![]() ![]() You’re going for gain when farming, and you are competing with your neighbors after all, therefore you don’t normally care that someone else got there first. The initial thought might be that they form a category of their own, but they really don’t warrant it. Now tribalwars is a multiplayer game, so you most likely won’t be the only one farming so of course there is the issue of shared farms. Make sure though to keep some choice villages as future noble targets if possible. You’ll need to clear troops to get at the resources and ideally you scout and clear them while they are inactive, look at the section on “Active times” to get ideas on how to do that. These farms are the most risky targets but in exchange can have the highest payoffs. Inactive players can also suddenly reappear and cause trouble immediately, that’s not a possibility for “the powerless”. It is not that they can’t generate troops, but that the players aren’t around to do it. That is inactive villages can have troops, and if they have yet to be raided often enough they will if they are beyond a couple hundred points. So with the fairly weak you need to remember that farming is about financial gain and just because a player is weak doesn’t mean it’s worth farming them.Īt first glance this seems like “the powerless” but there is a key difference. As far as defense is concerned you can obliterate theirs with ease, but random troops a wall and morale can make these a pain. Also, unlike the extremely weak these players can make farming them non-worthwhile. They differ from the extremely weak in that they won’t be nearly as apathetic to getting attacked. These are the ideal farms because most people will avoid these slow growers due to fear of their tribes or hitting any form of active player, or simply fear of retaliation.įairly weak players refers to clearly active players that although grow steadily grow at what feels to be a very slow pace. ![]() Players with fewer than 200 points with scouts are very rare and so as a rule of thumb I assume anyone below this point level has no scouts. Note that 134 points is the minimum for the core of the world, to be more accurate a village that has not yet gained 106 points cannot have scouts. If you have scouts, any village that has not gained 134 points yet will not have scouts and so sending 1 scout to all these villages can show you people without troops that you can add to your farming roster. These are easy to pick out, because they have so few points. The next group of farms comes from players that are barely active and grow far slower then you. Now these villages might be spiked (discussed later) but this does not occur often, especially the further you are from the core (starting area of a world). A statue is 24 points and to make barracks you need hq 3 which comes out to 20 points, thus a village must gain 20 points to make its own troops. In order to make troops you need at the very least either a statue or a barracks. No matter when you start your hq is level 1. First and most obvious is when villages are abandoned and the second is villages that have not yet gained 20 points. To be explicit I will go over each one, how they differ from the others and how to spot them.īy powerless I mean as powerless as possible, so much so they cannot generate their own troops. I’ve found that any farm can be grouped into one of five categories.
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