Outposts

Outposts are designed to support your main castle in Evergreen. They are extensions of your kingdom, but do act as stand alone castles. All your coins, rubies, spies are linked together but your resources, troops and tools are independent.

OPs (outposts) are built the same way that you build up your main castle, with the exception of Taverns, Encampments and an Estate which you do not have to build. They each have a castellan which you will build up with equipment. There is no excuse for poverty looking OPs. There is no unwritten rule about not attacking OPs, players do, not at the same rate as your main but in war they will hit your food ops for sure. Players also looking for loot will go after an OP before a main, as it’s usually less defended. It shouldn't be.

Overview of Capturing an OP 

There are three ways to capture an OP:

1. Capture a new OP. To capture a new OP you will find one on the map that is just 2 resources in the grass. 



You will use the capture button and  your troops will crawl over to attack a number of farmers. When you win you will be able to name your outpost and start building up your castle.
You may want to use your equipment that:

Increases the travel speed during a conquest.

Tip: The first building you will want to construct is a storage. So that you and members of the alliance can send you resources. You will be given a small amount but it goes fast. You can now send resources and troops to your new outpost. You can also move troops and resources from your outpost to support your other property. Troops will move with the station troops button, only they will remain until you remove them and feed off their new castle. Supporting yourself is different from supporting alliance mates in this way.


2. Steal or Take it. This is forbidden unless it belongs to an unaligned, ruined player. You will need to get an officer’s permission prior to doing so. However, if you know 100% that the player is quiting the game and says it's okay, then you can take it.

If the castle is ruined and the OP is still attached to an alliance, it is still stealing as it belongs to the alliance and that should be respected. If the alliance is small, message the leader and ask if they are using it. If it’s a friendly alliance we can also ask if it’s being used or not.

If it’s a ruined player unattached and very well developed you will need to have support to make sure that you can hold the OP for 24 hours. Once you capture it and you may want to use the equipment that:

Reduces occupying time during a conquest

When you capture an OP with a previous owner you are required to occupy it for a 24 hour period before ownership is transferred. During the occupation time, your little flag will show that you are occupying and the time you have left. Usually that flag is respected but sometimes attacks may have already been sent before your troops finished crawling to the OP, or players that are used to plundering what they think is a dead castle’s outpost and missed your flag. Remember that all of the troops you send are stuck there for the entire 24 hour period. So it’s not the best idea to send the entire legion out for the capture.

If there are only a small amount of troops at the OP, you can send a strong enough wave to defeat them in the 1st wave, and then the 2nd wave will should have some defenders.

If there are a large amount of troops you want to send an attack and clear them out alongside your capture attack. During that period if an attack comes and all you have are attackers in that OP, they will crush you like a bug. Not only does the OP revert back to the original owner, you are out all of your attackers.

In addition, you want to send two separate attacks because the capture attack will feed from your main, if it is a big capture attack you may run out of food before the hold period or have to be sure to be on to ship food to your main.

So send some defenders and ask for support from the alliance if you are capturing a very developed OP.

If you chose to steal from an unaligned player be ready for a fight. It could be a multi-castle, it could be a player with friends or just a loner who will fight you to the death for taking what is his, so beware of this decision.

3. Inherit it from an alliance mate. If an alliance mate is inactive and goes into ruins, their outpost can be taken over. Or if an alliance mate outgrows theirs, they can be given away. That will be explained below in more detail.

So what OP are you going to get?

Whether to obtain an outpost close to you or not is your decision. You might chose to have all 3 very close or you might chose to have one closer to other parts of the alliance and not as close to you. The decision should never be: far away from you and the alliance unless it is a very well developed OP, with ruby buildings and shiny. However, in your consideration of that outpost to capture, remember that because you are far away, it might be more of a target and harder to defend. Let that be a part of your decision if you are a level 19, capturing a level 40s old outpost 90 miles away from you and any alliance mate.

OP’s come in a variety of types, but each only produces 2 types of resources, and one is always food.

8 food, 2 wood
8 food, 2 stone
8 wood, 2 food
8 stone, 2 food

6 food, 2 wood
6 food, 2 stone
6 wood, 2 food
6 stone, 2 food

The Ops with 8 plants of resources are called shiny Ops because, well… they shine


In the hierarchy of OP, a shiny food is the best one to get. But there are the fewest of them available. People have them and they are not giving them up. So what should you get first, or what should you have. Well that all depends on the kind of player you want to be.

If you want a leadership role and/or prefer to build up your empire and be more of a farmer than a fighter, leaning you towards a  provider of resources role for the alliance it’s might be wise to do a straightforward balanced OP hold.

8/6 food, 2 stone/wood
8/6 wood, 2 food
8/6 stone, 2 food

Some suggestions:

to start WOOD/food, or FOOD/wood as your first Outpost. Wood is more needed in the lower levels. Then your second outpost, should contain at least some stone. Having FOOD/wood and then WOOD/food leaves you always short on stone.

If you know you want to be out there battling and aspire to be a War Marshal, you should plan on getting 2 Big food and one resource. Ideally FOOD/wood or STONE/food, and FOOD/wood or the reverse with wood as the main resource in one OP and stone in the other two Food OPs.

Sometimes you cannot plan what is near you but keep in mind so you can be balanced in your resources.
When you get to level 40 or 50 you may want to donate your developed OP to a lower level player as you
capture a third FOOD OP. In order for this to occur, one member must step out of the alliance (preferably into a friendly one) for the duration of the capture attempt and hold.

What if someone tries to steal your outpost?

As discussed above, there is a 24 hour holding period. If you can’t get enough support there in time to defeat the capture attack then you can attack and defeat the occupying forces to have the OP revert back to you. Ask for help from the alliance to get your OP back.

Surrendering an outpost
There are times when you will want to get rid of an outpost. Those times will be:
  1. You have moved your castle and your Ops are too far.
  2. You have found a better Op that you would like to have instead.
 Regardless of which reason you can surrender the Op the following way:

Go to the Economy tab:





You must be inside the Outpost you would like to surrender





Be careful inside and don’t press the wrong thing. They have updated to allow you to cancel a surrender if you made a mistake. You have up to the first hour to cancel it. A surrender takes 24 hours to be completed, your outpost will then return to it’s original state – for someone else to come along and capture it and build their castle.



Before you surrender your outpost you need to move out all your troops and tools, and resources or they will be lost. It is up to you how much time you want to spend on this. It is also advisable to take down the equipment that you have in your castellan as it may also be lost.


If you have the time you can demolish your buildings and collect the resources.


Donating an Outpost
There are other times when you no longer want your outpost but someone else does. In this case you may be donating your outpost to another alliance member or an ally of the alliance. To do this you do not surrender your outpost you just make it an easy capture.

You following the following steps:

  1. Remove all troops and tools from the outpost. (Unless you want to donate some tools to a lower level alliance mate you can leave them in storage, but take them off the wall)
  1. Strip your castellan of all equipment
  1. If you op has citizens or militia, put your wall into 100-0-0 or 0-0-100, so your friendly attacker can enter freely into the courtyard to battle the citizens without sending tools through the open flanks.
They will need to occupy your Outpost for 24 hours for the Op to transfer ownership. 

Inheriting an Outpost
If you are lucky enough to be on the receiving end of a donated Outpost. And this does happen a lot, a higher level who has finished all their building, opts to have another food OP instead of a resource outpost.

Thereby giving a lower level a chance to have a more build up OP, with higher barracks, higher resource and food production and stronger walls and higher towers.

You would do the following steps:
  1. Prepare your free castellan as you would if you were trying to capture a new OP. Look for equipment that has: 
Reduction of occupation time and increased speed to conquest (pictures of equipment above)

  1. If the alliance mate or player is active, be sure that the steps in donating an outpost are followed.
  2. Send just enough troops to take out the civilians as the more troops you send the more damage will occur to the Outpost in the transfer.
  3. You may send some defensive support once the capture is done for the 24 hour hold but usually is not necessary as most respect the flag as ownership.
  4. If your capturing from an player in ruins, see instructions on taking from a ruined player. 
In this scenario you are likely to be in the same alliance, the following steps must occur prior to capturing the outpost:
  1. One player must jump of the alliance to send the capture. You will notice that you don’t have the option to attack or capture from a player in your alliance or in an allied pact. Traditionally the player who wants the Op should jump out, unless the player is in ruins, then see instructions on taking from a ruined or inactive player
This is how you break with the alliance:
Under the management tab, click the hands

 


  1. Once you are outside you will send your capture. And an invite will be waiting for you from the alliance to rejoin. Send your capture then rejoin. You may rest in the alliance while waiting for the capture to take place but you must not be inside it when the capture lands or it will bounce.
  2. When you return home and you should do this quickly as being not allied will result in attacks, so minimize the chance as some attacks may not be able to be recalled when they notice you have just stepped back in.
  3. Captures take a bit longer than regular attacks so take note of the time that the attack will land and plan to be back for that so you can jump out and then in again. If you nor the player you are capping from is available to be back at the land time, let the leader know and you will be placed in a friendly alliance until the capture lands.
    1. You will leave the alliance, receive an invite back and then you will accept the invite into the friendly alliance. It’s important that you wait until the invite back comes before you jump into the other alliance. Invites cannot be sent when you are in another alliance.
    2. Archive the invite. You don’t know how much mail the “new” alliance will receive and you don’t want to lose it.
    3. When your capture has landed you can return on your own through the invite. If you were a specific rank it will be returned as soon as possible
  4. You will have to wait 24 hours for the hold to end and the OP will be yours and you can rename it.
If you are taking an OP from a ruined or inactive player.

  1. If the player is in our alliance all the better we can control everything and you would step in and out of the alliance so that we can assure that the asset is protected.
    1. If someone should attack during the hold period and you are defeated the asset returns to the original player. Being it would be our alliance, there is no opportunistic reason for anyone to do this.
  2. If the player is not in our alliance you would need to send support to insure that others who may be used to attacking a ruined OP and miss your flag or someone else going for a valuable asset that you reached first will be defeated. You would ask alliance mates for help.
Please following the following steps when capturing these Outposts regardless of whether they are in our alliance or not:

  1. You may need to send two attacks in order to obtain the capture. In most instances the capture would occur first and given the slow movement, you will have time to clear the castle with another attack. 
Important: the capture attack will land and stay for the 24 hour period. You cannot move those troops out of the hold. It is not sensible to send a large attack. You will be limiting those troops any further action. Do not send all your defense, then you will leave your castle unmanned.

And most important – this capture attack will feed off your main. So if you moved all your attackers in from outposts and now your main has 20 hours left of food, it takes 10 hours to land the capture and 24 hours to hold, you will not have enough food. You will have to continue to shovel food from your other properties and receive assistance from alliance mates. You don't need to complicate the process. 

  1. So it is best to send a minimal capture, one wave of attackers, followed by a second wave of defenders.
  2. Send a good sized separate attack that will defeat the castle - following. It should not be overkill as the bigger the attack the more damage will be done. But be sure that it will do the job.
  3. You should be left with only 10% of the remaining troops and civilians. You should take into consideration that factor when sending the original capture.


·         OP has 500 troops in it. After the attack lands, it will have 50 troops and 100 civilians. You should make your capture attack to reflect those numbers.
·         There will be cases when players have research or hospitals that increase the rate of survival, be sure to do a spy report to find out what is left and if your capture attack can handle it. If not send another attack.
·         You should have enough time to do all this before the capture attack lands unless you are very close and you have bonus equipment. If you need to send an attack before the capture do so, then send the capture and do clean up if necessary before it arrives.
·         However, you may need to send an attack before the capture because of time constraints, then do so, but be sure to send the capture and do clean up if necessary before it arrives. You do not want to have done the work and cleared the castle only to have someone else beat your capture in. The removal of troops and your capture should have as less time in between as possible.

Please seek advice and guidance from officers before attempting to capture an OP that is not new.

After your hold is over and the Outpost is yours you will begin the clean up process, none of the ruby buildings will be on fire. A few buildings may turn to rubble and it may seem like forever. But it’s a couple of weeks of clean up versus months of building. If it’s a valuable Outpost, in the long run it’s worth it.

Please view the alliance asset page for outposts that are available. The link can be found in game in the Assets Thread.