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Welcome Warriors
Welcome To Tribal Wars 2



Tribal Wars is competitive, harsh and fun to play.
Find the right tribe and the atmosphere is brilliant.
Learn and create strategies for solo and team play to survive and thrive.
I hope this guide will serve to assist new players to tribal wars 2 and serve to give ideas to players who have been here a while.

Good luck, and I may see you on the battlefield.

>>>>Feedback Thread<<<<<


Directory:
1. Genesis: Starting Up
2. The Journey Begins: Troops

3. The Journey Begins: Growth and Farming
 
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1. Genesis
You will notice that when you log in for the first time, you are given the option to choose a starting direction. This can be an important tool if you are joining a world as part of an agreement to start out with a group of players. Allowing pre-arranged tribes a chance to start near each other and work together from the beginning. If you are just starting out, you are free to choose any corner of the map you fancy, or leave it to luck and click the dice in the centre of the screen.

You have joined the game! Welcome! Your villagers have settled into your new village and are awaiting your orders, so let us begin.
The Tutorial:

As you begin you will notice our tutorial takes over your decisions to get you started. This is to get you used to the tutorial feature that is designed to guide you to building a successful starting village.
The tutorial will show you how to add buildings to your queue through the village Headquarters, entering the Barracks and recruiting troops, and then lead you to the map and explain how to attack other villages to farm them for resources an important tactic for fast growth and success.

Once you have completed these guiding baby steps you will be able to continue the game freely, so let's address what we see following our baby steps.

Our tutorial has led us here. Starting out this can be a lot of information to process, so let us break down this image.

-Starting at the top left, you will see your player ID, Rank and Points. Right now points may show as blank but will update after you refresh the page. This is your simplest comparison showing you your progress and standing for the world you are playing, as you continue and grow and conquer villages your points will increase and your rank will reflect this.

-Beneath your rank you will see a small icon with a red exclamation mark. This is your access to your quests, continuing on from the tutorial these quests prompt you to build your village and offer small rewards for completing each quest. Once you complete each quest in a group you unlock the next set in the tree. You can find the quest tree along with a wealth of information about the game on the Tribal Wars 2 Wiki Page.

-At the top right of your interface you will see lots of numbers. In order, these numbers show you the stored timber, the stored clay, the stored iron and the available provisions for your active village. The final number is your crowns, this is a feature that allows you to purchase small boosts with your money. Keep an eye on the game forums for your market/server as we post competitions with crown prizes awarded to the winners.

-Beneath your warehouse and farm status, you will see the units bar. This bar shows you the units recruited in your village that are available to be commanded. Units supporting your active village and units from your active village that are either attacking or supporting won't be shown here.

-At the bottom of your screen you will see your quickbar. This gives you all of the menu options and tools to complete your experience and play the game. The buttons on the left are your zoom buttons and map and village access buttons.
The quickbar has the following buttons: Reports Folder, Mail Folder, Tribe Menu, Tribe Forum, Units Window, Overviews, Inventory, Acheivements and Settings. (If you are on the app, this is also where you will find the logout button.

Building Your Village:

In the centre you will see your village, as you can see from the image mine is currently blocked by a prompt to open the resource deposit.
The resource deposit is a feature that allows active players to complete jobs to earn a small amount of resources and rewards can be achieved for completing enough jobs to gain 500, 2000 and 10000 resources respectively. Rewards range from resource packets, units, officers or even rerolls of the job list. The job list can also be rerolled by spending crowns to try to reach the higher job milestones to earn the bigger rewards.
The Job list and available rewards will refresh every 12 hours.

It is well worth completing the available jobs during start up to help with resource costs and to earn inventory items for later on, so I advise clicking on a job to begin and returning to the deposit periodically whilst completing the quest tree.
Now that we have been in the deposit, the large prompt will have disappeared and it is time to address the quest tree.

Clicking on the small icon with the red exclamation mark opens the quest window, which gives information on available quests, their requirements and the rewards for completing them.
The first quest is to build timber camp level 1, and the group of quests prompt you to get your timber level 2, clay 1 and iron 1.
You will see that the quests are prompting you to improve production and the rewards allow you to continue the initial set up of your village quickly.
Whenever you complete a quest, instead of a red exclamation mark you will see a treasure chest indicating you have a reward to collect.
Once all quests in the group have been completed, the next step in the tree will appear.

The quest tree will prompt you to keep building a complete village and prepare it for conquering more villages.
The tutorial and quests are an important tool for starting players and experienced players both to progress quickly.

Building Your SECOND Village:
No that wasn't a misprint, yes you heard me correctly.
One of the newer features to Tribal Wars 2 is the ability to complete a Second Village side quest which will place a second village in your province for you to build up.
-In very rare cases, the second village may spawn in another province, and be without faith, unfortunately there is currently no fix for this.

The second village feature works a little like the resource deposit. You will see a build icon on the map and a prompt to open your second village feature.


When you open the feature you will be prompted to begin construction jobs, like the resource deposit. You will be reward with a small amount of resources and a build point towards the settlement completion.

What you need to know about the Second Village Feature:
-The second village requires 50 points to complete and take it's place on the map so that other players can see it.
-Only 10 tasks can be completed each day towards building your second village, meaning the second village cannot be completed in fewer than 5 days.
-A player has 14 days from when they register to the world to complete the build quest tree for the second village. Should the time limit expire, the second village will disappear and the slot should be used to generate a barbarian village. Should you lose your second village, restarting the world should allow you to try for it again, or you may feel that you can continue without it.
-Your second village receives its own beginner protection from the moment it is placed.

Alright, so you have landed! You have your village, and in the process of growing so let's just recap:
1. You have your new village, and the quest tree will keep pushing you to build it and give you resources and other small boosts to prompt you to build it.
2. You have your second village being settled, keep it up and you will have a new village to build with its own village protection as your first village loses protection.
3. You have small jobs to complete through the resource deposit to earn small boosts such as resource packets and officer cards.

That is about it for the introduction, it is now time to work on our accounts to learn to be successful players and attractive potentials to join or build successful tribes.
 
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2. The Journey Begins: Troops

So you should now be building up your first village, using the prompts to build as the quest guides you and boosts you. Remember to keep working on the second village too, you don't want to lose this village by not managing to complete the tasks within the 14 day period.

You will notice that the quests are not only pushing you to build your village, but they are also pushing you to build troops and use your army to raid other villages for resources.
This is a good start, but by no means is it the whole story to a successful start. Experienced players know that to survive and thrive requires several things, and the first we will talk about is troops.

You need them. This is tribal wars, of course you need them as you will be fighting for your survival, and if you do it right, the survival of your allies.
As soon as you begin to build troops, you do not stop. The more troops you have, the more resources they can carry and the better your income therefore the better your growth. Also, the more troops you have, the better prepared you are for your future battles.

You should already have seen your barracks menu, but we will break it down into its 3 sections.
The Daily Unit Deal is a paid feature. The deal is always 50 crowns, however the strength of the unit changes, as does the type of troop which is random based on your barracks level as well as how many deal slots you have.

The three types of Unit Deals are normal, epic and legendary. Legendary being the rarer deals and containing the highest number of available troops through a single deal. As you can see, you get just one free reroll every day, and after that a reroll costs 15 crowns.
Only one slot can be purchased every day, rerolls do not refresh the slots, so it is not possible to endlessly purchase troops.

Furthermore, the deal is limited by your resources. If you cannot afford the resource cost for the group of troops in the deal, or if you do not have enough provisions available to accommodate these troops, then purchasing the deal will only grant you the number of troops you can accommodate. You will receive a warning in this case.

Here is where you are recruiting your troops. The troops you add to your queue appear beneath this section with a timer to completion and showing how many troops have already been trained in each group.

Units are divided into two groups, Attack and Defense.
Each unit type requires a certain barracks level to be made available. Offense tends to build faster than defense.
You should already, hopefully, be considering these options, and how it affects you and your play.

Every building has its own research tree, with specialised upgrades to that building with the unlocked research. A common research to buildings as you reach higher levels are improved hitpoints. This makes them more impervious to targeted catapult attacks. For the barracks, this is the level 23 research.
The barracks specialised research is related to troop discipline, each unlocked research improves troop discipline by 33%.

But what does this mean?

When you send attacks, at the beginning, when your barracks level is low; Your troops will have low discipline, this affects their landing time by a couple of seconds when you are sending attacks.
Lots more numbers right?
From left to right, you have the travel time, the approximate travel time, the fighting strength of your army, carry capacity of your army and finally the discipline.
As you can see, my 4 spears have a low discipline, the ~indicates that the approximate landing time could alter as much as + or - 3.5 seconds. In this game, that can be huge, so it is worth keeping an eye on that. The discipline is calculated at launch so you will see the effect immediately on your landing time should you need to cancel your attack to try a better timing.

Eventually, discipline will be almost non-existent in your higher level barracks, only being apparent by .5 seconds in your more diverse armies.

Alright, we made it through the breakdown, but I didn't explain what I meant by Offensive and Defensive builds. This is where you make possibly one of your bigger choices in your start up; How to structure your village's army. There are 3 choices and I will lay them out for you.
Each village will only ever have a maximum of 24,000 provisions, this is the maximum number your farm will be capable of when it reaches level 30. The average village build, will use approximately 3,500 of these provisions, leaving you anywhere between 20,000 and 21,000 provisions to put towards your army.
You are still starting out, so you won't have access to these numbers yet, but don't worry about that right now, we'll get you there.

Build Options:
Also referred to as a Nuke. This is an aggressive strategy in which your village is built with a focus to attack. This means you build ONLY offensive type units in your village. This is where your provision limits you the most as you cannot combine your offensive armies into one big attack. Each offensive village must attack on its own and so it is important that these nukes remain purely offensive to get as much power into each attack as possible.

Risks:
-You enter a race with your aggressive neighbours, your best chance is to be ready to atatck them before they attack you as you have little to no personal defense.
-You also risk failing to clear your target if you aren't able to build enough offensive troops to kill their defenses.
Rewards:
-Able to actively engage growing targets, taking villages that are better built than easy targets. This means less work to ready your account for the next battle.

Same concept as an offensive build, only with defensive troops. You are already going to be building defensive troops as prompted by the quest tree, which will in turn reward you with more troops. This means you are already on the edge of being able to make that push towards a defensive army. Defense can be very strong, as it is possible to support one village from many, during start up this can be done with help from your tribe, or allies, combining defenses into strong armies commonly referred to as Stacks, to provide a stronger defense than your enemy Nuke can handle and to reduce your losses.

The risks:
-You will be playing defensively, reacting to players who move against you.
-You will have a harder time wiping out active enemies, unless their attack on you fails and you are able to stroll into their undefended village.

The rewards:
-Better farming, spearmen have the best carry capacity for infantry, it has been my experience so far that my defensive builds were able to gather resources much more easily than my offensive builds.
-It also takes a long time to build defenses during your early stage growth, so building a large defense for your first village makes you an unattractive target for players trying to minimise losses and sets you up to better defend your account and your team mates later.

This is a mix of the first two, with the aim of becoming an unattractive target with defense, and some offense troops to clear weaker targets. This option is more common among newer players trying to feel out the game, and while it is not a good idea to employ mixed builds when you have several villages and a growing account it is a valid strategy to start up with.
As a member of an active team, it is worth making sure each of you have a few defensive troops to move around even if you choose to be majority offensive in your first village. Indeed, more experienced and coordinated tribes may have a defensive requirement of their players for the benefit of the tribe. A valid strategy for the greater good of your tribe, but it hinges on the activity, selflessness and coordination of the group.

I prefer to start offensively. While I write this guide, I will be building defense in my first village and offense in my second village. What you build is entirely up to you.

When you are making your decision, I suggest considering the following.
-How active are you? Can you afford a mad race against another aggressive player? Can you maintain excellent activity around the clock?
If you are playing on the international server you will be competing against players from around the globe, you may be attacked at any time. Some players are experienced and excellent strategists, some have almost ungodly activity, some are lucky enough to be in a coordinated tribe with experienced leaders.
If you don't think you are active enough to compete with other aggressive players, then a defensive build or mixed build is more suited to you.

-How active is your team?
If you have an active and close knit team, defending yourselves will be much easier. Coordinate effectively and be selfless with your troops and you will find you can overcome seemingly overwhelming odds. I seek to prove this theory every chance I get. If you find truth in this, then mixed to offensive oriented builds are more for you and your team.

As for the structure of the army, whatever build you choose, you will find that your resources will largely define the ratio of troops, based on your growth and available resources with regards to what you can afford. For example, if you choose an offensive build and add axes to begin, you will start to build an iron surplus which you can spend on light cavalry.
 
3. The Journey Begins: Growth and Farming

Hopefully you are now considering how you will form your army, which is important for not only figuring out what best suits you, but also because you need to start producing troops 24/7 to farm with and boost your production.

The quests already nudge you towards farming, informing you that you can raid barbarian villages to increase the resources your village is able to bring in. Your start up phase, is arguably the most crucial and competitive period in your game, and for that reason is possible one of the more exciting parts to experience.
The more you are able to farm, the more resources you are able to put back into your growth and when you are saving up for your first noble you want to be able to pull in 1000s of resources as effortlessly as possible.

In tribal wars 2, there is a setting that limits you to 50 attacks per village, so it is worth keeping that in mind, though it has personally impacted me it may impact the more avid farmers.
I mention this, because I am going to suggest you set up some farming presets, you should have already created a preset as part of your quest tree directly from the rally point. It is also possible to create a preset when you are looking to send attacks from the map view in both the preset menu and the attack menu.

Presets you create are added to your global list, but need to be activated for any village you wish to add them in (we will cover that later), when you click on another village to send an attack, you have the option to manually enter troops, or use a preset. The preset option is at 3 o'clock on the radial menu, with the manual option above it.

As your army grows, you will start to drain villages of their resources more quickly, to combat this issue, you will need to group your army to different targets to farm more and more villages. Which is why we will be using presets, and keeping in mind our attack limit. From the attack screen you can choose to save the attack you are about to send as a preset.

Or alternatively you may create a new preset from the preset menu that opens when you click on the button in the radial menu.

Once you have your presets set up, it will be a matter of 3 clicks to send each farm run, 1; click on target, 2; click presets from radial menu, 3; click the attack option for your chosen preset.

It is entirely up to you how you set up your presets, however I will try to limit how many presets are active in each village. I create my presets based on troop walking speed. So for a defensive build during start up, I will have 1 preset for swords, another for spears and archers, and a third for cavalry.

I will also send them out in that order, so starting with my village at the centre of my map view, I will send infantry to the nearer villages and work my way out, with cavalry doing the longer runs.

I do not often choose a defensive build start up, but when I do, I build light cavalry to farm with.
I don't build a huge number of light cavalry, just enough to let me farm further out while I push towards heavy cavalry. Heavy Cav are the most expensive barracks unit, and take the longest to reach, so it isn't a bad idea to build some light cavalry that you can kill off later when you need to make room to complete your defensive village.

Efficiency:
Personally, I never check farm reports, I only need to know one thing; Are my farm runs regularly draining the village?
When you are looking at your reports folder showing your attacks, you will see an image of crates next to each report title.
A single crate means that your troops aren't carrying to their maximum capacity, which means you emptied the target village. 3 crates means there was still available resources to be plundered.

While I have never put too much energy into monitoring which villages drain quicker, or how little the haul is from villages that have been drained, I will adjust my sending based on what i see from my reports folder. If I see more partial hauls than I do full, I will divide my forces further, the more commands you have attacking different villages, the more resources you will pull in. Right up until that attack limit is hit.

I have my own limits too, 3 hours out on sending. That is the maximum I will let my troops be gone unless I am troop saving (another upcoming mention). So I will recycle my runs as they come back, if they return from a village I am regularly draining, I might send them to a village I am regularly receiving full hauls from.
It is important to remember, that villages are always generating resources, and so unless you are competing for farming with an active neighbour and you are unfortunate enough to come in behind their attacks, you will always get some resources.

There is more reason for you to maintain a tight circle of farming than to keep on pushing out and out and out, as you do not want to come under attack with your armies 4 hours away farming under the perceived efficiency of getting full hauls regardless of how far you have to travel to get them.
Farming is also the first place you can gain a victory over your neighbours. If you can actively, and consistently, steal the resources they are trying to farm before they get to them their own productivity will drop and you will be passive-aggressively beating them out of your area. The rate at which you grow compared to your neighbour will become more defined and you will be on track to being better prepared to make them a target. It can be very demoralising to a player putting energy into farming and not being able to maintain efficiency.

Farming is fairly simple, just keep a few things in mind:
-The more you farm, the more resources you have coming in to put back into troops and village building.
-As you recruit more troops, your farm runs will grow, so keep your preset groups updated to make the most out of your troops without losing out to the attack limit.
-Be mindful of your hauls, and adjust your sending to suit.

Barbarian Villages
From what I have observed, Barbarian village growth seems to be affected by a number of factors, including province growth, neighbouring province growth and village growth. So the more active your area, the quicker your farms will grow.

Their growth is not dependent on resources, and is random, so don't worry about draining them of resources. Those barbarians work for free.
Barbarians do not build walls, the only instance you will ever find walls is in player owned villages, so if a player restarts or deletes the wall will remain. Beyond that, empty barbarian villages will not cost you troops for hitting walls.

Barbarian Villages: Advanced
-Shaping:
More active players sometimes choose to build a complement of catapults in their villages so that they can engage in "farm shaping". This is an activity in which a player sends catapults to lower all other buildings except resource and warehouse to try to create the best resource production possible in that village. Barbarian villages grow to 3,500 points, and so this technique requires upkeep at least on a weekly basis.
-Spiking:
I would like to make it known that I do not consider this a valid tactic.
Spiking is a technique used by some players to try to dissuade their neighbours from being as active or as liberal in their farm run sending. This was a more common strategy in tribal wars where barbarian villages built walls. However here, it can be a costly technique to employ.
Barbarian villages have neither walls, nor faith and so your troops will be at their most vulnerable trying to protect these resources. It is much more fruitful trying to outmanoeuvre your opponent by beating them to the resources.
IF you feel this technique is worth trying, then your troops would be better spent defending inactive player villages where morale will be your ally.

One other use for spiking is using single unit supports to get an idea of your neighbour's activity and online times, though there is no way of being certain who exactly is hitting your troops.

Inactive Players:
Keep an eye on inactive players in your area, the minimum warehouse hold is 1000 of each resource, and when the 5 day beginner protection runs out, that could be yours if you are quick enough.
Alternatively you might use this against your enemies by employing the spiking strategy who might try to beat you to it.

Inactive players MAY have small numbers of troops as you get 30 spears almost immediately when you run through the tutorial.

I would say one more time that I do not waste my resources trying to spike villages. This might be something you try however.

Village Growth
It is my opinion that the village quests are very important to your start up, they urge you to build your village fairly quickly and give you boosts along the way. It is certainly much slower trying to build a village without the quests.

However, there are a couple of things to keep in mind. I have already told you to start building troops endlessly, and what you might find yourself is that trying to do that and stick to the quest tree is not possible.
You need to keep on top of how quickly you will use your farm provisions, and how quickly you will bring in resources. So it is worth going off script to maintain a balance.

-Build farm to keep up with provisions.
-Build warehouse to keep up with hauls, remember the academy will need 75,000 clay (just a little less of each wood and iron) this means a minimum warehouse level of 22.)
-Build HQ to deal with increasing build times. My rule is to build a level of HQ whenever the build time is lower than that of the next resource building. Though you might find your own preference.

Note: We aren't quite there yet, but I think this is worth mentioning now. You don't NEED to build every single building to its maximum level. While this is again a personal preference, it can mean a noticeable difference in your troop count. We will go over this later too.
 
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4. The Journey Begins: Finding Allies.
It's the name of the game. Tribal Wars. Do not take it lightly.

Whilst experienced players may know how to out last lesser experienced players, or maybe are just lucky enough to do so, everyone needs a team to rely on at some point.

Finding a group of players is imperative to not only survive, but thrive in your area and become a competing power for your world, but as I so often do, I am getting ahead of myself.

During your start up, you need to find another active player, or group of playersHow , in close proximity to yourself to begin creating your support network. Selfless support of each other will allow you to more effectively deal with attackers and remove hostile elements from your area of influence to boost the growth of your group through nobling.

How do you do this?
Well, I can't give you a list of things to do, just some suggestions.

-Keep an eye on your area, identify your active neighbours, who is growing at the same rate as you, who is growing faster than you. This is where the potential lies. The potential to find an ally or an enemy, so play your cards well to get the best option for your future.
Chances are, your neighbours are not going to want to spark a premature grudgematch with other active players, especially not before anyone has reached the ability to conquer other villages.

This gives you plenty of time to look around, find players whom you believe joining up with will strengthen both you and them and open a dialogue with those players to get a feel for their intentions and how the feel about you. You can learn a lot from a player from talking to them, their experience, their intention, their strategy, their activity, and all this is vital information to you whether they are to become your ally or your enemy.

-Investigate their tribe. If they are already part of one. The tribe you join can be helpful or harmful. If you want the best chance at thriving, I would advise against picking the tribe that just recruited 3 other players in your province because they were online to accept an invitation.
A tribe willing to recruit anyone and everyone creates the danger that you will have nowhere to grow to and no enemies to fight, on the other hand, not joining a tribe that just recruited 5 active players in your home province is also dangerous as it will require skill and assistance to overcome those odds.

It is my personal preference not to join the tribe that is recruiting everything around me, I view it as hostile whether they are trying to recruit me or not. However,if you feel that this is your only option, do not be disheartened, but at the same time do not make it your final option. At the very least joining the mass recruiter will hook you up with the other potentials joining them and if the tribe becomes a hindrance to the team you build within there is nothing stopping you from splitting off into you own tribe.

If there are players near you who are active and growing, this is positive news, they may be holding off joining the local mass recruiter and are looking fr a good active team to join, so it is worth finding out why they are still solo too. It can take a couple of weeks before players are ready to start conquering each other, so do not feel rushed to find a tribe.

When you are looking for a tribe, you should remember these things:
-You are there to protect and help your tribemates, as much as they are there to help and protect you.
-It is your leaders responsibility to effectively guide the tribe, and you should trust in their decisions to lead you. If you feel the opposite to this, maybe this isn't the tribe for you.
-Your leaders are responsible for teaching you the game, if there isn't an active FAQ and guide section offering tips on how to play and answering vital questions, then this might not be the tribe for you. The leaders themselves may not be experienced in the game or in leadership, and whilst I believe that anyone can lead and learn to lead a tribe through start up, the odds of an inexperienced tribe that isn't actively learning and adapting surviving mid game are low.
 
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