This is how to build your base from the beginning; while there are many things that can be done differently this is how I found it best to build. It contains two parts, A short guide for quick reference and a details explaining the why and reasoning.
This is a how to build your base in a new realm. The major difference is the lack of resources available and that 90% of the realm is still in their bubble. You can tell if you’re in a new realm as there will be a lot of people spamming recruiting messages in the General Chat.
I have also written a quick ‘Elite Players’ note within the guides as they will do things slightly differently. The major different between the casual players and Elite is that they will spend money so their game play style is different.
First mistake people make in a new realm is trying to obtain Dragon Armour. Do NOT attempt to obtain dragon armour this early on. Dragon armour isn’t a necessity and you aren’t strong enough to try defeat Grodz for it yet. See Growing 201: Great Dragon for details ** link growing 201: Great Dragon**
Bubble days [Your first 7 days under protection]
Level research centre (so you can unlock more advanced research, see notes for more infomation)
Build 3-5 Homes, level your Houses so you always have positive idol population In the Resources view: Build 1-2 Farms
Build 1-2 Quarries
Build 4+ Lumbermills
Build 3+ Mines
Your upkeeps goes up the more troops you have, if you run out of food your men will not die, you just won't be able to train any until you have food. When you start growing in power you will never be able to offset your upkeep with your food production. Hitting Anthro camps is the only way to get food efficiently
At the time of writing this guide up upkeep was -30,000,000
Build 15-17 Garrisons. See notes for additional information
Build Sentinel, lvl 18
Steps 6-9 are the minimum steps required to unlock certain Units, you can build these in want ever preference you want, depending on the Army composition you are after
See Training 101 for more details
Build Factory, lvl 18 to unlock Armoured Transports
Build Metalsmith, lvl 4
Build Rookery, lvl 12
Level your Dragon Keep, You should now of unlocked Swiftstrike Dragons, if you have completed the research required
Do not build a theatre. You will be swimming in gold, it is a useless building
Optional: Build a storage vault, level as high as you need. This will protect some your resources from being taken (you will not need this later in the game, however I RECOMMEND building in a new realm as it is very difficult to get resources early on and this will protect your resources, except Gold.
Fill the rest of your empty spots with garrisons, if you missed any or decided not to get the Storage Vault
Click on your wall, set your men to “evade”
You should break protection early and look for easy targets. There will be a lot of inactive Cities and until the majority of the realm is out of their bubbles you should hit everyone around you for resources as often as you can. See ’War 101: Basics’ for how to attack
You should try avoiding losing any troops, so make sure you spy to see if they are defending.
Elite Players: Also if you are a serious Player, I suggest making Alternate account for each Resource and warp near your city so you can have a steady flow of resources incoming.
Also if you have started the new realm in a group (highly suggested) from your other realm, you should decide if you are going to pool resource so you can win the early tournaments, The more of you that place in the tournaments the better, as if will make winning the future tournaments A LOT easier. See how to win tournaments for further info
See building 101 for details on each building and overview of how to set out your city. ** include link to guide**
First you should level a Garrison to level 10-14 then focus on levelling your Sentinel, Factory, Rookery and Metalsmith to unlock troops, research and buildings, then once you have unlocked what you need to, should focus on levelling them all to 19 as soon as possible.
You should only level any building as high as you need to, example to unlock a unit or research, so you don’t waste resources on a building that isn’t providing any additional benefit.
Due to their being a limited supply of resource in a New Realm you will have to produce your own, however do not use all of your resources levelling up resource buildings to high, to maintain efficiency.
Depending on what troops you decide to train you should focus building more resource building to support that troop. You can have more of either Lumbermills or Mines as they will always provide a benefit to you, but I would not suggest building any more than 2 or Quarries or Farms.
Elite players: If you decide to have an Alt account then you will only need 1 of each resource building, and only 3 homes. The rest of your buildings will be Garrisons
Level research centre, and start researching! The key to this is always being able to have research going. Which research should be done first depends on what you want your army is comprised of for which research you will train first.
If you don’t plan on unlocking Fangtooths or spending money to unlock Fire Mirrors you should research:
Cairvoyance, is the most important as it allows you receive more detailed information when spying
Dragonary, until you can unlock Aerial Combat
Metallurgy, Alloys will be needed to upgraded to beable to unlock the higher research lvls of Metallurgy
Medicine, as dragons are speed units they have lower health than the Melee units, so Medicine is important in helping your dragons survivability
Rapid Deployment, Weapons Calibration and Levitation are all as important as each other
Dragon Lore, Woodcraft, Agriculture, Masonry, are the least important
This is the order you should research if you are Building your Army with BD, SSD, they tend to be the earliest unit you will have a full atk wave and so should aim to make them as strong as possible. You will alter the order if you intend to unlock FT or FM and plan on making a Army comprised of them different units.
There are several ways to protect your resources. What is most effective for you depends on your playing style and how often you play. Also several strategies are written below.
You need to keep your resources safe from being taken away by other players. This if you don't want to be bothered to always have to raid others when you need resources quickly. Your resources that can be raided are Food, Wood, Stone, Metals and Gold. The only one you cannot protect is Gold, it will always get taken away if you're being attacked (depending on the attacker's troops Load). We will discuss below of several ways to protect your resources.
One way to protect your resources is by building a Vault. This building is specifically made for keeping your resources from being raided by others. Build and upgrade it as far as you can to protect more resources. A level 19 Vault protects 950k of each resource except gold and a level 20 protects 1 million of each except gold. If you keep your resources to below that level you won't be losing much if you get attacked.
Advanced players don't need Vault any longer. By raiding castles (or quick farming), they can gather resources pretty easy. And in an old Realm, abandoned cities usually accumulate enough resources in a span of time to be raided. Thus, the need for a Vault is deemed moot. Although, of course, when you get attacked fairly often a Vault can help minimize the loss of resources. Also if you play occasionally or not that often, it is nice to get back into the game with resources ready to use.
If you play more often, an effective way is to train Armored Transports (ATs for short) and send your resources out and recall them at your desired time. This strategy is called Walking. The aim is to send them to another player in your alliance for the length of time you are likely to be away from the game (for example over night or while at work). If your Rapid Deployment research is too high and the time the march takes is too short, you can send a Porter in the march and it will slow it down. Remember, you are looking for a one-way march time because you are recalling the march. If you do forget to recall, the receiving player will eventually have your resources.
Time is important for this strategy, and it is best to memorize some members' distances and march time to quickly transport resources. In case of emergency like being attacked, you can immediately determine which is the best destination to protect your resources.
This Walking strategy for resources and gold can also be used to march the troops to save food consumption. By marching troops to attack any targets, you can save food because no food upkeep for troops that are on march.
This is called Walking the Troops.
As of Christmas Update 2013, every Garrisons of level 18 and up can help in keeping food from being consumed.
If you don't have enough ATs yet to walk all resources you want to save, prioritize on protecting wood and metals first. The reason being, food can be gathered easily from Anthropus Camps (see War 103: Camps Raiding) and many active players should have a large excess of stone and gold due to their long extensive usages (stones mainly for buildings and gold for researches, later for elite troops). Compared to the intensive usages of wood and metals for buildings and trainings, it is best to guard these two resources first.
A pool of resources in one or more members is called Banking. The member that receive all other players' resources ideally still in aBubbled Protection. Making him/ her cannot be attacked and safe from being looted. A free way to do this is by making a new account in different devices, or a fresh new player playing as bank. Members deposit resources and gold to the bank and the bank accepts request for withdrawals. Easy concept. The problems for a bank system are protection time and transports.
A new account have a one week protection bubble, and has the option to extend for another week. That would make the bank vulnerable for attacks after a maximum of two weeks time. Now, building ATs requires a lot of time and resources and two weeks would not be enough unless the player is constantly building and upgrading. In the case of free way banking, the bank usually get razed by members after the protection bubble pops.
Paying banking, which is spending Rubies to always extend the protection bubble can save the trouble of limited time on building ATs and pops-raze. It is an expensive ordeal, and not all alliance have members that are willing to spend. The Water Dragon has a unique skill at Level 20, that prolongs protection bubble.
In an alliance, big-power players have the means to farm more. With large armies, they can raid camps and cities faster than small-power players. And the extra resources unneeded for upgrading and training are left alone, walked or banked. There's another way to protect resources, in a sense of a greater good, that is spreading them to smaller power players. Without any request, you could just send your excess resources to other members and feel good about it.
The downsides of this are marching slots and warp-disabler. Sending to others used one marching slot from the maximum of yourMuster Point can allow. And the receiver cannot warp while having someone sending them something.
Welcome to the first class of Warfare, War 101, the basics. Here you will learn on attacking fundamentals and related elements that are effecting your way in doing it. Also a step-by-step detail information on how to attack can be read below.
In the game you can attack three different targets: Anthropus camps, wilderness and cities. Camps and wilds are in-game targets while cities are real people playing the game. Alliances are important here, and the game encourages you to join or create one. Although you can survive on your own, being together with other people in an alliance helps with resources and battles. If you are in an alliance, you cannot attack your fellow members. Targeting a city that belongs to another alliance can mean waging a war with them, so take care in selecting your prey.
Gathering resources and gold is the main reason for attacking (at least for Camps and Wilds), raiding the targets for their food, wood, metal, stone and gold. Camps have many food the higher the level. Wilds have less resources but can be conquered to help your city in producing specific goods. Another person's city can have resources you can raid depending on their vault level. You can always spy these targets first to see the resources they have. Increase your level of Clairvoyance to accurately spy targets, for camps and wilds you need to send more spies (see Growing 103: Raiding Camps for further info). Attacking another person's city can have many reasons and while this is just a game, proper etiquett should be regarded (attacking small active players considered as bullying). A popular word with DoA players for attacking is "farming".
When you just starting, you will have a protection bubble. This bubble protects you from attack by other cities. You can attack camps and wilderness but if you attack a city, your bubble will burst.
An attack has three stages: marching, the actual battle and retreating/ returning.
While marching you can do a speed-up, using items to shorten march time. You can also cancel your marching troops through Muster Point building. Canceling a march is retreating. Note that cancelling a march cost a full single trip back. Battling
When reaching the target, your troops will battle the target's troops instantly and would only take a second for the battle to finish. You then can see the result in a report in your mailbox. See War 102: Battle Mechanic to learn how the battle mechanic works. Retreating/ Returning
If you win or have survivors, your troops will do a trip back. Speed-up using items also can be applied here. A march and retreat time are calculated by the slowest troop(s) being sent/ survived.
While attacking, starting from sending your troops till they are back, you can see it in a queue list tab called March on the bottom bar. Sending many attacks will fill up the queue which requires an upgraded Muster Point building in order to add more. The maximum possible marches are ten. An attack also needs a General, you can hire one in the Officers' Quarters building.
Varden BMU: Attacking Basics!
In DoA, you can attack other cities, anthro camps, and wilds. You can gather resources from other cities and food from anthro camps, which we refer to as “farming.” You need to farm in order to grow, because building your city, doing your research, and training your troops all require resources. Here are some things to keep in mind:
SSDs and BDs are most useful for farming, they are fast and they can carry a decent amount.
To carry away more resources, you can send ATs as well, but they will slow down the march.
We have guides for farming anthro camps with a single loss – use them! Anthro camps are your best bet for gathering food.
Keep an eye on the cities around you. If their power never changes, then chances are they have stopped playing. These folks are known as inactives and are almost always safe to farm for resources. Other cities are a great source of non-food resources.
If you are farming someone who might be active, use spies to reduce your risk. Time a spy to arrive shortly before your attack. If the spy dies, then recall your attack to save your other troops. You can recall an attack from your Muster Point.
Don’t put all your eggs in one basket! Don’t send all your ATs or all your dragons on a single attack. Keep some back so it is easier to rebuild if you lose them.
Comprehension Double Check:
Anthro camps are the best source of both food and other resources. True or false?
Varden BMU: Defense Basics!
This is a war game – you are going to get attacked! And as you get bigger, it may happen even more often. ? You have the option of defending against attacks, but you need to be very careful when doing so. Some important points:
Your Wall should be set to Evade almost all the time.
To defend against an attack, set your Wall to Defend.
Time your Wall carefully so you defend only against the attack you intend to defend against and set it back to Evade right away.
When deciding whether to Wall, you need to consider your likelihood of winning with minimal losses. Check our ever expanding lists of defense configurations for common attacks.
An enemy might send a small attack to entice you to wall so they, or another player, can speed a bigger attack. So pay attention to their power and their alliance.
Comprehension Double Check:
What happens if you are attacked and your wall is set to defend?
Varden BMU: Reinforcing Basics!
Other players can send troops to help you out. Here are some things to keep in mind:
The reinforcing troops will do nothing but defend, you cannot use them to attack.
The reinforcing troops will automatically defend, no matter how your wall is set.
The reinforcing troops will eat your food.
You can send the reinforcing troops back home in the Muster Point.
The number of reinforcement marches you can receive increases as your fortress level goes up.
Comprehension Double Check:
What happens to reinforcing troops if there is an attack? What happens to the defenders’ troops if the wall is set to Evade?
Varden BMU: Basics of Working Together
Even if you only have a little power, you can contribute in numerous ways to the martial supremacy of the Varden!
If you have an active enemy that walls when you attack, see if a bigger player is interested in attacking. You can send your attack to trigger their wall, then the bigger player can speed a big attack timed to arrive when your attack does. To be extra safe, you can recall your attack before it ever lands! Use Line to coordinate your attacks and get the timing right.
Ask for reinforcements when you receive sentinel alerts. Post a ss of the alert in Line, then we can decide whether and how to reinforce.
If you spy a particularly juicy resource target that is out of your league power-wise, post a ss. A bigger player might be interested.
Comprehension Double Check:
You have to have several million power before you can participate in battles. True or false?