TRIBAL WARS
Pocket Bible
Complete Quick Reference · by Scrappy
Inspired by Karmalot
  • W17 · Rank #1 (1 year) · First to 500 Villages
  • W18 · Rank #1 · First Noble Train
  • W20 · ODA Rank #1 · First Noble Train
  • W35 · Rank #1 · 2nd place was 20% of size
  • W37–44 · Top 3 ODA every world
Contents
01
Legend — All abbreviations explained
02
Build Order — 20 steps from zero to Academy
03
Mine Timing — When and which mine to upgrade
04
Farming — Escort rules, valid targets, rotation
05
Villages — All archetypes with troop counts
06
Nobles — Target priority, map control
07
Defence — 11 rules for surviving noble trains
01 · Legend — Abbreviations
BPBeginner Protection — village cannot be attacked
HQHeadquarters — speeds up all construction
LCLight Cavalry — core farming unit
HCHeavy Cavalry — defensive cavalry
MAMounted Archer — church worlds only
BarBarracks — trains foot soldiers
StaStables — trains mounted units
WSWorkshop — trains rams and catapults
SmiSmithy — unlocks troop tech levels
WHWarehouse — raises resource storage cap
ODAOpponents Defeated Attacking — kill rank
NukeFull offensive army used to clear a village
Train4 nobles sent milliseconds apart to noble a village
Snipe1 unit landing between 2 nobles to block loyalty drop
StackReinforcing one village with many defensive troops
D-vilDefensive village
24/7Queue never empty — always training troops
9x99 tiles each direction around you — 81 villages total
15x15Your farming radius — 15 tiles each direction
45x45Your broader map dominance zone
CatsCatapults — destroy enemy buildings
RamRam — destroys enemy walls
02 · Build Order
Phase 1 — Minute Zero to Spears
First Actions
01
Statue → lvl 1
Train Paladin immediately
02
Wood → lvl 4
Wood 1, 2, 3, 4
03
Clay → lvl 2
04
Iron → lvl 1
05
HQ → lvl 3
06
Barracks → lvl 1
Queue Spears non-stop
07
Clay → lvl 4
08
Wood → lvl 7
09
Iron → lvl 2
Spear target: 20 spears per inactive village you plan to farm. 5 inactives in your 9x9 = build 100 spears before BP ends.
Phase 2 — Axes (before BP ends)
Axes Unlock
10
HQ → lvl 5
11
Smithy → lvl 2
Tech Axes — must complete before BP ends
12
Clay → lvl 5
13
Iron → lvl 4
14
Build axe/spear escort
5 axes + 25 spears per farm. Reduce spears as axe pool grows.
Phase 3 — Light Cavalry
LC Unlock
15
Clay → lvl 7
16
Iron → lvl 6
17
Wood → lvl 11
18
Market → lvl 1–2
Only if one resource is consistently out of balance. Don't go higher yet.
19
Warehouse → lvl 6 only
Then stop
20
HQ → lvl 10
21
Barracks → lvl 5
22
Smithy → lvl 5
23
Stables → lvl 3
24
Tech LC
Produce ONLY LC. Do not tech Scouts yet.
25
Once LC farming all farms — Tech Scouts
Build small pool for scouting uncertain targets + 15x15 dominance. Don't over-invest.
Cardinal rule: Cannot produce LC non-stop? You cannot produce anything else. Fill stables queue first — always.
Phase 4 — Scaling to Nobles
Pre-Noble Path
26
Baseline reached
LC running 24/7. Now also fill Barracks with Axes.
27
HQ upgrades
Put troop queue leftovers into HQ. If not enough for next HQ lvl, upgrade lowest mine first.
28
HQ → lvl 20
Solid stopping point. Pushing to 23–25 saves ~42 hours of construction time.
29
Smithy → lvl 10
30
Workshop → lvl 2
31
Tech Rams
Add Rams to permanent production queue. Build 25–50 before moving on.
32
Smithy → lvl 12
33
Tech Cats
Add Cats to production. Build 20–100 depending on neighbour suppression.
34
Stables → lvl 10
35
Barracks → lvl 10
36
Market → lvl 10
37
Stables → lvl 15
38
Barracks → lvl 20
Bar 23 is more ideal — faster nuke rebuilds.
39
Warehouse → lvl 24
40
Farm → lvl 29
Or WH 25 → Farm 30. Build these before finishing Smithy 20.
41
Smithy → lvl 20
42
Academy → lvl 1
Noble production begins
43
Wall → lvl 20
Once nobling starts
At Academy: ~5,000 Axes (lvl 9–10) · ~3,000 LC (lvl 10) · 220–240 Rams (lvl 8–9). You should be first to nobles in your 45x45.
03 · Mine Timing
Mines are built with leftover resources after troops are queued. Never delay a troop queue for a mine upgrade.
3 Checks — all must be true before upgrading
1
Troop queue outlasts the build time
Mine takes 40 min → you need 40+ min of LC already in stables queue before clicking build. The mine builds while troops keep training.
2
Resources are sitting in your warehouse right now
Check the upgrade cost. If your warehouse is nearly empty, wait for your farms to return first.
3
Farm space won't fill up mid-build
Farm space = population cap. If you hit the cap, troop training pauses. Make sure there are enough free slots to keep training until the mine finishes.
Which mine to upgrade?
Upgrade whichever resource you're running lowest on
When your farms return, look at which resource you have least of — upgrade that mine.
Early game: keep Wood ~2 levels ahead of Clay, and Clay ~2 levels ahead of Iron. Spears and early buildings cost mostly wood.
Stage-by-stage
Pre-Spears
Upgrade mines aggressively — no troops competing for resources yet.
Spear / Axe phase
Upgrade between troop batches. Wood is most valuable — prioritise it.
LC phase
Mines take a back seat. Only upgrade when stables queue is full AND you still have resources left over.
Post-HQ 23
Mines matter again. Push all 3 toward level 30 before maxing noble production.
04 · Farming
Pre-BP — Escort Rules
Spear + Axe Groups
35 spears per group per farm
Remaining spears go with Paladin
Fewer than 4 spears? Send Paladin alone
Ideal mix: 5–10 axes + 10–25 spears per farm
Stop making axes once escort pool covers all farms
LC Farming — Valid Targets
Barbarian villages — always safe
Players at exact base creation points — never grown since spawning
Growing players — not until your entire 15x15 is fully covered
Anyone potentially building troops — scout first if unsure
Farm fully covered = Group A attacking + Group B returning at the same time, always. Once all 15x15 farms run this way, expand outward or start clearing active players.
Attack an active player only when all 3 are true: (1) all 15x15 covered with two-group rotations · (2) enough troops remain after attack · (3) lowest-point active in range OR they are farming your villages.
Scout Usage
Two purposes only
1. Confirm troop count of uncertain targets before sending LC
2. Scout every village in 15x15 — signals dominance, may cause weak players to restart (free farms)
Small pool only — do not over-invest.
05 · Village Archetypes (9,714 pts)
Standard buildings: HQ 20 · Bar 25 · Sta 20 · WS 2 · Academy 1 · Smi 20 · Market 20 · All mines 30 · Farm 30 · WH 30 · Wall 20
Offensive Villages
First Village (origin) · Limit: 1 · Farm: 20,730
Axes
5,986
LC
3,189
Scouts
200
Rams
220
Cats
10
Paladin
1
Nobles
4
Church world: replace 3,189 LC with 2,195 LC + 750 MA
General Offensive · ~2/3 of all villages · Farm: 20,730
Axes
6,114
LC
3,309
Scouts
100
Rams
220
Cats
10
Church world: 6,345 Axes · 2,314 LC · 750 MA · 100 Scouts
Noble Train Village · Limit: 1–2 · Farm: 20,730
Axes
5,973
LC
3,232
Scouts
100
Rams
220
Cats
10
Nobles
4
Defensive Villages
Defensive Village · ~1 per 3 offensive · Farm: 20,730
Optimal ratio: 1:2:2 Spear:Sword:Archer
Spears
4,110
Swords
8,220
Archers
8,220
Scouts
25
Rams
10
Cats
10
HC option (time pressure): 5,700 Spears · 2,850 Archers · 2,000 HC · 25 Scouts
Scout Village · ~1 per 20 villages
Scouts
10,315
Rams
20
Catapult Village · ~1 per 100 · Sta 18 · WS 13
Axes
2,384
LC
1,298
Scouts
25
Rams
220
Cats
1,500
06 · Noble Targets & Map Control
Target Priority Formula
Score each candidate — noble the highest
(Wood + Clay + Iron lvls) ÷ 3
Academy present → score = 30
Smithy lvl × 1.5
(Barracks + Stables lvls) × 0.75
Rules
1
First noble: at least 10 tiles from main
Farther outside your current farming radius = better.
2
Villages 2–3: also expand radius outward
3
Village 4+: most threatening player within 10–20 tiles
Never noble inside your farming radius
You already farm there — it adds no new income.
Use cats to suppress players not ready to noble yet
Village Ratio — Offense : Defense
3:1
Recommended — safe if you lead your 45x45
2:1
Safer for new players or contested areas
!
Walls + defense only needed when nobles are actively threatening you
Map Control
Do not fill territorial gaps until you control ~20% of a full continent. Expand outward first.
Scout multiple directions before choosing where to noble
Full warehouses = nobody farming there = free resources when you arrive.
Area already farmed by a competitor?
Noble the player farming most there — you inherit their entire network.
07 · Defence — Noble Train Rules
Apply top-down. Rule 1 overrides Rule 2. Rule 2 overrides Rule 3. Etc.
1
Incoming Ram / Scout Speed
Never let them scout you. Stack scouts. Between scout+noble speed: send scouts + ~100 swords as a deterrent.
2
Village Housing Nobles
Defend at all costs. 4 full D-vils minimum. Losing nobles costs more than losing D-vils.
3
Village Housing a Church
Defend if another village in the Church radius is also under attack.
4
Snipe Attempt
Single-village train + you are online: 5–7 groups at ram speed, cancel misses, resend HC → scout → sword → spear speed. Never trust a sitter.
5
Pre / Re-Noble
Partial nuke defending + multiple nukes incoming: dump troops elsewhere, land 3–4 of your nobles to drop loyalty below 20 before attacker's nobles land. Cost: ~half a nuke + 1 noble. Destroys: 4 enemy nobles.
6
Already Supported Village
Ensure 4 full D-vils stacked total. Smithy levels below 9? Reroute support to a better village if time allows.
7
Smithy Max + Wall 20 Village
Highest value target. Stack 4 full D-vils. Ideally no nukes before the noble train.
8
Full Defensive Troops Present
Snipe if possible. Otherwise stack. If neither: send troops somewhere useful before noble lands.
9
Full Nuke Present
Stack if possible. Otherwise launch nuke at a profitable target before nobles land.
10
Nobles Land Late
Defend last. Same troops can cover 2+ villages by timing re-deploys correctly.
11
No Other Option
Queue max D troops in Bar/Sta/WS. Attempt snipe. Accept the loss. Rebuild.