wel als je een goede start wilt nemen moet je deze guide maar eens lezen... hij is gemaakt door iemand van tribalwars.net en is natuurlijk ook in het engels ik denk als je tribalwars al langer speelt dat je deze guide al hebt gezien maar anders hier is hij(ik heb aleen het deel erop gezet van de start omdat er maximum 10000 tekens mogen zijn
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Starting up
If you have just sarted in your new village you have 5 days of protection, you should increase your mines for the first 3 and a half or 4 days then begin working towards an army. Getting an army before then is generally a bad idea unless you have an abandoned village immediately next to you that you could plunder easily otherwise you'd need to attack further out to find villages that are no longer protected. If you have no villages near you it could be a good idea to start over in a new location. If you're unsure about your location ask!
What to build and when to build it
There are no set rules for building up a village or multiple villages altho the basics are the same.
Don't be tempted to upgrade anything other than your mines for the first 3 and a half days, altho the mines take longer to upgrade and cost more than the others you will run out of resources fairly quickly. By increasing your resources priority to everything else in the besinning you'll be able to afford more upgrades sooner than you normally would. Upgrading things you don't need will only hold you back! e.g. You don't need to upgrade your Headquarters if you can't keep your buildings in constant production! A level 1 Headquarters is good enough unless you're getting extra resources upgrading beyond level 1 will slow the development of your village. And don't queue more than 2 buildings at any one time that is also a horrible waste of resources.
1) Resources - increase your timber, clay and iron. It's a good idea to keep these mines pretty even altho Iron could fall behind a couple of levels without causeing any problems at the start. If you want to make a push for your next structure but know you can't afford to do that or you'd need to upgrade your mines before you could get it then upgrade your mines first. Getting halfway to another structure then stopping to upgrade your mines is stupid and it holds you back, avoid doing that when possible.
2) Headquarters - Your HQ should be the first thing you upgrade other than your resources whenever you make a push for another structure it allows you to upgrade each building in the shortest period of time.
3) Barracks - To create units you'll first need the barracks altho once you have the barracks you might want to upgrade it a few levels extra so you could train units quicker but only do this if your income allows you to keep the units in constant training otherwise you don't need to upgrade further.
4) Stables - Like the barracks you should upgrade this when possible but not so much that you can't continue with constant unit production
5) Farm - Upgrade your farm when you know you're due to run out of space for your units or buildings your army will become your main source of income if you plunder properly a bigger farm comes priority to a mine upgrade if your population is ready to max out.
6) Warehouse - If you're an active player your warehouse shouldn't be cause for concern except when you're going to be away from the comp for an extended period of time, you have large hauls coming in or your warehouse isn't big enough to meet other structures requirements.
7) Wall - Walls are important but only if you're getting attacked altho don't wait to be attacked before you start building your wall. You should aim to upgrade your wall to around level 6 by the end of protection to prevent players from trying to raid your village altho if you're active you shouldn't need to since you'd be using your resources pretty much as you get them. By the time you're in danger of being attacked by rams and cats your wall should be level 20 but that won't be for a while.
Cool Marketplace - You could use your marketplace to trade your resources but be aware of the deals you're getting if alot of players are requesting a resource chances are you could set up a trade and receive more than a 1-1 ratio for the resource other players are looking for and if many players are trying to sell a resource then you'd have better luck selling it at a little below the 1-1 ratio. Your marketplace could also be used for defending your resources against attacks I'll go into more detail with that in the defence section.
9) Workshop - If you don't need to knock down any walls and aren't planning to destroy soemones village then you don't need a workshop, these are only needed for breaking down walls or immobilising other players. Your resources are better spent on a bigger army and other buildings untill you actually need rams and cats. I suggest getting a workshop if you repeatedly waste units while plundering villages that have walls but only produce enough rams to destroy the walls then you could work on other things untill you could afford constant production of these units. Many of the weakest players on tribal wars are the players that choose to go straight for a workshop when they couldn't afford the units they produce. (without a proper army rams and cats are expensive and pretty much useless)
10) Smithy - The smithy should always be the last thing you upgrade when making a push for other structures other than allowing you to research higher level units and meet the requirements of other structures it does nothing.
11) Academy - DO NOT work towards getting an academy unless you have a strong army and more resources than you could use. If this isn't your situation then 1 village is more than enough for you. If you are getting so much resources you can't use them all and your army if in constant production along with your buildings then you're ready to take on another building, players that work towards an academy before working on their army would more often than not lose their village to another player in the area. Expecially if they scout first and see you don't have a big enough army to defend 1 village nevermind 2 villages.
12) Hiding place - This is useless unless you're actually getting attacked and you're unable to send your resources out or successfully defend against the attack altho there is no real reason why you shouldn't be defended enough to hold off your attackers unless you're inactive