Monday, September 19, 2011

Page 3: Forts

You can farm unoccupied forts to gain additional instant resources. You can occupy them for income per hour but the lower level ones don't return much value that way. 

If a fort has been occupied and resigned, the traps/turrets will be reset. This also occurs if the game has been reset. Once it has been cleared of the traps/turrets however they will not be back again until one of those two events occurs again.
What's In Forts:
Lumber |Stone |Iron |Crops| Infantry |Cavalry |Archers |*Catapults |Gold per Hour
Level 1 50k - 2000 50 100 0 20
Level 2 60k 4000 80 200 0 40 
Level 3 80k 8000 150 400 0 60
Level 4 100k 13000 300 800 0 80 
Level 5 130k 20000 500 1200 0 100
Level 6 160k 35000 800 2000 *20 120
Level 7 200k 58000 1500 3000 *50 140
Level 8 300k 80000 3000 4000 *80 160 
Level 9 400k 130000 5000 6000 *150 180
Level 10 500k 180000 8000 10000 *300 200
If you want to attack a fortified point, it is suggested that you take 250 catapults and 750 infantry per level of the fort. That many cats will insure that your losses are minimal, and the infantry is there to carry back the resources you get from winning the fight. To actually occupy the fort, you have to attack it three times, so that the loyalty of the fort goes to zero. 
CATAPULTS NEEDED PER LEVEL FOR FORTS
Inf to carry resources |Cats to wipe
1 - 2500 215
2 - 3000 428
3 - 4000 855
4 - 5000 1410
5 - 6500 2170
6 - 8000 3782
7 - 10000 6255
8 - 15000 8708
9 - 20000 14115
10 - 25000 19830

(With high attack stats and tech and equipment, 10k is enough for most people for level 10 forts.)
Same principle goes for level 9, 8, 7 and 6, figures listed are way too conservative, the vast majority of people can farm them with a lot less cats. Basically the figures listed are for people who barely upgrade their stats, don't upgrade their techs and don't bother getting any equipment; but if you don't upgrade your setup then why even bother farming level 10 forts.
OR CAVALRY NEEDED PER LEVEL FOR FORTS
1 - 2505
2 - 4910
3 - 9220
4 - 16000
5 - 24500
6 - 42900
7 - 71100
8 - 98000
9 - 160000
10 - 221000
*Numbers based on the "10% Rule"*
(10% rule: You need 10% in cats to infantry. So 3000 infantry needs 300 cats; ect)
For an estimate of how many cav you need to take a fort, compare to the number of inf in the fort. The # you need is fewer but don't underestimate or you'll lose thousands.
Unless you're trying to occupy a level 10 fort, there's really no reason to attack it, though. These are best left to be occupied for money.  You don't have to have this many cats to get the fort.  Your allies with cats can always weaken it for you.

For farming, with good tech and equipment, you could go after level 6 and 8 forts to fill the warehouse.  60k cav will take an 8 with no problems.


OR INF NEEDED FOR FORTS (There will be loss)

     1. 8100
     2. 16200
     3. 32400
     4. 53000
     5. 81500
     6. 142000
     7. 235000
     8. 330000
     9. 540000
     10. 750000

NOTE: For basic battle against the non-player occupied (forts, oasis), command all your troops to "wait" from round 1 if you have the recommended amount of catapults, and use the cats to kill.  They will be able to kill all with no losses.
Make sure you also take some troops to carry back resources.  With enough, you can clear the fort in one attack only.
  
How many Forts per level? 


Lvl     Oasises/Forts
1       1      0
2       1      0
3       2      0
4       2      1
5       3      1
6       3      1
7       4      2
8       4      2
9       5      2
10     5      3
11     6      3
12     6      3
13     7      4
14     7      4
15     8      4
16     8       5
17     9       5
18     9       5
19    10     6
20    10     6
Sequence to attack
Round 1: hold troops and have your cats target cavRound 2: if cav still exist then target them again otherwise target inf.Round 3: target inf.Round 4: target arcs.Round 5: target inf again.Round 6: if cats are present (lvl 6 fort and up only) try to target them. Depending on your shooting you'll either hit them or auto target to inf.Round 7: repeat step 6Round 8: target inf. They should be dead now.
If not you'll need more advanced tactics.
The number of cats required will decrease as you become stronger.
After that, if traps and turrets are present, then advance cats to wipe turrets. Once turrets are gone then you can advance inf to clear the traps.
That's pretty much it. You'll finish with 0 losses or a few losses of inf to traps. Either way it is pretty much the most efficient way to farm forts and it works on oases too!
If you find that you incur loss, then you can make use of Meat Shielding: forwarding out your inf in order to cause the target of the fort's cats to focus on your inf, instead of cats, so your cats wipe the fort with no losses.
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Fort Farming/Blocking
This can help you move up to farming fort higher level forts sooner.  Basically it's a way to stop the inf in forts from getting to your cats sooner.  This is done by using blockers.

Army set up for the fight:
Bring lots of inf OR cavs to carry resources.
Then bring you cats.
Finally most important part bring 1 archer and 1 cav or inf (opposite of what you used for resources)
Ex. ###/1/1/### or 1/###/1/###
How to use blockers:
At the round right before inf get to your back line (should be about round eight but might be different based on shooting) you send one cav forward.  This stops inf before getting to you.  The round after that you send one archer forward.  Doing this just bought you an extra two rounds.  

So now you should be able to clear forts with less cats than the suggested amounts.  How much less depends on your techs and equipment so putting a number on it is hard.  But you can start lvl 1 forts with 200 cats easy and safe.  Basically with no techs you can bring cats equal to 10% of the inf in a fort.

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Remember: every major title upgrade, or every 3 levels, you can hold 1 more sub city and occupy 1 more fort; also, the amount of oasis you can hold is: Your level divided by 2 and rounded up if needed.
Fort Regeneration Formula
Resources:
Level. Hourly/Max/Completion Hours
1. 2000/50000/25.00
2. 4000/60000/15.00
3. 6000/80000/13.33
4. 8000/100000/12.50
5. 10000/130000/13.00
6. 12000/160000/13.33
7. 14000/200000/14.29
8. 16000/300000/18.75
9. 18000/400000/22.22
10. 20000/500000/25.00
Formula for regeneration on armies
Army:
Level. Hourly/Max/Completion Hours
1. 100/2000/20.00
2. 300/4000/13.33
3. 500/8000/16.00
4. 700/13000/18.57
5. 900/20000/22.22
6. 1100/35000/31.82
7. 1300/58000/44.62
8. 1500/80000/53.33
9. 1700/130000/76.47
10. 1900/180000/94.74 

Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round 

Lvl 10 Traps Can Kill
120/36/144/40
DO NOT occupy the fort. Farm it for resources instead.
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Note from Kad's post:
Just a few tips... Time and time again people come to me with things like so and so said I can take a level 10 fort with 10k cats and I got wiped. Everyone knows the general rule of thumb is: fort infantry/10 = the number of cats you need to win(for base stats.) As you become more powerful you need less cats obviously. It's easy to take a level 10 fort with 10k cats if you have max gear and techs as well as max attack and speed. If you're not sure how many you need then you can dump 10 cats at a fort and see how many infantry they kill. With a little math its easy to figure out how many catapults you will need. Keep in mind that the level of a fort has the same level traps and turrets. Eg., a level 4 fort has level 4 traps and turrets. You can also use a few archers and a few cavalry to slow down the enemy if you are unsure whether you will win or not. Remember though it is better to be safe than sorry. Always send more cats than you think you need.

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