15 Tech

DeletedUser8010

Guest
Hi there, ive played a number of worlds, however i have never (properly) played a 15 tech world, and was wondering if someone could possibly tell me the strategic guidelines here etc, and general what the difference is :)
 

DeletedUser

Guest
well i haven't played any 15tech world either...
but from what i have read int he guides, it's like a 10 tech world the only difference being instead of being able to upgrade each troop to level 10 you can only upgrade them to level 3...

It's like skill point allocation in various role playing games...
you get a total of 15 points which can be used on the troops teach....
maximum being 3...
hope that makes sense to you.... :p

also i would like to know from the people who have played worlds with 15tech that weatehr we can downgrade a tech or not...
like we nobled a village and it already had level 3 Lc, but we want to use it as a defensive villa...
 

DeletedUser8010

Guest
Thanks; yeah that does help my understanding alot. But surely all villages could just have the same build really... if you were going to use a basic nuke and basic foot defence throughout, as this would keep it similar to worlds with simple tech (3 spear, 3 sword, 3 axe; 3 LC; 3 ram)
 

DeletedUser

Guest
Thanks; yeah that does help my understanding alot. But surely all villages could just have the same build really... if you were going to use a basic nuke and basic foot defence throughout, as this would keep it similar to worlds with simple tech (3 spear, 3 sword, 3 axe; 3 LC; 3 ram)

Your scouts would then be useless dude.

If I remember correctly, w2.net and w3.net had similar settings. There are a variety of options, level 3 HC being one of the most commonly used.

- G
 

Nauzhror

Well-Known Member
Reaction score
106
also i would like to know from the people who have played worlds with 15tech that weatehr we can downgrade a tech or not...
like we nobled a village and it already had level 3 Lc, but we want to use it as a defensive villa...


Yes, you can downgrade techs, the only exceptions are all villages have level 1 spear and sword researched and they cannot be unresearched.
 

DeletedUser

Guest
Yes, you can downgrade techs, the only exceptions are all villages have level 1 spear and sword researched and they cannot be unresearched.

thanks :)
i wouldn't downgrade spear and swords :icon_cool:
 

DeletedUser

Guest
Troops get the qualities of the village the are in so a typical def vill is lvl 3 sp sw sc hc and cats. All very well if you are a turtle but to be offensive you have to use up your 15 lvls for offense. My personal choice was sp2, sw, ax3, lc3,hc2, ram3, cat1.
 

Nauzhror

Well-Known Member
Reaction score
106
Troops get the qualities of the village the are in so a typical def vill is lvl 3 sp sw sc hc and cats. All very well if you are a turtle but to be offensive you have to use up your 15 lvls for offense. My personal choice was sp2, sw, ax3, lc3,hc2, ram3, cat1.



I'd much more strongly suggest:

3 spear
1 sword
3 hc
3 axe
3 lc
2 ram

Cats and scouts can be made and then un-researched and still function the same as if they were level 1.
 

DeletedUser5582

Guest
15 tech! Some good points above but think a few might be confused as Ed and Nauzhror might have been using different builds (Ed sp/sw and Nauzhror sp/hc)

First up 15 tech does exactly what it says on the tin which is gives you 15 tech levels to play with and note that all villas have sp 1 and sw 1 and these cannot be removed so you have 13 'spaces" to upgrade and the higher the upgrade the better your troops perform (attacking or defending).

Now the second thing to remember with 15 tech is that the troops performance is dependent upon the tech level of the village they are IN not one they came from! So sending your uber def troops from your fully teched def villa to a tribemates off villa and they turn into simpletons if the tech levels haven't been upgraded!

So when requesting support you should ask your tribe to state what tech levels they have and a tribal wide tech requirement might be a bonus.

You might see a few people do the HC strategy and you will certainly see a lot going for a sp/hc def build than you would on a simple tech world.

Now first lets consider scouts. On other worlds the number of scouts surviving or if a pally world would determine if you saw the villa build or outside troops and on 15 tech only a L3 scout will see outside troops, L2 the build and L1 what troops are in the villa whether all live or not. So you will probably see a lot more dedicated scout villas on a 15 tech world too.

Ok Def villas as they are easy. 15 tech spaces so Sp/sw/HC/scout and cats all at 3 gives you your 15. As Nauzhror points out you can build say rams then remove the tech and they still act as L1 rams but in reality only the super organised remember to remove techs etc etc so for most of us this would be our normal tech build in a DEF villa.

Now due to the limits imposed I often build 100 cats in def villas to time in after nukes to remove farms and HQ when catting "safe" villas in enemy tribes as L3 cats did heaps better so for all of you who scratch your heads on what cats do in def villas here they do play their part. Just a thought.

Now OFF villas. Now we have 13 spaces to upgrade and am assuming we not going for the HC strat in full (again late game HC nukes are handy to have on the front line as great to have your noble trains there as instant support with last noble and also emergency HC) but early game I would suggest you avoid the full HC strat.

Now is no problem teching for a nuke that is easy our problems start when we have to consider how to defend our OFF villas when under attack. Let me explain.

Let us say we go Ax, LC and ram all at 3 which makes 9. Plus the 2 so is 11 which gives us just 4 more spaces to upgrade. Now we need 7 spaces just to max our def (2 more each for sp and sw and 3 for hc) and that doesn't take into account if folks want scouts in their nuke!!

So we need to compromise. This is why you will see a lot of Sp/hc builds out there and looking at Nauzhror's post he would build his cats and scouts then remove the techs but again I think most of us not that organised!!

A sp/hc build gives us Sp 3 Sw 1 Ax 3, LC3, HC 3 and rams 2 making our 15 (rams teched to 2 doesn't make a huge difference to their performance against an axe at 2)

So when your sp/hc support arrives at your OFF villa they are not fighting at feeble techs and you not having to rejig tech levels when under attack.

Downside is that sp/hc are not as good as a sp/sw/hc def though quicker of course.

What I have done on 15 tech worlds is look at having many more role specific villas plus I like to have cats in nukes as makes fakes scarier and you get much better fan mail arriving!

So I had scout villas (roughly 1 in 10 def villas dropping to 1 in when I remembered), I also had wall buster villas with a lot of rams to remove walls quickly so I could get to kill my opponents def quickly, I had 2 types of nukes. My everyday wear nuke which had cats and one that was just axe/lc and rams for targeting villas I was going to noble.

For def I had 80% sp/sw/hc and then the rest were HC heavy builds for quick support.

So for tech purposes for def villas as stated above easy at sp/sw/hc/scout/cat all at 3.

For my cat nukes then was Sp 3, sw 2, axe 3, lc 3, hc 2 ram and cat at 1 each
For normal nuke then lost the cat and upped ram to 2
Wall busters then rams went to 3 and dropped a level off sp to make sp 2 , sw 2, axe 3 lc 3 hc 2 and rams at 3.

Ok this worked for me but note this was late game. Early game I would strongly suggest you work the sp/hc strat and as you grow then begin to change your gameplan and your tech levels accordingly.

Do make sure your tribe is singing from the same hymn sheet though or disasters will occur.
Do make sure you tech your scouts to 3 or they are going to be a waste of time!
Do spend some time THINKING and playing with the sim to see how your simple world build will cope
Do note that sp/hc def is weak so also build your early nukes to cater for them!!

Ok hope the above helps is written straight off so will edit later and when you spot any mistakes be gentle please!
 

Nauzhror

Well-Known Member
Reaction score
106
So when requesting support you should ask your tribe to state what tech levels they have and a tribal wide tech requirement might be a bonus.

This. Very very much so this. Having half your tribe go sp/sw while the other half goes sp/hc on a 15-tech world is a recipe for disaster. Personally I'd enforce sp/hc upon the entire tribe were I leading one on a 15-tech world.

Lightyjo said:
Now due to the limits imposed I often build 100 cats in def villas to time in after nukes to remove farms and HQ when catting "safe" villas in enemy tribes as L3 cats did heaps better so for all of you who scratch your heads on what cats do in def villas here they do play their part. Just a thought.

Not just that, but cats make decent defense when build-time is a concern. I'm not saying having cats in your completed D village is great (well, not for the sake of defending anyway, they can be great if used like you mentioned, to actually cat people), since on a per-population-basis they're quite weak defensively, but say if you have 10 hours to make as much D as you can and time is the limiting factor rather than resources or population compare the following:

227 sp, 48 hc, 8 cats

General defence 13805
Cavalry Defence 14455


Take out the 8 cats:

General defence 13005
Cavalry Defence 14055

Making the cats alongside the hc and spears made the defense 6.15% stronger against infantry and 2.85% stronger against cavalry, not a huge difference, but at times every bit helps.

Lightyjo said:
Now is no problem teching for a nuke that is easy our problems start when we have to consider how to defend our OFF villas when under attack. Let me explain.

Let us say we go Ax, LC and ram all at 3 which makes 9. Plus the 2 so is 11 which gives us just 4 more spaces to upgrade. Now we need 7 spaces just to max our def (2 more each for sp and sw and 3 for hc) and that doesn't take into account if folks want scouts in their nuke!!

So we need to compromise. This is why you will see a lot of Sp/hc builds out there and looking at Nauzhror's post he would build his cats and scouts then remove the techs but again I think most of us not that organised!!

A sp/hc build gives us Sp 3 Sw 1 Ax 3, LC3, HC 3 and rams 2 making our 15 (rams teched to 2 doesn't make a huge difference to their performance against an axe at 2)

So when your sp/hc support arrives at your OFF villa they are not fighting at feeble techs and you not having to rejig tech levels when under attack.

Downside is that sp/hc are not as good as a sp/sw/hc def though quicker of course.

I'm guessing you look to be in agreement that level 2 ram is a better choice than level 3 ram as suggested by SuicidEd, but just for other people reading, the reason I prioritize rams lower than anything else in regards to levels is higher level rams only damage the wall more, they don't actually do any more damage to the wall's defense bonus modifier.

Example below: (Note I am not suggesting the defense or offense builds shown below, they are used purely for simplicity sake because they're round numbers and common builds)

Level 1 Rams:

Attacker Units: 0 0 7000 0 3000 0 213 0 0 0
Losses: 0 0 7000 0 3000 0 213 0 0 0

Defender Units: 10000 10000 0 0 0 0 0 0 0 0
Losses: 5683 5683 0 0 0 0 0 0 0 0
Damage by rams: The wall has been damaged and downgraded from level 20 to level 15

Level 3 Rams:

Attacker Units: 0 0 7000 0 3000 0 213 0 0 0
Losses: 0 0 7000 0 3000 0 213 0 0 0

Defender Units: 10000 10000 0 0 0 0 0 0 0 0
Losses: 5685 5685 0 0 0 0 0 0 0 0
Damage by rams: The wall has been damaged and downgraded from level 20 to level 12

Two more spears and swords died, and those only died because rams have 2 offensive strength at level 1 and 3 offensive strength at levels two and three. The "real" change is merely the extra three levels knocked off the wall, meaning that teching rams to 3 never kills more troops in the current attack (4 troops so small it shouldn't even be considered anyway, rams offensive strength is not the intended role of rams), but can lead to more troops dying in subsequent attacks which can make level 3 rams somewhat important in late-game, but at least at startup where you're most likely clearing villages with 1 nuke, or 2 nukes at most level 1 rams are just as good as level 3. In fact, during the early stages when farming is still massively important I'd recommend:

Level 3 Axe
Level 3 LC
Level 3 HC
Level 3 SP
Level 1 Sword
Level 2 Scout
(Make rams, then unresearch)

^ That is what my first village typically looks like because level 2 scouts are absolutely essential for SRE farming.
 
Last edited:

DeletedUser

Guest
[...] I'd recommend:

Level 3 Axe
Level 3 LC
Level 3 HC
Level 3 SP
Level 1 Ram
Level 2 Scout

^ That is what my first village typically looks like because level 2 scouts are absolutely essential for SRE farming.

Nice recommendation. Especially that ... it's completely impossible :icon_razz: (if we talk about 15 technologies researching worlds).
You shouldn't forget about lovely ... and obligatory - 1 lvl for swords in every smithy :icon_wink: ...

edit:
Yes, you can downgrade techs, the only exceptions are all villages have level 1 spear and sword researched and they cannot be unresearched.
:)
 
Last edited by a moderator:

DeletedUser

Guest
i would also like to know if degrading a tech takes equal time as it took in upgrading?

is it just like demolishing buildings?
 

DeletedUser5582

Guest
i would also like to know if degrading a tech takes equal time as it took in upgrading?

is it just like demolishing buildings?

yes you can upgrade or downgrade from the smithy. Downgrading costs nothing (but time) but upgrading will cost you ressies and no rebate when you remove!

Time wise from memory is the same to upgrade as it is to downgrade
 

DeletedUser10789

Guest
you can just about upgrade a nuke with it.
axes-3
lc-3
scouts-3
rams-3
cats-3

and defence
spears-3
swords-3
archers-3
scouts-3
either cats or HC-3
 

DeletedUser5582

Guest
you can just about upgrade a nuke with it.
axes-3
lc-3
scouts-3
rams-3
cats-3

and defence
spears-3
swords-3
archers-3
scouts-3
either cats or HC-3

um ok as has been pointed out above ALL villas have Sp1 and SW1 automatically so on your off that tech build is not possible as you would have 17 and the max allowed is 15.

On your def build again the max is 15 and no archers on UK12 so the build would be Sp3, Sw3. Sc3, HC3 and Cats 3.

Hope that clears it up but if still confused PM me
 

DeletedUser

Guest
Would you not be better off though to have some level of defence researched in your offense vills?
I know there are no archers or pally in W12 so I would have suggested for W12:

DEF VILL:
Spear 3
Sword 3
Axe 0
Scout 3
LC 0
HC 3
Cats 3
Rams 0

OFF VILL
Spear 2
Sword 1
Axe 3
Scout 1
LC 3
HC 2
Cats 1
Rams 2

Would mean that for defense support Spears and HC get priority but Cats and Swords won't be completely useless?
 

DeletedUser5582

Guest
it really depends on how you want to play.

I think the key issue is during start up to (what I call the free buffet) when the major tribes begin to dominate the K's so lets say your 1st 15 villas you will probably want to run the HC def strat.

So in def villas you are building sp/hc/scouts and cats.

In your off villa your techs are Sp3, Sw 1, Axe 3, Lc 3, HC 3 rams 2 so giving your def max tech protection when you are defending your OFF villas. If this is enforced tribe wide then although your def is weak on paper it is quick and easy to rebuild.

Later on you will be much more specialised in your villas (scout villas, wall busters, HC def villas and even HC nukes in your frontline noble villas etc etc)

Personally I like cats in nukes so I compromise but also in start up who will have HC teched to 3 in all their villas? Not everyone.

This is why Sp/HC def is attractive on 15 tech worlds but read my first post and you'll see my tech build there.
 
Top