Walls are expensive decoration.

bingcrosby

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I find myself steamrolling over them and getting rolled over myself lol. I wonder if they'll ever attempt to balance offense and defense or keep this a strictly offensive game.
 

Tufqifo

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For real! A well-formed army just mows them down! On the other hand, when used properly, they do start to slow invaders down. I see a lot of people running 1 long wall around everything, and I almost pity them as I knock 1 piece down and loot freely. But if you make little walled chambers around each valued building individually, walls are 3-5 times as powerful - not that it means a lot, and you really have to prioritize, but it helps some.
 

mwedwards

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So far, I even find the towers as decoration. I'm at classical age and im almost maxed, getting ready to get to medieval probably tomorrow. I can't defend sh*t, if I hold more then 600k gold I'll be 5 stared the moment I leave the game. Does it get better in time?

It gets better as you hit late Med & GP. If you reduce your medal count to under 400 before logging out the steamrolling should slow to a trickle if not stop completely. Don't advance to the next age without upgrading everything you have first (incl. library techs).
 
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Maks Pyatigorsky

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So...first of all,walls are one of the most important aspects of this game,when you have lvl 6-7 walls,it's much harder to attack you, now when you build them don't build one big square around your base,try to build walls around each resource separately! So the enemy have to destroy more then one wall when they attack you. secondly spread your garrisons and stable's all over the map. yes walls are very expansive but when you use it right ,you will see the difference!
 

JuDomines

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I don't think spreading stable and garrisons over the map is the right thing to do. actually keep them close enough of each other results to sending big waves of defenders which is more likely to slow down an enemy.
 

Tekkaman Blade

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I don't think spreading stable and garrisons over the map is the right thing to do. actually keep them close enough of each other results to sending big waves of defenders which is more likely to slow down an enemy.
Actually I think putting all the garrisons and stables all on one side is a bad resource protecting base. A good base means 4 sides balanced which leaves no weak point for attacking. But a grouped garrison and stable base is a heavily skewed base. If enemy attack from this side, they will face a one time spawned big troops, then buildings get killed, no second wave. Meanwhile towers are on the other side, can't help but watching enemy take down all the resources. Game over man. Garrisons and stables are actually playing as a second level wall to distract enemy troops from focusing down your REAL denfense.
 

bingcrosby

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Actually I think putting all the garrisons and stables all on one side is a bad resource protecting base. A good base means 4 sides balanced which leaves no weak point for attacking. But a grouped garrison and stable base is a heavily skewed base. If enemy attack from this side, they will face a one time spawned big troops, then buildings get killed, no second wave. Meanwhile towers are on the other side, can't help but watching enemy take down all the resources. Game over man. Garrisons and stables are actually playing as a second level wall to distract enemy troops from focusing down your REAL denfense.
Exactly. Most of my towers are outside of walls because they are useless from a DPS perspective. My garrisons are the only thing that ever slows down a decent enemy.
 

Tufqifo

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Garrisons/stables are long range activated, and take a few seconds to charge. They should all be somewhat close together encircling the town center where they have time to cover all sides. This will also help maximize your Acropolis wonder, if chosen. Likewise catapults/mortars should be midway between center and edge to capitalize on their range and weaken and/or distract troops every step of the way. Towers and ballista towers should be coupled with one market/mill in a tight wall near the edge. This design allows you to put markets on opposite sides from each other, and mills opposing on a perpendicular line, avoiding a jackpot to rally toward. The combo of a wall, tower, and
 

Tufqifo

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...and 1/4 the loot (actually less) does make a decent barrier to slow them down awhile as you work on them from inside.
 

Redgar

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Try building or attacking a base with 10 'wall cells' and you'll see how it should work
 

bingcrosby

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So if I'm understanding correctly small "cell" bases are the best way to protect loot? With 3 mills and 3 markets how is this accomplished? I'll play around with some designs and see how things go.
 

Tufqifo

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You got it bingcrosby! I can't answer the 3 question from direct experience, but I'd spread the loot out the best I could, walled in little cells. If someome is after gold, for example, that still won't help them find a good loot jackpot to aim for. They'll have to take on the whole base, or settle for less!
 

twlabc123

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Walls are expensive, but definitely not decorations. High level walls can hold enemy's troop for longer time, which buys time for garrisons and stables and eventually even longer time for your defense tower.

Small cells are very good. Your goal is not to protect all your mills/markets. Instead, you should split you mills and markets in different cells (e.g. one mill + one market in each cell along with some defense buildings). In this way, even though some of your opponents can break through one or two cells, you are still able to keep some of your loot.

Just be patient and upgrade your buildings and walls one by one. The effects will slowly accumulate.
 
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