a couple of animals aren't going to cause a problem to even a medium sized force.


http://travian.kirilloid.ru/img/hero/items/item114.png

Artworks:

Artworks are very useful throughout the game and this means their prize on the auction block can go up massively, on the closed beta I saw one go for nearly 100K in silver, honestly the maximum they are worth is about 8K, don't pay anything above that. Don't use them as soon you get them, do some calculations, work out the point at which using the artwork will get you the most CP and let your hit the goal for your next village.


http://travian.kirilloid.ru/img/hero/items/item111.png

KatnipKitteh
21 Feb 2011, 09:24 PM
Re Cages.

If you get them later in the server (when prices have dropped) then go hunting for an oasis with elephants in it :-)

For your first cages either sell them (if they're going for silly silver) or more usefully use them to help you clear an oasis. With six cages and a lvl 1/2 Hero (all points in strength) you should easily be clearing a small oasis in two hits. Just make sure you have the troops to send in to make it worth your while :-)

Skepta
22 Feb 2011, 08:54 AM
Step 1: The Very Start

Step 1a: Follow the Quests:
Only follows the stepped quests, once you complete them do not try and carry on with quests.


The only bit I disagree with from the guide :p

It's really profitable to continue with some of the quests - for example. getting your main building to lv5 or getting granary to lv3 offer far more res as a reward for completing the quests than they cost in order to build them. Definitely worth doing those quests which are "cost-efficient" like that as soon as possible.

Steve10
22 Feb 2011, 09:26 AM
The only bit I disagree with from the guide :p

It's really profitable to continue with some of the quests - for example. getting your main building to lv5 or getting granary to lv3 offer far more res as a reward for completing the quests than they cost in order to build them. Definitely worth doing those quests which are "cost-efficient" like that as soon as possible.

They happen over the course of the guide anyway so there's no real need to spend time going for something like those straight away.

Skepta
22 Feb 2011, 09:33 AM
They happen over the course of the guide anyway so there's no real need to spend time going for something like those straight away.

True in a way, but you get that extra res boost early on which really helps - and a lot of them involve constructing buildings that are high in pop, so it deters potential raiders as well.

Steve10
22 Feb 2011, 09:56 AM
True in a way, but you get that extra res boost early on which really helps - and a lot of them involve constructing buildings that are high in pop, so it deters potential raiders as well.

Yeah that's all true, maybe I'll add a side note when I update the guide but I still believe it's better to do it naturally.

KatnipKitteh
22 Feb 2011, 08:10 PM
True in a way, but you get that extra res boost early on which really helps - and a lot of them involve constructing buildings that are high in pop, so it deters potential raiders as well.

^ yus, that's what I do. Also even when you go economic route you get a resource bump when you build your barracks so it's probably worth doing that asap also :-)

buddy200
24 Feb 2011, 02:47 AM
You'll need around 20 EIs to be successful at this, a couple of scouts would be good too.

Step 7a: Research & Train 3 Scouts

This should be all you need, it'll allow you scouts to help find new farms, see enemy numbers and protect your own villages from other players who might be getting scouts in the near future.

Step 7b: Hitting those Teutons:

Your biggest rivals are local Teutons, for the most part by the time you reach this stage you should be able to work out which Teutons in your area are the ones doing the raiding, there's a relatively good chance that they've tried raiding you at some point so far. The best way to try and catch their troops is using a follow back but that only works if they're attacking you or someone who you have access to. So that's why you'll most likely have to do one of two things, try and work out when the Teuton is offline most often and attempt to land an attack during that time and hope or use the scouts you have just researched. Some Teutons will have trained scouts already but I've found that at this stage most haven't so it's possible to use scouts to a real advantage. Make sure when trying to hit their clubs that you send your EIs and no legs, your EIs have the ability to crush the clubs. Be persistent, if you don't hit them the first time trying varying the time of your attacks and make sure they are always on their toes, even if you aren't able to get their troops some will find it hard to keep all their clubs out of the village and also raid efficiently and protect all their resources while under random attacks.


I just want to know that what can we do if those teutons start making spearmen and we start loosing our so expensive EIs. This strategy fails there.

We spent so much res. on stable and their reasearch and those teutons with just a few res. can defend.

Steve10
24 Feb 2011, 09:46 AM
I just want to know that what can we do if those teutons start making spearmen and we start loosing our so expensive EIs. This strategy fails there.

We spent so much res. on stable and their reasearch and those teutons with just a few res. can defend.

The point is once they stop to start making spearmen then they are screwed, you'll be raiding all their farms. So you've now got the advantage over them, you can produce more EIs and legs then they can produce spearmen.

buddy200
24 Feb 2011, 02:32 PM
I don't think that making EIs against teutons works well when they make Spearmen. This means we can't attack them anymore.

Acc. to me make around 30 legos and raid with them, then make 70 imps which will provide better offense/crop as compared to legos.

So, if we have imps, they don't have any chance to defend cos their infantry defense is not good(clubs - 20 spearmen 35).

I know people keep saying 1 EI = 20 clubbies but they forget

1 EI = 2 spearmen loss of 1410 res.
1 imp= 2 spearmen, loss of 600 res.

You can make imps in large number.

14100res = 10 EIs = 1300 attack = 1000 res (raiding)
14100res. = 23.5 imps = 1645 attack = 1175 resources(raiding)

Moreover, u will not fail against spearmen. To kill Clubbies we have our Hero i.e available from the start of the game.
So, why to put so much burden on our per hour crop prod when we can do it far better than that with our mighty IMPS.

Steve10
25 Feb 2011, 10:46 AM
I don't think that making EIs against teutons works well when they make Spearmen. This means we can't attack them anymore.

Acc. to me make around 30 legos and raid with them, then make 70 imps which will provide better offense/crop as compared to legos.

So, if we have imps, they don't have any chance to defend cos their infantry defense is not good(clubs - 20 spearmen 35).

I know people keep saying 1 EI = 20 clubbies but they forget

1 EI = 2 spearmen loss of 1410 res.
1 imp= 2 spearmen, loss of 600 res.

You can make imps in large number.

14100res = 10 EIs = 1300 attack = 1000 res (raiding)
14100res. = 23.5 imps = 1645 attack = 1175 resources(raiding)

Moreover, u will not fail against spearmen. To kill Clubbies we have our Hero i.e available from the start of the game.
So, why to put so much burden on our per hour crop prod when we can do it far better than that with our mighty IMPS.

You're forgetting the most important variable which is time. Re-do your maths with speed of units for raiding included and you'll get significantly different results.

buddy200
25 Feb 2011, 11:26 AM
Speed is very much in my mind. The point which i am highlighting here is that of teutons. You, in your guide mentioned that 'goodbye mr. teuton', make 20 EI and target your Teuton rivals.

I am again saying that if we go with imps we will be far more effective against teuts as compared to EI. EIs are crap against spearmen which are not costly for teutons but EI are very expensive for Romans.

Certainly, EIs are better than Imperians when raiding but they can't clear the teutons the way IMPS can do.

So, first wipe out the Teutons with imps and then raid them.

20 spearmen can kill 10 EIs.

So, the point which i am raising is Valid and anyone who reads my post will be able to understand this.

Steve10
25 Feb 2011, 12:09 PM
Speed is very much in my mind. The point which i am highlighting here is that of teutons. You, in your guide mentioned that 'goodbye mr. teuton', make 20 EI and target your Teuton rivals.

I am again saying that if we go with imps we will be far more effective against teuts as compared to EI. EIs are crap against spearmen which are not costly for teutons but EI are very expensive for Romans.

Certainly, EIs are better than Imperians when raiding but they can't clear the teutons the way IMPS can do.

So, first wipe out the Teutons with imps and then raid them.

20 spearmen can kill 10 EIs.

So, the point which i am raising is Valid and anyone who reads my post will be able to understand this.

The operative word is can, I don't believe Teutons will be quick to spears and I differ in my opinion to you, there are other guides on the matter which do say go for Imperians so people can be more than free to read those, and while your point is valid I don't believe it warrants changing the guide. The guide calls for you to use common sense and initiative so if teuts in your area do start to get spears then that's where those traits need to kick in.

buddy200
25 Feb 2011, 01:20 PM
What you believe or Don't believe doesn't matter, all that matters is what is going on in the game. Teutons are not foolish, they know very well how to handle EIs and your guide Miss that point and it fails there. why to spend res. on stable and then their research.

All those Following this guide and make EIs earlier than IMPs will surely regret.

In your above post also you DON'T Believe that teuts will be making Spears. That's IGNORANCE

Skepta
25 Feb 2011, 02:34 PM
I have never and will never recommend people to get imperians that early on - and until this round I've only ever played as romans. They're far too expensive, and basically just a waste of resources when you can use legs.

Also, concerning cavalry - I think Steve is working on the premise that you get EIs very early - definitely on speed servers if you have cavalry bouncing around on day 2-3, you won't find many teuts at all with spears. Most just neglect them completely for the first week... at their peril :p

Steve10
25 Feb 2011, 02:55 PM
What you believe or Don't believe doesn't matter, all that matters is what is going on in the game. Teutons are not foolish, they know very well how to handle EIs and your guide Miss that point and it fails there. why to spend res. on stable and then their research.

All those Following this guide and make EIs earlier than IMPs will surely regret.

In your above post also you DON'T Believe that teuts will be making Spears. That's IGNORANCE

Sorry, how many T4 servers as a Roman have you played?

KatnipKitteh
26 Feb 2011, 07:38 AM
All those Following this guide and make EIs earlier than IMPs will surely regret.
IMO they won't. With T4 my feeling is that Legs have become better more useful troops. You can raid with them straight away and their defence stats are reasonably balanced. They're probably the most balanced troop in the game, the fact that the "forge" now adds to off/def at the same time for upgrades makes them even more cost-effective. On that basis I think most people won't bother with the hitting power of Imps till later when crop matters. It's much more important to get to cavalry to help you control a wider area than to go the route of a specialised raider with Imps.


What you believe or Don't believe doesn't matter, all that matters is what is going on in the game. Teutons are not foolish, they know very well how to handle EIs and your guide Miss that point and it fails there.

you DON'T Believe that teuts will be making Spears. That's IGNORANCE

No it's not, it's experience. It's my experience too. Everyone knows you should never lose a single res to raiders all you need to do is cranny up, everyone knows in T4 the wall has become more powerful against microraids so you should build it up and everyone knows that early cavalry accounts will be hurt by running into Spears, however, even though people know these things they don't do them. I'm not saying that no one does (you clearly do) but the majority don't and whilst that remains the case then the course that covers the majority of likely opponents is best as a "general" guide.

When I play Teut I npc resources, cranny up and normally have account cover (a dual, if I don't I'll send my troops on long walks) so Spears are pointless as any cavalry sent is going to hit an empty village will no resources (available). Later in the game it's different but this is a "start" guide.

:-)

Steve10
27 Feb 2011, 06:09 PM
I'm glad that my Guide has received so many views, we've had a lot of opinions aired on all the forums it's been posted on and to celebrate the fact it's now had around 5K in views worldwide I'll be updating it some time next week.

Thank you for everyone who gave advice and please keep it coming. :)

ElementalGoDz
19 Sep 2011, 06:55 AM
and let your hit the goal for your next village.

Is it me or doesn't this make sense?

let your ..... hit the goal?

TJH123
27 May 2012, 03:32 PM
I am aware this thread is old, but I was just wondering what you would do at the beginning of a server re building resources? You don't seem to have mentioned when to level them or how high. Any suggestions? Thanks :)

Fabrestuta
27 May 2012, 09:06 PM
Just going on personal experience, its BS and AS. Before settling and After settling. Every available res goes toward getting your second village (just build fields as needed) after you settle then you can start beefing up your res production. Of course that is all based on the assumption that you raid.


Oh and since this thread was revived, who in the name of God would build Imps to raid with?

TJH123
28 May 2012, 01:49 PM
Ok thanks should be helpful. I think my biggest problem in past servers has always been I build too many resources too early and don't get my second village soon enough. I will try it differently this time :)

Fabrestuta
28 May 2012, 04:37 PM
Ok thanks should be helpful. I think my biggest problem in past servers has always been I build too many resources too early and don't get my second village soon enough. I will try it differently this time :)

Its an easy trap to fall into in your spawn. Building up your fields is tempting but getting your second village, in what will be your cluster area, should be your main goal.

Samantha78
28 May 2012, 05:28 PM
It depends on the location + environment a little as well. And there is no point having settler/residence before your culture points are ready either :p

So I usually build some raiding troops (35 phals if gaul; 100 - 200 mace if teuton - for various reasons I don't like high negative wheat at server start) and build up wheat fields then clay/wood (I npc so the balance isn't a problem). So if I happen to manage to kill troops, then at least my wheat income is high :D And iron fields consume a lot of wheat so I don't tend to build them up until I've got lvl 3 wheats at least. Raiding oasis is a good source of income now.

I build settlers + residence when my fields are all around level 6 (and usually survive with no cranny or traps - but this depends on neighbours and degree of sleep wanted). With level 6 fields if using 25% plus bonus, then it takes around 24 hrs per settler to get enough resources.

For culture points, if I'm lucky then I get art work from adventures; but the key is to do the good culture point buildings - main, market and academy (and usually embassy as well) - these are good to get at around level 3/4 then they will be quietly earning cp for you in the background. If I'm feeling rich, then I'd get a town hall / party.

That's not entirely scientific - as it's a little intuitive; but if I'm paying a moderate amount of attention then I'd usually be among the first dozen or so to settle of my particular tribe on the server.

TJH123
30 May 2012, 08:28 AM
I think the problem I have always fallen into is thinking 'What will help me tomorrow?', rather than 'What will help me in a month's time?'. Just pre-registered for S1 though, going for a different approach this time, maybe do a little better! Thanks for everyones help :)

Samantha78
30 May 2012, 10:28 PM
Yup - looking forward is really important. I usually have a long term plan when I start a server and pretty much stick to it (give or take distractions along the way) - and the plan is a little different each year :)

So for example, depending on the plan / tribe, I'd know whether I was pushing to grab one of the best croppers (army building years) as soon as possible or whether I'm a bit more relaxed (defence years) ... and whether to sim to TTs or raid to them (depends on the server and how dry raiding is likely to be)

TJH123
31 May 2012, 06:15 AM
Thanks that sounds like a good plan. I will give it some thought and decided exactly what I want to do this time round!