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!
At this moment, I'm squeezing 2 Spires into 5 days. It's a hard decision to choose between the two. I might have to increase the power of the troops first and then see how that goes.
Although I agree with this, it is a bit all or nothing. To do this needs a pretty much max timewarp; anything under around L25 and you can't do the 2 tourney's in one 5-day building duration and the strategy fails. Which is the way with the timewarp - it can change the way you do the tourney, but it's usually all or nothing for a particular effect. Adding a level at random may hurt rather than help.
Regarding this specifically: the better combat AW will always be beneficial for all players. You're in a situation where the cost of AW is quite high compared to average (Ch18, but moderate number of AW levels currently), but even so the benefits massively outweight the costs. For example upgrading needles and flying academy from 0 to 30 will add 15% to your squad size. But will add 100% to your 2 biggest troop sources - probably adding something like 60%-75% to your total troop training. Oh, and you'd get free mages and a LR damage boost as well.
So upgrades to wonders like needles, monastery, one of bulwark/shrooms, flying academy, toads and simia sapiens are always beneficial to level 30 (beyond L30 they sometimes give little benefit)
Some others (heroes forge, victory springs, pyramid) give similar benefits, but are aiding melee troops and the training camp - which tend to be the least useful. So whether these are worth it depends how much you think you'll use their troops. The squad size cost of them is not prohibitive.
Dragon Abbey may be less useful than it seems - mages are great, but you can get bigger damage boosts from the temporary buildings.
Regarding general strategy, I'd suggest:
Craft every combat building (ELR, MMM, UUU) in the MA that you can now. Even if not using them yet, there's no limit on how many you can store. These are crucial to success. And, before pushing hard, you can take time to figure out when you would use them. Different tournaments benefit from different ones.
I would also suggest removing almost all your culture buildings (not pop+culture ones) to increase your manufacturies as much as possible - having good production to be able to cater the tricky matchups is helpful. With fighting there is huge variability in cost - some enemy troop combinations you can beat almost without loss; others are painful no matter what you do.
And what Far Reach said about doing SOME manual fighting. The bonuses troops get against each other is not the whole story; the way the battle will play out matters.
Sounds like a good plan. Similar to my approach, for whatever that's worthSo far I've decided to max out my Monastery and then Simia. Also build more armories to increase my training size so I don't have to build AWs for that. We'll see how that goes, I might have to fine tune it.
I havent calculated for the most recent chapters buit also rankking point wise regular buildings are getting very close or surpass many wonders on a points per sq basis even when you look at the entire chainI'd agree with that Bubbles. There's one player in my FS who is dead-set on building every AW. When she gets to higher chapters and opens more provinces she may discover the downside to that approach.
The more I read and think about it, it seems that it's all about number of troops, time instants, bears, phoenixes and expiring boosts buildings. The benefit of too many AWs is questionable.