![]() ![]() Connect buildings to your town center with roads -Your town center gets a health bonus for every building in the road network.Some of the attacks against my base were from the. The vault and the refinery in particular are high hitpoint buildings that will take more time to destroy, so place them strategically! An update of my Classical Age base design for DomiNations, this is the best DomiNations base design for the medieval age. Farming Base Layout for your Medieval Age Base. Put these buildings in areas outside your walls and defenses where you want to make the enemy attack them first instead of destroying your defenses or breaking your walls right away. DomiNations- Medieval age Farming Base By Bibek Adhikari baselayouts, farming, medieval. Use your nondefensive buildings to slow the enemy down - Enemies can't steal loot and there's no benefit for them to destroy your library, but their troops will still attack these buildings.Protect your mortars - make sure they can't be easily reached and taken out from the outside.Use anti-tank guns to protect bunkers and tank depots.Make sure your fort/castle is not next to your Town Center, so that one sabotage can't freeze both of them.If you have Forbidden City, make sure it is separated from Town Center so that the attacker can't rally on both.Don't bother protecting gold/food/oil resource so put them outside of walls - you can't lose resources or medals in wars.Defenses that spawn troops (Fort/Castle/Garrison/Stables/Bunkers.) should not be walled off completely, or the spawned troops or Generals will be trapped! Spawned troops can not go through walls and need gates in order to get out and engage the enemy.Make sure your Town Center and all defenses are behind multiple layers of walls.So, the ONLY objective you have when you design a war base is to keep the enemy from earning stars! Traps will also reset themselves so that they are always active for each enemy attack.Īnother feature of war bases is that enemy attacks on it will never steal your own resources, will never give you medals or take them away, and won't affect your peace treaties. Troops that your allies donate on the war map during planning day will always pop out of your town center to defend it, and your highest general(s) will always be active to defend your castle/fort. A level 5 upgrade will add 120,000 maximum resources, so you will go up to a max of 281,400 by upgrading one of them. At the start of this Age you will be maxed out at 161,400 gold/food. Your war base is the one that enemies can only attack in world wars. In this case, build the new caravan, farm, and barracks. You can protect resources and leave your town center exposed, or you can protect your town center to try to hold on to medals. We have NO rules about how you set up this base. It's also the base that other players see when they attack you in regular multiplayer. DomiNations base layouts - Classical Age, Medieval, Gunpowder Age, Enlightment Age DomiNationsTipps 2.84K subscribers Subscribe Subscribed 155 Share 17K views 7 years ago Proper. It's where you start research, train troops, and all of that. Your town base is the one that you see when you first log in. ![]() ![]() There are 3 slots for your town base and 3 slots for your warbase. When you use the in-game map-editor, you must select which base you are editing. When I get more walls, I'll either surround the catapults, or make another run.Difference between Town Base and War Base: I figured once they got through the outside wall it was a free for all, now it's much harder to move. I've had 3 victories recently, which was rare in my previous designs which were all open in the middle of a surrounding wall. Also I separated out the town centre, logic there is an easy defeat for them means much harder for them to get resources, and you also are covered by catapults. I put both catapults in one, as this is certainly the first attack point if you're after a full victory. The logic here is that each time you have to bash through a wall - so if you have a wall miner, you only get into one section before having to get into the next one. I'm trying to build what I'm calling "Wall Runs." The idea is to separate the resources as best as possible in sections which are also protected by other weapons.
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