Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [103449] Updated, new, good Outpost guide
[-103449]
Hunts4 [None]
:: Feb. 24, 2014, 2:09 p.m.
This is an outpost guide, that has been transferred from the wrong section of the forum with many comments, so you can count this info I am going to tell you has been proved and revised by older players than me.
NOTE- OP=outpost
Also- this info is based on a player's style where they raid robber barons and other players, so they don't need a wood OP or a stone OP to get resources
Choosing an outpost
1.) Always choose food OPs.
2.) 8:2 food is better than 6:2 food
3.) When looking for an OP, look for one that is already developed first
Capturing an OP
1.) When capturing a new OP, there will be 15 civil guard on each flank and 65 in the keep (correct me if I am wrong)
2.) If you are capturing another player's OP (generally frowned upon) then make sure to read their alliance stats
3.) If you are going to take somebody else's OP, do not just spy on their OP but also on the castles and OPs of their alliance near you
4.) If you are attacking a player's OP whose main castle is in ruins, but has a strong alliance, notify the alliance and ask them if it is okay before taking it
5.) Send all offensive soldiers when attacking, and support later.
6.) since commanders travel faster than castellans, send a commander a few hours later to destroy most of the defensive units so that there will be no chance of loosing. If you time it correctly you can get the commander to arrive just before the castellan. (not necessary in some situations)
7.) Also... Once your castellan wins the attack on the outpost, you need to hold it for 24 hours before it becomes yours (and after those 24 hours some buildings turn to ruble)
8.) When taking an OP by force, you might want to attack it way ahead of time and see what your losses will be before you attack with you castellan.
9.) Make sure to also attack nearby castles in the OP's alliance to get rid of support.
Leaving an OP
1.) When leaving an OP,it will return back to its original state of wooden walls, level 1 keep and no expansions
2.) Offer for an alliance member to take it over if they want it (before you leave), so you work is not wasted
3.) retreat all of your soldiers and resources to main castle as they will disappear once the 24 hour leaving period is over
4.) You have 24 hours to leave an OP once you decide to leave it, so use those 24 hours to transport all resources and soldiers back to main castle
Defending an OP
1.) everybody has their own ways of defending, but I highly suggest taking first priority in defending you OP before you main castle. It is not possible to take over a castle, while you can take over an OP
Please comment if you thought this was helpful.
NOTE- OP=outpost
Also- this info is based on a player's style where they raid robber barons and other players, so they don't need a wood OP or a stone OP to get resources
Choosing an outpost
1.) Always choose food OPs.
2.) 8:2 food is better than 6:2 food
3.) When looking for an OP, look for one that is already developed first
Capturing an OP
1.) When capturing a new OP, there will be 15 civil guard on each flank and 65 in the keep (correct me if I am wrong)
2.) If you are capturing another player's OP (generally frowned upon) then make sure to read their alliance stats
3.) If you are going to take somebody else's OP, do not just spy on their OP but also on the castles and OPs of their alliance near you
4.) If you are attacking a player's OP whose main castle is in ruins, but has a strong alliance, notify the alliance and ask them if it is okay before taking it
5.) Send all offensive soldiers when attacking, and support later.
6.) since commanders travel faster than castellans, send a commander a few hours later to destroy most of the defensive units so that there will be no chance of loosing. If you time it correctly you can get the commander to arrive just before the castellan. (not necessary in some situations)
7.) Also... Once your castellan wins the attack on the outpost, you need to hold it for 24 hours before it becomes yours (and after those 24 hours some buildings turn to ruble)
8.) When taking an OP by force, you might want to attack it way ahead of time and see what your losses will be before you attack with you castellan.
9.) Make sure to also attack nearby castles in the OP's alliance to get rid of support.
Leaving an OP
1.) When leaving an OP,it will return back to its original state of wooden walls, level 1 keep and no expansions
2.) Offer for an alliance member to take it over if they want it (before you leave), so you work is not wasted
3.) retreat all of your soldiers and resources to main castle as they will disappear once the 24 hour leaving period is over
4.) You have 24 hours to leave an OP once you decide to leave it, so use those 24 hours to transport all resources and soldiers back to main castle
Defending an OP
1.) everybody has their own ways of defending, but I highly suggest taking first priority in defending you OP before you main castle. It is not possible to take over a castle, while you can take over an OP
Please comment if you thought this was helpful.
[1713562]
Urúvion (US1) [None]
:: Feb. 24, 2014, 5:09 p.m.
OK, number six in 'capturing an OP', are you trying to say that a player should send two attacks, one (with a commander) to clear out all the defenders, and the second (with the castellan) to capture the OP? I'm a little confused about that part.
Also, you might want to add that capturing an OP from another player will take 24 (?) hours (the time it takes to capture an OP can be reduced with castellan equipment), where as when capturing an unoccupied OP, you will not need to wait if your capture attack is successful. And when abandoning an OP, it will take 24 hours before it turns back (level 1 walls and keep with no buildings or towers).
Also, you might want to add that capturing an OP from another player will take 24 (?) hours (the time it takes to capture an OP can be reduced with castellan equipment), where as when capturing an unoccupied OP, you will not need to wait if your capture attack is successful. And when abandoning an OP, it will take 24 hours before it turns back (level 1 walls and keep with no buildings or towers).
[1713627]
Hunts4 [None]
:: Feb. 24, 2014, 8:03 p.m.
Thanks for the feedback. I have edited it.
[1713633]
Baldrick (GB1) [None]
:: Feb. 24, 2014, 8:10 p.m.
Depending on your position and strength, the attack may not be required when capturing an occupied outpost. It really depends whether it is a friendly take over or not.
I just capped a metropolis with a single army strong enough to kill the 1200 defenders that were there.
You also need to check the battle report of the first attack, if that is your plan, and see how many troops survived, this will dictate what size capturing army is needed. My advice would be to attack in advance, leaving enough time for a second attack if the first one fails, or it looks like your capture attack will fail.
If you are capturing a players outpost by force, be sure to send sufficient attacks to completely clear defenders and any support first.
I just capped a metropolis with a single army strong enough to kill the 1200 defenders that were there.
You also need to check the battle report of the first attack, if that is your plan, and see how many troops survived, this will dictate what size capturing army is needed. My advice would be to attack in advance, leaving enough time for a second attack if the first one fails, or it looks like your capture attack will fail.
If you are capturing a players outpost by force, be sure to send sufficient attacks to completely clear defenders and any support first.
[1715174]
Hunts4 [None]
:: Feb. 28, 2014, 8:55 p.m.
Okay, thanks, i have edited it.
[1721560]
deathsweeper (US1) [None]
:: March 12, 2014, 7:11 p.m.
also if you send an attack theres always like a 2 hour and 30 min cooldown before you can attack th same castle again. So the castlelan and commander has to be 3 hours apart to be sure you can get it
[1722230]
judge-fudge [None]
:: March 13, 2014, 5:29 p.m.
OK, so I have an OP that I captured and want to generate the most amount of resources. If it is a 6 food and 2 stone, what is the most amount of farmhouses and stone quarries I should have to get the best output of each?
[1724599]
cat402 [None]
:: March 17, 2014, 10:26 p.m.
Dich your outpost and get 8 food and 2 stone if you watn stone. You'll thank me for telling you that later in the game. I jsut did the same thing. I diched stone for more food. Always want food. Also, most players wil do the game equivelnt of killing you if you take thier outpost. Only steal from inactive players or ruins. Or be like my aliance and take sone's ouposts and farm them once they go inactive after booting them from the alilance.
[1724601]
Urúvion (US1) [None]
:: March 17, 2014, 10:33 p.m.
judge-fudge wrote: »OK, so I have an OP that I captured and want to generate the most amount of resources. If it is a 6 food and 2 stone, what is the most amount of farmhouses and stone quarries I should have to get the best output of each?
I'd say ten farms and six quarries to start out with, then build more farms later on, and don't forget to fill your Outpost with Decorations, they'll help with your production.