Tribal Wars: Flags Part 2.

August 29, 2012 in Random Thoughts, Special Features, Strategy:TW, World 064 News, World News

Hey, I’m Malreaux or Steve, and welcome back to my in-depth review of the flag system, with information and tips and tricks on how to make the most out of your flags!

Here’s part 2, it’ll be continuing directly from where part 1 left off, if you missed that, you can find it here.


4) Trading

Trading is not a good way to get better flags than what you currently have, which is the ultimate goal,  due to the fact that in each trade you can only receive a flag of the equivalent level you gave away. In addition to this you can only trade with your tribemates, which limits the number of offers you can see/participate in.
This having been said, flag trading can be useful in borrowing a flag you may need for only 24 hours, and then trading it right back, which tribemates will usually be sympathetic to.  An example of when you may need a flag could be to store some cheaper packets for your train, or when you have a few incomings and could use a defence flag. Other than that, stick a few trades up of bad flags and hope someone accepts them, but don’t follow it too closesly.

5) Combining

The first time you came across the combining feature (if you haven’t already, I almost guarantee you would have if not saved by me), you probably instinctively thought that  it was a brilliant thing which only helped to serve you by giving you a higher level flag by throwing out your old trash, but I think of it differently, I think of it as a loss. Having said that, in startup and the early stages, you have such a low amount of villages hoarding the early ones will just be a waste, all they’re doing is sitting there, but later on, perhaps you have fifty villages, if you combine three flags, may receive one better flag, but two villages will be flagless, and without a permanent bonus. In these cases it can be better to simply leave all three flags with their slightly lower values.

Possible exceptions to this rule include, but are not limited to, cheaper packets/coins flags, where it is possible to simply up the market and shift resources to the village where your costs will be reduced,  and attack/defence flags, whereby one may keep a flag in reserve and move it where it is needed, although this is extremely limiting in terms of the 24 hour change time and the fact when attacking/defending multiple villages they will fight less well as a whole.

In all, every flag combination should be considered thoroughly, and all possible outcomes analysed given the situation, but I will say that later on in the game, again perhaps excluding cheaper noblemen flags, combining is less a help than a hindrance.

6) Promotions

Promotions are few and far-between, and really worth counting on, but when they are around, they’re quick and easy to get, so why would you not?

7) OD

Whilst getting flags for OD seems like a consistent and reliable way to get flags, and is 3x more rewarding in terms of the individual flags you receive compared the nobleman rewards, as when you look at the amounts of OD you need early on it seems it’ll be easy to get later, but whilst I am unaware of the actual denoted amounts you must achieve (I did ask Morthy but he simply told me you only get a level 2 flag from OD, regardless of the amount), it is not a linear increase, that much is clear from the early amounts, meaning that whilst it will get exponentially easier to get OD as time goes on, the amount of OD it is necessary to achieve for a flag reward will increase dramatically.

OD whores, feel free to keep going for OD, but don’t do it simply to get the flags, see them as a bonus, not an incentive.


Next, seeing as they’re almost completely new and unseen, and thus there aren’t a lot of strategy guides on them, I thought I would give you a few hints and tricks on how to use them.

In my eyes some of the flags come in pairs in terms of their equal and opposite usages, and therefore I will explain them as such.

Haul capacity/Resource production flags


Both of these flags impact your incoming flow of resources in some way, but in terms of their usage they should be used in opposite circumstances.

The resource production flag is very simple to comprehend and understand, it simply makes your mines produce more, but the increased haul capacity flag can be confusing. When you see the title of the flag it is easy to think “this will help me farm more!” and simply stick it on, but no, the flag does not help you farm more resources, it helps you farm more efficiently. This means that you will not receive any extra resources from what you are farming, you will simply be able to get those resources faster.
In practical terms,  the way I would best advise how to make the decision between the resource production flag and the haul capacity flag is to look at your farming and your pit levels. If you are always getting full hauls in your village, that means that your farms are producing too much for you to harvest with the troops you have. Whilst keeping troops queued is of course a solution, to supplement and improve this, a haul flag can be useful, as it is not the number of troops you have, but the overall capacity of the troops you have that impacts farming (look at it like this: If you have 3 heavy cavalry to farm with, you have a combined total of 150 haul capacity, but with 2 light cavalry, you have 160 capacity). This means that a haul flag will help you drain your farms in the same amount of time with the same amount of troops.

If you are still confused, imagine you have a farm that is 10 minutes away by LC.
Imagine you have 2 LC and that when your LC go from your village to this farm, and land at the farm, it will have 166 resources total there.
If you send your LC at the village normally, they’ll get there in 10 minutes, get a full haul, then return in 10 minutes. After this, you can resend one of them to get a partially full haul and drain the resources there.

The amount of working minutes for your lc this culminates in is 2 (for 2lc)x10 (for the journey) x2 (for the return) + 1 (for the one lc resent)x10 (journey)x2 (return).

This equals in 60 minutes of LC working time, or one hour.

With a +4% haul flag, your lc will have a haul capacity of 83 resources each, meaning when they land at your farm they will get a full haul of 166 and return to your village with all of these resources, leaving you free to wait the right amount of time for the village to stock up again to the right amount, and resend another 2LC.

This is a total of 2x10x2 minutes, or 40 minutes, meaning in this example the +4% haul flag makes your farming 50% more efficient (this will never happen in practical terms, it is simply an imaginary scenario to show the increase in efficiency, regardless of what the actual increase is).

{Whilst this is a very narrow example, the principle is clearly shown that you get more resources in less time. Whilst you could argue that you can simply go without the flag and wait for the farm to stock up, the goal is to get all the resources you can in the shortest time you can, meaning the second option is superior).

Through using either lengthy calculation or educated guesswork you should be able to work out whether resource production or haul capacity is better for your village.

In terms of having multiple villages, it is much easier to decide which flag to put where.
As all the flags work with percentages, the bonus you will be given for using each one is proportional to how high your capability in whatever the flag improves was originally.

For example, if you have level 29 resource pits on speed 1 and a 10% resource production flag,  your pits will be producing 2063 resources/hour, and with the bonus you will receive is 10%, ie. a tenth, so the bonus=

2063/10 = 206.3 (rounded down is 206)

If however your pits were level 30, the bonus would be:

2400/10 = 240

Therefore for all flags it is best to put them in the place where the capacity for whatever they do is already best. This is of course assuming all flags will be used as a bonus, not a necessity-if you have just conquered a village and need to get it up and running as soon as possible then you should administer your flags accordingly.

This method can also be used to work out which village would benefit most from an increased haul capacity flag.

If you consider that the factors affecting the efficiency of your farming, ignoring the farms you are farming and assuming they are always full and that each resource is equivalent in cumulative value, each unit has two contributing factors that influence how well it farms:

  • Speed/field
  • Haul capacity

Using these two factors, we can work out how much a village will benefit from a haul capacity flag.

How we can do this is by working out a unit’s haul capacity in relation to its speed. The scale I use is:

(Fields crossed/minute x haul capacity) divided by two (to get resources units have to go to a village and then return, effectively doubling the journey time and lowering the speed at which they undertake the journey)

So for example (all values assume world/unit speed 1, simply scale them up according to whatever speed you need and plug them into the equation)  a spearman covers 1 field every 18 minutes, so in one minute he will cover an 18th of a field. A spearman also has 25 haul capacity, so this equates to:

1/18th x 25 = 1.38 recurring. Divided by 2 = 0.694r

So now that you understand the maths behind it, here are the equivalent values for all units with haul capacity:
(please note this is not an equation for which unit is worth more, simply a way to relate between which farms better assuming you already have a full village of them and that training costs/population are not a factor)

Spear fighter: 0.694 r
Sword: 0.340909 r
Axeman:  0.275 r
Archer:  0.275 r

Light cavalry: 4
Mounted archer: 2.5
Heavy cavalry: 2.2727r

Although there are two variables that define the size of these numbers, the order in which things are multiplied, assuming they are all multiplied together, does not matter, and the result will always be the same regardless of the order.
What this means is that to work out the bonus of your haul production flag, you simply add on the relevant percentage that you need to, as for example adding 10% to a value is just the same as multiplying said value by 1.10
(25% would be 1.25, 50%would be 1.50, 75% would be 1.75, a decimal is just a proportion of a whole, much like a percentage).

Given this, it is possible to work out which village will benefit more from which flag.
We do this by taking the number of  each unit we have in our village (or more accurately, the number of units in each village we will be farming with) and multiplying by the values worked out above. So for example if we have 3000 LC and 7000 axes, the sum of the relative farming capability of that village would be:

3000×4  + 7000×0.275 which is equal to approximately 14000.

Whilst this number means very little on its own, when you look at a village in comparison that has, say, 2000 HC and 7000 spears, it can be useful.

The relative farming capability of said D village is:

2000x 2.2727 + 7000×0.694 which is equal to approximately 9500.

This means that when looking at these two villages, the bonus the first will receive from a 10% haul flag is 1400 relative to the bonus the second will receive, which is  950.

Other useful hints regarding.resource production flags:

  • Bonus villages (This is awaiting confirmation, but it is all educated guesses and to the best of my knowledge I believe it is correct)
As we have already seen, the higher your initial resource production the higher the advantage you will gain from using a flag on a particular village. This also applies to bonus villages. If you lay aside the fact that nobling a bonus village will mean you have a small, basic village, as it has not been built up by a player, then resource flags on bonus villages give more of a gain than they would on a standard village with the same sized pits. This also works with other bonus villages and their corresponding flags, like population bonus villages and rax/stable/workshop bonus villages.
The reason for this is that the bonus a flag gives is the last thing calculated when looking at the variables that may change on a village, for example it will come after the world speed calculations, the production value of the building calculations etc. This also means that it comes after the bonus production value of a bonus village is calculated.
What this means is that the difference with and without the flag on a bonus village of the right type is larger than the difference with and without the flag on a normal village.

For example, if you have level 30 pits in a normal village, a 10% bonus would be 2400/hour
+2400/10=2640/hr, so the bonus of the flag is 240
But in a 30% bonus resource production village, it would be 2400/hour+30%=3120 (for the village bonus) and then add another 10% of this new value, so 3120/10=312 as the new bonus added by the flag.

This also applies to troop production and population capacity villages with their relevant flags, so remember, your flags will be worth more on them.
That concludes part 2 of my in-depth flag review,
I hope you understood it and can learn from it. To go to part three (when it’s up) click HERE
No pp today, it’s not been long enough, but the Easter Egg hint is:
It’s under the line