Building Axes

Axes, or axemen, are a good early offensive unit, and they are excellent escorts for farming runs.  They have very little defensive strength, however, so while they move quickly and deal a lot of damage, they usually suffer heavy losses.

To build them, you need:

HQ level 5

Barracks level 1

Smithy level 2

Many strategies incorporate axes for farming and offensive nobling, so be sure to review them and incorporate depending on your own approach, world specifics, location, and farming needs.

Please note yet again that axes are almost entirely offensive.  If you have an incoming attack, move your axes out of the village by dodging to avoid losses.

Building Catapults

Catapult 2Building Requirements

  • Workshop level 2
  • Smithy level 12
  • Research catapults

Logic

You should aim to have about 50-100 catapults for every 500 points above 1000 at a minimum. They do move slowly, and are expensive to build, but they are worth it.

Similar to Rams, the catapults can be very useful in early stages of building, farming, and sometimes attacking. However, unlike the Rams they are almost always a defensive unit, as they are used mostly for defense of established farms and villages, but will have an offensive benefit in mid and late game.

They provide an excellent deterrent against other players looking for an easy noble; the presence of a catapult likely makes them reconsider an attack due to the high probability of sustaining losses.

  • Of note: if you are in a world with Paladins activated, catapults are extremely strong when paired with the bonfire weapon; their defensive power increases by 100%.

Although catapults are a defensive unit at this stage in the game, do not discount them as an offensive tool as they can be extremely beneficial in attacks. Catapults are particularly helpful for targeted farming attacks, because a catapult decreases their village farm level, thus stopping their production of troops and preventing sustained counter-attacks.  Catapults also prove a formidable and convincing weapon- many players will simply surrender and restart. You can read up on the benefits of Catapulting Farms here.

Building Rams

RamAfter focusing the majority of your early efforts on upgrading mine levels and HQ levels, you can move on to building other units, such as rams. Prior to building a ram, you will need:

  • Smithy level 10
  • Workshop level 1
  • Research rams level 1 (or more if you wish)

Begin to build rams as you need them or, if you are using the Pure Offense strategy, you can set them to produce around the clock. Rams reduce the defense of walls and make it easier to convert surrounding players to farms.

During attacks, they also reduce your troop losses by cutting the wall effect by half before demolishing it. In doing so, you both lose fewer troops, and also reduce the number of required troops needed to take and protect a farm.

Beware that Rams are very slow moving units, and they also use a lot of farm space, so make sure that in addition to the upgrades above you also have a high level farm and a paladin to accompany them on their quests to increase travel speed.

Rams are often a misunderstood, and consequently misused, unit. Everyone knows that they are necessary. Without rams in your nuke, your nuke won’t get past the defender’s wall. At the same time, too many rams will weaken your nuke, so balance is important. The farm space used on rams takes away from your axes and cavalry, so in order to avoid having too many or too few rams, we have to understand how rams and walls function in a battle.

There are two stages to any battle. The first stage deals with the wall bonus. During the first stage, the wall bonus will either be negated in part or whole, based on the total number of rams in an attack. After that, the second stage of battle commences, with a damaged wall. The battle report shows the results of the second part of the battle. The wall bonus is what provides extra defense to defending troops, not the wall level.

Ram4Wall bonus = Wall level – negation from rams
Wall level = the upgrade level of the wall.

Destroying the wall and negating the wall bonus are two different things. Negating the wall bonus happens before anything else in the battle.

Tech level has no effect whatsoever on negating the wall bonus. Regardless of whether you use level 1 or level 3 rams, they will have the same effect on the first part of the battle. In order to negate the wall bonus, you will always need at least 213 rams.

You may find that many players already have left the world by the time they are able to build rams, due to the rough competition early on in the world; however, rams are a powerful deterrent for attacking neighbors.

If you are following the mixed village strategy and the mixed defensive village strategy, rams are essential.

Building Light Cavalry

Cavalry

Light Cavalry is one of the first real boosts you can acquire to strengthen your troops offensively.  It is also very fast, and relatively inexpensive for the benefits.

There are many upgrades that impact your ability to build a cavalry.  Each upgrade will allow additional units, or will strengthen existing units, so be sure that you give them priority. 

For the Headquarters, they are:

  • HQ 10

For the Smithy:

  • Smithy 5

For the Barracks:

  • Barrack 5

And finally, for the Stable:

  • Stable 3

If you want to have a strong offensive strategy, focus on building only light cavalry (and warehouse + farm levels when needed), until you are able to have light cavalry in production 24 hours a day.


Usually, at this step, you are out of the beginner protection. It is possible you have already a few of the buildings listed if you already have scouts, and the exact order that you upgrade them in is not as important, unless you have a specific building strategy.  See your particular building recommendation for more information on this.