Tuesday, December 4, 2012

How to Cap a Level 12 Historic City

In evony, there are four different historic cities and the level 12 is the lowest of them all. This guide explains how to capture one.

A historic city is a unique city that is spread out throughout the map and it is a NPC (non player city). They have many more troops than a lvl 9 or 10 NPC and their rapid regeneration makes it challenging to capture if you do not know what you are doing. They are not for farming as they have just as many resources in them as a level 10 NPC.

Why should I bother taking this city?
1. Drafting Troops
If you own said city, you can draft 5% of the highest number of troops from any city within this city's radius (a level 12's radius is 9 miles). You can even draft NPCs. You get 4 policies a day if your title is Furstin or Prinzessin which means that, at most, you can draft four times a day. Unfortunately you can not draft the same player's city multiple times a day but you can draft a NPC several times a day. Therefore, if you have a full NPC level 10 (400k warriors) within 9 miles of you, you can draft a little less than 80k warriors a day from it! If you have a player with 1 million archers nearby, you will get 50k from it from one draft and you still have 3 more drafts to draft a NPC or another player.

2. Stealing Food/Gold
Just like drafting troops, you can even take 10% food OR gold from a city within your range, may it be a NPC. It can be useful to take food from a NPC level 10 (even if you only get a few million food) or a player that is stacked up just to send out your farmers again and begin the farming cycle. However, keep in mind that taking food uses up a policy and you only get 4 of those a day.

The other policies are not very useful but if you are curious, take a look at this old guide.
NOTE: If you ever draft MY troops or MY food, consider your Historic City taken or NPCd.

3. Bigger waves
In a level 12 HC, your rally spot capacity increases by 25%. So with a rally spot level 10 (maximum), you can send 125k troops in one wave without a war ensign. If you do use a war ensign, you can send a wave with 156k troops. Of course, to make the most of such a big wave, you need a hero with decent leadership. Nevertheless, a wave just 25% bigger can hurt an opponent perhaps 50% more. It helps.

4. More Resource Production
In a level 12 HC, you can upgrade any building in your resource field to lvl 12, increasing your production. However, it costs a michelangelo script per upgrade after level 9, so to get a building in your resource field to level 12, you need 3 michelangelo scripts. But those are found very often in level 10 NPCs and sometimes level 5 NPCs so if you are a good farmer, acquiring these should not be a problem. Just imagine having 40 lvl 12 farms with 10 lvl 10 lakes! That is a few million food production per hour.

5. This Land is MINE
Because you have all this power, you pretty much own the land around you. If the land is of importance to an enemy alliance or if you annoy someone by drafting their troops/food, you may be asking for war against your Historic City from your enemy alliance. If you love war, good. If you don't, well, too bad. Either way, rack your Historic City up with good defense (learn more about the art of defense). If you have a strong defense then allowing the enemy to waste all their troops is an excellent way to hurt them. Make sure you keep spamming them to keep their healing rate down though. All in all, it adds a sense of dominance in evony. In most cases, an alliance with a lot of Historic Cities is a dominant (if not necessarily strong) alliance.

Basic Info:
Location: Found every 9 miles
Draft Range: 9 mile radius
Draft Amount: 4 if Furstin or higher

Regeneration Rate
Troop   Per SecondPer MinutePer 6 Minutes
Warrior   31118,666112,000
Pikemen/ Swordmen   452,71116,266
Archer   127134,280
Cavalry/ Cataphracts   301,80710,844
Rams/ Ballista/ Pult   42441,464
Historic cities of lvl 12 change troop combo daily.
The combo you want to look for is Pikemen/Cavalry/Ram
Any other and you will lose much more

Troops in a 12:
Warrior
Pikemen / Swordsman
Archer
Cavalry / Cataphracts
Rams / Ballista / Catapult
         1,120,000
         162,666
         42807
         108444
         14640

Walls:
Traps
Abatis
Archer Towers
Rolling Logs
Defensive Trebuchet
22,000
11,000
6,666
6,000
5,000
How to cap pike/cav/ram combo lvl 12 HC with MAX TECHS

300-350 Attack Heroes
  • 1 million archers, 500k warriors, 125k pikemen
  • 15 lvl 100 heroes (with uprise buff)
  • 9 set
  • No more than 20 second space between each wave
  • all waves must have AT LEAST 1 second of space
Wave 1-5: 76k warrior, 24k pikemen (all cavalry dead)
Wave 6-7: 96k archer, 2k pikemen, 2k swordmen (pikemen and archers dead)
Wave 8-15: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cataphracts, 500 cavalry (broken and cleaned)
Wave 16- : 20k archers, 20k warriors

400 Attack Heroes
  • 1 million archers, 500k warriors, 100k pikemen
  • 14 lvl 100 heroes (with uprise buff)
  • 9 set
  • No more than 20 second space between each wave
  • all waves must have AT LEAST 1 second of space
Wave 1-4: 76k warrior, 24k pikemen (all cavalry dead)
Wave 5-6: 96k archer, 2k pikemen, 2k swordmen (pikemen and archers dead)
Wave 7-14: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cataphracts, 500 cavalry (broken and cleaned)
Wave 15- : 20k archers, 20k warriors

500+ Attack Hero
  • 9 set (12 set recommended)
  • uprise buff
  • 125k ballista, 500k archers, 500k warriors
  • no more than 20 second space between each wave
  • all waves must have AT LEAST 1 second of space
Wave 1: 1k worker, 1k warrior, 1k swordsman, 1k pikeman, 1k archer, 1k cav, 1k cataphract, 1k ram, 117k ballista (broken)
Wave 2-4: 1k workers, 1k warriors, 1k scouts, 1k swordsmen, 95k archers, 500 cavalry (cleaned)
Wave 5- : 20k archers, 20k warriors

EDIT August 31, 2014: Thanks to Euan McNicholas, I realized that you may not need to layer your ballista; 125k plain ballista should do the trick with the same results (if not slightly better). Please comment your battle reports if you try either or both and I may add them to the list of battle reports of ballista waves.

15 comments:

  1. I am capping a level 12 historical city with this right now. It looks legitimate :)

    ReplyDelete
  2. What is the deal with the worker in ballie wave, never heard of it before

    ReplyDelete
    Replies
    1. Its just a ballista rainbow. You need each and every layer to give the ballista extra rounds to fire. However I have not tested whether or not workers are needed as layers for ballista (I know for a fact that they are needed against layers for archers). If you do test it, please let me know with screenshots and/or battle reports via ww.evonyurl.com

      Delete
  3. is there a combo hit for warriors,pike,archer,cataphract,catapult

    ReplyDelete
    Replies
    1. it is possible however I would strongly not recommend it. The procedure is pretty much the same as above except you have to scout bomb down the pults and the timing has to be really accurate. I have done that combo before against a 14, but again, strongly not recommended.

      Delete
  4. ballista rainbow now that the uprise buff doesn't work will this still work? and if so what level attack will i need ?

    ReplyDelete
    Replies
    1. still 500+ with at least a 9 set

      Delete
    2. i find that on a pike, cav, and ram combo... i send 500 work/warr/pike/scout/sword/arch/cav/phract , 2k rams and rest bally with a 12 set (no uprise) i lose about 12k bally (give or take 2k) on the first wave.
      I did the same thing with a 9 set but set my hero to 450 atk and rest intel and lost 25k-35k bally.

      Delete
    3. you get the extra health bonus with a full 12 set

      Delete
    4. Thank you for commenting. My method with a 500+ attack hero with at least a 9 set does recommend a wave similar to that. However, yes, a 12 set is better than a 9, but what I wanted to show here are the minimum requirements.

      Delete
  5. what does a 9 set mean?

    ReplyDelete
  6. I don't know if anyone actually still posts here... but sending a rainbow with ballistas doesn't make any difference, I know as crazy as it sounds, but because the ballistas are so slow, all the layers race of without the ballistas not actually giving it any extra rounds. Pure ballista is the way forward. All that damages the lista are trebs and the archers towers. You can lower the losses with war spam but its not worth it at all as it only gets losses down by tiny amounts. And the defending archers towers have a longer range than the ballistas meaning that you will always take damage on them. Hope this helped

    ReplyDelete
    Replies
    1. I believe you are absolutely correct.

      Delete
    2. The reason why I put a ballista rainbow rather than plain ballistas is because I have had cases where a ballista rainbow would get 500k exp per hit whereas a plain ballista wave would get about 200k exp. From that I figured that in some cases, layering them up does help. But against a HC 12, I don't believe layers are necessary.

      Delete

Search For Specific Information