Walls, cost effectiveness

dbukalski

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Lvl10 walls 20600. Every lvl upgrade is 1800 from there. Lvl13 walls have 26000hp. And with kremlin its 31200hp walls...pretty nice
 

kokomango

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JuDomines. I've been a long time spectator on the forums and this post has compelled me to make an account and reply. Thank you for taking the time and effort to post something MEANINGFUL. I feel the vast majority of the forums is littered with complaints and your post is a much welcome change. To you post, I felt that level 10 wall had the highest ROI, it gave something like 500 hp for 200k (thats not exact but it definitely stood out) from that point it teeters off. In regards to farming, the sweet spot seems to be Kingdom3-1. There is no shortage of opponents and with regular balanced armies you will be able to farm opponents who frequently have 100k of some type of resource. That with the 40-80k victory bonus will allow you to advance more quickly. Finally maxed walls are definitely unreasonably priced, however like duk said its set that way for the hardcore players to achieve. Thanks again for the post, hope you found my comment helpful.
 
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EternalRookie

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Well...before space age, there will be ICBM tech that renders walls useless and in space age, you can teleport behind the walls :). Kidding aside, wall effectiveness drops with IA right? Air units hover and attack over targets unhindered by walls.
 
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dbukalski

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Ive been attacked by the little planes once since IA release. Walls havent dropped in effectiveness where im sitting
 

Redgar

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First, defense has very little value so far in terms of saving resources, may be more for keeping medals. We argued with dbuk once what will save you more gold max defense or max caravans. I still believe that max caravans win. Secondly, in that minimal defense value, walls have minimal effect and it will be even lower with time. Like in real life those walls became useless. And the last is huge value of walls starting from lvl10 and low hp increase. It saves you from wallbreakers better, but not everyone is using it. So it is a mostly a decorative element showing that you may a) cheat b) invest money like a fool c) actively play france exploiting a bug which builts units 90% faster on training blessing, instead of 20% faster
 

dbukalski

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Walls will probably matter more for alliance wars. Right now with people closing app on a loss u only have defeats in ur defense logs. But for alliance wars that probably wont work. And if they ever fix the close app bug then walls will matter a lot
 
G

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Nice post! I'm looking into the info we're putting into our wiki to see if these line up :)
 

dbukalski

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For alliance wars walls will matter is what i meant to say. Because for alliance wars the players will have a limited amount of attacks...1 per alliance member? 5? In either case closing app for alliance wars and losing one of those attacks will matter so then good defense will matter
 

dbukalski

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Even if it doesnr earn the deserved defense victory. The alliance which can successfully stop victories, turning them into close app wasted attacks will win
 

Haven

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Training blessing is 77% faster, add that to the french's 20% increase in training = what?! ... 97% and not a bug or glitch. The rest of the nations still get a 77% increase, so stop complaining or switch because it is not a bug. Read the in game description it describes this, stop reading the lies on wiki and other incorrect sites.
 
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Redgar

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20% faster army build is when my cannon builts 3,3 mins on training blessing and french is 20% faster. 30 seconds is 90% faster. It kills normal gameplay. They'll nerf it, you may hate me for that lol )))
 

Redgar

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I agree that they should find something in the gameplay for defense. But if you compare defensive upgrades to walls in overall defence strength... It may be doubtful. I have more issues with AW+Max generals than max walls for example.
 

dbukalski

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Yes max generals + aw is very potent. Doesnt change that a base with no walls vs max walls is much more deadly. And max walls dont happen on their own u have to grind them out or pay many thousands of $. Most people will stall out upgrading their walls somewhere between no walls and max walls. Each persons stall point deliniates the appropriate wall level for their stomach for grinding. Lowering the gold cost of walls so a certain % more of players can reach max walls just deprives the top % of players of a goal. The walls are purposefully taxing so that all spectrum of players have to push for them.
 

JuDomines

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I think it depends when you place the bar for victory. Personnaly I consider a battle is victorious only If I can get a least 2/3rd of my army back home AND i steal all the loot. Below 4-star I consider I did a poor job. This is my personal bar because it allows me to attack (play) often and keep pilling the resources needed for EA upgrade. In that light, attacking base the same level than me is not easy task and thzt's why I roll over GP base using my technological and troop capacity edge
 
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