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 Scouting Villages

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Darkstar
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PostSubject: Scouting Villages   Thu Sep 25, 2008 11:50 pm

Send 15-25 of these into a large village and you just might come back with enough resources to level a few tiles or buildings.
There faster and they can only be seen if the village has a scout.

Plus there not considered attacks, because your scouting Wink



I was really tired when I wrote that ^ and I think I must have been out of my mind lol.

Here is the new version:

[Note: You're raid/scouting will be seen as an attack when sending in Equites Imperatoris
so if you want to remain stealth (Providing they have no scouts) don't send in the Equites Imperatoris]

When scouting a village it can sometimes take a while for the Scouts to arrive depending
on how far away the villages you're scouting are. And when they finally return saying that
the village has an abundance of resource, you have to send troops out again to raid them.

What if they spend them before you arrive?

I myself would rather send in a few scouts (Send in 15 is possible)
and at the same time send in as many Equites Imperatoris as you think may
be needed. I would send in no less then 5 and if possible send in 15-25.

I'm currently sending 44 of them, but only because their so fast it really doesn't matter
and this will reduce the likely hood of loosing some troops.


Last edited by Darkstar on Fri Sep 26, 2008 10:53 am; edited 5 times in total
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PostSubject: Re: Scouting Villages   Fri Sep 26, 2008 7:34 am

How do you get them to bring back supplies? My Roman scouts have 0 carrying capacity and the manual shows both other races scouts with 0 also.
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Darkstar
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PostSubject: Re: Scouting Villages   Fri Sep 26, 2008 10:40 am

Airwolf wrote:
How do you get them to bring back supplies? My Roman scouts have 0 carrying capacity and the manual shows both other races scouts with 0 also.



lol!

Fixed >.<
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TLanice



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PostSubject: Re: Scouting Villages   Fri Sep 26, 2008 1:27 pm

May I add a note.

If you send your scout in with other troops, it is no longer a scouting mission. They will be seen and attacked ad normal. So, send in your scouts (however many) and then right after, send in your chosen troop.
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Sirin



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PostSubject: Re: Scouting Villages   Fri Sep 26, 2008 9:34 pm

Look at the sidebar where it says manual. Scouts don't carry any resources. You have to physically raid the person. Though with Gauls it's better to send an attack, that way you can free your troops as you leave. Scouting will only let you see resources/troops or troops/defense. If you want to use this to your advantage you send to waves of scouts, one behind the other to scout everything. That way you can determine how you want to proceed.

Only by having scouts or other cavalry can you detect a scouting. Just b/c someone scouts you doesn't mean they plan to attack. In order to keep yourself protected build up your wall, have at least 6 crannies - though Gauls won't need as many, and to keep Teutons from getting anything keep your resources 2/3 below what your crannies can hold.
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Darkstar
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PostSubject: Re: Scouting Villages   Fri Sep 26, 2008 11:45 pm

Good advice, and yes, as I mentioned you need to send in Equites Imperatoris's in order to carry any resources. (Settlers can also hold huge amounts of resources!)

6 crannies seems like overkill if you ask me, unless your not active much, or plan on building up a large amount of resources to do something like research a catapult.


TIP:
Once you have researched everything you can destroy your Academy.
The same goes for the Siege and Stables. Just make sure you have built anything you want built, that may require those buildings as a prerequisite.
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Sirin



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PostSubject: Re: Scouting Villages   Sat Sep 27, 2008 6:17 am

The other server it was necessary until I got my troops built up to a descent number. Don't destroy the academy. It gives a ton of culture points for establishing cities. Settlers only hold 750 of each b/c that's what they take with them in order to found your city. When they arrive you use those resources to start getting the new city together. And you don't have to have a marketplace in order to feed the new city resources from the first.
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Darkstar
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PostSubject: Re: Scouting Villages   Sat Sep 27, 2008 12:27 pm

TLanice wrote:
May I add a note.

If you send your scout in with other troops, it is no longer a scouting mission. They will be seen and attacked ad normal. So, send in your scouts (however many) and then right after, send in your chosen troop.


Maybe I wasn't clear enough in my first post, but I did mention that.
Thanks for clearing that up.


Last edited by Darkstar on Sat Sep 27, 2008 12:33 pm; edited 1 time in total
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PostSubject: Re: Scouting Villages   Sat Sep 27, 2008 12:32 pm

Sirin wrote:
The other server it was necessary until I got my troops built up to a descent number. Don't destroy the academy. It gives a ton of culture points for establishing cities. Settlers only hold 750 of each b/c that's what they take with them in order to found your city. When they arrive you use those resources to start getting the new city together. And you don't have to have a marketplace in order to feed the new city resources from the first.


If you send a Settler out with an attack he can bring back 3000 resources.
He is also a very powerful unit.

"Don't destroy the academy. It gives a ton of culture points for establishing cities"
Please Explain?

Because if you research the settlers and everything else what purpose could it possibly have?
You use the residence to establish new cities.... and the Town Hall Parties every 24 hours to build up your culture points like mad.
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1outof7
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PostSubject: Re: Scouting Villages   Sun Oct 05, 2008 10:28 pm

I know for fact that settlers bring back lots, because I used them to hit my farms before I built my new town. If you know for fact that your farm has no troops and no activity send your settlers for a trip.
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Sirin



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PostSubject: Re: Scouting Villages   Mon Oct 06, 2008 5:01 am

Culture points are used for establishing new cities and also for sending out senators/chiefs/chieftains and conquering other peoples' cities. Trust me, I do know. I've been playing the other server since May. I also have been checking the Travian forums and the FAQ section. http://help.travian.com/index.php?type=faq&mod=532 Party.Pants. and I use this religiously. Especially when we're deciding what buildings to keep or how far to extend a particular building. The forums are also good for info on the stickies and other things in general.

What's the point of having a settler before you're even ready to found the new city? What if someone had attacked your city while you were away? All that time and resource gone.
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