This post is about 3 Tier Troop Research worlds. 3 tier worlds are more of a pain in the arse and make the time honoured simulator ineffective, or at very least in accurate, but it also makes the game a little more interesting. I used to avoid the 3t worlds like the plague, but have recently joined one and am getting used to it. I guess. Keep in mind that I'm an old schooler and don't particularly like the 3 Tier worlds.
So, the idea is that in your forge you have 10 "points" to allocate to increase the effectiveness of each of your troop type. Now you can revoke certain types to free up these points to customize your troops as you see fit, the points that you allocate effect all existing troops you have built - meaning if you build 1200 level 1 knights, you increase your knights to level 2 and build 200 more knights, all 1400 knights will be level 2. In the same breath, if you send 1000 lvl3 support to a city it defends at the lvl the city your defending currently at. So if you send lvl3 guards to a city that doesn't have guardians researched they'll defend at lvl1.
Now, each level increases the effectiveness of the troops and the details of this are located in your Forge in game. I had every intention to post what each one does, but they pretty much spell it out in game, and if you are reading this you are smart enough to follow what they have written in game - its pretty clear cut.
Now if you grow 50 level 3 scouts, then revoke the scouts to level 0 the 50 scouts already grown will work as level one, even though it shows level 0. This can be useful if you want to grow a few scouts in a city to farm effectively but still use your allocation points on other troops. This works for all troops, and can also be used to create false security in someone attacking you. If you have a few of each troop grown, then when you are scouted the person who is attacking may think you are daft and have all your troops at level one - he MAY not send enough troops to clear, and will be surprised when he gets there and all your defense troops are all at level 3. :) Good times.
Now for some reason you HAVE to have lancers allocated at lvl 1 in every city, which is a severe flaw in my opinion. But, I don't make the rules I just enforce them, so to customize your cities, its good to pair up and have an attack only city (level 3 Bezerkers, L3 Knights L3 Rams) with a defense city (L3 Lancers, L3 Sentries L3 Guards). The biggest flaw I've come across is that when you cap a new city you have to take the time to revoke what the person has allocated before you can build what you want. Its also douchey that you not only have allocation points but also have to spend an arse load of resources if you want to upgrade.
As you can tell I'm not a fan, but some ppl swear by the 3t worlds and well good for them. As I get more familiar with the Tier system I'll post tactics but for the short term, that's all she wrote. However it would be nice if they gave you the option to 'unresearch' the one tier worlds so those of us who have plus 60 cities can remember which cities were designated as attack cities and which were for defense. Like I said, I'm not the rule maker.
Good Hunting Friends :)
So, the idea is that in your forge you have 10 "points" to allocate to increase the effectiveness of each of your troop type. Now you can revoke certain types to free up these points to customize your troops as you see fit, the points that you allocate effect all existing troops you have built - meaning if you build 1200 level 1 knights, you increase your knights to level 2 and build 200 more knights, all 1400 knights will be level 2. In the same breath, if you send 1000 lvl3 support to a city it defends at the lvl the city your defending currently at. So if you send lvl3 guards to a city that doesn't have guardians researched they'll defend at lvl1.
Now, each level increases the effectiveness of the troops and the details of this are located in your Forge in game. I had every intention to post what each one does, but they pretty much spell it out in game, and if you are reading this you are smart enough to follow what they have written in game - its pretty clear cut.
Now if you grow 50 level 3 scouts, then revoke the scouts to level 0 the 50 scouts already grown will work as level one, even though it shows level 0. This can be useful if you want to grow a few scouts in a city to farm effectively but still use your allocation points on other troops. This works for all troops, and can also be used to create false security in someone attacking you. If you have a few of each troop grown, then when you are scouted the person who is attacking may think you are daft and have all your troops at level one - he MAY not send enough troops to clear, and will be surprised when he gets there and all your defense troops are all at level 3. :) Good times.
Now for some reason you HAVE to have lancers allocated at lvl 1 in every city, which is a severe flaw in my opinion. But, I don't make the rules I just enforce them, so to customize your cities, its good to pair up and have an attack only city (level 3 Bezerkers, L3 Knights L3 Rams) with a defense city (L3 Lancers, L3 Sentries L3 Guards). The biggest flaw I've come across is that when you cap a new city you have to take the time to revoke what the person has allocated before you can build what you want. Its also douchey that you not only have allocation points but also have to spend an arse load of resources if you want to upgrade.
As you can tell I'm not a fan, but some ppl swear by the 3t worlds and well good for them. As I get more familiar with the Tier system I'll post tactics but for the short term, that's all she wrote. However it would be nice if they gave you the option to 'unresearch' the one tier worlds so those of us who have plus 60 cities can remember which cities were designated as attack cities and which were for defense. Like I said, I'm not the rule maker.
Good Hunting Friends :)