I thought I would send out this guide about oasis and the conflicts that can happen when capturing them. Because today's servers are a lot more crowded and are busier, this happens far more often than it used to.
If you begin to capture an empty oasis, but someone else was heading for it before you, your attack timer may be delayed. But you otherwise see no sign of attack: it shows up as a normal attack. Now, if their attack finishes while you're still en route, the attack destination changes. Now it shows you're attacking someone! Oh no! But don't fret. Haypi made an update that will cause your troops to return home, and the other person will never see your incoming attack towards what's now their oasis.
There is really no way to prevent this from happening, but this change they made really helps. The only suggestion I can make if this happens to you a lot is try for oasis in a different area. If you can't or don't want to move your city, you could move your troops to a different sub and put the oasis from it. Or you could just use 3-4k cavs and go find your oasis 15-30 minutes away from your city to try for better luck.
Showing posts with label arenwen's. Show all posts
Showing posts with label arenwen's. Show all posts
Monday, May 21, 2012
Thursday, December 22, 2011
Sneaky tips for easy prestige
“The stealth bomber”
Don’t capture level 9 crop oasis that are very near to your town. Instead, scout them and keep the report. Wait a while and look at them again later. Once someone captures them, hopefully they will forget troops. Keep an eye on the spots and sooner or later this will give you some easy kills.
“Obvious food means obvious troops!”
Also remember, if folks have crop oasis, it means they’re active and have army. So notice who has crop oasis near you and scout their towns. Keep an eye on them. Eventually hopefully you can catch their troops out and have a good battle.
Monday, September 19, 2011
Page 12: Making Money
First, you can make some money by remembering to collect your Daily Gift every day. It may not be a lot, but it's FREE! So be sure to take advantage of it!
Second, you earn money from hunts. See the separate Hunting guide page for better details. But be sure to keep up with your hunting if you want good income.
Third, you can occupy forts. If you don't have any, refer to the Basic guide to see how many you could have for your level. Now look at Forts to see the amount of money each puts out per hour. As you might guess... you'll want to get all 10's. This isn't always possible right away but as team members can help you out to occupy high level ones, you can take those.
Fourth way to make money is the market.
SELLING GOODS
Selling your surplus stock is a good way to make some extra money. The best (cheapest) price for buying goods at varies on every server so the price you can sell at does too. You need to check the market each time. Go to marketplace and tap the icon for each type to refresh the list.
Alliance members usually sell at lowest 0.01 to each other to help them out. If you're lucky you can catch some goods at the cheapest price and resell them at a higher price right away, or later when prices go up more. Sometimes you can grab a large lot at 0.02 or 0.03 and break it down into smaller lots for even just 0.04 or 0.05 and make a decent profit in no time. Buy low, sell high - it's simple economics! ;)
Stone sometimes hits 0.01 for a while but often rides at 0.02 so it's a riskier commodity to trade in some days.
OTHER WAYS TO GET MONEY?
Craxy let us know of one way he gets great money and treasure in game. Anytime he buys 200 coins, he will buy 10-15 silver boxes and open them all. Gets gems, medals, scepters, crowns, and extra money for enhancements too.
I save up boxes anytime I get them and hang onto them until there's a coin sale! ;)
Page 9: Hunting Guide
"Where should I hunt?" and "Why do i recieve nothing from hunts?""
You can hunt in an oasis that is close to you for ease, and you can even hunt in one occupied by you which protects it from other people hunting there too (better odds).
(To ensure an oasis is fresh and un-hunted, first occupy lvl 9 oasis and resign, especially if you plan for long hunts.)
Hunts work like this:
You can hunt in an oasis that is close to you for ease, and you can even hunt in one occupied by you which protects it from other people hunting there too (better odds).
(To ensure an oasis is fresh and un-hunted, first occupy lvl 9 oasis and resign, especially if you plan for long hunts.)
Hunts work like this:
-send troops on a hunt
-wait hours
-wait hours
-harvest the hunt
Are you hunting for money, items, or enhancement stones? This you should choose when deciding where to hunt your troops and for how long.
Your fortune, the amount of troops, the time spent hunting, and the oasis you're hunting on all factor in and determine your hunt results.
----------------------------
Looking for e stones?
Basically, whatever amount of troops and time you hunt, the yield you are seeking should be 2,000 worth of gold. Once your hunts pull this in, you know the time is right for that # of troops. Now with each pull comes a chance of getting e stones in your harvest.
-----------------------------
Hunts of 2-3 hours are good for getting quick money but hunting 9-12 hours is best when hunting for other types of items. You can send large numbers of cav or inf to hunt alone. 5000 - 10000 will give you some nice hunt returns.
Remember that there is a huge random factor, but the right # of troops on the right type of oasis increases your odds for a certain type of treasure.
An oasis becomes FRESH (unhunted) when it becomes occupied.. therefore just resigning instantly gives you a fresh oasis. Or occupy it then hunt there.
Bottom line, if you want great hunt, use large horde of inf, but if you want to have decent hunt and able to use against other players, then cavs will be a better choice. Unless you are able to have a hunting town only with inf to hunt and not use as your army.
PLEASE NOTE! If you leave your troops out to hunt for 10 days they will return home after the hunt on their own!
-----------------------------
- You can mix troops in the same hunt, and it will not impact the gold harvest negatively, so e.g. cats don't slow cav down.
- The time to gather 2.5; gold increases linearly up to that amount. Then it starts dropping exponentially with increased hunting time until 12 hours.
- You gather gold from 0 to 43,200 seconds (equal to 12 hours). Regardless of how long you leave your troops hunting beyond 12 hours, you will not earn extra gold (however this still leaves extraordinary results unchanged).
- Troops use their base speed in gathering gold. No effect from speed attribute/items/enhancements was found by the tester.
- The time to gather 2.5; gold increases linearly up to that amount. Then it starts dropping exponentially with increased hunting time until 12 hours.
- You gather gold from 0 to 43,200 seconds (equal to 12 hours). Regardless of how long you leave your troops hunting beyond 12 hours, you will not earn extra gold (however this still leaves extraordinary results unchanged).
- Troops use their base speed in gathering gold. No effect from speed attribute/items/enhancements was found by the tester.
-----------------------------
Wood oasis, good to hunt with all kinds of troops
Crop oasis - estones, use 4k plus cav or archer or mix, hunts 1-45 hours can give stones as well as gold and silver boxes, and large sums of money. Best for fortune to be 50 or higher but will give better hunts with just cavs and/or archers.
Stone oasis - inf is what works here, not much else. Best results - 10k plus can get estones regularly with high fortune
Iron oasis - seems to yield a lot of boxes.
Fortune for good hunts should be 50+ to be really effective. Never use the same oasis twice in a row for hunts. Oasis level only seems to play in size of what you get and not as much as what you get.
Crop oasis - estones, use 4k plus cav or archer or mix, hunts 1-45 hours can give stones as well as gold and silver boxes, and large sums of money. Best for fortune to be 50 or higher but will give better hunts with just cavs and/or archers.
Stone oasis - inf is what works here, not much else. Best results - 10k plus can get estones regularly with high fortune
Iron oasis - seems to yield a lot of boxes.
Fortune for good hunts should be 50+ to be really effective. Never use the same oasis twice in a row for hunts. Oasis level only seems to play in size of what you get and not as much as what you get.
--------------------------------------------------------------
On hunts, send as many troops as possible as your reward will be higher. Hunt for 8-12 hours for an optimal hunt. Try to rotate where you hunt because if a spot was hunted recently, the hunt may have a higher chance to fail and you won't receive anything.The hunt and harvest strategy may change, but these rules are always consistent:
- The more troops you send to hunt and the faster the troops march, the better harvest you may get.
- Theoretically, the longer you troops hunt, the better harvest you may get. If the troops hunt for over 8 hours, you may get extraordinary harvest.
- The higher fortune points you have, the better harvest you may get.
- If you hunt in an oasis which has just been hunted by another player, the possibility of harvest may be low. If you happen to hunt in an oasis which is untouched for long, the possibility of harvest may be high.
- For every $50 you make from a hunt, you get one prestige.
The prestige is about .02% the value of what you recieve from your hunt, so 10,000 gold would give you about 200 prestige.
==============
Hunting guide
How long and what troops you need to send to get these goodies.
Don't expect big results from a hunt until you're able to send in enough infantry.
Hunts:
Nugget: 5000 infantry for 90 hours
Gemstone: 10000 infantry for 90 hours
Medallian: 30000 infantry for 90 hours
Scepter: 100000 infantry for 90 hours
Crown: 250000 infantry for 90 hours
Level 15 sword: 50000 infantry for 90 hours
Level 15 armor: 50000 infantry for 90 hours
Level 15 horse: 50000 infantry for 90 hours
Level 15 manual: 100000 infantry for 90 hours
Level 10 ring: 20000 infantry for 60 hrs
Level 10 chest/key: 125000 infantry for 90 hours.
------------------------
from a guide online....
from a guide online....
Overload is the amount of "stuff" any unit can carry back with them while hunting or farming resources, and for my crop output I dont see any better unit than the infantry, sure the calvary has a higher overload but the calvary cost 4 crop per hour! For that price I can hunt 4 times the infantry.
The best I can tell is that the item you wish to hunt for is what will determine the length of time you should hunt with your party. I was able to pull medals in 8-9 hour hunts with one of my parties. And when I hunted and only returned gold it was 20-25k gold, the npc price for a medal is 20k. with my other party I could get gems in about 6-8 hours, when pulling in gold I'd get appx. 11-15k gold, gems npc price is 12k so what I am inclined to say is that if you're looking for a gem by hunt you should build a hunting party that can pull average of 12-13k in an allotted time then focus on hunting them for that timeLUCK!!!!!
luck has a lot to do with what you'll recieve from hunt, as far as I can tell the lvl of the oasis and type of oasis doesn't matter but I always try to hunt lvl 6 and up oasis. I think fortune is suppose to have a play in there too but I cant confirm that fortune has anything to do with it.
Quick cash
Split hunts for short times.
If you're just looking to build cash up fast I recieved greater cash hunts in 2-3 hours with my parties split up than I did hunting all togather, example. 125k for 8-9 hours would get 20-25k gold but split up into 4 hunting parties of 31k appx. In 3-4 hours I could pull all 4 hunts nag get about 4-6k per hunt. So about the same 20-25k gold could be made in half the time.
--------------------
Advanced Hunting Secret- How To Get A Better Hunt:
The money you get from a hunt is
(cav no. x 300, inf no. x 150, x archer no. x 125, cat no. x 50) x total seconds hunted / oasis value
(cav no. x 300, inf no. x 150, x archer no. x 125, cat no. x 50) x total seconds hunted / oasis value
Oasis lvl Value
0 400, 000
1 388, 888
2 366, 666
3 344, 444
4 322, 222
5 300, 000
6 288, 888
7 266, 666
8 244, 444
9 222, 222
This equation only works if your hunt is determine as successful by system.There is a limit of the equation: the maximum value must not greater than troop no. x troop speed/300 400, 000
1 388, 888
2 366, 666
3 344, 444
4 322, 222
5 300, 000
6 288, 888
7 266, 666
8 244, 444
9 222, 222
Fortune gives the power to convert money into treasure and unrelated to the money you get. The treasure you get is approximately the max. Price of the hunt. So if you want to hunt a nugget you need 50,000 in the equation and some luck to convert it to a nugget but not a lv5 ring. Any output over 25,000 will be automatically converted to a treasure so you can never hunt more than 25,000 money. I cannot ensure it is 100% correct but hope it helps. Now remember before asking me try the math, basically you can get a nugget with about 20,000 inf. Just work on it
Hunting guide from united... courtesy of kuan8181 :)
Hunting timing
Everything on this game is about time!!! So when you hunt try and hunt to the exact time!!!! 8hours for short hunts16 hours 24 hours 48 hours 60 hours and 90 hours! Pull troops on the hour no earlier no later!!! Or you will waste your reward.
Hunting guide for treasure
Ok here it is. This info was from support - Thank you ;D
---
5,000 infantry + 90 hours = nugget
10,000 infantry + 90 hours = gemstone
30,000 infantry + 90 hours = medal
100,000 infantry + 90 hours = scepter or level 15 manuel
250,000 infantry + 90 hours = crown
50,000 infantry + 90 hours = level 15 horse, level 15 armor, or level 15 sword
20,000 infantry + 60 hours = level 10 ring
125,000 infantry + 90 hours = level 10 chest or level 10 key
Must be hunted in level 9 wood oasis which has not been recently hunted in.
Please remember that fortune also plays a heavy role in hunting.
Keep it simple. Just hunt 8 to 12 hrs. with a large volume of troops.
The math from the chart above will help calculate #s needed for the lvl of treasure you are after.
Speed times number of troops divided by 30.
The higher the total speed of all troops, fortune, total carry capacity, higher time hunting, longer the time since last time oasis was hunted in, and the more troops hunting...the better your hunt. Hunts over 8 hrs bring a chance for an extraordinary hunt depending on the above stated.
-------------------
Hunting tips for getting enhancement stones:
mostly inf, 3 groups of 6-8 k inf in a city for a minimum of 2 hours a time.
never use the same oasis within a day if possible
Higher fortune skill will help convert the money into stones
1200 cavs with max speed and 20+10 fortune for 4-8 hours.
4500 inf for 2 hours
never use the same oasis within a day if possible
Higher fortune skill will help convert the money into stones
1200 cavs with max speed and 20+10 fortune for 4-8 hours.
4500 inf for 2 hours
3k archers for 3-4 hours, but not longer
1 pp per every 25 gold hunted.
Page 11: Advanced Attack
Advanced Fighting Techniques
FIELD LENGTH, RANGE, TURRETS

1.troops building
2.Buidlings, techs upgrading
3.troops on hunt
4.troops attacking
5.under attack
cannot move his city to another spot on the map. They must be finished before being able to do so. Therefore sending one cat (which is slow in moving) to attack the city will prevent him from moving it.
When you're fighting against the computer (an oasis or fort), it usually works best if you hold everything and let your cats do the dirty work for you. However when you go to fight players it's not usually going to be so cut and dry. You're going to have to work your troops smarter. So you need to know some techniques!
Catapults moving backwards can't be attacked by cavs moving forward towards them.
Technique: Move cats forward 2 rounds, then retreat 2 rounds.
This is a more advanced strategy, known as blocking or meat shielding. Basically you bring several troop types you don't use as kamikaze units:Here's how it goes. As enemy approaches, let's say inf in this instance, you use your kamikazes to slow their forward movement. Your cats are sitting way back on the field and the inf are getting closer and closer. You can't kill them all in time before they are too close so you use your blockers to hold them for another round. If I'm using inf and cats to farm forts then I would bring 1 cav and 1 arc. On round 8 or 9 when the enemy is super close, advance just the cav. They run up and halt the inf. If I need 1 more round then I'll advance my 1 arc. If all else fails I would have two options. Call out of the battle or advance my inf. The main goal is to not lose your cats. If I advanced my inf and they lost then I would have no choice but to call out of the battle. Cats in melee combat are pitifully useless and losing them hinders your ability to farm. The technique gives you two more rounds to get through and is very cheap to use. You can practice on low level forts or even oases. It's extremely useful. It can change the tide of battle against players also. Learn this well :)
FIELD LENGTH, RANGE, TURRETS
When sizing up the fight, you must consider both the length of the fighting field, and the range of your fighters versus theirs... not to mention any turrets a defender may have, if you're the attacker. So you'll want to know some facts before diving in head first!
The field length is determined by range. Add 300 to whatever unit has the longest range, and that is the field length. So, for an easy formula:
battlefield length = unit with the highest range on the field + 300
After a battle is initiated, you can click on any one of your troop types to see the effective field length.
People use battlefield length to determine how far they can move before being hit. Then they calculate their own range, and speed. So if your speed is 149, you can move 2 times before being hit (because there is a distance of 300 before coming into range.) After that, range plays a big part in who loses the most.
Use this example.
A catapult's range is only 800 in the fight. Add the additional 300 points to calculate the field length. So here, the field length is 1100.
so if your turrets are 1350 range.... then the turrets still have the farther range. So once you move your cats, the turrets have you before you have them.
Now, you know how to calculate your range.
•Range for catapults
Shooting range Level tech
1100 0
1116 1
1132 2
1148 3
1164 4
1180 5
1196 6
1212 7
1228 8
1244 9
1260 10
•Range for Turrets
Turret Lvl - field length
Lvl 1 - 900
Lvl 2 - 950
Lvl 3 - 1000
Lvl 4 - 1050
Lvl 5 - 1100
Lvl 6 - 1150
Lvl 7 - 1200
Lvl 8 - 1250
Lvl 9 - 1300
Lvl 10 - 1350
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round
255/76/306/85 per turret per round
Troops Killed By Each Level Turret Per Round:
1 3/.9/3.6/0
2 4.9/1.48/5.92/1.64
3 8.06/2.42/9.68/2.68
4 13.2/3.96/15.84/4.4
5 21.6/6.48/25.92/7.2
6 35.4/10.62/42.48/11.8
7 58/17.4/69.6/19.3
8 95.06/28.52/114.08/31.68
9 155.8/46.74/186.96/51.93
10 255.2/76.56/306.24/85.06
Troops Killed By Each Level Trap Per Round:
1 1.3/.4/1.6/.44
2 13.3/4/16/4.4
3 26.6/8/32/8.8
4 40/12/48/13.3
5 53.3/16/64/17.7
6 66.6/20/80/22.2
7 80/24/96/26.6
8 93.3/28/112/31.1
9 106.6/32/128/35.5
10 120/36/144/40
**Multiply the numbers by how many turrets/traps of each level the defendent has to figure your losses.
1 3/.9/3.6/0
2 4.9/1.48/5.92/1.64
3 8.06/2.42/9.68/2.68
4 13.2/3.96/15.84/4.4
5 21.6/6.48/25.92/7.2
6 35.4/10.62/42.48/11.8
7 58/17.4/69.6/19.3
8 95.06/28.52/114.08/31.68
9 155.8/46.74/186.96/51.93
10 255.2/76.56/306.24/85.06
Troops Killed By Each Level Trap Per Round:
1 1.3/.4/1.6/.44
2 13.3/4/16/4.4
3 26.6/8/32/8.8
4 40/12/48/13.3
5 53.3/16/64/17.7
6 66.6/20/80/22.2
7 80/24/96/26.6
8 93.3/28/112/31.1
9 106.6/32/128/35.5
10 120/36/144/40
**Multiply the numbers by how many turrets/traps of each level the defendent has to figure your losses.
So… a strategy to use when sizing up their turrets is to send a single troop to their town to “scout” it out. The battle report will return news of whatever traps and/or turrets they’re using. Now, this will let you plan your battles in a smart fashion! (Unless of course you’re acting upon the element of surprise by attacking them fast and hard, in which case hopefully you already know, or are prepared for any consequences ;) – that’s why many people will warp their town beside another, to hit the hardest (like with cats) and still keep an optimal speed….
Want to take out someone's level 10 Turrets?
Have your total cumulative Speed including tech & equipment at 99 or under to kill level 10 turrets with no loss. (Remove equipment to reduce it unless your skill level is already too high)
Remember to also account for tech. So if your marching is at 10, the speed you see under General needs to be no higher than 76.
Your final number you want is 98 or 99.
Marching tech increases attribute points by 3% per level. So x + 27% = 99 is the equation for Lvl 9 marching tech. Solve for x, for level 9 marching tech.
- Use a mix of traps/turrets to slow down enemies.
- You can cancel incoming attackers' attacks if you starve them.
-Traps do speed damage, and health/defense of opponent is irrelevant. Traps have 50 range at level 1 and get 10 range per level.
-turrets have 600 range at level 1. They ARE affected by every stat but fortune and all battle techs. Their see is lower than a basic cat. They get 50 range per added level.
- You can cancel incoming attackers' attacks if you starve them.
-Traps do speed damage, and health/defense of opponent is irrelevant. Traps have 50 range at level 1 and get 10 range per level.
-turrets have 600 range at level 1. They ARE affected by every stat but fortune and all battle techs. Their see is lower than a basic cat. They get 50 range per added level.
-Remember to take off your equipment if you plan to lock someone down. This will make your lockdown take much longer to reach them!
- A city with:
1.troops building
2.Buidlings, techs upgrading
3.troops on hunt
4.troops attacking
5.under attack
cannot move his city to another spot on the map. They must be finished before being able to do so. Therefore sending one cat (which is slow in moving) to attack the city will prevent him from moving it.
- All attacks initiated before refuse war is applied is considered effective. You will still be attacked by those before WR is implemented.
Page 10: Alliance Mines
ALLIANCE WAR COMMANDING
If the alliance attacks a mine, the attacker is the commander, and only vice leaders and leaders are allowed to send the attack and command, regular members are only able to spectate.
Any player in the alliance is allowed to command when defending an attack.
If a vice and a leader hit command at the same time, neither of them are catorgerized as the "commander" yet. To be the commander for the rest of the battle as a leader or vice, you must complete an action with one of your troops. If neither a vice nor leader does this, an alliance member can command the war, until the war is over or until a vice or leader takes over (which can happen anytime).
When your mine is attacked by another alliance, in the actions tab it won't show their troop numbers. Be sure to check the alliance out before making the decision to defend or not.
If the alliance attacks a mine, the attacker is the commander, and only vice leaders and leaders are allowed to send the attack and command, regular members are only able to spectate.
Any player in the alliance is allowed to command when defending an attack.
If a vice and a leader hit command at the same time, neither of them are catorgerized as the "commander" yet. To be the commander for the rest of the battle as a leader or vice, you must complete an action with one of your troops. If neither a vice nor leader does this, an alliance member can command the war, until the war is over or until a vice or leader takes over (which can happen anytime).
When your mine is attacked by another alliance, in the actions tab it won't show their troop numbers. Be sure to check the alliance out before making the decision to defend or not.
WHY DO I NEED CONTRIBUTION POINTS
Not only do you need contribution points to gain honor points, they also help your alliance army become stronger by your donations, and you can get bragging rights on your contribution rank.
Contribution rank within your alliance is important. The higher your contribution rank is, the more honor points you'll get per hour when your alliance occupies a mine.
HOW TO GET HONOR POINTS
You get honor points hourly when your alliance occupies a mine. The amount of honor points you get per hour is dependent upon your contribution rank (which can be found in alliance tab). The better ranked you are in your alliance based on contribution points, the more honor you'll get per hour.
WHAT ARE HONOR POINTS FOR
- Insignia Medals are the 1-5 image that display beside your name and will stay there always.
- To earn medals, donate to the alliance, while we have a mine.
The amount of honor you earn per donation depends on the level of mine we currently occupy, and your ranking in contribution within the alliance.
- View your honor points under General. Don't confuse this with contribution points which are viewed under Alliance.
1st medal requires 15k honor
2nd medal requires 55k honor
3rd medal requires 160k honor
4th medal requires 350k honor
5th medal requires 800k honor
Not only do you need contribution points to gain honor points, they also help your alliance army become stronger by your donations, and you can get bragging rights on your contribution rank.
Contribution rank within your alliance is important. The higher your contribution rank is, the more honor points you'll get per hour when your alliance occupies a mine.
HOW TO GET HONOR POINTS
You get honor points hourly when your alliance occupies a mine. The amount of honor points you get per hour is dependent upon your contribution rank (which can be found in alliance tab). The better ranked you are in your alliance based on contribution points, the more honor you'll get per hour.
WHAT ARE HONOR POINTS FOR
What are these colored medals beside people's names?
First, it's still bugged until they release a game patch that fixes it, but for now they come up at random.
When it works right, this is how it goes:- Insignia Medals are the 1-5 image that display beside your name and will stay there always.
- To earn medals, donate to the alliance, while we have a mine.
The amount of honor you earn per donation depends on the level of mine we currently occupy, and your ranking in contribution within the alliance.
- View your honor points under General. Don't confuse this with contribution points which are viewed under Alliance.
1st medal requires 15k honor
2nd medal requires 55k honor
3rd medal requires 160k honor
4th medal requires 350k honor
5th medal requires 800k honor
HOW TO GET CONTRIBUTION POINTS
You get contribution points by donating resources, money, and/or coins to your alliance, while a mine is owned.
For each coin you donate you get 1k contribution points.
So for example, donating 10 coins=10k contribution points.
For every 10 money you donate you get 1 contribution point.
So for example, donating 1000 money=100 contribution points.
For resources, the formula is a little more complex. The market
price determines how many contribution points you get.
1000 resources = market price*100(point) (Donate at least 1000 resources, and only the multiple of 1000 resources can be donated)
So for example, donating 100000 crop=3000 donation points.
That is if the market price at the time is .03
You get contribution points by donating resources, money, and/or coins to your alliance, while a mine is owned.
For each coin you donate you get 1k contribution points.
So for example, donating 10 coins=10k contribution points.
For every 10 money you donate you get 1 contribution point.
So for example, donating 1000 money=100 contribution points.
For resources, the formula is a little more complex. The market
price determines how many contribution points you get.
1000 resources = market price*100(point) (Donate at least 1000 resources, and only the multiple of 1000 resources can be donated)
So for example, donating 100000 crop=3000 donation points.
That is if the market price at the time is .03
Mine - this can be viewed by anyone, when clicked it will take you to the mine map.
Buy Resource - this is for leaders and vices only. Here leaders and vices can use donated coins to buy wood, iron, stone, crop, or money. But we would never use this. Coins are saved for speedups.
Donation - this can be viewed by anyone. Here your given the option to donate your resources, money, or coins. We always need donations. If the banks are full, wait and try again later. Check AC chat for announcements on when troops were just made - then the banks become emptier again. Crops will almost always be available to donate since our troops eat them constantly.
Market - this is for leaders and vices only. Here leaders and vices can use donated money to buy resources from the server market. But we would only do this in times of great need. The money is best saved for Alliance upgrades (level ups). So we always need money, just as much as crops!
Market - this is for leaders and vices only. Here leaders and vices can use donated money to buy resources from the server market. But we would only do this in times of great need. The money is best saved for Alliance upgrades (level ups). So we always need money, just as much as crops!
UNOCCUPIED MINE TROOPS INFO
Instead of troops regenerating over a period of time like forts, after each attack on a mine, unoccupied mines have a different amount of troops every time. So for example, if you attack a level 2 mine once the troops may be 25k/7k/18k/2.5k, then if you attack the same mine again right after, the troops may be 22k/6.4k/21k/2.3k.
LEADERS AND VICE LEADERS VS REGULAR MEMBERS
Leaders can - resign an occupied mine and dismiss alliance, demote vices and promote members to vice
Leaders and Vice Leaders can - attack a mine, command battles, build troops, modify announcement, accept and delete members, callback troops from occupied mine and send troops to an occupied mine, buy resources off the market, use alliance coins, collect alliance daily gift, upgrade alliance
Leaders, Vice Leaders, and Regular Members can - donate, invite friends, watch battles.
Instead of troops regenerating over a period of time like forts, after each attack on a mine, unoccupied mines have a different amount of troops every time. So for example, if you attack a level 2 mine once the troops may be 25k/7k/18k/2.5k, then if you attack the same mine again right after, the troops may be 22k/6.4k/21k/2.3k.
LEADERS AND VICE LEADERS VS REGULAR MEMBERS
Leaders can - resign an occupied mine and dismiss alliance, demote vices and promote members to vice
Leaders and Vice Leaders can - attack a mine, command battles, build troops, modify announcement, accept and delete members, callback troops from occupied mine and send troops to an occupied mine, buy resources off the market, use alliance coins, collect alliance daily gift, upgrade alliance
Leaders, Vice Leaders, and Regular Members can - donate, invite friends, watch battles.
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