![]() Of course, some will also simply roll over your army with no problems, and always take loot. It will defeat some attackers, deplete the troops of others (which slows them down, which they don't like, which may make them skip you over), and some will be greatful enough for the tower points that they don't loot. An attacker can only loot one of them, and that only if he checks in during a short interval.Īlso, get a good defending army. Also, keeping track of which neighbors to attack and not is more work than simply attacking them all.īest strategy: Produce goods as effectively as possible, in several buildings, and collect on time. This might be solution - for loosing potentiali good players placed in too strong hood. And if revenge player wins - he get back ploundered good and can plunder by himself. Plundering is only one of the reasons for attacking, besides which, he/she will get lucky, once in a while. After revenge player loses all his army - there is a possibility to refresh his army with 8 new worriers on the same battle field - so he can continue the same battle. Its impossible to put up your defense as high as those enemy troops you see by the end of GE level 4, consider how high the attacking boosts of those defense troops get. If the idea is that the attacks will stop if the attacker is "tricked" many enough times, that's a nice theory, but likely to be wrong. There are 3 offense military GBs, Zeus, CoA and CdM, only 2 defense military GBs: SBC and DC. If you leave a small production uncollected, hoping the attacker will take it, you loose even more. If you have three buildings, that's a greater loss than from having one 8 hrs production plundered. ![]() If your normal production rate is 8 hrs, and you increase it to 24 hrs, you loose 4 goods from each building. I haven't seen that many Masquerade Balls after an attack, so I don't know yet.Īs for fooling the attacker, it usually results in fooling yourself. Soccer field and aviary can be plundered. ![]()
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