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PostSubject: Lightwarriors Alliance Wikipedia   25th September 2007, 07:46

This topic is dedicated to several questions/doubts posted by LW members in Help forum, and with this try help future players that wish play Travian with Lightwarriors.

ABOUT NEW VILLAGES

What is needed to create (found) a new village?
To create (found) a new village you need one special unit, settlers.
You can create settlers at your palace and your residences.
The Palace permit the creation of 3 new villages, for each one you need 3 settlers. You can create settlers at lvl 10, 15 and 20.
The Residence permit the creation of 2 new villages, for each one you need 3 settlers. You can create settlers at lvl 10 and 20.

When I conquer a village, I will take the oases owned by that village?
The reply is no... but if no damage was done to the hero's mansion in the conquering action, will be possible conquer that oases for the village, using just your hero.


Last edited by on 25th September 2007, 08:40; edited 2 times in total
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PostSubject: Re: Lightwarriors Alliance Wikipedia   25th September 2007, 08:33

ABOUT HEROES

What is one good hero?
The idea of a good hero depends a lot of what you pretend to do with the hero.
At long time the best heroes are the ones with higher values in bonus status of defense and attack. And for this any kind of cheap unit is usefull.
At short time, for quick train, the best heroes are the ones with higher values in normal defense or normal attack. This kind of hero get stronger faster, but his price of revive gets expensive very fast.
You can't use rams, catapults, senators/chiefs and settlers to be a hero.

Some examples for each statistic of an hero:
- Offense:
One high value of offense is recommended to heroes created using units of attack
(Cheap Units: Axefighters / Swordfighters / Imperians)
(Expensive Units: Teuton Knights / Haeduan / Equites Caesaris)
This kind of heroes are normally easy to train, after win some lvls and some points spent in offense, they get strong enough to attack oases and win experience. At the beggining of game are very usefull to erase the small defenses of enemy villages. Cheaper is the hero, harder is to develop him.
- Defense:
One high value of defense is recommended to heroes created using units of defense
(Cheap Units: Spearfighters / Phalanxs / Legionnaire / Praetorian)
(Expensive Units: Paladins / Druidriders)
This kind of heroes is not so easy to train like offensive heroes, because most of the points you will win, depends of the attacks you can get. But are very usefull heroes in the beggining of game to erase the small groups of farmers that can attack. Cheaper is the hero, harder is to develop him.
- Off-Bonus:
The heroes focused in this statistic, are good heroes for long time use. Like the bonus will affect all the attack value of the troops that make company to hero, this can increase a lot your offensive power, depends of your army size. Like the increase is made by %, this means higher is your army, higher will be the increase of your offensive points. For this kind of hero, is recommended one cheap offensive unit, because the value of bonus will not be afected by the offense value.
- Def-Bonus:
The heroes focused in this statistic, are good heroes for long time use. Like the bonus will affect all the defense value of your own army that is with your hero, this can increase a lot your defensive power, depends of your army size. Like the increase is made by %, this means higher is your army, higher will be the increase of your defensive points. For this kind of hero, is recommended one cheap defensive unit, because the value of bonus will not be afected by the defense value.
- Regeneration:
No hero can be just focus in this statistic. But is always good find one good value to make your hero recover the most fast possible to permit that be more active in the offensive or defensive actions.
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PostSubject: Re: Lightwarriors Alliance Wikipedia   25th September 2007, 08:47

ABOUT BLACKSMITH/ARMOURY

The bonus of Blacksmith/Armoury are applied just to the village that own it, or to all my villages?
The Blacksmith/Armoury bonus are just applied to the village that own it. This mean that to get bonus in all villages you need build that buildings in all villages, and increase the lvls of the troops in all that villages too.

What happens if I destroy my Blacksmith/Armoury?
After destroy Blacksmith/Armoury in your villages, all lvls that you upgraded will remain until the end of the server.

Can I destroy my Blacksmith/Armoury after upgrade troops to maximum lvl (lvl 20)?
In villages where you already upgraded your troops to maximum lvls, the Blacksmith/Armoury are useless, so is recommended destroy it to construction of other buildings.
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PostSubject: Re: Lightwarriors Alliance Wikipedia   28th May 2008, 05:20

ABOUT CONQUERING A VILLAGE

Official Travian Help Link:
http://help.travian.com/index.php?type=faq&mod=528

Tips:

1. You cannot lower loyalty if
You do not have enough CP
They have residence
It is a capital

2. You can have more than 1 chief in 1 village
eg. 3 from capital (lvl 20 palace), and this will definitely increase your chances of capturing in one go - but make sure you don't let your chiefs get ambushed if you are sending from several different villages

3. You can send the chief along with the catapults
You can send the chief along with the catapults aiming the residence and clearing wave Very Happy This could reduce chance of ambush - especially if you have the troop advantage already anyway.

4. You can conquer your own village to free up slots
This is useful for letting capital have 3 chief for fast capping, or other attack base to have 2 chief. be careful that you lose all research when you capture your own village (although you do not lose 1 level from all building).

5. Be careful of number of waves
Be careful of number of waves if you are coordinating a one-time capture. if too many, you could capture your own village from yourself, or kill your own reinforcements, which is of course a waste Razz

6. The factors for loyalty are:
tribe of the attacker
It is said, that the normal percentage a senator/chief/chieftain takes is:
i) between 20-30% for romans (senator)
ii) between 20-25% for gauls and teutons (chief, chieftain)


a random factor
This factor seems to be +/- 2.5% for gauls/teutons and +/- 5% for romans.

big party/parties of the attacker
If the attacker has a big party in a village, you will get +5% for each senator from this village. This only works for senators from this village!

big party of the defender
If the defender is having a big party in the attacked village, the senator(s) work -5% for each senator. Note, the big party must be in the attacked village!

the difference of the total population between attacker and defender
This is the most unknown part. The values i said in point 1 (should) only work, when attacker and defender have the same total population (not only population of the attacking/defending villages!) or the defender has a bigger total population. If the defender is smaller, he gets something called "moral bonus". As bigger the difference is, as more bonus the defender gets (e.g., as less the senators will take down loyalty). I can't give you a exact value, but i had for example some chieftains (gaul), that took only 13% each without big parties of attacker or defender. When i remember correctly the defender had around 20% of the attackers population. As you can see, this moral bonus can influence the amount of loyalty pretty much.
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