Post by SkulkrinBait on May 12, 2006 14:22:52 GMT
Inselkampf Tips:
I thought I’d put a few tips together for any new recruits we get to Morkin, they aren’t exhaustive so feel free to add!
1. Build like mad, concentrate on resource generators first (stones, then gold and lumber) and get them as high as you can ideally level 20 (the maximum) before building anything else. As a Morkin member you will be sent resources to help you on the way so you can build 24/7 without running out of stuff, you might want to increase your storehouse a little to help accommodate the booty!
You wont be a tempting target as a main isle (can't be colonised) to most enemies so don’t need to worry about defence, yet – but if someone starts to farm you (farming is where an enemy steals resources) then the Morkin alliance can send a few thousand stone throwers as defence and you would be best building up your stone wall to help the defenders.
2.Once your resources are in place then it is probably worth maxxing out your stone wall as deterrent and building a barracks, level 10 allows you to build spearfighters who are the best defensive unit in the game and should form the bulk of your army as they are excellent in defence and pretty good in attack too without costing too much. You’ll need to get your main house to level 10 before you can build the barracks and then a laboratory so you can research spears before you can get spearfighters though.
3.Next build a harbor so you can start building ships, again you need to research sails to do this and then get the harbour to level 10 so you can build large warships which are the best offensive vessels. Don’t bother with large merchants but get small ones, you will need a few to shift stuff around. Small warships are handy as spies so a small flotilla is also handy, but the bulk of your navy should be large warships.
4.You’ll need to max out most of your buildings now to get the last few artefacts, catapults and colony ships. Cats are good for knocking down enemy buildings and it’s worth having some once you’ve got your defences sorted. 20 cats is a reasonable starting point as this amount will usually knock down any single enemy structure from level 20 to level 1 without causing too much collatoral damage, handy if you want to capture an island intact (you have to knock the main house to level 1 before you can colonies). Of course a huge fleet of cats is also handy if you want to totally decimate an isle, no idea how many you would need to do that, probably a few hundred.
5. Colony ships are needed if you want to take over new islands, but don’t make the same mistake I have and take colonies which you can’t hold onto. I would recommend only going for a colony if you have at least a thousand stonethrowers to move across to defend it with and preferable several thousand and stoners aren’t all that strong.
To be continued!
I thought I’d put a few tips together for any new recruits we get to Morkin, they aren’t exhaustive so feel free to add!
1. Build like mad, concentrate on resource generators first (stones, then gold and lumber) and get them as high as you can ideally level 20 (the maximum) before building anything else. As a Morkin member you will be sent resources to help you on the way so you can build 24/7 without running out of stuff, you might want to increase your storehouse a little to help accommodate the booty!
You wont be a tempting target as a main isle (can't be colonised) to most enemies so don’t need to worry about defence, yet – but if someone starts to farm you (farming is where an enemy steals resources) then the Morkin alliance can send a few thousand stone throwers as defence and you would be best building up your stone wall to help the defenders.
2.Once your resources are in place then it is probably worth maxxing out your stone wall as deterrent and building a barracks, level 10 allows you to build spearfighters who are the best defensive unit in the game and should form the bulk of your army as they are excellent in defence and pretty good in attack too without costing too much. You’ll need to get your main house to level 10 before you can build the barracks and then a laboratory so you can research spears before you can get spearfighters though.
3.Next build a harbor so you can start building ships, again you need to research sails to do this and then get the harbour to level 10 so you can build large warships which are the best offensive vessels. Don’t bother with large merchants but get small ones, you will need a few to shift stuff around. Small warships are handy as spies so a small flotilla is also handy, but the bulk of your navy should be large warships.
4.You’ll need to max out most of your buildings now to get the last few artefacts, catapults and colony ships. Cats are good for knocking down enemy buildings and it’s worth having some once you’ve got your defences sorted. 20 cats is a reasonable starting point as this amount will usually knock down any single enemy structure from level 20 to level 1 without causing too much collatoral damage, handy if you want to capture an island intact (you have to knock the main house to level 1 before you can colonies). Of course a huge fleet of cats is also handy if you want to totally decimate an isle, no idea how many you would need to do that, probably a few hundred.
5. Colony ships are needed if you want to take over new islands, but don’t make the same mistake I have and take colonies which you can’t hold onto. I would recommend only going for a colony if you have at least a thousand stonethrowers to move across to defend it with and preferable several thousand and stoners aren’t all that strong.
To be continued!