Sunday, February 3, 2013

New Barbs

First the new barbarian system featured in the new standard worlds are completely different from what us golden girls are used to.



There is NO farming of barbs, don't make this costly mistake. Barbarians not only have troops, but rebuild them, so do not clear a barb unless you are completely ready to take it.
Here's a rundown to facilitate any vets or noobs that may stumble here. **Most of which I've personally verified as fact, however there are rumors and things I've heard from trusted long time friends that I believe to be true, but haven't personally witnessed. I will state as such. **

Biggest change is that you can now capture a barbarian city without a scholar. You heard me. Each barb is 100% loyal to its current native regime.

When you kill all troops in it, then repeatedly attack with a moderate force, I like 150 zerks or 250 lancers, you reduce the city's "influence".

Once you hit it enough times (you can not take off more then 20% influence per attack, so the more waves the better) and the native barbarian regime's influence reaches 0 -

You continue to attack, repeatedly, to "raise" your own influence to 100%. Once you reach 100% you "capture" the barb and can now build buildings, troops and rename the city.
However, once you cap your hold is only 50% as it takes 2% per hour to reach 100%... Um... Influenced...
Two (or more) people can reduce the native influence - meaning your guild mates can help you lower the initial influence, but it's up to you to increase it yourself.
More then one person can "raise" influence for themselves, whomever caps first, the others will have to reduce the new owners influence before raising their own again.

As I was saying, barbs build troops, but they ALL have a max of 100 Lancers, 150 Sentries and 50 bezerkers. They start the world with what you have, and VERY quickly build up to that quantity.

They have lvl 4 city hall - it is smart to level up this as soon as possible, as it makes your barb city, once capped, more loyal and so each hit from an enemy takes off less loyalty. Also opening your market is smart as new barbs don't hide resources. Which really sucks. Supporting your new barb with troops also works to increase influence regeneration, but how much difference either of these make is unknown.

While I'm talking about city hall for barbarians, I need to mention that it takes a ridiculously long time to build. **I have heard of a glitch that allows you to bypass this headache. Here's how it works: put on two city halls to build. Cancel the first one. The system reverts to lord city build times and voila! You're cooking in no time. Granted, you need a shit tonne of resources to pull this off, but if you've got the cheese, full steam ahead!   ***This glitch has been fixed by our wonderful dev's at Quark - gotta love how quickly they fix exploits but shit that's been broke for years just staaaaays broke! Great job guys!
Now once you have a captured a barb (i call mine QueenB) you'll notice somethings not quite the same... there is no stable or work shop no hiding place and no academy. None of these are available till you turn it into a lord city. If you want to turn this barbarian into a Lord City (that's what they call it) you need to send a scholar to support your barb. It takes time to build up loyalty, so don't do this as a quickie fix if someone is attacking you. Best defense is sentries, unless you have knights or guards in your lord city, but home grown def for barbs are definitely sentries. Scouts as defense is also smart, less your enemy can plan for the better. One last tidbit, if your lord cities get capped, your barbs revert to barbs immediately. They start growing troops again, and are no longer yours nor are they your new owner of your lord city. That's it kids. Basic new Barbie 101.