Civilization Wars Defense

Help Beating the Game

This is one game we simply could not let go of easily: Civilizations Wars Defense easily breaks through the many standards of most RTS titles and delivers a simplified yet addictive gameplay combat system of taking over one building after another the other side has none. It all sounds simple enough, and the tutorial for the first stage helps players get oriented with the basic gameplay concepts, controls and pace of the game. Get a little deeper in (around the first 6 stages) and you are faced with a game that goes well beyond the basics of a browser based flash game.

The Concept of War

To wage, and win, a war, players first need to grasp the basic combat rules of the game. First off, the main goal is to completely wipe out all enemy bases on the map. This means focusing on taking down your enemy rather than taking control of all buildings. Of course, being able to hold more towers is always strategically advantageous, but as much as possible, you must conquer enemy bases whenever possible.

The second is that troops deployments are set: the basic rule is that your troops will always send half the number of units inside a building, rounded up. This means that if you have a building with 41 units, sending out troops from there will net you and attacking force of 21 units. The remaining 20 will remain behind to defend the base. Also, players should know that once troops are on the way, you cannot give them a different command -so the only way they will be affected is through spell effects and by attacks from magic towers. Players should also take advantage of the fact that they can command several buildings to send troops towards a single target. This is done by clicking and dragging the mouse over several friendly structures.

Now towers, buildings, forts and other structures all follow a set of simple rules. First they all have owner status (belongs to an army, or unoccupied). Regardless of the state, structures will always be given a numerical health value. This value will stay constant if it is not owned by a faction. This can then be attacked and the faction that lands the final blow will end up occupying a building. Once it has been occupied, the building will start generating new troops that match that of the owner. Each building has its own maximum number of troops, though a normal rue of thumb would be that bigger buildings will be able to hold larger volumes of troops.

The next is that combat is always matter of invading force versus defending troops. Troops will never engage each other out in the field. Instead, your armies will either be defending your bases or attacking enemy forts. In all of these events, the factors that play a big role in determining the winner is the number of troops of each side and the attack and defend bonuses of the entire race.

Lastly, spells in Civilization Wars are a big game changer early in the game. At a point where your troops' spawn rate, movement speed and combat stats are relatively low, you can twist the battle into your favor with the use of a few well placed spells. You can choose to attack advancing enemy troops or base defenses -just be sure that once you damage an enemy base, your forces better be on their way as troop regeneration will eventually recover any damage done by the spell cast.