Heartland
We've had some confusion about our heartland and I'd like to clear a few things up, and set a new rule.
Our heartland is our strength, without it we are defenseless. As an alliance we have a very large defensive force, but we can only use it to help those who are within our alliance walls. We have the potential to drop 200,000 defensive troops on a village within our heartland and if you follow the attack report directives AND place your villages in our heartland we can do this for you. We want to help you.
"I'm already outside the heartland, so what does it matter?"
It matters because you are going to be the primary targets of enemy alliances during endgame. They will attack your villages first, in order to cut supply lines to our WW. You can kiss any village you have outside our heartland goodbye. BUT if you start building in the heartland you'll still have any villages in there to rely on. I'd rather see a player bumped down to only a couple villages as opposed to zero popped.
"I want to take a cropper outside our heartland"
That's worse than a regular village for you. Not only can we not defend it but it invites attacks to you. You're also going to be spending a lot of resources getting it up and running and it will be taken from you eventually It's not worth it. I would rather see a player with one regular tile within our heartland than to see them with 10 towns and a cropper in a cluster outside our walls. I told another member that our heartland is like a castle. Where would you build your house?
From here on out you are required to place all new villages within our heartland
The Heartand is defined as:The general vicinity of 20-200It's on the main Rise page and also on the main Rise 2 page.
Sunday, July 13, 2008
Never tell a target what troops you have incoming (Directive) [by Rastus]
And likewise never tell a target of one of your alliance-mates what troops they should expect to be receiving.
Note - this seems like to be very obvious but a 60K crop per hour army was lost due to an alliance mate inadvertantly tipping off a target that a long range attack was real and not a fake.
Note - this seems like to be very obvious but a 60K crop per hour army was lost due to an alliance mate inadvertantly tipping off a target that a long range attack was real and not a fake.
Time Zone Settings (Directive) [by Rastus]
Official Rise time is GMT/UK hours and any quoted time via any means will be assumed to already be in this time format. We will no longer be confirming time zones before acting.
This is vitally important and if you choose another setting and quote the wrong time, it will literally mean when you get in trouble you will not receive reinforcements at the right time and may well lose your village/s because of it.
If you have changed your time zone settings, you can change them back by the following:
This is vitally important and if you choose another setting and quote the wrong time, it will literally mean when you get in trouble you will not receive reinforcements at the right time and may well lose your village/s because of it.
If you have changed your time zone settings, you can change them back by the following:
- - Profile
- - Settings
- - Set timezone to "UK/GMT"
- - Set date to "EU"
- - Press "Save"
Topic: How to report you are being attacked (Directive) [by Rastus]
As soon as you see an incoming attack against one of your villages, go into the rally point of the village being attacked and copy all the information from that page, for example, this what 2 incoming attacks look like:
Joe Attack against 01 Howdy
troops ? ? ? ? ? ? ? ? ? ?
Arrival in 18:15:42 hrs. at 08:47:38 pm
Fred Attack against 01 Howdy
troops ? ? ? ? ? ? ? ? ? ?
Arrival in 18:17:05 hrs. at 08:49:01 pm
With this information copied, now go to the Rise Attack Reports forum and create a new post and paste this information in the body.
Add the subject "Player X attacking Your Name" and then add the granary capacity and current crop level to the body below the pasted info (Do not miss this step!)
Add any additional information you think is relevant, ie, if you know why they are attacking you and then submit the post.
If this is an ongoing series of attacks, just add the post to the thread already present in the Rise Attack Reports forum, but, if this is a new attack entirely make a new thread for it.
One new step: Once you've created or edited the Attacks forum thread copy and paste the URL (control C) then create a duplicate post in the Rise News Bulletin and paste the URL at the bottom (control V)
Always report incoming attacks as soon as possible - ie, when you first notice them. Ensure your granary capacity is up to the minimum standard for your population and it is a good idea to raise it further if you have incoming attacks.
Stay relatively active during the time it takes for the attack to arrive, don't go off for a long weekend without finding a sitter.
Note - If the alliance has mobilized reinforcements for you, make sure you log in within minutes after the attack to be able to send everyones reinforcements home. This step is important even if it means setting the alarm at 3am. Your the one being defended, it is only manners that you lose some sleep rather than half dozen other people all lose sleep on your behalf.
Joe Attack against 01 Howdy
troops ? ? ? ? ? ? ? ? ? ?
Arrival in 18:15:42 hrs. at 08:47:38 pm
Fred Attack against 01 Howdy
troops ? ? ? ? ? ? ? ? ? ?
Arrival in 18:17:05 hrs. at 08:49:01 pm
With this information copied, now go to the Rise Attack Reports forum and create a new post and paste this information in the body.
Add the subject "Player X attacking Your Name" and then add the granary capacity and current crop level to the body below the pasted info (Do not miss this step!)
Add any additional information you think is relevant, ie, if you know why they are attacking you and then submit the post.
If this is an ongoing series of attacks, just add the post to the thread already present in the Rise Attack Reports forum, but, if this is a new attack entirely make a new thread for it.
One new step: Once you've created or edited the Attacks forum thread copy and paste the URL (control C) then create a duplicate post in the Rise News Bulletin and paste the URL at the bottom (control V)
Always report incoming attacks as soon as possible - ie, when you first notice them. Ensure your granary capacity is up to the minimum standard for your population and it is a good idea to raise it further if you have incoming attacks.
Stay relatively active during the time it takes for the attack to arrive, don't go off for a long weekend without finding a sitter.
Note - If the alliance has mobilized reinforcements for you, make sure you log in within minutes after the attack to be able to send everyones reinforcements home. This step is important even if it means setting the alarm at 3am. Your the one being defended, it is only manners that you lose some sleep rather than half dozen other people all lose sleep on your behalf.
Rise mandatory granary levels (Directive) [by Rastus]
I was hoping it would not come to this, but it is obvious people are still not listening so we are going to set down in stone the minimum granary levels required for all Rise villages based on population.
These are a minimum requirement and any Rise member that fails to adhere to these standards will be reveiwed by Rise officers to see whether or not they will remain within the alliance. Yes - we are that serious about it.
Population - Minimum granary Level (Capacity)
There will be a weeks leeway to enable everyone to get up to scratch, but, after this we will be brutal with those found not complying, including such measures as withholding reinforcements and even expulsion from the alliance if you are found wanting in other areas as well.
Note - common sense will be used when it comes to artillery damage, but, if you are being hit with artillery you will wanting to be repairing your granary as the top priority anyway (to enable us to defend you).
These are a minimum requirement and any Rise member that fails to adhere to these standards will be reveiwed by Rise officers to see whether or not they will remain within the alliance. Yes - we are that serious about it.
Population - Minimum granary Level (Capacity)
- 0 - 100 Level 10 (11800)
- 100 - 200 Level 12 (17600)
- 200 - 300 Level 14 (25900)
- 300 - 400 level 16 (37900)
- 400 - 500 Level 18 (54800) 5
- 00+ Level 20 (80000)
There will be a weeks leeway to enable everyone to get up to scratch, but, after this we will be brutal with those found not complying, including such measures as withholding reinforcements and even expulsion from the alliance if you are found wanting in other areas as well.
Note - common sense will be used when it comes to artillery damage, but, if you are being hit with artillery you will wanting to be repairing your granary as the top priority anyway (to enable us to defend you).
Rise Guides and Directives [by Rastus]
These Rise guides should be used as reference material for new and old Rise and Rise R members alike. Some of them are guides which will cover areas like strong growth. Others are directives and state what we expect out of all Rise members.
Directives are compulsory for all whereas Guides are recommendations.
Directives will be marked as such in the subject line and it will be assumed all Rise and members are complying.
There will be a lot of material here eventually and it will be revised periodically. Discussion in here will periodically be removed to preserve the refererence nature of this forum, though any new consensus reached will be edited into the original directive or guide.
Directives are compulsory for all whereas Guides are recommendations.
Directives will be marked as such in the subject line and it will be assumed all Rise and members are complying.
There will be a lot of material here eventually and it will be revised periodically. Discussion in here will periodically be removed to preserve the refererence nature of this forum, though any new consensus reached will be edited into the original directive or guide.
Tournament Square (Guide) [by Rastus]
This building gives speed increases to troops who are travelling any journey over 30 squares, they have no effect on shorter trips. This makes it useless to build in villages which are used to raid your neighbours or shuffle around reinforcements.
Where a Tournament Square is really needed though is in specialist villages and especially your artillery attack capital. They make a huge difference on the turnaround time for artillery attacks as many of these over long distance.
More critical than turnaround time though, they give your enemy less time to gather reinforcements. Everyones main artillery attack village should eventually invest in a tournament square, especially as you will have already raised your rally point anyhow (Tournament Square prerequisite is Rally Point level 15) to aid your artillery.
In most other villages though, a Tournament Square is of little use.
Where a Tournament Square is really needed though is in specialist villages and especially your artillery attack capital. They make a huge difference on the turnaround time for artillery attacks as many of these over long distance.
More critical than turnaround time though, they give your enemy less time to gather reinforcements. Everyones main artillery attack village should eventually invest in a tournament square, especially as you will have already raised your rally point anyhow (Tournament Square prerequisite is Rally Point level 15) to aid your artillery.
In most other villages though, a Tournament Square is of little use.
Defensive Troops (Guide) [by Rastus]
Each tribe has different troops types with different strengths and weakness to infantry and cavalry.
When building your defensive garrisons, it is vital that you always keep the force balanced against both infantry and cavalry, or else your enemy will just hit you with whatever your weak at and decimate you.
Below I will list suggested defensive troops ratios which have been tried, tested and refined across three servers and under continuous attack.
Romans are all about infantry. Your defensive garrisons should be equal parts Praetorians to Legionairres. You need a 50/50 mix though - don't be a newb and put up and all Praetorian force and wonder why those attacking cavalry just kicked your head clean out of the stadium. A typical feeder holds 600 of each and 20 scouts.
Teutons, many people say Tuetons are bad at defence. Many people are idiots as well, don't be one of them. The magic mix for Teutons is 4 spearman for every 1 paladin. So, a typical completed feeder village has 800 spearman, 200 paladin and 40 scouts. People who have attacked a defensive Tueton never forget it - but thankfully most Tuetons are morons and just build busloads of axemen.
Gauls actually have the most balanced defensive infantry unit and it is the absolute spine of Gaulish players: the Phalanx. Cheap, quick and effective against both cavalry and infantry. A typical Gaulish feeder village holds 1200 Phalanxes and 20 scouts. An even smarter Gaulish player keeps a village which is specialised in making Druidriders as well, and these are sent around quickly to each hotspot to help decimate any mass infantry assaults.
So, in summary, the magic numbers are as follows:
Also, remember, don't defend with 2000 troops against 2000, instead co-operate and defend with 20,000 against 2000. That is the Rise way. We are not happy to stop attacks, we obliterate them with minimal casualties to ourselves. This is why we all need a metric buttload of villages and production spiked through the roof.
Note - the "typical" garrison levels are assuming using gold for the +25%crop which is an absolute huge bonus and if used in isolation is very economical. If playing without +25% crop then deduct about 30% of troops numbers from these suggested totals.
Never attack with defensive troops and never defend with attack troops!
When building your defensive garrisons, it is vital that you always keep the force balanced against both infantry and cavalry, or else your enemy will just hit you with whatever your weak at and decimate you.
Below I will list suggested defensive troops ratios which have been tried, tested and refined across three servers and under continuous attack.
Romans are all about infantry. Your defensive garrisons should be equal parts Praetorians to Legionairres. You need a 50/50 mix though - don't be a newb and put up and all Praetorian force and wonder why those attacking cavalry just kicked your head clean out of the stadium. A typical feeder holds 600 of each and 20 scouts.
Teutons, many people say Tuetons are bad at defence. Many people are idiots as well, don't be one of them. The magic mix for Teutons is 4 spearman for every 1 paladin. So, a typical completed feeder village has 800 spearman, 200 paladin and 40 scouts. People who have attacked a defensive Tueton never forget it - but thankfully most Tuetons are morons and just build busloads of axemen.
Gauls actually have the most balanced defensive infantry unit and it is the absolute spine of Gaulish players: the Phalanx. Cheap, quick and effective against both cavalry and infantry. A typical Gaulish feeder village holds 1200 Phalanxes and 20 scouts. An even smarter Gaulish player keeps a village which is specialised in making Druidriders as well, and these are sent around quickly to each hotspot to help decimate any mass infantry assaults.
So, in summary, the magic numbers are as follows:
- Roman - 1 Praetorian per 1 Legionnaire
- Teuton - 4 Spearman per 1 Paladin
- Gaul - Pure Phalanx - with a Druidrider force on call
Also, remember, don't defend with 2000 troops against 2000, instead co-operate and defend with 20,000 against 2000. That is the Rise way. We are not happy to stop attacks, we obliterate them with minimal casualties to ourselves. This is why we all need a metric buttload of villages and production spiked through the roof.
Note - the "typical" garrison levels are assuming using gold for the +25%crop which is an absolute huge bonus and if used in isolation is very economical. If playing without +25% crop then deduct about 30% of troops numbers from these suggested totals.
Never attack with defensive troops and never defend with attack troops!
Blacksmiths, Armouries and Workshops (Guide) [by Rastus and Zanfrane]
There seems to be a lot of time invested way to early in blacksmiths, armouries and workshops by new players - it is one of the most common mistakes made that stunts their growth as these buildings really chew through crop surplus.
First of all, what does an armoury do? Each level corresponds to 1.5 percent in effective defensive strength. So 100 Praetorians built in a town with a level 20 armoury researched to level 20 in Praetorians will fight equal to 120 Praetorians. Thats it. It is much cheaper just to build more troops.
The above is plainly a poor investment for a small player, but for a much larger player who cannot build more troops because of crop limit, he can make 1000 praetorians be as effective in defence as 1200 praetorians. That is a better investement but he can also build a new village for a similar cost.
Blacksmiths operate the same way but on attack ratings. It goes without saying if you are doing the right thing and attacking with attack troops and defending with defence troops - it is only worth levelling up defence troops in armouries and attack troops in blacksmiths. A person on a single village raising Maceman levels in an armoury is obviously not the sharpest crayon in the pack.
Basically you ignore researching in the Blacksmith and Armoury until you are very well established.
You only raise these building levels as far as they are needed for prerequisites for other buildings. Level 5 for both is fine for all towns bar one. The one exception is your attack/artillery capital. This by the way should be your only village with a workshop as presently Rise members do not need more than one attack/artillery village.
Your attack/artillery village is unique in that it will hold very high numbers of attack infantry that exist to punch your artillery through defensive garrisons. This village is nearly always at its crop limit so it is a good idea to invest in your attack infantry at the Blacksmith. For example the only research I have done anywhere at the moment is for my swordsman in my 15 cropper capital.
Apart from that though, in general blacksmiths and armouries are a poor investment until you reach the point where you are CP capped, there is nothing else left to build and no crop left for more troops.
Otherwise though - the resources are much better spent building more troops or more villages.
****** Tip - if your about to be farmed and cannot spend down by other means quick enough, remember you can use research to spend a chunk of resources. It is not a good investment but it is better than giving the resources to the attacker. These resources would still be better spent in the barracks on more defensive troops, but sometimes you are left with an odd ratio of resources to spend.
******correction added by Zandfrane:
This is actually a correction to the above posting.
Each level rise does not correspond to a 1.5% increase. This could be due to the description given, but the mathematics shown in the faq contradicts this. The upgrade of the levels is actually a power of 1.5% rather than a coefficient. What this means is that the it would be an increase of 0.015^1 for a level 1 upgrade, but an increase of 0.015^20 for a level 2 upgrade, NOT a 20*0.015. Thus, in actuality, it is an almost 35% increase at level 20, which is much more valuable than it being a coefficient.
Thus, a 100 praetorians fully updgraded would equate to 135 praetorians, not 120.
First of all, what does an armoury do? Each level corresponds to 1.5 percent in effective defensive strength. So 100 Praetorians built in a town with a level 20 armoury researched to level 20 in Praetorians will fight equal to 120 Praetorians. Thats it. It is much cheaper just to build more troops.
The above is plainly a poor investment for a small player, but for a much larger player who cannot build more troops because of crop limit, he can make 1000 praetorians be as effective in defence as 1200 praetorians. That is a better investement but he can also build a new village for a similar cost.
Blacksmiths operate the same way but on attack ratings. It goes without saying if you are doing the right thing and attacking with attack troops and defending with defence troops - it is only worth levelling up defence troops in armouries and attack troops in blacksmiths. A person on a single village raising Maceman levels in an armoury is obviously not the sharpest crayon in the pack.
Basically you ignore researching in the Blacksmith and Armoury until you are very well established.
You only raise these building levels as far as they are needed for prerequisites for other buildings. Level 5 for both is fine for all towns bar one. The one exception is your attack/artillery capital. This by the way should be your only village with a workshop as presently Rise members do not need more than one attack/artillery village.
Your attack/artillery village is unique in that it will hold very high numbers of attack infantry that exist to punch your artillery through defensive garrisons. This village is nearly always at its crop limit so it is a good idea to invest in your attack infantry at the Blacksmith. For example the only research I have done anywhere at the moment is for my swordsman in my 15 cropper capital.
Apart from that though, in general blacksmiths and armouries are a poor investment until you reach the point where you are CP capped, there is nothing else left to build and no crop left for more troops.
Otherwise though - the resources are much better spent building more troops or more villages.
****** Tip - if your about to be farmed and cannot spend down by other means quick enough, remember you can use research to spend a chunk of resources. It is not a good investment but it is better than giving the resources to the attacker. These resources would still be better spent in the barracks on more defensive troops, but sometimes you are left with an odd ratio of resources to spend.
******correction added by Zandfrane:
This is actually a correction to the above posting.
Each level rise does not correspond to a 1.5% increase. This could be due to the description given, but the mathematics shown in the faq contradicts this. The upgrade of the levels is actually a power of 1.5% rather than a coefficient. What this means is that the it would be an increase of 0.015^1 for a level 1 upgrade, but an increase of 0.015^20 for a level 2 upgrade, NOT a 20*0.015. Thus, in actuality, it is an almost 35% increase at level 20, which is much more valuable than it being a coefficient.
Thus, a 100 praetorians fully updgraded would equate to 135 praetorians, not 120.
Running specialist villages at a Grain Deficit (Advanced Guide) [by Rastus]
You have seen the screenshots of armies with 15k of attack infantry no doubt, well, this is how it is done. Bear in mind it is not simple and requires regular use of gold to exchange iron/wood/clay into crop in the specialist villages concerned. It also demands regular gameplay - you cannot take 2 days off for the weekend but will need to log in regularily to prevent very costly troop starvation.
Simple Independant Crop Deficit Operation
In it's simplest form, it just requires a single village with well developed warehouse, granary and strong production. You can sustain a negative crop production indefinately by logging in an converting other resources to crop at regular intervals.
For example, nob_au's village of Pheonix has 80,000 warehouse/granary capacity and the following production:
Since the granary capacity is 80K and the crop deficit is -2133 per hour, NOB_au (or sitter) has to convert other resources to crop at least once every 36 hours. To minimise the cost, conversions are made when the crop levels get low and always take the balance up to 80K. You can decrease the amount of transactions needed by increasing the granary/warehouse capacity further as well. This is not done in Pheonix as the population is being kept delibrately low to make it less appealing to potential village thiefs.
Advanced Dependant Deficit operation
This is referred to as 'dependant' as it requires frequent deliveries of resources from other villages. In effect the village is dependant on feeder villages to allow it to operate at much larger crop deficits. This is how I will be running Amaterasu, and that is why it has 3 Ganaries (240,000 crop capacity) and 2 Warehouses (160,000 resource capacity).
Amaterasu is surrounded by 10 feeder villagers which can send bulk amount of resources in which are housed temporarily in Amaterasu's warehouse and then converted into crop using gold, of which it can store 240,000 capacity.
This means if I want to make one transaction per day, I can run Amaterasu at a deficit of -10,000 crop per hour (over 24 hours this equals the 240,000 capacity of the granary) as long as the feeder villages have no problems sending this amount in. Each feeder village makes approx 3600 resources per hour so this alone will use all the iron/wood/clay from 3 feeder villages. Crop in feeder villages is not counted as this supports their own defense troops.
This is a lot of messing around but what this means is that Amatarasu can run indefinately at -10,000 crop capacity per hour with a single gold transaction per day. As Amaterasu is already a 15 crop capital with level 12 crop feilds, this means she can support just under 20,000 crop worth of troops.
This is how people build devastating attack forces containing over 15,000 attack infantry with artillery.
***** Note - eventually Rastus had 7 level 20 granaries in his 15 cropper capital and had a 60K crop per hour army based out of it - which needed gold resource transactions twice a day.
Simple Independant Crop Deficit Operation
In it's simplest form, it just requires a single village with well developed warehouse, granary and strong production. You can sustain a negative crop production indefinately by logging in an converting other resources to crop at regular intervals.
For example, nob_au's village of Pheonix has 80,000 warehouse/granary capacity and the following production:
- Lumber: 1250 per hour
- Clay: 1250 per hour
- Iron: 1250 per hour
- Crop: -2113 per hour
Since the granary capacity is 80K and the crop deficit is -2133 per hour, NOB_au (or sitter) has to convert other resources to crop at least once every 36 hours. To minimise the cost, conversions are made when the crop levels get low and always take the balance up to 80K. You can decrease the amount of transactions needed by increasing the granary/warehouse capacity further as well. This is not done in Pheonix as the population is being kept delibrately low to make it less appealing to potential village thiefs.
Advanced Dependant Deficit operation
This is referred to as 'dependant' as it requires frequent deliveries of resources from other villages. In effect the village is dependant on feeder villages to allow it to operate at much larger crop deficits. This is how I will be running Amaterasu, and that is why it has 3 Ganaries (240,000 crop capacity) and 2 Warehouses (160,000 resource capacity).
Amaterasu is surrounded by 10 feeder villagers which can send bulk amount of resources in which are housed temporarily in Amaterasu's warehouse and then converted into crop using gold, of which it can store 240,000 capacity.
This means if I want to make one transaction per day, I can run Amaterasu at a deficit of -10,000 crop per hour (over 24 hours this equals the 240,000 capacity of the granary) as long as the feeder villages have no problems sending this amount in. Each feeder village makes approx 3600 resources per hour so this alone will use all the iron/wood/clay from 3 feeder villages. Crop in feeder villages is not counted as this supports their own defense troops.
This is a lot of messing around but what this means is that Amatarasu can run indefinately at -10,000 crop capacity per hour with a single gold transaction per day. As Amaterasu is already a 15 crop capital with level 12 crop feilds, this means she can support just under 20,000 crop worth of troops.
This is how people build devastating attack forces containing over 15,000 attack infantry with artillery.
***** Note - eventually Rastus had 7 level 20 granaries in his 15 cropper capital and had a 60K crop per hour army based out of it - which needed gold resource transactions twice a day.
Cropper Villages in Rise (Guide) [by Rastus]
All Rise members who get cropper villages should set them as their capital to ensure they do not fall into enemy hands. If you have multiple croppers ensure your 15 cropper is set as capital over your 9 cropper.
Avoid having multiple 15 croppers as non capital 15 croppers are a huge liability as everyone will want to steal it off you. This brings conflict not just on yourself but on Rise as a whole.
Occupying any cropper in the Rise Heartland carries a hefty responsibity as well, not only do you have to defend it against all comers, but, when war raises it's ugly head it is going to be the cropper owners with the huge attack/artillery forces who bear the brunt of the losses.
Also remember that although anyone is free to walk away from Rise at any time, cropper tiles in the Rise heartland will not go with you. Think about this last statement very hard before looking to set up on a cropper square in the heartland.
Not all Rise members will or can have croppers given our concentration, but those who do keep them have to be aware of the extra workload and responsibility associated with them.
Avoid having multiple 15 croppers as non capital 15 croppers are a huge liability as everyone will want to steal it off you. This brings conflict not just on yourself but on Rise as a whole.
Occupying any cropper in the Rise Heartland carries a hefty responsibity as well, not only do you have to defend it against all comers, but, when war raises it's ugly head it is going to be the cropper owners with the huge attack/artillery forces who bear the brunt of the losses.
Also remember that although anyone is free to walk away from Rise at any time, cropper tiles in the Rise heartland will not go with you. Think about this last statement very hard before looking to set up on a cropper square in the heartland.
Not all Rise members will or can have croppers given our concentration, but those who do keep them have to be aware of the extra workload and responsibility associated with them.
Rise Growth Strategy : Production (Guide) [by Rastus]
One thing to bear in mind in Rise is that our main strength is that we are all very close together. This enables us to be exceedingly good in defence of our heartland. The downside is that the pickings are very slim for raiding. This is only going to get worse.
There is only one way for a player to continue growing in such an enviroment, and that is to continually increase their own resource production. In Rise - your resource production is everything. If you have an account over 3 months old and are sitting back still on a single village with 300 odd population, you just are not getting it.
"But I have a really good army for my size"
Yes - fine, but what are you going to use it for? There is no-one to raid worth more than a pittance in income. You need to grow, you need your own production.
"Population isn't everything"
This is actually right, you never build anything you don't need as it chews into your "troops food". But, population is also a by-product of your production. A village fully maxed out with all resource feilds and multipliers plus the bare essentials will easily give you 500 pop - and you need to keep building more of them.
Low pop players who are stagnating for months on end are doing this simply because they are not raising their own resource production. They will forever be resourceless paupers.
Key to increasing your production is to continuously found new villages. You should branch out from your first village when all your resource feilds are level 8. When the 2nd village reaches level 8 resources feilds, it too should also branch out intop a 3rd village and so on. When you reach the Culture Point bottleneck - you then go back and raise the production in existing villages all the way to level 10 in all resources.
Each village should have all 4 resource modifier buildings pushed to level 5 when they are complete. It is impossible to stop growing if you are playing smart, though individual villages will reach maturity. You should always have growth occuring somewhere.
We are not a simcity alliance, but, be aware good soldiers are good builders. If you cannot get your head around building your production base up - you will never be a good soldier in this game.
There is only one way for a player to continue growing in such an enviroment, and that is to continually increase their own resource production. In Rise - your resource production is everything. If you have an account over 3 months old and are sitting back still on a single village with 300 odd population, you just are not getting it.
"But I have a really good army for my size"
Yes - fine, but what are you going to use it for? There is no-one to raid worth more than a pittance in income. You need to grow, you need your own production.
"Population isn't everything"
This is actually right, you never build anything you don't need as it chews into your "troops food". But, population is also a by-product of your production. A village fully maxed out with all resource feilds and multipliers plus the bare essentials will easily give you 500 pop - and you need to keep building more of them.
Low pop players who are stagnating for months on end are doing this simply because they are not raising their own resource production. They will forever be resourceless paupers.
Key to increasing your production is to continuously found new villages. You should branch out from your first village when all your resource feilds are level 8. When the 2nd village reaches level 8 resources feilds, it too should also branch out intop a 3rd village and so on. When you reach the Culture Point bottleneck - you then go back and raise the production in existing villages all the way to level 10 in all resources.
Each village should have all 4 resource modifier buildings pushed to level 5 when they are complete. It is impossible to stop growing if you are playing smart, though individual villages will reach maturity. You should always have growth occuring somewhere.
We are not a simcity alliance, but, be aware good soldiers are good builders. If you cannot get your head around building your production base up - you will never be a good soldier in this game.
Specialised and Feeder Villages (Guide) [by Rastus]
One thing to bear in mind is that you do not want to duplicate functions across all your villages. Every building you create in a village chews into its hourly crop production and reduces the amount of troops you can maintain. You only build the buildings you explicity need and only where they are needed, never build blindly.
It is good to specialise your villages for a certain function, and then surround these specialised villages with feeder villages whose sole purpose is to ship resources to the specialised villages so they can continue to perform that function continously without needing to wait for it's own resources to build up.
You may have a cavalry attack village, defensive cavalry village, a artillery village, a scout village and so on. What you don't want to do though is to make every single village of yours into inefficient 'all purpose blobs' whose population is so large that they cannot feild an effective fighting force because there is not enough crop surplus.
Each specialist village only builds the "skeleton" that each village has and the additional buildings needed for it's dedicated task. The "skeleton" village you build on is actually the blueprint for your feeder villages.
A completed feeder village only has all buildings needed for production, storage and shipping of resources, plus the ability to quickly produce it's own defensive infantry plus a level one stable to produce scouts.
My own completed feeder villages have the following:
And that is it - that is both a feeder village and the skeleton used to build your specialised villages. If you choose to specialise the above village, you only add the additional buildings needed for the added functionality. When you specialise a village, you demolish the crannies if you need extra building spaces.
Non specialised feeder villages are also used to build and store vast quantities of defensive infantry. Once you run low on hourly crop production in them then ship all extra wood, iron and clay into your specialised villages. It does pay to leave 200 or so free crop production in each village.
You also want many more feeder villages than specialised villages, given that they are also your defensive troop storage and allow your specialised village to operate at full capacity all the time.
Note - having a 9 cropper or 15 cropper is an exception to the rule, especially if it is a capital. You can specialise mutliple or even all functions into a single 9 or 15 cropper capital village and use all other villages as feeder villages until you reach a very high village count.
Another point is that your capital village should be your (only) artillery attack specialised village. Because this village can take resource feilds (crop!) to level 12 it will be able to support the ridiculous numbers of attack infantry needed to punch your artillery through defenders. If you have access to a cropper capital, this is absolutely perfect.
Rise players should not have multiple artillery attack villages unless they are friggin huge, and neither Galaxy or myself are near that large yet. Artillery is useless without a singular huge force of attack infantry to punch them through a target's defenders.
All Rise players though should end up with a huge amount of feeder villages, with their full stockpiles of defence infantry.
Also, never forget they should be all be very close together to enable them to all be able to mutually support each other. When you add this to the fact that all Rise players are close together, once we get our sh_t together we will be a force to be reckoned with.
********* Note - Teuton Feeder villages should build level 5 stables to enable the research and training of Paladins, as every Teutons should always defend with a mix of spearman and paladins into a balanced force. 4 spearman to 1 Paladin is a good defensive ratio.
*********Note - in a capital 15 cropper you do not need to build the Brickyard, Sawmill or Iron Foundary so gain 3 extra spots by omitting these. 15 croppers make so little of these resources the extra 25% means very little. A 15 cropper has feeder villages nearby to supply it with all it's lumber, clay and iron.
It is good to specialise your villages for a certain function, and then surround these specialised villages with feeder villages whose sole purpose is to ship resources to the specialised villages so they can continue to perform that function continously without needing to wait for it's own resources to build up.
You may have a cavalry attack village, defensive cavalry village, a artillery village, a scout village and so on. What you don't want to do though is to make every single village of yours into inefficient 'all purpose blobs' whose population is so large that they cannot feild an effective fighting force because there is not enough crop surplus.
Each specialist village only builds the "skeleton" that each village has and the additional buildings needed for it's dedicated task. The "skeleton" village you build on is actually the blueprint for your feeder villages.
A completed feeder village only has all buildings needed for production, storage and shipping of resources, plus the ability to quickly produce it's own defensive infantry plus a level one stable to produce scouts.
My own completed feeder villages have the following:
- - Level 10 Main Building
- - All resource feilds at level 10
- - Grain Mill, Bakery, Sawmill, Brickyard, Iron Foundry all at level 5
- - Level 20 Granary
- - Level 16 Warehouse
- - Level 20 Market Place
- - Level 5 Armoury
- - Level 5 Blacksmith
- - Level 10 Academy (to enable town hall)
- - Level 10 Barracks - Level 1 Stable (for scouts)
- - Level 1 Town Hall (I am continuously CP capped)
- - Level 10 Residence
- - Level 14 Palisade (will be raised to 20 eventually)
- - 3 different Level 10 crannies
- - Level one Rally Point
And that is it - that is both a feeder village and the skeleton used to build your specialised villages. If you choose to specialise the above village, you only add the additional buildings needed for the added functionality. When you specialise a village, you demolish the crannies if you need extra building spaces.
Non specialised feeder villages are also used to build and store vast quantities of defensive infantry. Once you run low on hourly crop production in them then ship all extra wood, iron and clay into your specialised villages. It does pay to leave 200 or so free crop production in each village.
You also want many more feeder villages than specialised villages, given that they are also your defensive troop storage and allow your specialised village to operate at full capacity all the time.
Note - having a 9 cropper or 15 cropper is an exception to the rule, especially if it is a capital. You can specialise mutliple or even all functions into a single 9 or 15 cropper capital village and use all other villages as feeder villages until you reach a very high village count.
Another point is that your capital village should be your (only) artillery attack specialised village. Because this village can take resource feilds (crop!) to level 12 it will be able to support the ridiculous numbers of attack infantry needed to punch your artillery through defenders. If you have access to a cropper capital, this is absolutely perfect.
Rise players should not have multiple artillery attack villages unless they are friggin huge, and neither Galaxy or myself are near that large yet. Artillery is useless without a singular huge force of attack infantry to punch them through a target's defenders.
All Rise players though should end up with a huge amount of feeder villages, with their full stockpiles of defence infantry.
Also, never forget they should be all be very close together to enable them to all be able to mutually support each other. When you add this to the fact that all Rise players are close together, once we get our sh_t together we will be a force to be reckoned with.
********* Note - Teuton Feeder villages should build level 5 stables to enable the research and training of Paladins, as every Teutons should always defend with a mix of spearman and paladins into a balanced force. 4 spearman to 1 Paladin is a good defensive ratio.
*********Note - in a capital 15 cropper you do not need to build the Brickyard, Sawmill or Iron Foundary so gain 3 extra spots by omitting these. 15 croppers make so little of these resources the extra 25% means very little. A 15 cropper has feeder villages nearby to supply it with all it's lumber, clay and iron.
Village Templates (Guide) [by Rastus]
Very small but useful tip - it is a good idea to keep the same floorplan for your feeder villages, ie, make sure the same buildings occupy the same spot in each village you make.
This sounds pedantic and useless until you get a lot of villages and then have to find where your market or barracks are each time you change to look at a different village.
Over the life of your account on this server - this one little tip will save you a LOT of time.
This sounds pedantic and useless until you get a lot of villages and then have to find where your market or barracks are each time you change to look at a different village.
Over the life of your account on this server - this one little tip will save you a LOT of time.
Building Residence or Palace (Guide) [by Rastus]
First thing to remember on a new server is that you never build a palace in your first village, you build a residence up to level 10 and then build your three settlers and found a new village.
You then build a residence up to level 10 in the second village so as to build three settlers there and then found your third village. You keep repeating this.
You just keep building level 10 residences UNTIL you are certain you know what village will be your new capital, and in that village you instead build a palace to level 10 instead of a residence.
How to know for certain which will be your capital? Well, a cropper tile will be ideal. If you get a 15 cropper this is an absolute no brainer, this is going to be your capital. If you get a 9 cropper, you need to decide whether your likely to snap up a 15 cropper nearby? if not, make the 9 cropper your capital to secure it.
If you have been beaten to the punch and there are no 9 or 15 croppers availiable nearby - you may be tempted to make a mundane square your capital... but, hold off. An alliance mate or neighbour may decide to quit the game tomorrow and your may need to move fast first to grab the vacant cropper, and then secure it by setting it as your capital.
Only if you are very very sure you wont get a cropper, or are not interested in croppers, should you set a mundane tile as your capital by building a palace. Let's face it, you already have your initial mundane tile as a captial without needing to build any palace.
You then build a residence up to level 10 in the second village so as to build three settlers there and then found your third village. You keep repeating this.
You just keep building level 10 residences UNTIL you are certain you know what village will be your new capital, and in that village you instead build a palace to level 10 instead of a residence.
How to know for certain which will be your capital? Well, a cropper tile will be ideal. If you get a 15 cropper this is an absolute no brainer, this is going to be your capital. If you get a 9 cropper, you need to decide whether your likely to snap up a 15 cropper nearby? if not, make the 9 cropper your capital to secure it.
If you have been beaten to the punch and there are no 9 or 15 croppers availiable nearby - you may be tempted to make a mundane square your capital... but, hold off. An alliance mate or neighbour may decide to quit the game tomorrow and your may need to move fast first to grab the vacant cropper, and then secure it by setting it as your capital.
Only if you are very very sure you wont get a cropper, or are not interested in croppers, should you set a mundane tile as your capital by building a palace. Let's face it, you already have your initial mundane tile as a captial without needing to build any palace.
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