WILDS/PLAINS
NOTE! YOU MUST ADD SUPPLY TROOPS AND OR WAGONS TO GET EVERYTHING FROM LEVEL 1 THROUGH LEVEL 3!
WILDERNESS
On wilds there are traps too. send a two wave attack. First wave of militia (same number as the number of traps) these will be lost to the traps. Second wave of the number of archers you need plus 1 militia. The militia is for keep your marching speeds of the two waves the same (troops always march the speed of their slowest member) You do not want your archers getting ahead of your militia and dying in the traps. Militia are cheap and quick to replace.
Traps are as follows in each level of wild:
Lv2 5 traps
Lv3 10 traps
Lv4 20 traps
Lv5 50 traps
Lv6 100 traps
Lv7 150 traps
Lv8 300 traps
Lv9 600 traps
Lv10 1200 traps
As you're all getting mightier, you will, no doubt, be conquering wilderness but may be suffering losses which can be minimized.
Follow these instructions to the letter and you will know exactly A) what troops you need to conquer a certain level wilderness. B) what losses to expect and pre-plan for.
*(remember On level 2 to 7 wilderness you can add 1 militia to the second wave that's for slow down the archers and make sure they dont overtake the first wave of attack.)
**(On level 8 to 10 wilderness add 1 ballista to militia wave to make timer similar.)
*** Make sure your 2nd wave hits the wild as as soon as possible after 1st wave, all traps will regenerate within 5 minutes.
**** Please also make sure your fletching lvl matches at least the ones given below for desired results.
Wilderness: send 2 waves from lvl 2 - 10.
lvl1 send 180 Militia lose 5 militia.
lvl2 (lvl2 Fletching) send 5 Militia, then 130 Archers* lose 5 militia.
lvl3 (lvl3 fletching) send 10 Militia, then 520 Archers* lose 10 Militia.
lvl4 (lvl4 fletching) send 20 Militia, then 1600 Archers* lose 20 Militia.
lvl5 (lvl5 fletching) send 50 Militia, then 2200 Archers* lose 50 Militia & 37 Archers.
lvl6 (lvl7 fletching) send 100 militia, then 3000 Archers* lose 100 militia.
lvl7 (lvl8 fletching) send 150 militia, then 6000 Archers* lose 150 Militia.
lvl8 (lvl9 Fletching) send 299 militia + 1 ballista**, then 9000 Archers & 900 Ballistae. lose 299 militia,1 archer & 1 ballista.
lvl9 (lvl10 fletching) send 599 Militia + 1 Ballista**, then 10k Archers + 2500 Ballista. lose 599 Militia, 1 Archer, & 1 Ballista.
lvl9 (lvl10 fletching) send 599 Militia + 1 Ballista**, then 13k Archers + 900 Ballista. lose 599 Militia, 2 Archer, & 1 Ballista.
lvl10 (lvl10 fletching) send 1199 Militia + 1 Catapult**, then 30k Archers + 2500 Catapults. lose 1199 Militia, 6 Archers, & 51 Catapults.
lvl10 (lvl10 fletching) send 1200 Militia + 1 Ballista**, then 10k Swords + 70k Archers + 2840 Ballistae. lose 1200 Militia, 1000 Archers & 401 Ballistae.
lvl10 (lvl10 fletching) send 1200 Militia, then 80k Archers + 1 Militia**. lose 1200 Militia, 2126 Archers.
WILDERNESS
On wilds there are traps too. send a two wave attack. First wave of militia (same number as the number of traps) these will be lost to the traps. Second wave of the number of archers you need plus 1 militia. The militia is for keep your marching speeds of the two waves the same (troops always march the speed of their slowest member) You do not want your archers getting ahead of your militia and dying in the traps. Militia are cheap and quick to replace.
Traps are as follows in each level of wild:
Lv2 5 traps
Lv3 10 traps
Lv4 20 traps
Lv5 50 traps
Lv6 100 traps
Lv7 150 traps
Lv8 300 traps
Lv9 600 traps
Lv10 1200 traps
As you're all getting mightier, you will, no doubt, be conquering wilderness but may be suffering losses which can be minimized.
Follow these instructions to the letter and you will know exactly A) what troops you need to conquer a certain level wilderness. B) what losses to expect and pre-plan for.
*(remember On level 2 to 7 wilderness you can add 1 militia to the second wave that's for slow down the archers and make sure they dont overtake the first wave of attack.)
**(On level 8 to 10 wilderness add 1 ballista to militia wave to make timer similar.)
*** Make sure your 2nd wave hits the wild as as soon as possible after 1st wave, all traps will regenerate within 5 minutes.
**** Please also make sure your fletching lvl matches at least the ones given below for desired results.
Wilderness: send 2 waves from lvl 2 - 10.
lvl1 send 180 Militia lose 5 militia.
lvl2 (lvl2 Fletching) send 5 Militia, then 130 Archers* lose 5 militia.
lvl3 (lvl3 fletching) send 10 Militia, then 520 Archers* lose 10 Militia.
lvl4 (lvl4 fletching) send 20 Militia, then 1600 Archers* lose 20 Militia.
lvl5 (lvl5 fletching) send 50 Militia, then 2200 Archers* lose 50 Militia & 37 Archers.
lvl6 (lvl7 fletching) send 100 militia, then 3000 Archers* lose 100 militia.
lvl7 (lvl8 fletching) send 150 militia, then 6000 Archers* lose 150 Militia.
lvl8 (lvl9 Fletching) send 299 militia + 1 ballista**, then 9000 Archers & 900 Ballistae. lose 299 militia,1 archer & 1 ballista.
lvl9 (lvl10 fletching) send 599 Militia + 1 Ballista**, then 10k Archers + 2500 Ballista. lose 599 Militia, 1 Archer, & 1 Ballista.
lvl9 (lvl10 fletching) send 599 Militia + 1 Ballista**, then 13k Archers + 900 Ballista. lose 599 Militia, 2 Archer, & 1 Ballista.
lvl10 (lvl10 fletching) send 1199 Militia + 1 Catapult**, then 30k Archers + 2500 Catapults. lose 1199 Militia, 6 Archers, & 51 Catapults.
lvl10 (lvl10 fletching) send 1200 Militia + 1 Ballista**, then 10k Swords + 70k Archers + 2840 Ballistae. lose 1200 Militia, 1000 Archers & 401 Ballistae.
lvl10 (lvl10 fletching) send 1200 Militia, then 80k Archers + 1 Militia**. lose 1200 Militia, 2126 Archers.