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Jaymond
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Posts : 183
Join date : 2011-04-30
Age : 28
Location : Oregon

PostSubject: Imperial guide   Sun May 01, 2011 4:08 pm



How can this guide help me?

This guide was designed to help anoyne with a level 2 maproom to expand their empire and dominate their area. Whilst no strategy is perfect, this guide should provide you with enough information and advice to greatly help you.

Table of contents

1. Introduction
2. Expansion
2a. Takeover costs
2b. Starter kits
3. Outpost terrains
3a. Economic outposts
3b. Support outposts
3c. Attack outposts
4. Recyclers (No longer valid)
5. Neighbours
5a. Aggressive
5b. Peaceful
5c. Inactive
5b. Rival alliance
6. Dealing with enemies
7. Relocation
8. Epilogue

1. Introduction

New to the world map? Not sure where to start? Take a look around your area. It may take a few days to get used to what kind of area you are in. If you are near water, being slightly blocked off isn't necissarily a bad thing, and can even be an advantage. It allows you to concentrate the growth of your empire in one direction, and gives you plenty of beach hexes, but we will get to that later.

Having plenty of Kozus is always good, as it allows you to farm them. For more detail on Kozu farming, visit the apporpriate guide. Try not to take over too many Kozus as outposts; remember, even if you don't farm them, your neighbours may. Annoying your neighbours when new is not a good tactic.

Having someone with a lot of outposts near you is usualy bad, but you could use this to your advantage as well. If your concerned about their power, and don't want to get into a war your sure to win, message them. You may become find you have a common goal, but we will look at this in further detail later.

If your isolated, it just means you have plenty of breathing room. Expand quickly, those spots won't stay empty forever.

2. Expansion

You want to start expanding your empire as soon as possible to give you the edge when attacking. Here is an example map, showing how to expand:



As you can see, it's better to expand further out from your main yard first, to increase your area of influence. You can then later fill in the gaps to create a wall of outposts to better defend your base, if you so choose.

2a. Takeover costs

Your first 5 outposts will each cost 2mil. For every outpost after that, the cost will increase by an additional 2mil. However, it's not all bad; for every outpost you capture, your overall storage capacity is increased by 2mil. As you expand your empire, you will come to need the extra storage space.

One danger larger empires will face is a smaller empire taking one of your outposts. To take it back, you will have to pay significantly more resources than they did to capture it. This can turn into a real game of king of the hill, and can be fatal to players with many outposts. You can, if needed, use this tactic against someone with a large empire. However, bare in mind that they have more attacking strenght than you, and retaliation may be brutal.

2b. Starter kits

For most players, chosing the middle starter kit is often the best option, as it gives a decent amount of buildings while being affordable. Not that if you don't build anything on your outpost (with the exception of walls and traps) you will still have the option to build a starter kit when you re visit that outpost. Workeres can also be used while starter kits are building, so use this to your advantage.

3. Outpost terrains

Different terrains give outposts different advantages. Green hexes are generaly neutral, with only a slight advantage/disadvantage. Beach or sand hexes give players a quicker resource production. Hills or mountain hexes give players towers increased range. Using your knowledge of this, you can usualy categorise your outposts to make them more effective.

3a. Economic outposts

Beach outposts or outposts near your base are best used as economic outposts. An economic outpost is an outpost where resource production is the main focus, and defence is at a minimum. They are best left gaurded by other outposts however, as their capture is easier than standard outposts. Economic outposts are useful for players with few resources.

3b. support outposts

You can transfer monsters from one outpost to another (or your main yard) with no penalty. Support outposts use this to their advantage. They consist of a housing, hatcheries, and possibly a hatchery control center. All of which (including the outpost itself) are surrounded by towers. They don't have to be too high level. Support outposts consist of no resource gatherers, to put off attackers. They are used primarily for attacking support, as you can attack someone with all the monsters in range of the hex you are attacking, not just one outpost. Another advantage to support outposts is that they do not require starter kits to build sucessfuly.


A basic support outpost

3c. Attack outposts

Attack outposts are best placed on mountainous areas, to take advantage of the higher tower range. They take defence as a top priortity, and produce monsters of their own to capture other outposts. These should be mainly on the edge of your territory. It is often best to build a starter kit for attack outposts.

4. Recyclers

As their name suggests, recyclers recycle everything in an outpost they capture from another player, making it worthless. They target mainly built up outposts, and are extremley annoying. You can become a recycler yourself, though doing so is often frowned upon. Recyclers are the ninja of the world map.

Note: This section is no longer valid since the update that prevents recycling outposts

5. Neighbours

There are four types of neighbours in the world map:

1) Agressive
2) Peacful
3) Inactive
4) Rival alliance

This section will teach you how to deal with each one differently.

5a. Aggressive

Aggressive neighbours can be difficuilt to deal with, depending on the size of their empire. If they are all talk, don't hesitate to wipe them out. If, however, you can't handle the situation, then there is always the option of moving or recylcing oyur map. It seems like giving in, but it's better than being destroyed day after day. You could try to negotiate with them, but this often does not work.

5b. Peaceful

Peaceful neighbours usualy want to be left alone to fend for themselves. They don't expand excessivley, and are usualy casual gamers. You can respond to peaceful players by either negotiating with them; agreeing not to attack each other, or destroying them for resources; they are often easy targets.

5c. Inactive

Inactive players are the easiest to take advantage of, though it can at times be difficuilt to tell the difference between an inactive player and a peaceful player. You can either take all their outposts, or loot them, send them into DP and repeat. This is a good source of income.

5c. Rival alliance

Respond to rival alliances as our alliance leaders instruct. Rival alliances are usually dealt with by the strike team, but this may vary depending on the circumstance.

6. Dealing with enemies

Getting your enemy to recycle his/her maproom proves that you have suceeded in dealing with them, and puts them out of your way for good. Some ways to do this include attacking them constantly, but trying not to put them into DP, leaving them unprotected and ready to be attacked again once repaired. Another method involves destroying all of their monster housings whenever they make monsters, to leave them unable to retaliate for a while. If your trying to get your neighbour to recycle their map room or not, this is some sound advice to deal with your foes.

7. Relocation

In the world map, you can move to an outpost that you own for a cost of 30m, however doing so is unrecommended as this is a high price just to move potentially a few hexes, and you will also lose the outpost. If you want to move, another option is always to move to a freind's outpost at the cost of 10m. Doing this is recomeended if you are in a situation where you either have not got enough space to expand properly, are being constantly attacked and are unable of defeating your foe, or have simply not got enough/any farms in your area and would like to move to an area that has. You can request to join a friends outpost, or they can invite you. Moving via friends is also an essential part of the strike team's job; to move into an area, wreak havoc, and safely transfer out. Once one person has infiltrated an enemy location, they can then invite others to the outposts that they conquer. Note that inviting a frein to your outpost will also mean that you lose the outpost.

8. Epilogue

This guide is finished for now, but I may still add more as I think of it. Thanks for reading, hope it helped.



By Yard.

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