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Tavern, is it worth going over lvl 12?

DeletedUser1427

Guest
Are there any benefits to raising the Tavern above level 12? Aside from additional hitpoints of course.

Does it have any effect on chance of spy success (either offensive, defensive, or chance to activate counter measures)?

Are those last three levels just wasted farm space and some additional building hitpoints?
 

DeletedUser486

Guest
The developers have been asking for ideas for a level 15 tavern countermeasure to help balance out the current spy/sabotage mechanic. Until then, if you are trying to cut the points/provisions cost at every point, then no, I do not believe a level 15 tavern gives anything extra than a level 12 at this point.
This is however conjecture, since nobody knows truly how spying is worked out. Personally, I just build them up anyway, just in case.
 

DeletedUser3578

Guest
You should probably, level it up to 14, for the "Homeguard" research. Otherwise, I see no point maxing it out (besides the achievement, ofc).
 

DeletedUser3635

Guest
I agree totally with @TrovanXD
The Tavern 12, gives you 5 spies, and all the Counter Measures settings.
However if you consider Sabotage then you need to have level 14, as after much complaining to the game masters, the HOMEGUARD feature was added to give an equal Defense chance against Sab attacks.
So ask yourself, am I likely to have a enemy sending Sabs, if not then stay at 14, the choice is yours players!
 

DeletedUser3635

Guest
WIKI:
14 Homeguard This research unlocks the homeguard. This will protect your village against sabotage attacks greatly.
Level 15, adds 1 extra hitpoint, and takes 24 hours to upgrade
 

DeletedUser2185

Guest
It is very worth it to get Lv15 for full protection.

Though it may not seem to you, trust me, in our tests, it makes a heck of a difference.
 

DeletedUser1594

Guest
This question was asked before Homeguard even existed, not sure why you would bump a 5 month old question
 

DeletedUser2847

Guest
In lvl 15 tavern you can introduce a new officer "Voodoo medicinman". This can make all attacking troops arriving against the villa sick so they fight with random 50-100% power. This would be just as great as the sabotage
 
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