Farming forts- how?
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That is some good info. Just wondering, what is the range on turrets?
Re: Farming forts- how?
Prak wrote:That is some good info. Just wondering, what is the range on turrets?
The range of turrets are based on your shooting tech
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Re: Farming forts- how?
nIcKrOx wrote:Why does everyone assume forts can only be farmed with cats?
Send about 1800 cavs if you have low tech/stats to a lvl 1 fort and dont command, i can send 1600 and lose 4 on the entire fort
If a person is asking how to farm a level 1 fort i'm not going to tell them to use cavalry. You can do it with just archers too if the fort doesn't have turrets(which only regenerate when a fort is resigned or the server goes in maintainence), but I didn't include that either. Also, who is everyone and why do we have to be assuming?
Also, my formula was wrong, LOL. I said to take the number of infantry,divide by six, and then divide the result by 330. I was apparently tired and i'll make this adjustment along with this part of this post. You need to add the health(150) and defense (75), multiply that by the number of infantry. There are 2000 infantry in a lv 1 fort so 2k times 225 is 450,000. Now take the 450,000 and divide it by 6=75,000. Then divide that result by 330=250. With no equipment, techs, or stat improvements, you will need 250 cats to take out this fort. The carrying capacity of each unit is the exact amount of resources each unit can carry. Cavalry have 100 CP (carrying capacity), Infantry have 80 carrying capacity, catapults and archers both have 40 carrying capacity. Just add up your carrying capacities and see if they equal the resource totals in the forts when you scout.
Remember the field range for this battle, if you have no addition to your range through techs will be 1,100. (800+300) So 1,100/150 (150 is base infantry speed used by fort infantry)=7.3. Meaning it will take the infantry 8 turns to reach you. Lv 1 forts don't have catapults so you only NEED two turns to take out additional troops. So 8-2 is 6 turns to take out the infantry. That is where I got the 6 in the above equation.

Your range is at minimum, 800. This means that the lv 1 turrets with a range of 600 and the field length boost of 300 that is automatic in every field, you can move 500 forward with your cats before they hit you, you will annihilate them before this if the fort even has them. In many servers you'll find that many unowned forts are farmed a lot and therefore may never have turrets/traps. If your speed is minimum, your cats will move 50 and their infantry will have moved twice because 1. their infantry will always be faster than your catapults and move first 2. your first attack will be on cavalry automatically. Meaning your second attack will hit infantry. As for archers (movement of 125) will only be at 250 on the second turn. You won't be able to hit them on the second turn unless you have over 50 speed for your catapults, which you better have!!
The well bred contradict other people. The wise contradict themselves~Wilde
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People seem not to see that their opinion of the world is also a confession of character~Emerson
RAGNAROK_5 S102
Advanced Guide
Prestige Chart
Crops/Scouting
Re: Farming forts- how?
A nice thread, got to learn many a thing. Thanx. But these formulaes are very hard. I am farming 3 lvl. 1 Fort rt now and with 250 inf. But it needs commanding. I use CIA method. Cav, inf, arch. I hardly loose anything. I send 500 cavs, and 2000 inf to carry the load but never use them in attacking. I am gaining easy resources that way.
e_viking
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server 51
e_viking
AMICUS
server 51

Re: Farming forts- how?
Erraven wrote:nIcKrOx wrote:Why does everyone assume forts can only be farmed with cats?
Send about 1800 cavs if you have low tech/stats to a lvl 1 fort and dont command, i can send 1600 and lose 4 on the entire fort
If a person is asking how to farm a level 1 fort i'm not going to tell them to use cavalry. You can do it with just archers too if the fort doesn't have turrets(which only regenerate when a fort is resigned or the server goes in maintainence), but I didn't include that either. Also, who is everyone and why do we have to be assuming?
Also, my formula was wrong, LOL. I said to take the number of infantry,divide by six, and then divide the result by 330. I was apparently tired and i'll make this adjustment along with this part of this post. You need to add the health(150) and defense (75), multiply that by the number of infantry. There are 2000 infantry in a lv 1 fort so 2k times 225 is 450,000. Now take the 450,000 and divide it by 6=75,000. Then divide that result by 330=250. With no equipment, techs, or stat improvements, you will need 250 cats to take out this fort. The carrying capacity of each unit is the exact amount of resources each unit can carry. Cavalry have 100 CP (carrying capacity), Infantry have 80 carrying capacity, catapults and archers both have 40 carrying capacity. Just add up your carrying capacities and see if they equal the resource totals in the forts when you scout.
Remember the field range for this battle, if you have no addition to your range through techs will be 1,100. (800+300) So 1,100/150 (150 is base infantry speed used by fort infantry)=7.3. Meaning it will take the infantry 8 turns to reach you. Lv 1 forts don't have catapults so you only NEED two turns to take out additional troops. So 8-2 is 6 turns to take out the infantry. That is where I got the 6 in the above equation.
Your range is at minimum, 800. This means that the lv 1 turrets with a range of 600 and the field length boost of 300 that is automatic in every field, you can move 500 forward with your cats before they hit you, you will annihilate them before this if the fort even has them. In many servers you'll find that many unowned forts are farmed a lot and therefore may never have turrets/traps. If your speed is minimum, your cats will move 50 and their infantry will have moved twice because 1. their infantry will always be faster than your catapults and move first 2. your first attack will be on cavalry automatically. Meaning your second attack will hit infantry. As for archers (movement of 125) will only be at 250 on the second turn. You won't be able to hit them on the second turn unless you have over 50 speed for your catapults, which you better have!!
thank you going to use it from the next time

Re: Farming forts- how?
Beasthealz wrote:Prak wrote:That is some good info. Just wondering, what is the range on turrets?
The range of turrets are based on your shooting tech
Sorry, turret's range is not based on shooting tech but turret level, with each level adding 50 more range to the base range of a lvl 1 at 600.
Shooting tech does not effect turret range AT ALL.
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Re: Farming forts- how?
Guys look at the date of post before you two posted
18- Oct - 2010 lot of new information and new strategies have come out since then.
18- Oct - 2010 lot of new information and new strategies have come out since then.
"It doesn't matter how angered or annoyed you get by a person, if all your going to do is copy them and reply in a similar manner, then just don't bother"
"The excitement is in the curiosity of not know ; the knowing it self is no fun"
"The excitement is in the curiosity of not know ; the knowing it self is no fun"
Re: Farming forts- how?
I've conquered a fort like over 3 times alrdy but it never gave me.. All it said was that royalty was 30?? What does it mean?? I mean I didn't lose any of my army.. Why the system won't give the fort to me~~~~?????

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Re: Farming forts- how?
It wasn't royalty, it was loyalty, and if you attack a fort 3 times in quick succesion you will take the fort (every time you win a battle against a fort it drops 40 loyalty, max loyalty is 100, and once it reaches 0 you take it as long as you have room for it)
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-----------------------------------------
\-Haypi Monster-/
Server2-Lvl 19
May his noodly appendages keep us from floating up to the sky.
Ramen.
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Re: Farming forts- how?
nIcKrOx wrote:It wasn't royalty, it was loyalty, and if you attack a fort 3 times in quick succesion you will take the fort (every time you win a battle against a fort it drops 40 loyalty, max loyalty is 100, and once it reaches 0 you take it as long as you have room for it)
Ahh that's some extra info right there! Now the question is, how u lower their loyalty down to zero at once??
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