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What upgrades are worth the resources and which should be left alone This is for a basic 30-ish villager strong castle. If going for
a feudal rush or very early castle rush you may wish to skip the economic upgrades early on. 2. Double Axe Bit: This upgrade rocks.. like woodworking in ROR this upgrade is ESSENTIAL for a healthy wood intake. Get it right after you click upgrade to castle. 3. Gold Mining: Also good, and is like getting an extra villager on gold. Realizing that it costs more than one villager, its still essential because it gets around the fact that your economy pre-castle is essentially town center limited... make every villager count. GET This but not until after Double Bit Axe. 4. Scale Barding Armor/ Fletching Arrow: Get both of these as soon as you have the resources... you should be able to get at least one while transitioning to castle... Armor is for the knights; Fletching Arrow both helps your archers and increases town center, ship, and castle firepower (and range). 5. Wheelbarrow/Horse Collar: I tend to get wheelbarrow right when I castle, however, and I agree, you might want to evaluate your resource distribution first: If you've got a lot on wood get it. and if you don't pop out a villager or three first, since it only increases villie speed and capacity, not actual gathering speed, which means if there's little to no walking it has little to no effect. Throw in horse collar if you don't have too many farms up and are planning on building more soon. 6. Cartography: A Must in team games, I most often don't build a market until like 23-24 minutes but when I do I research immediately - it's really nice for team games. 7. Bow Saw: Always can use more wood for more tcs and siege. 8. Other Blacksmith Upgrades: Make sure you get the upgrades for whatever troops you're using. Also make sure to eventually get Bodkin arrow since again, it strengthens your TCs/Castles/ and Ships. The primary upgrade for my troops might come even before wheelbarrow (i.e. padded archer armor or whatever). 9. Murder Holes/Ballistics: Research these once you get a university up, its pretty much worthless to build a castle without murder holes (which is one of the reasons I think building a castle early is a mistake). Get ballistics next, or get it earlier if using a primarily archer strat. 10. Gold Shaft/Stone Shaft mining: Get them, but they are kind of expensive early, I generally wait until mid-late castle when I have a few extra resources. 11. IMPERIAL AGE- Get this now, you've got enough upgrades. Eventually get hand cart and town watch. MAYBE get two man saw
which is really overprices for its benefit - wait till late. Get guilds if trading extensively. As always FULLY
upgrade your troops. Especially get Bracer and Blast Furnace which apply to multiple troop types. SPIES/TREASON-- Don't get this unless your opponents down to their
last few men. Husbandry: ok but not essential - wait till imperial - This strat is courtesy of DaRq_DarkJihad and taken from the AoK Heaven's Forum. Please visit DaRq_DarkJihad's web page at http://users.michweb.com/~kurtfm/darq. |
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Other Strats Light Cav Rush - Talon explains why the Light Cav Rush can be used to disrupt your enemies economic boom. On the Road to "Expert" - What are some of the essential steps needed to get yourself on the road towards being an "expert"? Some essential lessons are detailed here. Sun Tsu's Art of War - For many centuries the basic thoughts of Sun Tsu have been used to establish military tactics. Learning them could improve your gameplay. What do you think of DaRq_DarkJIhad's assessments of necessary and useless upgrades? Jump here to discuss it in the Knight's Forum. |
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