Introduction to Wilds

Wilds exist as a mechanism to gather resources -- you attack them with "maraud" to gather resources and "seize" to gather resources and increase your city's production. Each type of wild has an associated resource (and resource production boost) that it will give.

**Lakes, Basin, and plains, all give crops. **Jungle, Forest, and Woods, all give lumber. **Quarry, Relic, and Precipice, all give stone. **Highland, Hills, and Mountains, all give iron.

Each city is limited in the number of wilds it can have seized -- it can't own any more than its rectorate level, and it cannot own more than 10 wilds (of any type). When a wild is seized, its level determines the production boost -- level 1 wilds (the easiest level) gives a 3% boost to production, whereas a level 10 wild (the hardest level) would give a 30% boost; every level increases the boost given by 3%.

The difficulty of the wild increases with the level, but there are also variations within the level. For instance, some wilds may only have [Pikemen and Militia], and others may have [Bombardss, Sergeants, Pikemen, Militia, Reiters, and Ribaults]. The more difficult the wild, the more resources it gives. For instance, a more difficult level 6 will give more resources than a weak level 7.

You can change the difficulty of a wild by seizing and releasing it; every time you release it, the troops in the wild changes. As well, every time there's a server restart (like after a system maintenance), the wild's troops change.

Battle Strategies for Wilds

The table below shows one set of minimum troops that can be used to maraud and seize the wilds. The Reiters hammer provided should be sufficient to beat the wild in one round. If it does not, you can either increase the number of Reiters or add an additional dummy. Either way, you will probably need to research a higher level of Horsemanship technology in your Academy. there are other strategies to so do experiment!

The abbreviation in the two strategy columns below are:

    D: Dummie (whose formation is specified is specified in the "Dummie" column)     H: Hammer (an Reiters hero whose formation is specified in the "Hammer" column)

When it says "DDH", it means "send three heroes to the wild in one arena. the first two heroes are dummies, and the last hero is a hammer".

Troops for Low Loss Wild Marauding

Wild  / Maraud   / Seize    /     Dummie    /   Hammer

Level /Strategy / Strategy /   / Reiters

 1    /    H     /    H     /       0        /   1-1-15

 2     /    H      /    H     /       0        /   1-1-40

 3     /    H      /    H     /       0        /   1-50-50

 4     /   DDH     /   HDD    / 2x[1-1-1 reit] /  1-250-250

 5    /   DDH     /   HDD    / 2x[1-1-1 reit] /  1-500-500

 6     /   DDH     /   HDD    / 2x[1-1-1 reit] /  750-750-750

 7     /   DHD     /   HDD    / 2x[1-1-1 reit] /   1k-1k-1k

 8     /   DHD    /   HDDD   / 3x[3-4-4 reit] /  3k-3k-3k

 9     /   DDHD   /   HDDD   / 3x[20-20-20 reit] / 5k-5k-5k

 10   /   DDHD   /   HDDD   / 3x[20-20-20 reit] / 10k-10k-10k

 i use Reiters to speed up the attack time and gives ppl less chance of spiking

Luxury Items

Most levels will occasionally give luxury items, something that’s necessary for ranking up

and purchasing some equipment.

Drop rates vary by server. Typical drop rates right now are about 1/10 to 1/20 -- that is, for every 10 (or 20) marauds you do, you will receive one luxury item. You can increase your chances of getting luxury goods in many ways.

1 - Spam marauds until your plaza's limit at the same wild 2 - Maraud someone else's wild 3 - Seize an unowned wild [NEVER SEIZE A WILD THAT BELONGS TO A GUILD MEMBER] 4 - Increase your logistics technology level 5 - Send the least amount of troops necessary to win the battle 6 - Don't use dummies - drops seem to increase the more blood is spilled (so to speak) 7 - After a luxury good has dropped, wait just under 6 minutes and spam your plaza again.

Defending Wilds

If you are marauding (or seizing) another player's wild, if they are online, they will be notified of your attack, and may choose to defend their wild or inform their league that they have a wild being attacked. If you're attacking any wild everyone will see the flames and may choose to defend (or "spike") your attack.  So you want to try to keep marauds as short as possible. (We already do that with seizes - that's why we use Reiters as hammers and send a reinforcement.) You can use a 1-1-1 Reiters decoy as an alternative to the suggested ones, to decrease arena time, but your hammer will receive more damage.

Defending differs from reinforcement in the placement of the heroes in relation to the wild's troops. When you reinforce a wild, reinforced troops are always BEFORE the wild's troops. When you join the arena as a defender, you are typically placed AFTER the wild's troops, but occasionally you may be placed BEFORE. (This can change at server reset, and it's always a good idea to know what it is; you can reinforce/arena join in a way that's optimal for your defense strategy.)

Credits to Grecian

Pages in category "Wild Marauding"

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