Tuesday, May 7, 2013


4. CASTLE BUILDING GUIDE
By Iceburgh - iceburghorc@gmail.com

Military Cities vs. Castles

Whether you decide to build a military city or castle, they should be identical except for the castle itself.  A lvl 10 castle provides 10 additional commands and allows you to recruit three times as many troops.  I’ll summarize the different types below and give you the pros and cons.

Defensive City – Defensive cities will cap out around 80K troops.  The advantage of a defensive city is that they are safe from attack.  You can also place them on water without any danger from enemy navy.  Generally when you do not have the upper hand on a continent you may need some defensive cities.

Defensive Castle – Defensive castles give you the ability to create many 3x the troop strength as a defensive city.   However, they have the negative side effect of being a target for attack.  Because you cannot move units out of a city that is under siege, it is a common strategy to siege a known defensive city early in an attack so that the troops cannot support other cities.

Offensive City – Offensive cities are not very common but and when they are built the purposes is for raiding dungeons or bosses.  In this respect they are great for gold generation.  The best unit for this type of city is the berserker.

Offensive Castle – The purpose of the offensive castle is to attack enemies.  During peace time they also make great raiding cities.  The downside is they must have support cities or castles to cover the defense.

In this guide, I will be discussing how to efficiently build CASTLES. Military cities will be pretty much the same, but do not need full walls/towers (save for 2 lookouts).

CASTLE PLACEMENT - CLUSTERING

1. Always try to build castles and cities close to your hubs and defensive castles (3 hours max). This allows for quick transfer of resources and speedy defensive support if attacked. Also, the more TS in an area the more higher level dungeons pop up... this will greatly improve your raiding options.

2. Castles with good raiding troops (Zerks, Rangers/Guardians and Paladins) will need warehouses in which to store the loot from raiding, and markets to ship it back to your hubs. Find a good balance so you are not wasting resources from returning raids due to overcapacity.

3. Make sure you can defend yourself. You will need various types of defensive castles around to adequately do this (Rangers/Guardians, Templars, Paladin, etc). Keep in mind how many castles you need to defend and how dangerous your continent may be.

Setting ministers

To ensure your castle is firing on all cylinders, set the ministers to do the work for you:

1. Set Build Minister to upgrade all building types automatically
2. Set Defense Minister to recruit the castle to its full TS capacity automatically (e.g. 300k zerks)
3. Set Trade Minister to keep the castle stocked to preferred amounts at all times. Resources will come as always from your HUB. Set all resources above these limits to be sent back to the hub for redistribution

Essential Castle Buildings

Hideout:  Commonly overlooked but ESSENTIAL building. By having one hideout in your castle, you are not able to completely starved out from an enemy plunder. If your food reaches 0 at any time, 10% of the troops within that castle (including supporting troops from allies if under siege at the time) will immediately die, losing another 10% every hour afterward. Give you and your teammates some time to react and send food by having ONE of these in here to avoid “insta-starvation.”

Warehouses:  Needed in all military cities/castles to store the resources necessary to build your city, and to recruit and feed troops. 2 Warehouses should be all you need as long as your supplying hub is within a few hours (especially depending on food consumption/h!). To increase food production further, you can place a Mill touching them.

Markets:  If you wish to raid and plunder with this castle/city, you will need markets to supply the carts necessary to ship the res back to your hub for distribution. This is a MUST in zerk and knight castles, as raiding is the best way to produce resources for your empire.

Trinsic Temple:  A MUST for offensive castles (except Siege Equipment + War Galleon castles), if you wish to train barons and capture enemy castles using this castle. Not needed in defense castles.

Moonglow:  You don’t want to lose your hard-earned resources from raids and plunders due to over capacity, therefore, in all raiding castles (typically Zerks, Knights and Paladins) build one moonglow tower which will auto-purify any incoming resources that exceed storage capacity.


7-Step Castle Building

Step 1: Choose a layout

Once you have decided what type of castle you are going to build, find a decent layout and plug it into your city overlay. This is the one I will use here: http://louopt.com/USoA (3 sec zerk castle).

Step 2: Clearing the way

Destroy any and all resource nodes that are in the way of your layout. Simple enough. This can be done gradually as you need the spots for buildings, or all in one go, depending on your schedule/preference. I personally like to get recruitment buildings up and recruiting as soon as possible in the early game.

Step 3: Groundwork

Upgrade the town hall to lvl4, place 38 cottages and 2 warehouses. Level all of those to 3 or 4 and then take the TH to 5. Place 10 more cottages and your city should look something like this.

http://louopt.com/fToA

How far you upgrade the cottages is up to you, I prefer to get to at 3000% construction speed. You could go with a bit less or a bit more but it's a good solid speed to build at. After getting the Construction speed % up, level the TH to 10 and we can move on to the fun stuff!

Step 4: Recruitment Buildings

After getting your construction speed up to par it is time to place your recruitment buildings as shown in the layout and level them all to 10, as they take much longer than barracks. Now you should have something like this.

http://louopt.com/xToA

This is just a basic layout of a 3 second zerk castle.  You’ll want to start recruitment ASAP, so add barracks as you need the space for new troops.

Step 5: Barracks, Hideout, Markets

Continue building the barracks in your layout and recruiting troops.  Also build one hideout (touching as many wood nodes as possible) to prevent starvation by enemies.  This will safeguard some food in the event of a plunder, so your food doesn’t instantly hit 0 and starve your troops. Every castle must have a hideout!

Step 6: Walls/Towers

Now you want to put up your defenses in preparation of castling. You want to get this done now while your CS% is still high and before you open yourself up to assault/siege. So walls/towers need to go to 10 now.

IMPORTANT: Every castle MUST HAVE level 10 walls 2 lookout towers.

The rest of the towers are up to you, but I recommend something like:

10 ranger towers
6 guardian towers
6 templar towers

This is the point in the castle construction that you will go through the most stone...towers are very expensive to make but have a short construction time so make sure to be ready to send lots of carts to your castle.

Step 7: Castling and Completion

You should be well on your way with recruitment now and if the coast is clear it's time to put up the castle building. If you're unsure if you are ready for this talk to an officer, explain your army situation and ask for advice. Continue the process of knocking down cottages and building barracks until the layout is complete:

e.g. http://louopt.com/YNoA

Grats on a completed castle and enjoy!


5. Lord of Ultima: PvP Guide


How Combat Works
   

Golden Rule: Do not use Defense for Attacking, Do not use Offense for Defending

The important thing to realize here is that the defensive values that you see when hovering
over a unit are ONLY used during defense. When you attack with a defensive unit, it only uses their “Attack against units” value, which is low for all defensive troop types. For example, if you use Rangers to attack Zerks you do not have an advantage. Similarly, offensive troops have very low defensive values. So offense should never be used as defense.

How Defensive Damage is Calculated

The second thing I want to point out is how the defense is calculated. An AVERAGE defensive
value is obtained from all of the units on Def. This means that when you throw a crappy unit on defense such as any Offensive unit or Rangers vs. Cavalry, you are bringing down the average DEF power vs. that troop type. This may be hard to understand but you will be better off using 100K crossbow vs. 200K Knights then 100K Crossbow and 100K Rangers (weak vs. cavalry). Yes, you will kill more knights with the second group but your own losses will be worse.
(Note: 64% of each defending troop type died in this attack)

Taking Damage:  Damage is always evenly distributed to all defensive troops. The damage taken is calculated as a group, and then it is simply divided amongst the rest. So, when you attack a castle that has lots of Sloops with Mages, you are not going to kill more Sloops than other units simply because it is weak vs. Mages. You will kill the exact same % of all troops. However, since there ARE Sloops the average DEF vs. Mages of the group is lowered and all units will receive more damage. This is why you shouldn’t use OFF troops or the wrong type of defense on DEF. You are simply killing more of everything by increasing the opponent’s attack power.
PvP Combat

Going to region view, click on any other player’s
city or castle.  On the left a new screen will
appear:

Here is shown the move time from my city to the targeted
city for all unit types. Click on “Send army.”

Scout = Scouts
Cavalry = Knights, Warlocks, Paladin and Xbows
Infantry = Zerks, Mages, Rangers, Guardians, Templars
Siege engine = Rams, Catapults and Ballistas (very slow!)
Baron = Baron (very slow!)
Carts = how fast you can send resources by carts



As can be seen above, there are four types of PvP options. Assault, Plunder, Scout and Siege. To perform any of these actions, you must have a castle in your city.

NOTE: All types can be used on a Castle, Assault and Siege cannot be used on cities without a castle.

Assault: Your troops attack ONCE with force (Strongest battle intensity 50%)
Siege: Your troops attack with minimal force, but CONTINUE to attack once an hour until the siege is cancelled or the troops are killed.  As long as the siege survives, troops currently in the defending castle will be locked in (cannot move) (Battle intensity 10%)
Plunder: Your troops attack ONCE with minimal force, but all surviving troops loot the target’s resources to their full loot capacity (Battle intensity 10%, defender only gets 10% of the dmg)
Scout: Your scouts attack ONCE, and fight only enemy scouts (if there are any). If successful you will receive a full report. Only scouts can perform this. (Battle intensity 50%)

-If the remaining attacker Scouts are >= 4x remaining defending, Report shows: All units, resources, defense structures and buildings
-If the remaining attacker Scouts are >= 2x remaining defending, Report shows: All units, resources and defense structures
-If the remaining attacker Scouts are >= 1x remaining defnding, Report shows: All units and resources
-If at least one scout survives, Report shows: All units

Offensive PvP

NIGHT PROTECTION:

The best times to attack are from 10:00:00-22:00:00 server time because of “Night Protection.” While it is still technically possible to attack during Night Protection hours, the penalties are very harsh.  It works as follows:

●     From 00:00:00 to 08:00:00 server time “night protection” the power of attack is reduced by 40%.
●     From 08:00:00 to 10:00:00 server time “night protection” is gradually reduced from 40% back to 0%.
●     From 22:00 to 00:00:00 server time “night protection” slowly increases from 0-40%.
●     During these periods, the damage to buildings and fortifications will be reduced by the same value.
●     During these periods, the growth of Barons’ power to claim a sieged city will be reduced by as much as 90%.
●     Protection is in effect for any attack against players: Assault, Siege, Plunder and Scout.
●     The protection only matters for player-owned cities. Dungeons and lawless cities will not get any protection.

For these reasons it is highly advisable not to attack other players during Night Protection if possible (though you may be able to catch some people off guard if you know what you’re doing).

HOW SAME-SECOND ATTACKS ARE PROCESSED

The server will process troop movements that arrive at a target at the same second in this order:

1. Defensive support arrives
2. Assaults hit
3. Sieges hit

The attacker can send Assaults and Sieges to arrive at the same second, but the Assaults will always register BEFORE the Siege. Since Defensive support arrives before attacks, all defense that arrives that second will have to face all attacks set for that second. This will influence how we plan our offense and defense, as discussed later.

FAKE ATTACKS - VERY IMPORTANT

Before you read on, it is important that you understand the concept of “Faking.” When attacking a person, realize that on their end they will only see a few things: a) when the attack arrives, b) what castle it is from and c) when the attack was spotted by their lookout towers. They do not necessarily know what kind of troops are being sent (unless they guess from the travel time, or know what type of castle you are sending from - discussed in the Defensive PvP section later), and there is no way for them to really know how MANY troops are coming their way.

Because of this we can confuse the enemy by creating duplicate fake attacks. Every attack you set against the main target can be made to look the exact same way on 2-3 other targets (or more) regardless of the TS amounts. Here is an example:

Real Target:   Full Zerk assault from (your castle at 123:456) at 10:00:00,
Full Knight assault from (your castle at 123:457) at 10:00:00
Full Catapult siege from  (your castle at 123:458) at 10:00:00

2-5 Fake Targets:  Minimum TS (1.5-2.5k TS) Zerk assault from (123:456) at 10:00:00
        Minimum TS (1.5-2.5k TS) Knight assault from (123:457) at 10:00:00
                    Minimum TS (1.5-2.5k TS) Catapult siege from  (123:458) at 10:00:00

On the enemies side (and to all his allies watching) the attacks on each target will look exactly the same! As they don’t know which is the real attack, they are now forced to either split their defense between all the targets, guess and hope for the best or wait till the attacks have already landed. Make sure you use the same castles for both the fakes and real attack.

Now imagine if a whole alliance executes this plan on over 40 castles at the same time... how does an alliance prepare for that when their defense board is lit up with 300+ attacks, some fakes, some real? Whether fake or real, splitting up their defense is ALWAYS a good thing as one target is very easy to defend.

HOW TO DESTROY AND CAPTURE ENEMY CASTLES

The end goal of any war is to remove the enemy.  There are two ways of doing it, either by capturing with a baron (“Baron sieging”) or destroying the buildings in an enemy’s castle with Catapults or War Galleons (What we call “7pting”). As Barons and Catapults travel extremely slow, your enemy will have lots of time to react (very often over 8 hours depending on distance), so do pick several fake targets as well to throw them off!

7-pting (Castle destruction)

You can destroy the buildings within an enemy city with Catapults or War Galleons. They should be sent as a Siege, as then they will be able to hit the castle every hour until all that is left is a lvl 1 Castle and a lvl 1 Townhall (a castle worth 7 score). The enemy will still own the city however and any troops originating from that city that still survive (whether on support at another city or otherwise) will continue to exist. Putting it on Siege rather than Assault also reduces the blow to your Catapults from enemy defense that may be within the city (damage effect on buildings is the same for both Assault and Siege).

Clearing Assaults: It is important to prevent your catapults from hitting into enemy defense. This can be done by sending clearing Assaults to hit on the same second as the catapult siege, since Assaults are processed before Sieges. Use Zerks, Knights, Mages and Warlocks for this.

Supporting Sieges:  Because Assaults only hit once and return home, it may also be smart to have a siege of Zerks, Knights or Mages accompany the catapult siege on the same second throughout the entirety of the siege should defense show up. This is not as necessary if you have enough Catapults to 7pt it in 1-2 ticks.

Timing is EXTREMELY important: Again, be sure to time these Assaults for the same second as the Sieges using the war minister so that there is no gap of time between the clearing assault and your catapults. This is because the enemy may try to time their defense to appear on the same second your Catapults hit (thus avoiding any clearing Assaults on previous seconds) and catch you by surprise. This is why I suggest a basic 7pt plan to look like this:

Clearing assault(s) at 10:00:00 server time
Catapult siege at 10:00:00 server time                                             SETTING UP ATTACKS:
Possible Supporting sieges at 10:00:00                                 With the war minister, you can set your attacks to land at a specific time by selecting “Arrival time” from the bottom left drop down menu. Set when you want it to hit and fire away. Attacks will not launch until the required time. Make sure the troops will be idle in the city for the time of departure or the attack will not launch.
Baron Sieging (Castle capture)

You can attempt to capture an enemy castle by recruiting a baron in a castle and sieging an enemy castle with it. Because barons are weak, it is important to send a large amount of troops WITH it in the same siege as “padding” (e.g. 300k zerks + barons).  It is also good to send 2 or more barons in the case 1 of them dies. If ALL the barons die, power of claim is reduced to 0. As long as there is at least ONE baron the Power of Claim will continue as normal (more barons does not mean faster claim percentage).

Baron sieges will hit the target every hour until you cancel the siege or capture the city.  Depending on the success of each hourly siege “tick,” the power of claim over the city will rise or fall by a certain percentage. If the claim percentage reaches 100%, the castle is yours. The base claim percentage for a baron is 10% per siege “tick” but you can improve your claim percentage by researching Baron: City Capture Bonus, the effects of which are seen in the above report (24% per tick)... (Please note that there is a further bonus from Palaces here).

Clearing assault(s) at 10:00:00 server time (Zerks, Knights and/or Mages)
Baron siege (e.g. Zerks + Baron) at 10:00:00 server time
Regular sieges (Zerks, Knights and/or Mages) at 10:00:00

It is advisable to send supporting “Regular sieges” on the same second as the Baron siege. It will help kill defense that is brought in to stop the city from being captured.

The Baron siege continues each hourly tick (11:00:00, 12:00:00, etc.) until captured. If defense is brought in and begins to make the claim percentage drop, you will need to send more clearing Assaults to throughout the day to assist if you are to have a chance of taking the city. This is
where speedy troops like Knights and Warlocks are handy.
Small Ball Tactics

There are several ways to harass the enemy in a single sitting in an effort to kill enemy troops, however, your targets will need to be fairly close to your attacking castles for them to be effective. My personal favorite is “Lock-in sieges.”

How to Lock-in Siege

1. Send minimum TS sieges (should be around 1.5-2.5k TS) to multiple castles in the area.
2. If these sieges survive after their first hit, which is likely, you will be able to see the siege report to find out what enemy troops are in the castle. Any troops originating from that castle are now LOCKED IN until your siege is fully dead or recalled by you.
3. Send large assaults of countering troop types and watch the carnage. For instance if you locked in a bunch of rangers, send your knights. If you locked in a bunch of offensive troops send any kind of offensive troop to kill it for easy purries!
4. Be careful, if the player or his teammate is on to send defensive support you may be in for a surprise yourself. Therefore the key is pulling this off as quickly as possible to catch them off-guard.

Scouting and Plundering

You can scout enemy cities/castles to see if they are open for plundering. For military cities, if you can get their food balance to 0, you instantly kill 10% of their troops. They will continue to lose 10% until all troops are gone or if food is sent into the city/castle. Raiding nets you more resources than plundering, so unless you’re able to go for the quick starve I wouldn’t bother.

Defensive PvP Techniques

The reason I began with Offensive PvP is because good players will do the very same things to you. Now that you recognize their “schemes,” how can we best defend against these shenanigans?

UNDER ATTACK!


If the double swords are flashing red, you are under attack! In red brackets (3) is the total number of attacks on your whole alliance, next to that is how many attacks are on YOU - in this case 1.  Click on the swords to find out more about the attack:


Here you can see several things about the attack, the most important being Arrival time (Arrives/Next Wave), the Source of the attack (Castle that is attacking you) and when the attack was Spotted.  If you have 2 fully upgraded lookout towers (a must in every castle), they will have a large enough range to spot any land attack the second it started marching.  Since this castle does, we know that the attacking troops launched from the enemy’s castle at 19:07:27 server time. All this information will be key to what we do next.

How to find out what kind of troops are coming at you

To find out what kind of troop is coming at you, you can do several things. First select the enemy city. Are there any successful scout reports from you or your alliance there? If so, scroll down to the bottom of the report to take a look at the recruitment buildings that are inside the city. As can be seen in the report below, there are 180 levels of training grounds in the city (18 lvl 10 training grounds). So it is capable of training Zerks, Rangers and Guardians very quickly. Because it is attacking you, it is safe to assume that it is a Zerk castle, and that Zerks are coming your way.
Checking travel times: If you don’t have a good scout report or wish to double-check, first make sure you are inside your city that is being attacked. Then go select the Attacker’s castle on region view. This familiar menu should pop up on the left of your screen:

Now its time to do the math: Since the attack left at 19:07:27 and arrives at 19:43:30, that means the attacker’s units have a travel time of 36 minutes from their castle to yours.

On the menu here we can see that between my castle and the Attacker’s castle (“Pepperoni”) my Infantry have a 36 minute travel time. This will be the same time for the enemy (however, keep in mind that the travel speed of YOUR troops may differ ever so slightly from theirs because of research bonuses).

Congrats, you now know for sure that some infantry is coming your way. There are two types of offensive infantry, Zerks and Mages, so this narrows it down. (If you find the travel time to indicate Cavalry, the two types of offensive units are Knights and Warlocks).

Note: Remember that attacks travel only as fast as their slowest troop, so there IS a possibility of faster troop types being in the attack. HOWEVER, this is highly unlikely from a player in a larger, more experienced alliance, as any castle worth building should have only one recruitment building type and therefore can only efficiently recruit one type of offensive unit).

IMPORTANT: ALWAYS CHECK TO SEE IF THERE ARE CATAPULTS OR BARONS TRAVELLING TOWARDS YOU, THIS MEANS THE ENEMY IS TRYING TO 7PT OR BARON SIEGE YOUR CASTLE (more on this in the next section)

HOW TO REACT

Dodging

If you are still unsure of the troop type and the attack is moving at infantry speed or faster, the best thing to do is to dodge. This means emptying the castle of all troops and sending them to support nearby friendly cities. You do not want to defend against an unknown enemy. Worst case you lose some resources to an assault which is much better than having a large force of rangers/guardians wiped out by mages. So don't get trapped with troops at home.

Defending

If you DO know what troop type is coming then you can prepare a nice surprise for your enemy. Each offensive unit has at least one foil. Berserkers lose to Rangers, Mages/Warlocks lose to Templars/Pallies, and Knights lose to Guardians/Crossbowmen. If you own any of these units send them to your castle and ask for any nearby alliance members who also have these units to send them as support.

Do not defend with the wrong troop types, that will lead to unnecessary losses which is a waste of time and resources. The only time you need several TYPES of counter defense (e.g. Rangers, Guardians, Paladin, Ballista, etc.) is if the attacker is sending different troop types within the same few seconds (e.g. Zerks, Knights AND Mages), in which case you can not just pick one type of defensive unit to stop it. This is what a good player usually does, so look out for it and be sure to have all the necessary types of defense available nearby. The other scenario is when you desperately need to stop a 7pt attempt or Baron siege.

Also do not defend with a small amount of TS. If you are at the point in the game where people are sending out 300k TS assaults, defending with anything less than 200k defense is simply not going to cut it.


Using Horns

When sending troops that you absolutely need to get there fast, you can use a horn item to double the travel speed. However, you should check the horn that your rank allows you to use and see what the maximum TS it can double is.

For example, if you are Emperor you can horn 100K TS with one horn. So, if you absolutely need to get there fast, don’t send more than 100K TS at once. If you have 200K to send, break it up into two parties. If you use the Emperor horn on 200K TS it will only go 50% faster. But if you use 2 of these horns on two 100K TS parties then both go 100% faster.

Spotting and Stopping an Incoming 7pt

If you know that Catapults are coming at you, as confirmed by a scout report on the attacking castle and checking the travel times, the enemy is attempting to 7pt your castle!

As we know, it is not smart to send catapults without clearing waves first. It is easy to stop a 7pt plan that has the clearing waves on a different second as the siege as seen here:

Clearing Assault(s) at 10:00:00 server time (Zerks, Knights or Mages)
Catapult Siege at 10:00:01 server time
Possible Supporting Sieges at 10:00:01 (Zerks, Knights or Mages)

In the case above, you need to decide whether you or nearby allies have enough defense to get there for when the Catapults hit at 10:00:01.  Sending it to arrive on the exact second the Catapults hit will cause the enemy clearing assaults 1 second prior (10:00:00) to hit nothing (as you should dodge them), and your incoming defense will meet the catapult siege head on in full force at 10:00:01.      

If the Assaults are on the same second as the Catapult siege (a good 7pt plan):

Clearing Assault(s) at 10:00:00 server time (Zerks, Knights or Mages)
Catapult Siege at 10:00:00 server time
Possible Supporting Sieges at 10:00:00 (Zerks, Knights or Mages)

Either muster up enough defense to stop both the Assaults AND Siege at 10:00:00, or dodge the first tick and have it arrive on the next tick of the Catapult siege (11:00:00) since the Assaults only hit once (at 10:00:00).
                                               
Remember that depending on the amount of enemy Catapults sent your Castle could potentially be 7pted within 2 ticks, so unless you can get defense there within the time period it takes to 7pt you fully, it is too late and not worth the effort (especially if help is needed elsewhere!).

Spotting and Stopping an Incoming Baron Siege

If you know that a Baron is travelling towards you, then the enemy is trying to Baron Siege (take) your castle!

NOTE: The only way to see that a Baron Siege is coming is to check the travel times as shown on the menu (so always be sure to check!!!).

As we know, it is not smart to send Baron sieges without clearing waves first. Here is what a good Baron Siege plan looks like:

Clearing Assault(s) at 10:00:00 server time (Zerks, Knights, Mages)
Baron Siege (e.g. Zerks + Barons) at 10:00:00 server time
Possible Supporting Sieges at 10:00:00 (Zerks, Knights, Mages)

It takes many hours of Baron Sieging to capture a city, depending on the Attacker’s claim percentage/h. For this reason, you will most often see Baron Sieges set to arrive around the 10:00:00 hour, as soon as Night Protection is fully lifted for the day.  This will give the Attacker from 10:00-22:00 server time to Baron Siege without penalties.

Base claim percentage is 10%, therefore, at the beginning of the game it will take at least 10 hours to take a castle. Later in the game, players will have researched this to as high as 20%, and may have an extra bonus from their alliance’s Compassion palaces.

Below I will discuss the technique for stopping Baron sieges, called “Baron Sniping.”

BARON SNIPING IN 4 STEPS (Its all in the timing, baby)

STEP 1: Dodge first tick of Assaults + Sieges (rendering the initial enemy Assaults useless)

STEP 2:  Read the Baron Siege report after it lands. Find out how many ticks until the enemy will take your castle at the current rate. This will give you a timetable to work from. With a Claim percentage of 29%/tick, the Baron Siege below will take the city in 3 more Siege ticks, meaning we need to get enough defense in there before 13:00:28 to stop it.








STEP 3: Find out how much defense you and your allies can possibly get into the city within that time frame and have it all land for the SAME tick (do NOT filter it in slowly between several ticks; small amounts of TS will not stop the claim from going up, and certainly will not kill the Barons). Rather aim for as late a tick as is convenient so you can gather the most amount of defense inside AT THE SAME TIME. Try to have it all land on the same second as the Baron in the case the attacker sets up a clearing Assault for that tick 1 second prior or earlier.

STEP 4: Send your defense for the decided time using the “Arrival time” option from the drop down menu. If the baron dies that tick, you have successfully sniped it!

If you cannot get enough defense within that time frame (even with horns), but can get enough there for 1-2 ticks later, you can slow down  the claim percentage a bit by throwing in a decent amount of troops. While it will not necessarily stop it from going up, it may lessen the Claim percentage rate enough to give the extra hour or two you need to get more defense there, or even push it into Night Protection where Attackers do not want to go (penalties start to kick in at 22:00!).

ALLIANCE SUPPORT

You cannot fight a war on your own. You and your alliance will need to work as a team if you hope to compete with other experienced alliances. Here I will discuss how to respond to attacks on your alliance as a whole.

READ THE DEFENSE BOARDS!


Make sure to check the ‘Incoming Attacks’ board whenever you log in. Attacks can happen at any time, and while we hope that members can fend for themselves, sometimes they are not online or are getting overwhelmed. Notice above that there are 0 attacks on you, however, there are (6) attacks against your alliance elsewhere, so lets go see who needs help by clicking on the flashing double swords.





Looks like your alliance mate Divet might be taking a beating from InevGlitch of Organized Chaos. He has 6 Siege attacks on Divet at two of his castles, C42_06 and C42_09. Click on each castle to see all the attacks that have landed on them so far, and whether there are any Baron sieges or Catapults on them. From here you can coordinate defense with your alliance mates as you would on any of your cities, as discussed previously.

Using the Defense History Board/Prioritizing

Sometimes the Incoming attacks board is so filled with attacks and it is too tedious to click on each individual city.








Use the ‘Defense History’ tab to locate targets that need help quicker. As always look for recent Baron sieges and 7pt attempts (check “Last attack” to ensure it is recent). Baron sieges are listed as such under ‘Attack Type.’ 7 pts can be recognized by looking at the ‘Building Damage’ column. As can be seen below, one of Divet’s castles has taken over 10 million Building damage. That large amount of damage means it has already been 7pted.

There is also a Baron siege on Divet, second on the list. So far it seems it is in our favor, with the enemy Attacker having lost 135k TS to our 75k. You could send defense here to help, but you have to prioritize with what defense you have available.

More important is the Baron siege 2nd from the bottom. There is no defense in the castle (as there have been no losses listed)! Click on the cities to see recent reports and latest claim percentage of the baron.  From there, decipher what defense you should send as support. Try to snipe that baron!


6.  Skiotha’s Fantabulous Guide to Hubs and Palaces

I am going to give a quick rundown of how to properly build and manage both personal and palace hubs. I will include pictures for those who have trouble with big words.

What is a hub?

A hub is a city built specifically to store and dispense resources.

There are two types of hubs, personal or primary hubs, and palace hubs, and they have some slight differences which I will discuss below.

Personal Hubs

Personal hubs, or primary hubs, are built to manage and supply all the rest of your cities and castles.

Every resource city should automatically deliver any extra resources that it produces to your primary hub. Every castle should automatically deliver any resources gained through raiding to your primary hub. Likewise, when a city or castle is in need of a certain resource, it sends a request to the hub asking for it.

The hub, in turn, stores all these resources until a city or castle requests from it. When it receives a request for resources, the hub ships out the desired amount to the target city, if it is able. If the hub’s resources reach the maximum storage capacity, it purifies a set amount to bring it down to acceptable levels and keep any resources from going to waste.

This is all done through proper setup of the Trade Minister.

Palace Hubs

Palace hubs are designed with the sole purpose of storing wood and stone, and delivering them to palaces during periods of enlightenment. They do not purify or deliver resources to anywhere other than palaces, and any resources not being used by palace hubs simply stay in storage until needed.

Palace hubs are filled automatically from a palace feeder using the trade minister, however the deliveries are handled on an individual basis by the player.



Personal Hub Layouts

The layouts for the two types of hubs are very similar, with only minor differences between them.

For a personal hub, the basic layout is this: http://louopt.com/RY4C



As you can see, you don’t need more than 10-12 million storage capacity at the high end. The reason for this is because resources should be constantly flowing in and out of the hub and if you find that you are consistently maxing out your storage capacity, it generally means you need to be building more cities or doing more research. There is no reason to be sitting on a large amount of resources in a primary hub when you could be purifying it or sending it out to your cities or to alliance cities.

The limiting factor to hubs is almost always how much resources it can move out at a moments notice, and that is determined by carts. The more carts (and boats), the better. You generally want to have at a very minimum 10,000-11,000 carts.

As you get bigger, and have more cities and castles to manage, sometimes one main hub will struggle to support every one of your cities on a continent. When this happens, it can be useful to have 2 main hubs, each focusing on 2 resources.

An example of what one of these hubs would look like is here: http://louopt.com/p34C

You will notice that because it is focused only on 2 resources, that less storage buildings overall are needed, and you can build more total carts. This allows your hub to service a larger area.

Usually, if located in a central location to the rest of your cities, this hub will be able to support all the rest of your cities for an entire continent. Add a second hub with the same layout, but focused on the other 2 resources, and you have all your resource management needs met with only 2 hubs.

Whether you go with one or two primary hubs is a matter of personal preference and either way will work out ok if you stick with these layout concepts and have your trade minister set up properly.

Palace Hubs - Feeder

Palace hubs are a little more complicated, for 2 reasons.

1. You need to manually send out deliveries of resources from them to the target palaces rather than having the minister handle it.

2. You need to set up a proper feeder/draw system to ensure that your palaces fill up properly without tying up your carts.

Number 1 should be pretty self explanatory. When a palace is enlightened, you need to go to each of your palace hubs and send out as many resources as you can to fill that palace.

Number 2 is a bit more complicated, and I will explain.

There are 2 types of palace hubs that you will build. A feeder hub and a storage hub. The purpose of the feeder hub is to collect all the extra stone and wood from your resource cities and raiding castles, and distribute it to your palace storage hubs.

A feeder hub looks like this: http://louopt.com/664C



You will notice a couple things about this hub. For starters it only stores wood and stone. This is because palaces, of course, only need wood and stone, so there is no point in storing iron and food. Secondly, there are no harbours. This is because generally we will not build any palaces on the water, and so there is no need for ships when you could be using that space for carts. Lastly, this feeder hub has a moonglow, and higher levels of storage capacity than a typical personal or palace hub. This will be explained further below.

The purpose of a feeder hub is to serve as a gathering point for all your excess wood and stone. There are 2 ways of doing this, one is very simple, while the other requires a complicated set up but provides much more effective results.

Option 1: You have all excess stone and wood from your personal hubs sent to this feeder, this is the most simple and direct way to fill your palace hubs, and only excess stone and wood that your other cities are not using will get sent from the personal hub to this one.
Option 2: This involves more setup time, and every new resource city and raiding castle will need to have its trade minister settings adjusted, but it is the more effective way of filling your palace hubs as fast as possible, and by late game everyone should be converted to this method.

With this method, you set every individual resource and castle city to ship all wood and stone to your palace feeder hub instead of your personal hub.

Then you set your palace feeder hub to ship all overflow of wood and stone to your personal hub.

In general, the 2nd option, while more effective at filling palace hubs, also means that your personal hub is not filling up with wood and stone as fast, therefore it is not a good choice unless you have many self sufficient cities and castles and don’t have a big draw on your hubs. This is usually later in the game and most players will switch from option 1 to option 2 at some point in the late game rather than starting directly with option 2.

Palace Hubs - Storage

The purpose of storage hubs is to store large amounts of wood and stone, and more importantly, to be able to ship large amounts of wood and stone to palaces during enlightenment periods.

A storage hub looks like this: http://louopt.com/F9

One thing you may notice, and where many people make mistakes with hubs, is that there is relatively little storage capacity. 10-13 mil is the target you will be shooting for with a palace storage hub, and no more. Why is this? This is because it is absolutely useless to have wood and stone that you cannot send out to the palace.

Having 13-15k carts means that when a palace enlightens, you will be able to send out 13-15 million res with one click. If you have 25 million resources stored, but not enough carts to send it, those resources are essentially wasted.

Now clearly this storage hub will fill up rather quickly once your resources really get flowing in the late game.

When you find that your storage hub is filling up faster than you are sending the resources out to palaces, that means it is time to build another storage hub. Likewise, as the new hub fills up, you build a new one, and so on and so on. In the late game it is normal to have 6, 8 or even more storage hubs on each continent that you inhabit. Each storage hub that you add means more resources that you can contribute to a palace in one shot.

Resource Flow - Managing your hubs

Now the last thing I am going to talk about is how to establish the flow of resources between your feeder and storage palace hubs.

As mentioned above, to fill the feeder hub there is 2 methods, however, to fill the storage hubs, there is one method that is most effective.

Each of your storage hubs will be set, with the trade minister, to request resources from the feeder hub, up to the max storage capacity. Once a storage hub is full, it will stop requesting resources, and will sit quietly doing nothing. In this way, the only hub that is using carts is the feeder, and only until the storage is full. That way, if a palace enlightens and you need to send resources, all of your storage hubs have all of their carts at home and ready to go.

An example of the final setup for resource flow is here:


This is what your resource flow will look like in the later game, and is set up through the trade minister.

As you can see, your resource cities and raiding castles will deliver all excess wood and stone to your palace feeder. Your excess iron and food will be delivered to your personal hub.

From there, the feeder hub will wait for resource requests from your storage hubs. It will fulfill those requests as they come in, until your storage hubs are full.

When your feeder hub is full, and is not receiving any requests from the storage hubs, it will deliver excess wood and stone to your personal hub.

When your personal hub is full and not filling requests to your cities or castles, it should be automatically purifying resources to keep it below max


3. What units should I build in LOU? 
By ICEBURGH



It depends completely on the situation at hand, every troop has their use and it is up to you to choose which unit types you need in a particular area, and therefore what castle layout to use. By the time you are finished reading both this guide and the PvP Combat guide, you should have a better idea of which unit types to build and how to use them.

FIRST:  Always make sure you can support your military. Each unit has their own recruitment cost, but above all make sure you can feed your troops.  After every few castles you should make a food city using this layout (http://louopt.com/VOpz). By now you should have read QueenDeb’s guide about how to run your empire efficiently in order to support a large military.

SECOND:  Make sure you research your Unit Combat Strength in the research tab often and keep doing so as you title up. The best way to make sure your research is up to date is to consider your Title. Focus on the troops that you use most often as this is expensive.

Emperor – 40-50%
King – 30-40%
Duke – 20-30%
Prince – 10-20%

Zerk castles are your bread and butter: They bring home major moolah by raiding dungeons. If you are on a safe continent, consider building a large amount of them as their raiding will produce well over 3x the amount of a regular resource city (once a full castle of zerks is raiding high level dungeons consistently with the war minister). They are also great in PvP but always be sure to scout out your enemy to find out what you are up against.

Other troop types:  It is only in a war zone that you will really need to build other types of troops to counter the enemy, and their uses in PvP will be discussed below.  The only other castle types you likely want to have on a safe continent apart from Zerks are Defense Castles, many of which are on the water (if your alliance has a good navy), which can be used to send defense to support water castles of yours or allies on foreign continents (very useful for invasions of enemy continents!). But also to defend our palaces on our home continents from attacks through moongates.

Below I will discuss all the units used in Lord in Ultima, their advantages and weaknesses.



A units effectiveness is decided by 8 things:
1. TS of the unit
2. Attack Power
3. Unit Type (Inf, Cav, Magic, Artillery... determines how well certain troops DEFEND against you)
4. Defensive Values (Anti-Inf, Anti-Cav, Anti-Mag, Anti-Art - used for defending ONLY)
5. Food eaten/day
6. Travel speed (Inf = 20 mins/tile, Cav = 10 mins/tile, Siege = 30 mins/tile, etc.)
7. Recruitment cost/speed (Cost and amount of time to build the unit)
8. Raiding ability (Attack power + Loot capacity)

TS: Indicates how much troop space the unit takes up in a barracks. A level 10 barrack has space for 1,000 TS. Therefore, it can hold 1,000 infantry, 500 Cavalry, or 100 Siege:

Infantry = 1 TS, Cavalry = 2 TS, Siege = 10 TS, Sloops/Frigates = 100 TS, Galleons = 400 TS

As units with more TS (heads) are a) more expensive and b) take up more troop space, it is useful to break down a unit’s stats per TS (head). (i.e. Stats for units with 2 TS are divided by half). The chart below will give you an idea of the differing strengths of each unit:


Note: Cavalry units eat more/day than their infantry equivalents per TS.  They are generally less effective statistically per TS, however, this is compensated by their added speed. Also, do not forget that with better stats comes a higher recruitment cost and recruitment speed (e.g. Mages are the best attacker in the game, but are also the most expensive and slow-building infantry unit). Keep in mind that certain troops are better at raiding, and that raiding should be the backbone of your economy.

(To find out stats of a unit in-game, go to the ‘Recruitment” tab above the build queue and hover over a unit’s picture. Values shown there do not consider Stats per TS/head.)

OFFENSIVE UNITS

Offensive units are used to attack and raid only, at no point should they be used as defense (unless extremely desperate) as they have poor defensive stats.

Berzerkers: (Training ground) Cheap and fastest offensive troop to recruit.  BEST raiders - in time should form the backbone of your economy through raiding.  They do fairly well against all defensive troop types EXCEPT Rangers.  Average against: Everything except Rangers, Weak to: Rangers, Frigates, Sloops, Fairly weak to: Guardians, Paladin

Knights:  (Stable) Used to counter other defensive troop types, especially Rangers, Paladins and Ballista. They are good raiders, but shouldn’t be considered over Zerks for this purpose as they eat ALOT of food per hour.  They are also more expensive and slower to recruit than Zerks. They are quick so are good if you need a timely assault mid-baron siege for example. Strong against: Rangers, Paladin and Ballista,  Weak to: Guardians,  Sloops, Fairly weak to: Templars

Mages:  (Moonglow) Very expensive and slow to recruit. Best used as a counter to rangers and guardians. They have the highest attack power per TS of any land unit in the game so are excellent at dealing a large amount of damage in an assault. Strong against: Rangers, Guardians, Ballista, Ships Weak to: Templar, Paladin


Warlocks:  (Moonglow) Very expensive and slow to recruit.  Basically a faster mage. Therefore, like the Knight, it is good for quick assaults but also eat alot per day. Technically it is stronger than the mage, however since it takes up 2 TS per unit while mages only take 1, a full castle of Mages is actually better than a full castle of Locks per TS. Strong against: Rangers, Guardians, Ballista, Ships Weak to: Templar, Paladin

Catapults:  (Workshop) Very slow to recruit, these siege engines are used to destroy the buildings inside an enemy castle. They are very weak against any kind of defense, unless the defending TS is much smaller in comparison. For this reason, Catapult sieges are almost always preceded by “clearing waves” of Zerks, Knights and Mages so that these war machines face no resistance when it is their turn to fight. Strong against: Enemy Buildings, Weak to: Everything, especially Ballista

Rams:  (Workshop) Very slow to recruit, these siege engines are used to destroy the walls inside an enemy castle. They are very weak against any kind of defense, unless the defending TS is much smaller in comparison. For this reason, Ram sieges are almost always preceded by “clearing waves” of Zerks, Knights and Mages so that these war machines face no resistance when it is their turn to fight. Strong against: Walls, Weak to: Everything, especially Ballista

DEFENSIVE UNITS

Defensive units are used to defend (and raid, if not needed for defense), at no point should they be used to attack as they have awful offensive stats.  All troops get defensive bonuses from the walls except for ships.  Defensive INFANTRY troops (Rangers, Guardians Templar) as well as Ballistas will use their corresponding towers for a 100% bonus to each troop the towers can hold.  Mounted troops such as Crossbows and Paladin only get bonuses from the walls as there are no towers in the game for them.

Ranger:  (Training ground) Cheapest and quickest to recruit, the ranger defends great against Zerks. Decent raiders when not needed for defense. Uses Ranger Towers.  Very weak to Mages, Warlocks and Knights. Strong DEFENDING against: Zerks, Weak DEFENDING against: Knights, Mages, Warlocks

Guardian:  (Training ground) More expensive than the ranger, but fairly quick to recruit, the Guardian is great against Knights (and paladins should someone be stupid enough to throw them at you).  Uses Guardian Towers.  It also does decent against Zerks but is very weak to magic. Not good for raiding unless combined with Zerks or Rangers. Strong DEFENDING against: Knights, OKAY against Zerks,  Weak DEFENDING against: Mages, Warlocks

Crossbows:  (Stable) More or less a mounted guardian.  They are much faster than the guardian but the guardian is better statistically TS to TS. Very effective against Knights + Paladin and decent against Zerks. Very weak to magic.  Not good for raiding and eat alot.  Does not use towers.  Strong DEFENDING against: Knights, OKAY against Zerks, Weak DEFENDING against: Mages, Warlocks

Templar:  (Trinsic Temple) Anti-magic.  Strong against mages and warlocks, Templars are decent against Knights but are weak to Zerks. Decent for raiding but not ideal. Uses Templar Towers.  Strong DEFENDING against: Mages + Warlocks, OKAY against Knights, Weak DEFENDING against: Zerks

Paladin:  (Trinsic Temple) Fast mounted Anti-magic. Strong against mages and warlocks, does decent against Zerks but is weak to Knights (opposite of Templar in that regard).  Good at raiding, preferable IMO over templars for this reason as well as speed for quick defensive support. Does not use towers.  Strong DEFENDING against: Mages + Warlocks, OKAY against Zerks, Weak DEFENDING against: Knights

Ballista:  (Workshop) Fantastic against Catapults, Rams and Ships, but fairly weak against everything else. Best to pile them in with a large amount of other defensive types to give an advantage against Catapults and Ram sieges.  Uses Ballista Towers.  Strong DEFENDING against: Catapults + Rams + Ships, Weak DEFENDING against: All other types

NAVAL UNITS

Can only be built in water castles. They can only attack or travel to other water castles, either on the same continent or anywhere in the world.

War Galleon:  (Shipyard) Offensive navy unit worth 400 TS space and can only be trained in WATER castles. Very expensive and slow to recruit, these are basically Catapults on water.  They don’t deal much offensive damage (30 base attack per TS, same as the ranger) but are excellent at destroying buildings. They can only attack other water castles.  Strong against: Walls/traps + Buildings, Weak to: Everything, especially Ballista

Sloop:  (Shipyard) Defensive navy unit worth 100 TS space and can only be trained in WATER castles. Expensive and slow to recruit, they are very good against all unit types except magic. They can only support other water castles. Strong DEFENDING against: Zerks, Knights and Siege equipment, Weak to: Mages and Warlocks

Frigate:  (Shipyard) Navy unit worth 100 TS space and can only be trained in WATER castles.  Expensive and slow to recruit, Frigates are used to transport troops across water to other continents.  Each Frigate can transport 500 TS worth of land troops. Not recommended for defending (especially over sloops) as their best use is for transporting.  Strong DEFENDING against: Zerks + Knights, Weak to: Mages + Warlocks + Siege equipment + War Galleons

----------------------------------------------------------------------------------------------------------------------------

Scouts: (Stable) Ineffective as an Offensive or Defensive unit, the Scout has the special ability to gather information from enemy castles. Using the “Scout” command, Scouts will attack only enemy Scouts, the result of which will determine how much information is shown to the Attacker via a Scout Report. Use them to Scout other people, or to defend your own castles/cities from being Scouted.

II. HOW EFFICIENT MILITARY BUILDS WORK

Military cities or castles are meant to build troops of a specific type.  Their effectiveness is primarily measured by a good balance of Overall TS (maximum troop capacity) and Recruitment Speed.  It will become quite obvious why it is important to build only troops of ONE recruitment type, and that offensive and defensive troops should not be mixed.

Overall TS: The maximum amount of units this city/castle can hold.

1 unit of Infantry=1 TS (e.g. 1 zerk)
1 unit of Cavalry=2 TS (e.g. 1 knight)
1 unit of Siege Equipment=10 TS (e.g. 1 catapult)

A lvl 10 barracks can house 1k TS. Generally the best layouts allow you to house between 250-300k troops. This number will vary with each type of unit as you discover your preferred military layout.  Adding a castle will increase your Overall TS by 300%.

Recruitment speed: Determined by the amount of recruitment buildings (training grounds, stable, moonglow and trinsic).

Each recruitment building increases the recruitment speed of the troop it creates. Therefore a single lvl 10 training grounds will increase the recruitment speed of Berzerkers, Rangers and Guardians by an additional 150%.

IMPORTANT: Barracks give bonuses to your recruitment speeds too! Every recruitment building a barracks touches will gain an extra 25% recruitment speed, so this makes layouts VERY important.

LAYOUTS: Suggested layouts according to troop type can be found on pg.7.  Below I will break down how good military layouts are justified in City Planner 2, in the case you wanted to make your own or tweak existing ones.

Note: If you do not yet have the LoU Tweak extension you will not be able to open your own cities as shown here, please read QueenDeb’s guide on how to import and export layouts into City Planner 2


Above is a Zerk castle layout (located at this link: http://louopt.com/OYnz). As you can see, barracks are positioned to touch as many of the recruitment buildings (training grounds in this case) as possible. To find out more about the military capabilities of a city or castle, click the “Military” tab that is circled above. Below you will see this information:
In the very top right corner is listed some basic information from left to right: Total number of buildings, Construction speed %, and current maximum TS. As you can see, this castle is capable of housing 300k TS.

Below this on the right are listed the overall recruitment percentages for each recruitment building type. As this castle is built to recruit Zerks quickly, we have built many training grounds. Because of the recruitment speed bonus they give (and the extra bonus from touching barracks), units recruited at the training grounds are built 5850% faster than their base recruitment speed.

The numbers in the row right of the golden clock symbol are the amount of seconds it takes to recruit each troop type in this castle. The total amount of seconds is rounded up from .5s and down from .49s. In this case we are able to recruit a zerk every 3 seconds (rounded down from 3.42s). The best way to make a layout is first to decide how fast you want to build your troop, then to find out how to maximize the overall TS by placing barracks efficiently. In this instance I managed to get 3s Zerks with an overall TS of 300k.

Finally, the red numbers indicate how much food will be consumed per hour when the castle is at its maximum TS capacity.

Other Essential Castle Buildings

Hideout:  Commonly overlooked but ESSENTIAL building. By having one hideout in your castle, you are not able to completely starved out from an enemy plunder. If your food reaches 0 at any time, 10% of the troops within that castle (including supporting troops from allies if under siege at the time) will immediately die, losing another 10% every hour afterward. Give you and your teammates some time to react and send food by having ONE of these in here to avoid “insta-starvation.”

Warehouses:  Needed in all military cities/castles to store the resources necessary to build your city, and to recruit and feed troops. 2 Warehouses should be all you need as long as your supplying hub is within a few hours (especially depending on food consumption/h!). To increase food production further, you can place a Mill touching them.

Markets:  If you wish to raid and plunder with this castle/city, you will need markets to supply the carts necessary to ship the res back to your hub for distribution. This is a MUST in zerk and knight castles, as raiding is the best way to produce resources for your empire.

Trinsic Temple:  A MUST for offensive castles (except Siege Equipment + War Galleon castles), if you wish to train barons and capture enemy castles using this castle. Not needed in defense castles.

Moonglow:  You don’t want to lose your hard-earned resources from raids and plunders due to over capacity, therefore, in all raiding castles (typically Zerks, Knights and Paladins) build one moonglow tower which will auto-purify any incoming resources that exceed storage capacity.

Below you will find suggested military layouts for each type of unit.





RECOMMENDED LAYOUTS

LAND OFFENSE

2s Zerk - 268k TS  http://louopt.com/gK3s
3s Zerk - 304k TS  http://louopt.com/aK3s
5s Knights - 252k TS  http://louopt.com/pK3s
6s Knights - 276k TS  http://louopt.com/wK3s
7s Knights - 292k TS  http://louopt.com/IT3s
5s Mages - 232k TS  http://louopt.com/3N3s
6s Mages - 264k TS  http://louopt.com/pO3s
11s Warlock - 224k TS  http://louopt.com/EO3s
21s Rams - 220k TS  http://louopt.com/xP3s
33s Catapults - 220k TS http://louopt.com/OO3s

LAND DEFENSE

3s Rangers, 4s Guardians - 292k TS  http://louopt.com/tL3s
3s Ranger-Specific - 292k TS  http://louopt.com/tL3s
4s Guardian-Specific - 300k TS  http://louopt.com/yQ3s
4s Templar, 8s Paladin - 272k TS  http://louopt.com/IL3s
4s Templar-Specific - 280k TS  http://louopt.com/gM3s
5s Templar-Specific - 300k TS http://louopt.com/YNzz
7s Paladin-Specific - 252k TS  http://louopt.com/MM3s
8s Paladin-Specific - 276k TS  http://louopt.com/1M3s
6s Crossbows - 260k TS  http://louopt.com/7Fgt
7s Crossbows - 276k TS  http://louopt.com/1Xkt
30s Ballista - 224k TS  http://louopt.com/qP3s

NAVY OFFENSE

2s Zerks + Frigates - 228k TS http://louopt.com/Aypz
3s Zerks + Frigates - 272k TS http://louopt.com/8xpz
6s Mages + Frigates - 212k TS http://louopt.com/azpz
5s Knights + Frigates - 208k TS http://louopt.com/vzpz
6s Knights + Frigates - 236k TS http://louopt.com/qzpz
70 minute War Galleons - 340k TS http://louopt.com/Uzpz

NAVY DEFENSE

3s Rangers, 4s Guardians + Frigates - 252k TS http://louopt.com/jLzz
4s Templars + Frigates - 236k TS http://louopt.com/IMzz
5s Templars + Frigates - 264k TS http://louopt.com/ANzz
22 minute Sloops - 340k TS http://louopt.com/Uzpz


2,          EMPIRE BUILDING GUIDE
                By Gitmo (aka QueenDeb)
Introduction

The purpose of this guide is to demonstrate my method of playing Lord of Ultima. There are many different ways to play and I don’t proclaim mine to be the best but I have had success with it. My philosophy is to simply be as efficient as possible in all aspects of the game.  My goals are:

1) Maintain a build queue in every unfinished city 24/7
2) Maintain a recruitment queue in every military city 24/7
3) Produce excess resources to expand as fast as possible.

To accomplish these goals you have to be very efficient in all aspects of the game.  You must also have the ability to spot your impending bottlenecks before they occur. Hopefully this guide will accurately describe this philosophy.

The City Complex

The city complex is the name I give to a cluster of cities all of which are in the same general vicinity and supplied by a central hub.  The cities can be castles or resource cities. The hub should be centrally located within the city complex and the total amount of cities in each complex should not be more than 15-20 depending on your limitations.

The hub is a name given to a city that takes all of the excess resources from the city complex and stores them while at the same time supplying the same city with resources that it lacks.  The hub will be discussed in more detail later in this guide.

Try not to let your city complex just happen.  Plan ahead.  Try to locate your next city complex before you need it.  Start the hub for that complex early.   Initially you will need to supply the new hub from one of the established hubs until you get enough resources in that city to completion so that the hub can operate on its own.

Raiding Clusters:  Keep in mind that dungeon spawning is affected by the amount of overall TS in a given area. By clustering raiding castles around your hub you will cause higher level dungeons to spawn in that area. If you place your raiding castles around a lot of mountains, this increases the likelihood of a mountain dungeon spawning. Plan accordingly.


Creating City Layouts

When I first started playing I spent a lot of time learning the calculations for resource production.  I would use a city building tool, but I would make all of the placements because I didn’t feel like the tool was giving me good results.  Eventually I found out that it was me not knowing how to properly use the tool that was the problem.

If you take nothing away from this guide, at least TRY the following guide in creating a city layout.  You will be able to make 83k+ layouts consistently in less than 2 minutes.

The first thing you will need is to install Greasemonkey or Tampermonkey depending on which browser you use. Then install LoU Tweak.

FIREFOX USERS: Download Greasemonkey first  -
https://addons.mozilla.org/en-US/firefox/addon/greasemonkey/
CHROME USERS: Download Tampermonkey first - https://chrome.google.com/webstore/detail/tampermonkey/dhdgffkkebhmkfjojejmpbldmpobfkfo?hl=en
Internet Explorer users: Use Firefox or Chrome (much better for LoU!)

Then install LoU tweak:

LoU Tweak:  (http://userscripts.org/scripts/show/80532).  

Once you have installed the script you will need to reload your browser (F5 Key).  You should now see (among other things) a button with the letter P and a second button with the letter L.



The P button will open the purify resource page and is simply a shortcut.  The L button is the one you will be using to create your city layout.  Notice in my screenshot that the L button is greyed out.  This button is only available in City View.

The following screenshot shows you the options available when you press the L button:


For the most part, ignore what you see in the three window boxes.   Once you use the program you will understand what these string clusters represent.  Change your current city to the city you wish to create a new layout for.  Press the L button and then select the link labeled “Open in Flash City Planner 2”.  If your city already has buildings you will see the complete layout in the city planner.  Below is an example of what you will see.

I encourage you to play around with the tool but the procedure that I will show you now is very simple and requires very little knowledge of the tool.

1. Remove buildings: If your city, like mine already has buildings in it then you will need to remove all of the buildings.  In the bottom middle of the tool is a button called “Remove”.  Fill in the box to the right of this button with 100 and press remove.  Note, this will only remove the resource buildings.  Now individually select any random buildings such as warehouses, markets, harbors.  Do this until there are no buildings on the map.

2. Set optimization weights: In the bottom middle of the tool are the Optimization Weights.  When the program is trying to decide what buildings are most optimal it will see how many resources that building produces and then multiply that value by your optimization weight.  The most common error when using this tool is to increase these sliders in favor of the resource that has the most nodes.  Simply put the following values in for the optimization weights: Wood – 1.00, Stone – 1.00, Iron –
1.00, Food – 0.49.

3. Add buildings:  Now, to the right of the “Add” button put the value 99.  Now press the Add button and after a few minutes you will have a very optimal layout for your new resource city. Add a market somewhere and you are done.

The reason that I place 99 buildings is that I never use Warehouses in my resource cities and I always use a single market.  In general, you need 1 market for each hour that you are away from your hub.  You can find the distance by going to either your hub or city and then selecting the other.  The time next to “carts” is how far away you are.  If it says 1 hour and 10 minutes than you will either need two markets or replace the markets with a Moonglow tower.  The Moonglow tower is only a viable option for an established city complex because all resources will be purified.  So, if you need two carts, then you will add only 98 buildings.  You can now place your market(s) anywhere there is a free space.

Feel free to improve on the layout if you think you can.  Most of the time the layout provided is very good and I often accept it out of hand.  Now you want to apply your new layout to your city.  Go to the top and select the Import/Export button and you should see a popup like the one below:

There are two important sections.  The “Short Link” can be used to share the layout with others.  The large text box in the middle is the most important and provides you with a layout that you can apply to your city.  Place your mouse inside the box.  By default it will select all but sometimes you lose the selection.  If this happens use CTRL-A to select all, the either use CTRL-C to copy.
Go back to the game. Using the same “L” button you will see a second tab at the top called Overlay Layout.  Select this tab.  Place the cursor in the large text box and CTRL-V to paste the selection.  Then hit the “Apply Layout” button.  Below is an example of what you should see:

If you now close this window you will see the buildings from the layout right on top of your city squares.  Now you have a reference on where to add the buildings.

If you are reconstructing your cities, and I encourage you to do so, you will need to move the buildings around and optimize.  Eventually however, you will need to destroy some buildings in favor of the more optimum buildings.

Why mixed resource cities are superior

Let me step back and talk about some global issues about creating a city layout.

You will notice I have made no mention of favoring one resource over another. That is because I believe in optimization in all my cities and not short term needs. Every time you build a new city there will be a resource you feel that you MUST get.  This does not mean that you should place more of those buildings just because you need it most.  When you decide where to place your baron, select a spot that favors the resource you need the most.  Naturally the tool will have more of that resource in the layout.

If you maintain this philosophy for every resource city you build you will have the best city possible at every location and as your city count grows this will make a huge difference. This will allow you to grow faster than others who do not optimize.

Food cities:  Having said all of that, there is one type of city that works well as the only resource and that is Food.  I do put food in my resource cities if the optimizer tells me that it is best.  However, this is not enough food for a high military player.  So, I have many dedicated food cities.  To create a food city you would still use the tool, except that you would delete all resource nodes except lakes.  You will then place the Optimization Weights to 0, 0, 0, 3.  Then press 98.  Food cities create more resources than the other three and thus usually requires 2 markets unless very close to the hub.

Do NOT create a “Gold” city.  In fact, I would say never use a townhouse.  They are simply broken.  Use the market for gold or raiding.
In a later section I will outline how to best build your city from scratch and how to best rebuild an already finished city.


City Maintenance
There are a number of tools the game has provided to help you better maintain your cities as a whole.
A)    City groups - If you go to the options menu at the bottom right of the screen you will see a City groups tab.  Select this.  You can now create city groups.  This are simply labels that you can apply to cities so that you can sort them easily.   A city can belong to multiple city groups at the same time.  Below are the city groups that I use. Some of them are obvious, others I will explain in more detail later.





Once you have city groups you can assign these groups in the city notes located by a notepad near the city name.



Within the city notes is a “City groups” button, when you press this you have the option of applying the city groups to your city.

Once you have all of your cities assigned to groups you can then select a group by pressing the button to the left of your city name.  As you might guess, this makes it much easier to filter through cities. Later, I will show you how to use these city groups to help you build your cities in a more organized manner.

B) City Names - The second method of better identifying your buildings is the City name itself.  I do not believe in naming cities in a cryptic format because it is boring and also everyone else can see it.  I believe it is completely unnecessary due to the fact that you are offered a second hidden descriptor described below.  I name my cities after things I would rather see daily.  C20H00L does not appeal to me.  Having real names helps me better remember which city is where.

C) City Reference – In the city notes is the option to put in a city reference.  It is here that I place something descriptive to help me identify a city.  For military I put the troop type.  For resource cities I generally put nothing, but sometimes I put “Food” for food cities. Only YOU can see this.

D)   User scripts – There are a number of scripts that make things easier.  One that I recommend is LouPAK (http://userscripts.org/scripts/show/125367).  This tool adds a + button above the building queue.  This button will autofill the building queue and can be very helpful in the building process.  There is also a # button which will pay for as much of the queue as possible.

E)     Overview screens - The overview screens should be used often.  I will talk more about how to uses this in other sections.

Building a City (13-steps)

This section assumes you have your layout complete and are ready to build your city.  In a stepwise format I will walk you through the procedure I use to create a city.

1)  Raise the city hall to LvL 4

2)  Configure your ministers to receive resources from your closest hub, place 100,000 in both Wood and Stone.  The game will show the values in bright Red indicating that this value is larger than the city can hold.  However, if you do this you won’t have to keep increasing the value to maximum at each level of city hall growth.

3)  Delete all of the resources that the template requires you to.  These should be marked with a red X or will have a resource building on top of the node.


4)  Assign the city to the City Group “Step 1 - Scorched Earth”.  I use this category to indicate which cities are still destroying resources.

5)  Place cottages in the remaining building queue slots and turn on your building minister so that he will upgrade the cottages.  By placing the cottages now, as soon as the node destruction is complete the building begins.
     
6)  At some point as you cycle through the “Scorched Earth” cities you will see that the city has completed the destruction process and is building cottages.  At this time add additional cottages until you are building 30 .

7)  Assign the city to the City Group “Step 2 – Cottages”.  This group of cities represents those that are building the thirty base cottages.  When cycling through these cities, use the + button provided by Lou Pack script to fill the queue.  When you see that all of the buildings are level 10 and not filling the complete 16 building slots than you know you are at the end of this stage.  Fill the remaining slots with City hall upgrades.

8)  Assign your city to the “Step 3 – Place Bldg” City Group.  First get your town hall to lvl 10.  Next place 70 of the remaining buildings as per your layout.  Be sure to move the cottages to the spots that call for them.   Since you have 30 cottages and your plan only calls for 12-16 you will not be able to place all of the buildings.  Simply place the 70 you think will be the most productive.  Be sure to include your market in these 70.  You will not be able to complete this step in one sitting.  However, go to your building minister and have him auto-build resource building and markets.  This way, until you get all 70 buildings placed you will be building those you have laid and not wasting time.

9)  Once you have all 70 buildings down, assign your city to the “Step 4 – Building” City Group.  When you are cycling through these cities you simply fill the queue and analyze what you see.  You know you are near the end of this stage when the building being built are lvl 10 and eventually you can’t fill the 16 build slots.

10)  When your 70 cities are maxed, assign the city to the “Step 5 – Revamp” City Groups.

11)  Destroy a cottage and replace it with one of the buildings the layout requires.  Repeat
this process until all buildings match the layout

12)  Assign the city to the “Step 6 – Complete” City Groups.

13)  Open the trade minister and reduce the wood and stone required to zero. Your city is done!

If you are not building from scratch and instead of taking one of your old cities and improving its resource production you can still apply these steps except that you will start at Step 11 and instead of destroying cottages you will be destroying unneeded building of many types.  Be sure that you move the buildings around and thus are only destroying the minimum required by the layout.

Castles: When building castles, place 40-50 cottages instead of the 30 listed in step 6.  Focus on building the troop producing buildings first, placing barracks only when additional recruitment space is needed.

Building a Hub

The purpose of a hub is to collect all of the resources from your resource cities and re-distribute them to cities that are building or castles that are recruiting.  For this reason the hub should be in the center of your city complex.

The hub should be placed on the water.  The reason for this is to have the ability to use water transport.  Often water takes longer but you do get more capacity per building with harbors.  Also, you will eventually need to transport to another continent and the harbors are required for this.

Initially you don’t need much more than 10 markets for your hub but when the game has advanced into the stage of palace building you will need the ability to ship large shipments of wood and stone.  The best way to demonstrate a local hub that has the dual purpose of a palace hub is to provide a layout.

http://louopt.com/XO3s

This hub has high storage capacity that leans toward wood and stone for palace building.  There is something called a palace hub that is very similar but has no food or iron storage so simply replace the mills and foundrys with quarry and sawmill.

This build also has a trinsic and a barracks for recruiting Barons.  Yes the baron will take 6 hours but to avoid having to wait, always have a Baron ready.  Then when you level up you send your reserve and recruit the new one.

Using Ministers

All the ministers are required to play this game effectively.  They will cost you about $5/month.  If you do not think you want to pay this then you should simply not play this game.  You will eventually regret starting something you are unable to finish.  I’ll explain how to use each minister to make your empire run efficiently.

Building Minister – Once you reach Marquess you can get the full potential from the building minister.  Not only does the minister increase your building slots to 16, he will automatically fill your queue with buildings, per your specifications.  Use of this minister is pretty straight forward.

Defense Minister – There are three key aspects of the defense minister.  First, the minister will notify your allies of incoming attacks and provide needed information.  If you do not have this minister nobody can even tell which of your cities are under attack.

Second, you can turn on outbuilding of walls and towers.  Be aware that because walls and towers take a VERY large amount of stone to build, you should not turn on this auto feature for more than one or two castles at a time.  If you do you may starve your empire of stone which will slow your growth.

Third, this minister is used to set your target army.  You should do this as soon as you lay down your first barracks so that your minister can start recruiting.  If you plan to only recruit a single unit, simply set the value to something high like 999999.  You are basically saying fill this castle to the maximum.  This will prevent you from having to keep increasing it as you lay down more barracks.  If you are building more than one, such as rangers and guardians then you should set the values to something specific and only the ratio matters.  For example you could do 250,000 rangers and 250,000 guardians.

When the minister is deciding which unit to recruit he first checks to see who is furthest from their target value by a percent basis.  Then he checks to see if you have the resources to build that unit.  If you do not have the resource, he goes to the second on the list.  Therefore, if you fail to provide iron to your Ranger/Guardian castle you will get only rangers in production.  When you make your first Ranger/Guardian city you should be aware that while rangers can be recruited right away, the guardian requires at least one level 10 Training Ground.  So initially you will only produce Rangers.  Try to rush a Training ground to 10 to maintain your desired ratio.

War Minister – The war minister essentially gives you more options for your raiding and assaulting.  He allows you to set leave times in the future as well as allowing you to auto raid dungeons.  I will discuss this minister in more detail in the Raiding section of this document.

Trade Minister – This is often the most confusing minister to set up for most people.  I will try to focus on various scenarios and show how the minister is used on the next page.

1.  Resource City



The example shown is for a resource city that is still being built. You will want to set the “Request missing resources from” to your closest hub location.  You want to set the wood and stone to about 125000.  This tells the hub to try and maintain a constant storage of that amount.  When he sees it fall below that he will send a small shipment.  You do not want to set these to
maximum because if you go over you will simply have to send it back to the hub and this isn’t efficient.  You will set the “Deliver surplus resources to” to the same hub.  You generally won’t begin to ship out of the city until the city is almost built but if you are producing a large amount of food or iron this will come more quickly.  Therefore you need to build your market as one of your first buildings.

Once the resource city is complete you will want to set the target resources to zero.

*Tip – If you reduce your Town Hall to level 9 once the city is complete your minister will ship out more frequently and thus keep your overall storage lower.  At level 10 it will only ship out once a resource is over 100K.  At level 9 this is 20K.  Therefore you will never have more than 20K of any resource.  This is good plunder defense.         

2.  Hub



In this example you can see that I am receiving resources from 19 cities and there are 30 cities that are pulling from this hub.  That means I have 11 castles that this hub is feeding.  I do not put a city in the requesting resource field because I have adequate supply from my 19 resource city.  However, if you do have a shortage you can request resources from another hub.  Be aware that a shipment will not occur until you exceed a certain surplus.  You can get more detail on this by hovering the mouse over the green boxes.

If you do ship excess resources to another hub, you will need many more carts and you will also want to put a number in the “% of carts are reserved to wait for requests”.  If you do not put something in this box (I use 10-20%) then you may run out of carts and disrupt your supply line.
The target resource amount can vary depending upon your needs.  This value is only important when you are either delivering surplus to another city or if you are purifying.  In my example above I am sending all of the excess wood to a larger hub that I use for palace deliveries.  The stone I have set to “Store surplus”.  This means that the 500,000 that I have set for target doesn’t have much meaning.  It will simply continue to store stone until it meets the maximum 1,175,000.  At that point it will then purify any excess.

Remember that you do not want to check the box “Protect target resource amount from requests of other cities”.

*Tip – If you have a moonglow you do not have to worry about losing excess resources.  All excesses are purified.  If you have a large raiding party bring back 2,000,000 plundered goods, you do not need to have that much storage.  It will simply be purified.
         
3.  Castles



Castles that are being built will have a similar setup as any other resource city.  The example listed here is a castle that is already complete.  This one happens to be a zerk castle.  I do not put markets in my castles, therefore all excess is set for purify.  When my units are raiding I generate a lot of purified resources for growth and research.
I want to explain why I only have 150,000 iron storage in my zerk castle.  Because I operate at fairly low storage levels in my hubs I cannot withstand large chunks of disruption.  When you store a large amount of material in your castle and that bulk is used by your war minister then you trade minister will send a large shipment to replace it.  If three or four of my castles do this at the same time my supply chain is disrupted.  With lower storage, this is prevented.  This does not mean that I recruit less.  My recruiting is still 24/7.

Here is how I calculate how much storage I want in my castle:  

[(X * 60) / Y * Z] * 1.25

X  = Distance to hub in minutes
Y   = Recruit speed in seconds
Z   = Resource to build one unit (150 for zerkers)

This basically calculates how much resources you would need to recruit for the length of time it takes to get a shipment from your hub.  Imagine that your minister uses up your stored iron to recruit zerks.  Your hub will then send a shipment to replace the iron.  If your iron arrived just as you finished recruiting and then you would repeat the process.  The 1.25 in the equation is to give a 25% buffer to this calculation.

On the next page I will discuss raiding.









Raiding

Raiding dungeons can be very time consuming if you do not provide yourself with the necessary tools or knowledge required.  The first thing I recommend is the following script called LOU Dungeons Riding (http://userscripts.org/scripts/show/132554). With this script installed you will see a new popup window when you hover over a dungeon.



Here is an example of a Level 5 Hill dungeon that is new.  It shows you which troop is best to use with highlights, that being Mage or Warlock and it gives a suggested troop counts.  If you like to set raids and let them run for a few days then go with the recommended TS.  If you reset raids daily you can go with the minimum.  When you use the R+G or Z+G the total TS assumes a 50/50 split.  That means if it recommends 3000 TS for R+G, send 1500 Rangers and 1500 Guardians.

When deciding which dungeon to raid you should always send Magic (Mage, Warlock)  to Hill dungeons, Infantry (Zerks, Ranger / Guardian) to Mountain dungeons and Cavalry (Knights, Paladin, Xbow) to Forest Dungeons.  I very rarely send my units to the wrong type of dungeon.

There is one key thing you should know about dungeon formations and that is that they will form in close proximity to the troop in that area.  So when you first make your new castle, you may not see any dungeons to raid.  But as the saying goes, “If you built it, they will come”.

When you send a raiding party there are a few options which I will discuss below:



Timing

Now - This sends the raid out as soon as you hit the Raid button.

Departure time – You can set the raid to leave at any time in the future.  This is very useful in a number of circumstances.  Let’s say that you have a large army that is returning from a siege.  If that army is returning 3 hours in the future but you do not want to stay online for that long, simply note the time of return and set up all of the raids to leave soon after. 
You can also use this option to stagger your raids.  Sometimes if I am running low on a key resource like Iron I stagger my raids.  This means if I am sending 6 raids out, I may stagger them 15 minutes apart.   I use moonglows in all of my towers and do not use carts.  So, let’s say I send out 10 raids all at the same time and they are bringing back 1 million iron at the same time.  This will exceed my storage capacity and a large portion will be purified.  If I stagger them, I instead will have a steady stream of iron returning to my castle and it can be more easily managed.  I can set to recruit troops after each party lands and thus use all of the iron.

Arrival Time – This option is never used for raiding, it is used for attacking other castles and coordinating the landing time.

Raid

Once – The only time I use this is if I know I am sending out a raid that is too small for the dungeon I may send it out just once.  Then when it returns I have recruited enough to increase the raid size.  I do not want to leave the undersized raid on for too long.

Dungeon Completed – This is the most common option for Raid type.  Your minister will continue to send the raid until either you stop it, the dungeon closes or you do not have enough troops to reinforce the set amount of units.

Last Return Time – This is a very useful feature for those that are involved in PvP.  If you are set up to siege a castle and the troops do not leave until the middle of the night, you use this option.  You simply set the last return time for a time before the party is set to leave for your siege.  This means that when the minister sends out the raid, it checks to see what time it would return.  If it would have arrived later than your set time, it will stop sending the ra