Evony Age 1 has been released for over 1 year, and the team is always dedicated to this super project. In 2010, they even rolled out a brand new Evony, under the project of Evony Age 2. Although the Evony age II is still in beta and only some limited players could access the game, some passionate gamers give their most valuable feedback and guide, walkthrough to us, which is a big asset to whoever plays this super game.
Of course, the guide is a credit of a constellation of genius players. Here I just want to say. Thank you all.
We’d like to proceed with the guide of Evony Age 2 in the following categories:
5. BARBARIAN CITIES
By playing browser games, you will know the story is just a motivation that drives you to building, upgrade. In Age 2, the routine quests are storyline-based, yet more plentiful than in Age I. There are some quests issued by the Queen if you chose to be a male character, or King.While if you chose to be female, routine quests are similar as in age 1.
With respect to the daily quests, you as usual, collect amulet and make “good” use of it to the gambling machine. There are no new daily quests at all.
Hero Quests allow you to donate your military (units), military material (resources), and military feat (medals) in exchange for considerable prestige and items. This will provide the prestige farming players with an official course in the game.
Commissioned Quests are “anti-colonization” missions involving attacking and destroying a target on behalf of other members – effectively a bounty. Once achieved, you then collect a reward (in game cents) if completed within the time limit set by the player. A commission must be accepted within 3 hours of it being issued, and is a great feature for helping others receive coins they might need.
Achievements work similarly to your academy. Each achievement typically provides a 5% bonus. Achievement points also lead to prestige awards when accomplished.*
Resources Achievements – Increase production levels by 5% of Gold, Food, Lumber, Stone and Iron respectively (25% total bonus)
Hero Achievements – Reduce Infantry cost by 5% (25% total bonus)
Thoroughbred Achievement – Reduce Cavalry cost by 5% (25% total bonus)
Siege Mechanics Achievement – Reduce Mechanics cost by 5% (25% total bonus)
Buildings/Upgrading Times Achievement – Reduce Building & Upgrading time by 5% (25% total bonus)
Public Grievance* Achievement – Reduce Public Grievance by 5% (25% total bonus)
Treasure Drop Rate Achievement – Increase Treasure Drop Rate by 2% (10% total bonus)
Increase Wounded Achievement – Increase Wounded percentage by 1% (5% total bonus)
The left hand side of this window is cut off from the screen when using a screen resolution of 1024×768.
While there appearance is completely revamped, there are no new buildings in Age II, but there are new features to some of them – most notably the workshop, forge, rally point, inn, and feasting hall.
The workshop now allows you to create and upgrade gear for your hero. You will need to buy Wood (not lumber), Iron Ore, Thoroughbreds, Gemstones, and Fabrics in the shop or attack NPC’s for some of these items. It is not yet clear if all such items are available as drops. Items are purchased in chests – fabric box, wood box, iron ore box, gemstone box, and riding rein. Each chest gives you 2-4 items when applied. You can upgrade different gear, including weaponry, mount training, and ring crafting. Each Hero Item you create adds either political, intelligence, or attack benefits to your hero once equipped.
The chance of successful smelting can be improved by the purchase of Primary Advanced Smelting Tutorial for 60 cents, and Senior Advanced Smelting Tutorial for 120 cents, which increase the success rate by 15% and 30% respectively.
To review the new features, click on the Workshop, or click on the top button next to your Character’s Image on the playing screen:
The forge allows you to add gems to your gear. There are two options in the forge: Advanced Blacksmithing and Advanced Gems Smelting. The gems (not gemstones) you can add are Rubies, Sapphires and Topaz, ranging from level 1-10 in quality.
You can acquire gems buy purchasing them in the shop, or as dropped treasure from attacks against NPC’s. Like medals, they come in chests. Each chest offers 1-2 of each gem type. Wooden Chests offer level 1-3 gems, Bronze Chests offer level 4-6 gems, and Royal Chests offer level 7-9 gems.
Sapphire Gems – Bonus intelligence attributes to hero
Ruby Gems – Bonus attack attributes to hero
Topaz Gems – Bonus politic attributes to hero.
To determine the bonus attributes provided by a gem, multiply its level by 2 and subtract 1, as follows:
Level 1 GEM:** +1 Attribute
Level 2 GEM:** +3 Attribute
Level 3 GEM:** +5 Attribute
Level 4 GEM:** +7 Attribute
Level 5 GEM:** +9 Attribute
Level 6 GEM: +11 Attribute
Level 7 GEM: +13 Attribute
Level 8 GEM: +15 Attribute
Level 9 GEM: +17 Attribute
To review the new features, click on the Forge, or click on the bottom button next to your Character’s Image on the playing screen:
The Rally Point
The March window, which can be accessed from the Rally Point as well as by selecting your target in map view and choosing your desired operation (Attack, Scout, etc.) can now be made semi-transparent, allowing you to see the lay of the land beneath and making close-proximity farming simpler by removing the necessity of a list of those nearby NPC’s. A neat feature. A partial example is shown below.
Also from the March window, You can save 3 troop settings and recall them at a later time instead of having to manually type them in each time. This is great feature for farming, being able to set a number of ballistae and transporters for each target NPC. “Last Setting” is also an option.
When you run out of food, instead of your military leaving immediately they now go to the “fugitive camp”, a pop-up window from the Rally Point, for a limited time period. This provides an opportunity to retrieve them before they are permanently lost.
Medic Camp: Automatically Heal
A checkbox in the “Medic Camp” pop-up window allows you to “Automatically Heal” your troops, but appears to cost three times as much gold as manually healing units (yet to be personally confirmed). For those with open gates and a significant defending army, this feature will vastly improve natural defense while a player sleeps.
This option is available once your Inn reaches level 5 and provides the information described below:
The Feasting Hall
When you run out of gold in your city, instead of your hero running away he/she will be in the “Hero Ransom” pop-up window. This allows you a certain amount of time to use medals/gold to persuade him/her to return. Loyalty decreases the longer you are without gold, and upon reaching zero your hero will be irretrievable.
City slots have now been expanded to 13 cities from 10 cities. (yet to personally confirm)
Cities still have 40 resources fields on which to build, though OCD fans are mourning the more realistic layout of those fields:
Many are experiencing significant lag while in City mode. For those who wish to reduce their time in this mode, build the desired buildings to level 1 on each field, then upgrade those fields via your town hall, by clicking on the particular external building – saving much time and frustration:
You lose 4 hero energy every time you march and you cannot march if it hits zero. Energy regenerates over time.
Upon your hero reaching level 10, you can begin to equip him/her with gear by viewing the hero in your Feasting Hall. Each gear adds an intelligence/politics/attack bonus attribute to your hero when equipped. You can choose which attribute you want the gear’s bonus to apply to. Each hero may be equipped with up to 16 items of gear, offering a boost of up to 16 points to a specific attribute, or distributed among the 3 attributes as desired.
You can further upgrade the bonus to attributes by adding gems to gear. Be careful to match the gem type added to gear to your choice of which attribute such gear will affect for your hero. For example, if you choose a shield to boost a hero’s politics, and the gear has an embedded ruby, only a +1 boost to politics will be experienced. However, if you choose for the same shield to boost attack, that choice coupled with the embedded ruby results in a +2 boost to attack. As a reminder – Sapphires for Intelligence, Ruby for Attack, and Topaz for Politics.
A level 10-19 hero may wear Level 1 Gear or lower
A level 20-29 hero may wear Level 2 Gear or lower
A level 30-39 hero may wear Level 3 Gear or lower
A level 40-49 hero may wear Level 4 Gear or lower
A level 50-59 hero may wear Level 5 Gear or lower
A level 60-69 hero may wear Level 6 Gear or lower
A level 70-79 hero may wear Level 7 Gear or lower
A level 80-89 hero may wear Level 8 Gear or lower
A level 90-99 hero may wear Level 9 Gear or lower
A level 100+ hero may wear Level 10 Gear or lower
Once a gear technology has been researched, it can be applied to all heroes of the corresponding levels.
Lost Armor Scripts
These scripts are required for each level of research in the Workshop from level 3 and beyond. 14 different items (rings and charms are duplicates) each require 8 scripts to complete research up to level 10 – 112 scripts in total, at 40 cents a piece (4,480 cents in total). Scripts drop infrequently as treasures from NPC victories.
Materials required for research include wood, iron ore and fabric. These can be purchased at the Shop, in boxes containing 2-4 items, for 20 game coins each. Each level of research requires a greater number of materials, up to 32 items for level 10. A total of 2,086 materials are required (approximately 14,000 cents in total). It is unknown whether these materials will drop as treasures from NPC victories.
5. BARBARIAN CITIES
Barbarian cities are not the same as “NPC’s”, as they were known in Age I. NPC’s still exist, with the same levels and contents. Barbarian Cities represent a greater challenge for players to attack, and presumably conquer. At least two levels of Barbarian Cities exist, with the larger containing 10x the troops and fortifications. Barbarian Cities are featured in Quests, and often contain Legendary Heroes. The following is an example of the largest form of Barbarian City discovered to date:
Resource fields are known to be level 12 in the larger Barbarian City. More information will be included in this guide, once collected/confirmed.
Strategems are items which can be applied to a city, most often your enemy, to provide an additional advantage. You can hide your army, your resources, burn food of your foe, prevent them from attacking, counteract an aggressors Strategem, and many more operations, for a fee. Available Strategems, their purpose, and their respective cost from the Shop, are as follows:
Colonization, an exciting addition to Evony, enables you to make someone a vassal of yours, under which they must provide you with a percentage of everything they produce. A vassal is defined as the grantee of a fief, feud, or fee, in which he holds land of a superior, and vows fidelity and homage to him. You must be a Baronet in order to colonize someone.
If you choose to colonize a city and are successful in your attack, you enter a “colonization period” lasting lasts 5-6 hours. After the colonization period, if the player does not uprise against you, the city becomes your colony. A player can uprise from colonizing by entering the city that has been colonized and in the town hall under the valleys tab, clicking on the “Uprising”
To perform actions on your colony, click on “City Overview” of the city from which you colonized, click on “Valleys” and choose the “Colonies” tab. Click the desired colony and you are given the following options:
* Tax Imposition
* Food Levy
* Pop. Redeployment
* Sow Discord
* Abandon (Abandons the colony)
A Suzerain is the colonizing Lord of a city, as listed upon clicking on a colonized city to view the City’s information.
8. OTHER ADDITIONS/CHANGES
When typing you will notice that text color is a standard black, until you hit enter. It is therefore much easier to accidentally type in world chat and waste speakers, as well as miswhisper. Hopefully this will be changed before the official release of Age II.
Zoom in Town/City Views
You can zoom in and out while in the Town and City views by using your mouse wheel. Alternately, you can use the Autofit button found at the top left of the screen next to the Package button.
You can now click the non-truce icon in the top right of the game window to change your status and Truce or enter Holiday mode.
Dream Truce for Purchase
Similar to the Dream Truce of Age I, you can now purchase Truce Agreements at the Shop, in many shapes and sizes, as follows:
To fully understand the new game mechanics, please check the reviews below:
Age II is incorporating the concept of gear, but in terms of technology. The “gear” can be researched in the Workshop, 14 types up to lvl 10. As it was with the Academy and research, both your Workshop and you Forge will need to be of the same level or higher as the “gear” you want to research, even though it’s only researched in the Workshop. You will need a Workshop in every of maximum level in order to benefit from the “gear,” same way that you need an Academy in every city to benefit from the tech. The materials you need to research such are found in the Shop under Chests (wood, iron, fabric, steeds, and gems). It’s possible that in the future the devos may make it so that they may be won on the wheel and from NPC raids when Age II goes live, but right now he store is the only method found. For lvl 3 research and higher, it requires a Lost Armor Script for 40 cents (the other material chests are 20c). Now, how that “gear” is applied. The gear is auto-applied in the Feasting Hall everytime your hero hits one of the lvl #0s. i.e. lvl 10+ needed for lvl 1 gear, lvl 20+ needed for lvl 2 gear, etc. Clicking on the “one-click equip” and choosing the set you want will detail what attribute they wear at that time. You will need to do that everytime a hero hits a lvl #0 in order to upgrade to the next set of “gear.” For the base research, lvl 1 gives +1 attributes, lvl 2 gives +2 attributes, and they don’t stack on top of each other. i.e., lvl 20 hero only gets +2 bonus, not +3.
The gear can be further enhanced in the Forge. This enchancement is through gemming. You will not need a Forge in ever city, only one city while you are still working out the gems. The buffs from gems are autoapplied via gear, so you only need to keep that Workshop. Topaz, Ruby, and Saphire are the gems (yellow / red / blue); in order: POL / ATT / INT. You can gem each “gear”, and each lvl of each “gear”, with all 3 gems, provided you have them. For instance, Weaponry. You can gem lvl 1 Weaponry with a lvl 1 gem of each type. So if you did that, then at least the lvl 1 gems are worth an additional +1 boost to attribute. Lvl 2 gems give a +3 boost, and lvl 3 gems give a +5 bonus. This pattern continues up to lvl 10, which is actually called “flawless” instead of lvl 10, and gives a bonus of +17. However, just as gear tech’s don’t stack, gems on different’gear lvls dont’stack. i.e. if you gem lvl 1 weaponry with lvl 1 Ruby and lvl 2 weaponry with lvl 2 Ruby, then the hero will receive either the buff with the lvl 2 gear, or the buff with the lvl 1 gear, as you do get a choice.The lvl 2 gear in this case would give +2 base +3 gem for +5 total, whereas the lvl 1 gear gives +1 base +1 gem for +2 total. I am hoping you would choose the +5 and our enemies choose the +2. (Also in this case, Ruby, so this example is talking about ATT). Now, as for what gem lvls you can put into what lvl “gear.” You are allowed to place a gem of any lvl into a “gear” slot up to the maximum lvl of that type of “gear.” i.e. if you have weaponry researched up to lvl 8, then you can put any gems of lvls 1-8 into any of the weaponry lvls 1-8. Thus, it is possible to place a lvl 8 gem into a lvl 1 gear slot if you have the research completed. It’s also possible to put a lvl 1 gem in the lvl 8 gear slot if that’s the only gem you had available and wanted to go ahead and gem that “gear.” The only other guidelines pertaining to the forge is that you must gem in order of gear lvl. Meaning, you have to start at lvl 1, say Weaponry, and you can’t start at lvl 9 with the gemming. So once you place, say a Topaz, into lvl 1, then 2, then 3, then 4, then 5, then 6, then 7, and then 8, then you can place another Topaz into 9. However, the highest lvl gem you can put in a slot is the highest lvl that you’ve gemmed up to for that “gear” category. For example, even if you have researched up to lvl 8, say Shields, but you’ve only gemmed up through lvl 5, then you will only be able to put gems of lvls 1-5 into the “gear” slots of lvl 1-5. The only other only special note for gear is Steed. Rather than the regular attributes, each Steed lvl is worth 10 speed. Speed affects how fast your army (with the hero) travels across the map, and also how fast they travel in actual combat. Though there’s no apparent need for Stables yet, it’s rumored that Relief Stations will go up to 14, so it’d also be beneficial to have lvl 10 Stables in a city when we move to Age II. Last part about gemming: you can smelt gems in order to obtain a gem of higher lvl. You are only able to smelt two gems together of the same type and same lvl. You will be told the predicted % of outcome. There are two items to improve that %, Primary Advanced Blacksmithing Tutorial increases success rate by 15%, and Senior Advanced Blacksmithing Tutorial increases the success rate by 30%. For example, I smelted two lvl 1s together with a base success rate of 100%, and two lvl 8s together with a base success rate of 40%, of which I applied the +30% for a 70% success rate. That succeeded, and I was lucky and earned a flawless gem (lvl 9s have been named flawless, and lvl 10s have been named perfect) . The only thing that can’t be gemmed, of course, is the Steed; thus ,only 13 gemmable “gears.” When you opt to change a gem that you have geared, you will not receive back the original gem, it will be lost for good. Also, you are not able to replace a gem with a lower gem lvl, you can only replace with a higher lvl. If melting of two gems together fails, you will receive back only one gem of the original lvl. If it succeeds, you will receive back only one gem of the next lvl. This is what I’ve been testing very heavily, and so far have poured my 9k cents into learning and understanding the new Forge and Workshop technologies.
Personal note on this new concept, gemming can be a very powerful tool. If executed correctly, you can have very impressive heroes of small lvl. Lets say you’re lucky, and you picked up a lvl 1 hero of 80 ATT in your Inn. Lets call him Chilrock. When Chil reaches lvl 10, he will be at 89 ATT. When you “One-click equip” the “gear” to him, Chil will then be at 102 ATT and +10% speed, though we’re ignoring speed for the rest of this example. Now, where I place the emphasis is at this part, on the gems. If you have all of the “gear” researched up to lvl 10, then it is possible for you to place a perfect gem into each of the 13 “gear” slots. Thus, small little lvl 10 Chilrock will now have a very impressive ATT of 336. Use Excalibur, and now lvl 10 Chil is taking a swipe at your enemies with 420 ATT. Massive change.
However, I believe heroes are capped at lvl 100 in Age II, thus the game devos trying to even the field a little bit at the top. So, lets look at another hero. Day 2, you find a hero named SNEED mozying in your Inn, lvl 1 with ATT 81. At lvl 100, he will have 180 ATT. With all lvl 10 “gear”, he will have 310 ATT. If he has 13 perfect Rubies gemmed, he will have 544 ATT. Use Excalibur, and now SNEED is striking back with 680 ATT, as high as he can personally obtain. This also implies that there will be no instant-training Archers, unless other gems and techs of higher lvl are made available, since instant-Archers requires ATT 959+.