| 05/04/2011 9:58 pm |
 Administrator Junior Member

Regist.: 03/29/2011 Topics: 7 Posts: 0
 OFFLINE | Haypi tables
Fortified Points
Level: The level of the fort
Cats: Catapults needed to win
Resources: the total about of each resources each fort holds
Infantry: infantry needed to take all resources in one attack (soldiers).
*cats: the fort has catapults as well!
Forts
Lvl - cats - resources - infantry - *cats
1 - 215 - 50k - 2000
2 - 428 - 60k - 3000
3 - 855 - 80k - 4000
4 - 1410 - 100k - 5000
5 - 2170 - 130k - 6500
6 - 3782 - 160k - 8000 - *20
7 - 6255 - 200k - 10000 - *50
8 - 8708 - 300k - 15000 - *80
9 - 14115 - 400k - 20000 - *150
10 - 19830 - 500k - 25000 - *300
*Numbers based on the "10% Rule"*
NOTE: when farming I find the best way is to command all your troops to "wait" from round 1 if you have the recommended amount of catapults, they will be able to kill them with no losses.
Sequence to attack (Wait all the way, except if only cats left)
1. Cav (they should all die, else round 2 is also cav)
2. Inf (surprised? archers not in range
3. Archers
4. Inf/Cats (depending on shooting tech, anyway if you target cats and they are not in range, it will automatically attack Inf)
5. Inf (if there are no cats left)
Remember: every major title upgrade, or every 3 levels, you can hold 1 more sub city and 1 more fort
, also, the amount of oasis you can hold is: Your level divided by 2 and rounded up if needed.
Fort Regeneration Formula
Resources:
Level. Hourly/Max/Completion Hours
1. 2000/50000/25.00
2. 4000/60000/15.00
3. 6000/80000/13.33
4. 8000/100000/12.50
5. 10000/130000/13.00
6. 12000/160000/13.33
7. 14000/200000/14.29
8. 16000/300000/18.75
9. 18000/400000/22.22
10. 20000/500000/25.00
Formula for regeneration on armies.
Army:
Level. Hourly/Max/Completion Hours
1. 100/2000/20.00
2. 300/4000/13.33
3. 500/8000/16.00
4. 700/13000/18.57
5. 900/20000/22.22
6. 1100/35000/31.82
7. 1300/58000/44.62
8. 1500/80000/53.33
9. 1700/130000/76.47
10. 1900/180000/94.74
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round
Lvl 10 Traps Can Kill
120/36/144/40
DO NOT occupy the fort. I believe it is a measly $20/hr/lvl.
After destruction of turrets and traps, if you do not occupy it by attacking it 3 times consecutively, it will not regenerate. However, if you occupy it after 3 consecutive attacks and resign, the turrets and traps will be regenerated.
Scouting Details and Meaning
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundred" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10000
General Title Upgrade: Requirements & Benefits
Lvl Req SubCities Oasis Forts
1 0 0 1 0
2 200 0 1 0
3 630 0 2 0
4 1150-nugget. 1 2 1
5 2k 1 3 1
6 3.6k 1 3 1
7 6.5k-nug-gem 2 4 2
8 11.5k 2 4 2
9 20k 2 5 2
10 35k-gem-med 3 5 3
11 65k 3 6 3
12 115k 3 6 3
13 200k-med-scep 4 7 4
14 360k 4 7 4
15 650k 4 8 4
16 1.15M-3scep 5 8 5
17 2M 5 9 5
18 3.6M 5 9 5
19 6.5M-2scp-2crwn 6 10 6
20 11.5M-4scp-4Crn 6 10 6
Oasis Guide
Soldiers-Cavalry-Archers-Catapults
Oasis Level 1: 9-9-0-0
Cats to beat: 8
Oasis Level 2: 24-9-0-0
Cats to beat: 8
Oasis Level 3: 49-24-9-0
Cats to beat: 18
Oasis Level 4: 99-24-9-0
Cats to beat: 26
Oasis Level 5: 249-49-24-9
Cats to beat: 52 (Shooting Tech 1+)
Oasis Level 6: 499-49-24-24
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