• Good day, Stranger! — Are you new to our forums?

    Have I seen you here before? To participate in or to create forum discussions, you will need your own forum account. Register your account here!

Camping on Elementals chapter

FieryArien

Necromancer
When the military buildings shared a single training queue I also didn't build the Merc Camp
Oh, right! It was the shared queue why it wasn’t worth it for me to build the Merc Camp in a human city. Thanks for the reminder. ;-) If I were to start a new human city, I’d build it way earlier. At latest at 2* units. There’s now very little downside of having Merc Camp in the city.

@Raghalthor, you have an elven city (says elvenstats), so I’d really recommend you to try out Blossom Mages. The difference isn’t that pronounced in the first 10 provinces, but I’d say you’ll still notice something. And you actually do even more than 10 (says elvenstats). Just test them, you’ll see … ;-) In the worst case you’ll delete Merc Camp again. As opposed to Barracks Merc Cam can be deleted.
 

CrazyWizard

Shaman
Thanks for this CW, but for what I am planing, this will not impact me that much.

Like I mentioned, the merc camp is not worth it for me ATM. If I get to ch15, where I get all 3* merc troops, maybe that's when my merc troops are actually worth it.
Now, I'm only speaking from knowledge gathered from forum posts, because I haven't played the game before.
But ranger and toad are the best troops from merc camp. And exactly those are last to be evolved to 3*
So for me to plant merc camp, upgrade it, and waste supplies for specialised 1* troops, does not make a lot of sense.
Because I have 3* barracks troops that do a better job than 2* merc troops.
I only autofight....just to clear that too, in case you were wondering.

Now about the timewarp AW. It will make no difference to me, as I always manage to complete all tourneys provinces in the time given.
training grounds are just "free units" they are not the best units (wel cerberus is the best light melee, usefull but it still sucks)

What are the units you train depends a lot on the race you play.
For example frogs are nice if you have the strength advantage, but golems are better if you do not have, they also use different queue's

Just my personal example:
Barracks: Golems
Mercenary Camp: Ranger, blossom mage (tiny bit frogs tiny bit valorians)
Training Grounds: Dryads, Cerberus.

For an elf Ranger and blossom mage are the 2 best units in game and both are made in the mercenary camp.
If I was a human I most likely would go for:
Barracks: Priest
Mercenary Camp: Ranger , Frog Prince
Training Grounds: Cerberus, dryads.

btw you are very mistaken about the timewarp, the timewarp is NOT about being able to do 6 rounds, it's all about doing 6 rounds in a few hours.
With a maxed out timewarp your waiting time is 3 hours 12 minutes, with a level 1 polar bear 1 hour 36 minutes and with a maxed polar bear 0 seconds.

How is this relevant?
Well Combat buildings last 5 days, for example:
Saturday, Sunday, Monday, Tuesday, Wednesday

I hope you see it now, if you can play the tournaments in a few hours compacted you can use those combat buildings in 2 spires and 2 tournaments in 1 go. instead of needing a set for each week.

This means an extra 50-100% attack bonus for your ranger and blossom mage/priest + 50% HP bonus becomes a 150% attack bonus for each of them and +100% HP bonus for each tournament.
Because if the buildings last 2 tournaments, you can place double the buildings. for me thats 3 mage, 3 LR + 2 UUU and 1 dwarven armoury per set of 2 tournaments.
Combined with my wonders and fire bird this leads to +240% LR +240% mage +130% HP

This makes a huge difference and this is what makes ranger / blossom/ priest so ridiculously powerfull compared to your other units.
My unit use of for about 90% exclusively these 2 units because of this hulk smash idea. it does no longer matter they are not the best units, they just hulk smash everything to pieces.
 
Last edited:

Raghalthor

Spellcaster
Hmmm, that DOES make a lot of difference and sense to me now.
Thanks CW, I will think about this when I'm formulating my evil plans. :)
 

kurgkurg

Conjurer
For me Mercenary units are best, nothing to compare with others and Cerberus is not so good. Blossoms even in my small cities, with 1 star, are the most used units for me and this is better than priests also for humans.
And later all those other mercenary units are all the best in their own way.
But I'm the fighter, cater quite rarely.
 

Laurelin

Sorcerer
@Raghalthor : I'm also in Woodelves, playing slowly by average standards, and also primarily a fighter - although my slow playstyle means that I still don't have the advanced Merc Camp Troops, so I often have to Cater Tourney Provinces above 20, which I now need to complete (I'd avoid them otherwise) in order to Craft enough Combining Catalysts now that the distribution of Relics in Tournaments has been changed. One point I haven't seen raised yet is the fact that both Supplies and space (especially since it's best to keep Expansions to a minimum now) seem to run short for many players in the higher Chapters, so I've placed the Merc Camp not only to reserve its space and thereby avoid an unwanted reshuffle of what will, in a few Chapters' time, be much bigger and more awkwardly moved buildings, but also because I currently have plenty of Supplies, so I'm building up as many one-star Merc Camp Troops as I can while they're still affordable (Rangers and Blossom Mages only at my stage, ignoring the free Frogs from the Witch's Hut), so that I'll have a large number of Squads of them immediately available for use when they auto-level up once I finally complete their 2* and 3* Researches. I have so far built up a few hundred squads of Rangers and Blossom Mages in this way, and will start actually producing Frogs as well as soon as I unlock them, for the same reason.

I even find that there are some early fights in each Tourney/Spire which my 1* Merc Camp Troops can win much more easily than my 3* Barracks equivalents, although I'm careful with those more valuable Troops and I don't throw them into any battle where I'll lose more than a few, if any, Units.

Just another perspective, maybe?

PS : @FieryArien - Is there now a Forum prohibition on mentioning the fact that Elven Sorceresses are the most inferior Mage Unit in the game?
 

Gargon667

Mentor
Here are some thoughts:

No matter if you stop or continue: There is never a limit. If you put in more effort you will perform better. That effort can take many forms though, from being online more to learning how the game works, to learning how fighting works, to optimizing your city, to optimize your game play to even spend real money... All those things will make you perform better if you stay where you are and they will also make you perform if you continue to play more chapters.
And since all these factors interact it is hard to predict what happens "all else being equal", because all else is never equal.

If you want my personal opinion, then yes mid chapter 15 is the place for optimum tourney results. With optimum I mean highest possible average score (as well as highest max score), not highest efficiency (say time spent per point, if you want minimum effort/big score go for a tiny catering city).

Your decision is based on a few wrong assumptions though.

1. The "swords" you refer to are unfortunately a blatant lie. They do NOT say anything about real quality of a unit, the best info you can get is, if a unit is Good or bad. But five swords does not mean better than say 3 swords. It is rather random and I don´t even know what Inno is basing their sword numbers on. I don´t think it even (exclusively, although it must have something to do with it of course) based on the bonus units get against certain enemies... Anyway: Bottomline: Forget the swords, base your decisions on better data that that! If you put OK data in, you get an OK result, but not a good one.

2. Maybe connected to 1? Merc Camp is not useless, not even with 2 star units. Of course 3 star is better than 2 star, but not every 3 star is better than every 2 star. The very best unit in the Merc Camp is the blossom mage, which is a unit you completely forgot to think about. Even at 2 stars it is just as good as the 3star enchantress and it will depend on the situation (mostly the terrain and the the type of enemy) which one will perform better. The 3 star upgrade comes in chapter 14.
In general I would agree that regular 3 star archers are better than 2 star rangers, but again, not always.
Frogs are very different from Golems and both serve rather different purposes, so it is hard to even compare them. Best to have both, even when 3 star frogs are available.
But ignoring all of this: Even if you were right that the barrack troops are generally better (which they certainly are not), you would still benefit from having a Merc Camp. The quality of the troops is not the only consideration. Quantity counts, too! And having a Merc Camp (and a Training ground) will double (or triple) your troop quantity. More troops = more points, especially at the low tourney scores that you are talking about. Quantity without quality does become less relevant once you get to really high scores though, but that´s a topic for a later discussion.

3. Timewarp (end of chapter 14): You miss the most important effect of the timewarp. The convenience is of course nice, but they real punch it packs is a different one: And this is why the TWarp in my eyes is the single most important AW for tourneys in the game:
If you level it high enough (and additionally use the help of a Polar bear) you can reach a state where your cooldown time is so short that you can play the entire tourney (all 6 rounds) in 1 day. That in itself is not a big deal, however the spacing of the tourneys allows you to play 2 tourneys within 5 days: 1 on Staurday and then one again on Tuesday (that is only 4 days total!) And that means that every 5 day booster building suddenly can be used for 2 tourneys, which in effect DOUBLES all your 5 day boosters effect! That is the single biggest step you can take to higher tourney scores.

So these are the reasons why I believe mid 15 is the best place to stop research. However it is of course possible to stop at various places before that at least temporarily. I for example had a 6 months stay in the beginning of woodelves, just after the barracks upgrade research. That is also my advice for stopping places: Stop right after a barracks upgrade (best if you can even get the Merc Camp upgrade as well nowadays). You get the increased troop production, which will give you a boost. From then on your tourneys only get harder for the following 2 chapters, until you get the next barracks/Merc upgrade. It´s like an upwards sloping zigzag :) You get barrack/Merc in chapter 9, 11, 13 and 15.
As I said I stopped in 9 for 6 month (just after they invented PP spells and before they invented the spire), maxed out Needles and MM (plus Shrooms 16) there, but I still enjoyed my time parked there so I continued to upgrade GA, MH and PT there as well (although I might skip that part or at least keep them lower nowadays).
By the time I felt like continuing I had enough PP spells to short cut through all chapters till and including 15 (that took another 6 month). I haven´t moved since.
 

Raghalthor

Spellcaster
Thank the Gods for all of you. You really make this game to be more enjoyable.
Myself...I have an ideea about how the game works, but see?
There are always ppl who know way more than you, and this IS the single game I played, where the community is always willing to share their hard gained knowledge, without any expectation of a reward of some sort.
I tell you...the world could use more ppl like yourselves.
All this gave me an ideea...and I'll follow up with another post ;)
( I crave for attention :p )

Cheers to all of you!
 

Almondum

Spellcaster
3. Timewarp (end of chapter 14): You miss the most important effect of the timewarp. The convenience is of course nice, but they real punch it packs is a different one: And this is why the TWarp in my eyes is the single most important AW for tourneys in the game:
If you level it high enough (and additionally use the help of a Polar bear) you can reach a state where your cooldown time is so short that you can play the entire tourney (all 6 rounds) in 1 day. That in itself is not a big deal, however the spacing of the tourneys allows you to play 2 tourneys within 5 days: 1 on Staurday and then one again on Tuesday (that is only 4 days total!) And that means that every 5 day booster building suddenly can be used for 2 tourneys, which in effect DOUBLES all your 5 day boosters effect! That is the single biggest step you can take to higher tourney scores.

Thanks for sharing this! Sounds wonderful and I might try this. Although I have a weird feeling that this is getting nerfed very soon. It seems just too good to "stay" like it is.

Have fun,
Almond
 

Gargon667

Mentor
Thanks for sharing this! Sounds wonderful and I might try this. Although I have a weird feeling that this is getting nerfed very soon. It seems just too good to "stay" like it is.

Have fun,
Almond

It´s been like this since well chapter 14 and the original bear event, so about 2 years I guess? There´s not a lot of people doing this, because well it needs you to get a chapter 14 AW close to lvl 30. A lot of people could potentially do it, but very few are dedicated enough to go for it...
 
Top