Day Four – The Scout

Your beginner’s protection just expired.

You start the day with 45 clubswingers. By the end of day 4, you will have a respectable army of over 100 clubswingers and a small scout army. You will need plenty of crop to support that army.

Extend Cropland L3
Extend Cropland L3

You would have researched scouts yesterday. So train 2 scouts.

Train 2 scouts

When your scouts are ready, scout those Gaul players whom you’ve been avoiding all this time. If they have no troops, then raid them. If they have troops, use the Combat Simulator to calculate your losses, and then calculate if it’s profitable to raid them.


For example, if you see a single rat there, then it takes 3 clubswingers to kill a rat with no losses of your own. If you see a rat and 2 phalanxs, then send at least 20 clubswingers. You will lose one clubswinger, but sending less than 20 will cost you 2 clubswingers.

How do I know this? Use the Combat Simulator.

To scout a village, send only 1 scout (not 2). You can scout all players around you without fear. Chances are no one has scouts at this stage. If your scout dies while scouting, then leave that player alone. Any player who has scouts at this stage is an experienced player, and you’re better off looking for easier prey.

Use your scouts to help you locate rich farms. You will find plenty, but you just don’t have enough clubswingers to raid with. Priority still goes to training clubswingers.

Extend Warehouse L3
Extend Woodcutter L2

Due to imbalance in resource, I NPC here.

NPC
Train 12 clubswingers
Extend Granary L3

Very soon you will need to focus on culture point in order to found a new village. Build an embassy. It is cheap, and also a great CP generator. Main Building is also an excellent CP generator.

Extend Embassy L1

Continue to raid all this time, and continue to train clubswingers in the barracks. Training is non-stop in the barracks, while you extend the structures. There is no need to extend the barracks as long as you train continuously.

Extend Woodcutter L2
Extend Main Building L6
Extend Main Building L7
Extend Cropland L4
Extend Cropland L4
Extend Granary L4
Extend Warehouse L4
Extend Clay Pit L2
Extend Clay Pit L2
Extend Clay Pit L2
Extend Iron Mine L2
Extend Iron Mine L2

Upon completing Iron Mine L2, you would have completed Taskmaster task 22. Click on the taskmaster to collect your reward of 15 gold. The taskmaster leaves you at this point.

By evening, I have 105 clubswingers and 2 scouts.

Extend Cropland L4
Extend Main Building L8
Extend Granary L5
Extend Woodcutter L3
Extend Woodcutter L3
Extend Woodcutter L3
Extend Woodcutter L3

By late night, I finish with 110 clubswingers and 2 scouts. Build two more levels of the Main Building and leave it to queue overnight.

Extend Main Building L9
Extend Main Building L10

Day Five – Infrastructure

You begin the day with a bad crop situation, about over –70/per hour. For today, build croplands to lessen the burden, and you need to increase your culture point production.

Main Building are great CP producers, but it is also important in order to reduce your build time. Building resource fields to L3 also generates a point of CP, so level up those clay pits and iron mines to crank up CP production.

Wall L1 and Cranny L1 are also cheap CP producers.

Extend Main Building L11
Extend Main Building L12
Extend Cropland L5
Extend Cropland L5
Extend Cropland L5
Extend Cropland L5
Extend Cropland L5
Extend Cropland L5 All croplands are L5 now
 
Extend Residence L1
Extend Warehouse L5
Extend Earth Wall L1 For CP production
 
Extend Clay Pit L3
Extend Clay Pit L3
Extend Clay Pit L3
Extend Clay Pit L3
 
Extend Iron Mine L3
Extend Iron Mine L3
Extend Iron Mine L3
Extend Iron Mine L3

At this stage, all croplands are at L5 and all resource fields at L3.

It would be late night by now. Build Main Building and leave it to queue overnight. I NPC to get the correct amount of resources for Main Building.

NPC
Extend Main Building L13
Extend Main Building L14

The resource fields, wall and residence are all for CP production. You would have increased your CP production by 25/per day. Troop training is minimal, so I finish the day with 120 clubswingers and 5 scouts.

Day Six – A Strong Economy

Continue to expand your army for raiding and build resource structures today. Concentrate on resource buildings because a strong economy is a must.

Extend Warehouse L6
Extend Granary L6
Extend Woodcutter L4
Extend Woodcutter L4
Extend Woodcutter L4
Extend Woodcutter L4
 
Extend Clay Pit L4
Extend Clay Pit L4
Extend Clay Pit L4
Extend Clay Pit L4
 
Extend Iron Mine L4
Extend Iron Mine L4
Extend Iron Mine L4
Extend Iron Mine L4
 
Extend Warehouse L7
 
Extend Cropland L6
Extend Cropland L6
Extend Cropland L6
NPC
Extend Cropland L6
Extend Cropland L6
Extend Cropland L6
 
Extend Grain Mill L1

I finish the day with almost 200 clubswingers and 10 scouts.

Day Seven – Raiding Frenzy

On day 7, now that you have a small scout army, then its time to increase your raiding efficiency. The clubswinger is the best overall raider in the game. And combined with the scout, they make a deadly combination.

First thing in the morning, send them out to scout every village in your 7 x 7 grid. Wait for the report to arrive. Do not send any attacks yet.

When the scout report arrives, calculate how many clubswingers are needed in order to collect all the resources. One clubswinger can collect 60 resources, so you can do the math. Then send the precise number of clubswingers.

If there are troops defending the village, like maybe there are 2 phalanxs or 4 legionnaires, use the Combat Simulator and find out how many clubswingers you should to send in order to minimize troop losses. Then calculate the amount of resource you will steal, versus the cost of number of troops you will lose.

If you can make a profit, then send off your attack. Otherwise, just send another scout again.

Scouting is invaluable. That is why you need to train scouts as soon as you can. It will increase your raiding efficiency many times over.

When all your scouts are back, then move to the next 7 x 7 grid. Let’s say its the 7 x 7 grid to the North. And repeat the whole process. Send 1 scout to every village. Wait for the report, then send the clubswingers.

Then move on to the next 7 x 7 grid. And repeat again.

If you have remaining clubswingers sitting at home doing nothing because they are waiting for the scouts to return, then send them all out to raid every village below 10 population. You may need to go out further, beyond your 21 x 21 grid.

Send only 2, at most 3 clubswingers because this is blind raiding. If they come back with a full load, then send the clubswingers out again.

So if you have 30 clubswingers, then you need to raid 10 villages (ie, 3 clubs each). The reason for sending so few clubs is because you don’t know how much resource they have. And by choosing small villages, you are ensuring your clubs won’t die.

That is how top robbers are made. Check your stats. You will probably have almost reached the top robber spot, if not already there, but only if you are hardworking enough and only if you have a strong clubswinger army. And only if you raid like there’s no tomorrow.

Extend Warehouse L8
Extend Granary L7
 
Extend Woodcutter L5
Extend Woodcutter L5
Extend Woodcutter L5
Extend Woodcutter L5
 
Extend Clay Pit L5
Extend Clay Pit L5
Extend Clay Pit L5
Extend Clay Pit L5
 
Extend Iron Mine L5
Extend Iron Mine L5
Extend Iron Mine L5
 
Extend Cropland L7
Extend Cropland L7
 
Extend Main Building L15

Build the Main Building overnight. By the end of day 7, I have around 250 clubswingers. And 15 scouts.

14 Responses to Day Four – The Scout

  1. Anonymous says:

    I think this is one of the most important info for me. And i’m glad reading your article. But wanna remark on some general things, The web site style is perfect, the articles is really excellent : D. Good job, cheers

  2. commenter says:

    1)this is the classic servers we are talking about i like them but there old and bad graphics the thing is i never have enough recources how the hell do i get loads???

  3. Alan says:

    Since a scout has no attack power, wouldn’t it be fundamentally impossible for any number of attacking scouts to overcome even 1 scout?

    • admin says:

      Scouts are a special unit. When scouting, they don’t use the attack/defend points like other units. See the section on defending against scouts to understand the mechanics behind scout attacks.

  4. josh says:

    this is a great guide and i am using it well and getting a lot of good raids in, but i’ve noticed some mistakes and stuff left out. i didnt see in the previous section about when to make the academy and in this section when to finish getting the croplands to 4. i mean i’m kinda skimming but i am taking it all in so that i know what to do better. thanks for this awesome guide too.

  5. omdano says:

    i have played like this in T4 and i have got 300 CS Should i start being ready for second village??

  6. cllub says:

    can u plz explain this in 3 pseed?
    u said u have 200 clubbies and 3 scouts in the 4th dy
    in peed server i think is it 600 clubbies?

    • Derek Kennedy says:

      The resource production = already an amateur raid, that is just going to help you more. those farms will be superfarms, with that kind of resource production speed, only a diligent cranny builder can keep up with the resource production demand, the resource field generate resource field so fast. So there are plenty for you to farm, that’s even better.

      Happy raiding, Mr Teuton

  7. Taahirify says:

    I am at day 3 today, and the problem is players around me are all growing very fast. Day 3 and all are already at a minimum of 50 pop with some exceptions. I am continuing to plunder the weak but will i be alright with this tight competition?

  8. Landon says:

    With a Roman, how many days should it take to research and train a scout. Following your guide as roman I have been able to stay on schedual so far, but training over 60 Legionaires by the end of day 4 seems like a longshot at this point (I have lost about 6 Legionaires on raids/have 26 presently). The good news is that I am climbing quickly, I’m ranked 8th at the moment.

  9. Tanmeet Singh says:

    it’s a good guide.i am able to grow now at a high pace now and their are very rich farms near me so i am fetching about 6000 resources per 12 hours.but lost 6 clubs.and i am getting attacked by a fool who is half my population and attacking me every time with his hero.my hero was at home when he attacked so his life is now very less.i don’t know how to regenerate his health points so i can counter attack him.i don’t want to loose clubs.and one thing more,even i am raiding so much resources but then also i couldn’t do all the steps of day 4.upgrading so much buildings was difficult but i did it.but then i couldn’t train any troop except 10 scouts and 22 clubs.
    this guide is also a bit different from t4 version.so it was a bit difficult to run at the speed of guide!!
    if anybody have some idea then please tell.

    • Ian Mustafa says:

      By the way you don’t need to quickly research and train scout in early game (though it is necessary to have at least 5 scout at day 7). Also you need to activate Gold Club in T4 and use Farm list to manage your raid list easily, and to raid painlessly.
      In my opinion (and maybe for some players), training Clubswingers is more important than upgrading recources in early game. More clubbies = more raiding = more resources = faster growing.
      Yeah, this tutorial is so crazy, but you need to adapt the tutorial for T4. In T3 there is no hero adventure, nor gold club, questmaster is kinda different. But in T4 you can be a good raider even if you are Roman or Gaul, and if you use Teuton and follow (some) steps in this tutorial, you will be a high ranked player in early game (I can manage my account to be top 100 rank in S3, Indonesian server, without dual player, with advice of this tutorial)

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