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Outposts[]

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Outposts provide additional resources , increase population , and training camps.The Spectral Ruins are an Outpost that allows you to store and revive souls of troops fallen in PvP battles with other players. There are currently 10 outposts available for play

Requirements for each outpost: [2]#Water Outpost: Own Water Dragon Egg, control a Plain, Level 8 player.

  1. Stone Outpost: Own Stone Dragon Egg, control a Plain, Level 9 player, own Outpost 1.
  2. Fire Outpost: Own Fire Dragon Egg, control a Plain, Level 12 player, own Outpost 2.
  3. Wind Outpost: Own Wind Dragon Egg, control a Plain, Level 12 player, own Outpost 3.
  4. Spectral Ruins: Own 100,000 Anthropus Talismans, control a Level 7+ forest, Level 5 player.
  5. Ice Outpost : Own Frost Dragon Egg, control a Mountain, Level 5 player, own Spectral Ruins.
  6. Sunken Temple : Own Serpent Egg, control a Lake, Level 5 player, own Outpost 6.
  7. GAEA Spring : Own Crested Egg, control a Forest, Level 5 player, own Outpost 7.
  8. Solarian Highlands : Own Helio Egg, control a Plain, Level 5 player, Own Outpost 8.
  9. Chronos Cliffs: Own Chrono core, control a plain, level 5 player.

Note: The Spectral Ruins can be obtained at any time, regardless of which Outpost you currently own. After you obtain the Spectral Ruins, you are able to obtain the Ice, Sunken Temple, Gaea Spring, and Solarian Highlands Outposts at anytime. The new Outposts can be obtained before the first 4 as long as you own the Spectral Ruins. See above picture for visual aid.





For information about obtaining Wildernesses, please visit: Wilderness

Outposts allow you to conquer a number of additional wildernesses equal to the level of the plains on which it was constructed. You can build farms, lumber mills, mines and quarries in the outpost field. Resources gathered from the outpost are placed in silos and must be collected manually. Homes may be built within your Outpost to expand your population. Your Elemental Dragons defend the outpost in the same manner as the Great Dragon defends the City.

You can also build Training Camps. Training Camps allows you train regular units (if you have them at level required for that unit ) and additional unit per type of the post. Each Outpost have it's own building queue, so if you train units at the Outpost speed of training is effected by number and level of Training Camps of that Outpost. Once the units complete training they are locate at the city. If you are attacking time of attack is always calculated from the vity - even for dragon at the outpost.

The total number of Wildernesses you can acquire with a Level 11 Fortress and Level 10 plains for your Water, Stone, Fire, and Wind Outposts and a level 10 Forest for the Spectral Ruins is 61 (update # if wrong, not positive on Fort amounts). You will NOT be able to conquer more wildernesses with the additions of the Frost Outpost, Sunken Temple, Gaea Springs, or the Solarian Highlands despite what it says in game.

All Outposts are the same in the way they function, the way they are acquired, and the builds except for the Spectral Ruins, Gaea Springs and Solarian Highlands.

The Spectral Ruins is a special Outpost that allows you to store and revive souls. Since it is unique in its features, abilities, and the way it is built, it has its own page here. If you would like more information for that specific Outpost, click the blue link.

The Gaea Springs functions the same way as other Outposts except it produces resources twices as fast as the others and therefore is an excellent location if you would like to boost your resource production. Otherwise, it is the same as the others.

The Solarian Highlands Settlement will give addition Population to any Homes placed in this Outpost. But otherwise, functions as any other Outpost prior to this one.

Typical BuildsEdit[]

  • WD OP 5 houses
  • SD OP 5 houses
  • FD OP 5 houses
  • WiD OP 5 houses
  • 10 Mausoleums 15 Dark Portals
  • Stone OP
  • Attacked OP

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They way you build your City and Outposts depends on your playing style as well as the amount of time you have to invest in the game. This will just cover general builds, you should adjust to fit your preferences. These are designed to work with the corresponding City build found on the City page.


Ideal for Dedicated DoA'ersEdit[]

  • 3-6 homes
  • Remaining City slots are Garrisons
  • No Silos
  • No Fields
  • Demolish the Muster Point and add another Garrison

Reasoning behind this, each OP gives you a special troops that only that specific OP can train. Therefore, you want to be able to produce these troops as quickly as possible. More Training Centers reduces the training times. If you have 4-5 homes in each OP, you will have plenty of idle population to produce troops AS LONG AS you do not build fields in your OPs. If you don't build fields in your OPs, you will not need Silos either. Resources should come from attacking other players or Anthropus Camps.

Ideal for Weekend WarriorsEdit[]

  • 4 homes
  • 22 Training Centers
  • No Silos
  • No Fields

Reasoning behind this, refer to the above information... as well as, this type of player will not be online to set troops often. Therefore, there should be plenty of idle population to set troops for long periods of time. Resources should be obtained through attacking players, so no need for fields and silos.

Ideal for Resource BoomersEdit[]

  • 5-8 homes
  • 5 Silos
  • Remaining City slots are Garrisons
  • Max Fields
  • Demolish Muster Point

Reasoning behind this: if you don't want to be reliant on raids for your resources, or prefer to use as few troops as possible, use this build. Refer to above information on OP troops. Each level nine silo holds 310,500 resources, and each level nine field produces 4500 an hour. So in order to have enough capacity to go without emptying your silos for ten hours you need 4500 resources per hour X 30 fields X 10 hours = 1,350,000 resource space required. 310,500 space per silo X 5 silos = 1,552,500 capacity. You even have enough space left over to go an extra hour without emptying. This also means your resource production won't stop, even if you go over your capitial city's storage capacity. (Note: this works best with a theater to help boost population levels, or at lower tax rates.)

Spectral RuinsEdit[]

  • 1/2 Mausoleums
  • 1/2 Dark Portals

The reasoning for this is that if you lose troops and your Mausoleums are full, you won't collect any of the souls. It may take longer to revive the souls because of less Dark Portals, but at least you will be able to collect them until you are able to. This can be altered depending on if you lose troops a lot or little. If you lose troops a lot, you may consider adding more Mausoleums because you will be able to store more souls. If you lose troops a few at a time, you may consider adding more Dark Portals because you will not need storage much, but reviving quicker may be more appealing to you.

Warping OutpostsEdit[]

You can warp your OP to a new location by purchasing an Outpost Warp with rubies from the shop or by winning them from Fortuna.

To warp the OP: obtain an Outpost Warp, conquer a plain, click on the Outpost Warp, select the plain you would like to warp to.

All Outposts and Spectral Ruins warp to a level 10 PLAIN instead of the site you built it on originally. There is currently a glitch that makes it impossible to warp Outposts for some people. Please Note: You can not warp an outpost if you have troops in movement. If you attempt to warp you will receive an error message telling you that you can not move your outpost and you will lose your warp. If you are using a charted warp, make sure you have already taken a lvl 10 plain. You can not use a charted warp without a plain to place your outpost on, if you attempt to move with a charted warp without a plain ready you will lose your warp when the error message occurs.

Attacked OutpostsEdit[]

Troops reinforcing your OPs can be attacked and there is no way to hide them behind the wall. If your OP is spied or attacked, you will not receive a sentinel warning. You will only receive the Battle Report. Therefore, leaving your troops in the OPs in not advised for long periods of time.

If you have a level 11 sentinel, you receive a sentinel warning when your outpost is spied or attacked.

There is a health bar on the RIGHT side of the screen. This tells you how long until the OP has healed itself. The amount of healing time depends on the level of your buildings inside this specific OP.

If your outpost has been attacked, the buildings inside it will burn. This will "heal" itself and does not need to be rebuilt. The troops currently being trained will continue to train, but sometimes a new set of troops will not begin training until the OP has healed itself. Resources that were in the silos uncollected are available for the attacker to take, and resources will not resume collection until the OP has healed.

BuildingsEdit[]

Dragon KeepEdit[]

The Outpost Dragon Keep determines the number of Outpost Fields you can build, like the City Fortress. Upgrading the Keep evolves your Elemental Dragon.

The time required to upgrade a Dragon Keep with level 0 levitation is shown when you upgrade the Keep regardless of what your actual build time is. The actual build time (less than shown) will be shown in the "Building" Bar on the right hand side.

Requirements to Upgrade and Power Boost

Level Food Gold Lumber Ore Stone Time Power
2 800 3000 5000 1400 2400 6m 0s 100
3 1600 6000 10000 2800 4800 18m 0s 100
4 3200 12000 20000 5600 9600 48m 0s 200
5 6400 24000 40000 11200 19200 1h 36m 0s 400
6 12800 48000 80000 22400 38400 3h 12m 0s 800
7 25600 96000 160000 44800 76800 6h 24m 0s 1600
8 51200 192000 320000 89600 154600 12h 48m 0s 3200
9 102400 384000 640000 179200 307200 1d 1h 36m 0s 6400
10 204800 768000 1280000 358400 614400 2d 3h 12m 0s 12800


Training CampEdit[]

[3]Added by 'Dave SpotTraining Camps are the same as Garrisons except in each OP you are able to train an OP specific troop type. Troops trained in Training Camps are added to City on completion of training. Each level of each Training Camp improves your overall training times. These improved times will be reflected on troops set AFTER the upgrades have completed.

For an example of how Training Camps influence Fangtooth training times, click on the picture on the right for a bigger image. Ignore the typos, despite the obvious change, its difficult to actually get pictures to show the difference.

As you can see, 1 Training Camp x 10 upgrades makes a big difference. You can get the same decrease in training times by having more level 9 Training Camps with 1 Silo and only minimal Homes. Lvl 10+ Training Camps make only a minimal decrease in training times. Adding more camps is more beneficial than higher levels.

Example:

14 x lvl 10 TC = 500 Fangtooth in 10h 55m 23s and uses 14 Grants (78.65s each) <--expensive 4.3 seconds

13 x lvl 9 TC + 1 lvl 10 TC = 500 Fangtooth in 11h 31m 7s and uses 1 Grant (82.93s each)

14 x lvl 9 TC + 1 lvl 10 TC = 500 Fangtooth in 10h 45m 13s and uses 1 Grant (77.43s each) <--cheap 5.5 seconds

Requirements for Upgrade, Troops, and Power Boost

Level Troops Food Lumber Ore Stone Gold Power
1 Porters/Conscripts 350 1300 600 1900 975 10
2 Halberdsmen/Spies 700 2600 1200 3800 1950 10
3 Minotaurs 1400 5200 2400 7600 3900 20
4 Longbowmen 2800 10400 4800 15200 7800 40
5 Swift Strike Dragons 5600 20800 9600 30400 15600 80
6 Armored Transports 11200 41600 19200 60800 31200 160
7 Battle Dragons 22400 83200 38400 121600 62400 320
8 ---- 44800 166400 76800 243200 124800 640
9 Giants 89600 332800 153600 486400 249600 1280
10 Fire Mirrors/OP troops 179200 665600 307200 972800 499200 2560

WallEdit[]

There is no way of hiding troops in the OPs, they will automatically fight if the OP is attacked.

Requirements for Upgrade, Benefits, and Power Boost

Level Resistance Food Lumber Ore Stone Power
2 2.1 6000 3000 1000 20000 100
3 3.15 12000 6000 2000 40000 100
4 4.2 24000 12000 4000 80000 200
5 5.25 48000 24000 8000 160000 400
6 6.3 96000 48000 16000 320000 800
7 7.35 192000 96000 32000 640000 1600
8 8.4 384000 192000 64000 1280000 3200
9 9.45 768000 384000 128000 2560000 6400
10 10.5 1536000 768000 256000 5120000 12800


HomesEdit[]

Homes increase your overall population. It is important to have enough Homes to train a decent amount of troops at one time without building so many that you have slow training times due to less Training Centers. Having more than 8 Homes in any individual Outpost is going to negatively impact your training speeds. A recommended amount of Homes would be between 2-6 in each Outpost, or if you have enough Mass Nullifiers: all Homes in the City (no Garrisons) and all Training Camps in the Outposts (no Homes).

Requirements to Upgrade, Population Increase, and Power Boost

Level Population Food Lumber Metal Stone Power
1 100 100 500 50 100 10
2 300 200 1000 100 200 10
3 600 400 2000 200 400 20
4 1000 800 4000 400 800 40
5 1500 1600 8000 800 1600 80
6 2100 3200 16000 1600 3200 160
7 2800 6400 32000 3200 6400 320
8 3600 12800 64000 6400 12800 640
9 4500 25600 128000 12800 25600 1280
10 5500 51200 256000 25600 51200 2560


Muster PointEdit[]

Each level allows you to control an additional reinforcement. Attacks can not be sent from the Muster Points inside the OPs. This can be demolished with a mass nullifier.

Requirements to Upgrade and Power Boost

Level Food Lumber Ore Stone Power
1 100 600 250 2000 ----
2 200 1200 500 4000 100
3 400 2400 1000 8000 100
4 800 4800 2000 16000 200
5 1600 9600 4000 32000 400
6 3200 19200 8000 64000 800
7 6400 38400 16000 128000 1600
8 12800 76800 32000 256000 3200
9 25600 153600 64000 512000 6400
10 51200 307200 128000 1024000 12800


SiloEdit[]

If you would like to monitor the amount of resources produced by your OPs, click on the silo. The amount you can store is divided between each of your resources. 100 units of each/hr is the base production.

Requirements to Upgrade, Benefits, and Power Boost

Level Stores Food Lumber Ore Stone Power
1 6900 250 1200 500 1500 10
2 20700 500 2400 1000 3000 10
3 41400 1000 4800 2000 6000 20
4 69000 2000 9600 4000 12000 40
5 103500 4000 19200 8000 24000 80
6 144900 8000 38400 16000 48000 160
7 193200 16000 76800 32000 96000 320
8 248400 32000 153600 64000 192000 640
9 310500 64000 307200 128000 384000 1280
10 379500 128000 614400 256000 768000 2560

Field BuildingsEdit[]

Fields built in the Outposts do not benefit from the production boost of wildernesses. This is only applied to fields built inside your city. Therefore, if you are wanting to build up the fields to produce more resources without using tons of idle population, you should level up the fields in your city and not build any in the Ouposts.

FarmsEdit[]

Requirements to Upgrade, Production per hour, and Power Boost

Level Food/Hr Workers Capacity Food Lumber Metals Stone Power
1 100 10 10000 50 300 150 200 4
2 300 30 30000 100 600 300 400 4
3 600 60 60000 200 1,200 600 800 8
4 1000 100 100000 400 2,400 1,200 1,600 16
5 1500 150 150000 800 4,800 2,400 3,200 32
6 2100 210 210000 1,600 9,600 4,800 6,400 64
7 2800 280 280000 3,200 19,200 9,600 12,800 128
8 3600 360 360000 6,400 38,400 19,400 25,600 256
9 4500 450 450000 12,800 76,800 38,400 51,200 512
10 5500 550 550000 25,600 153,600 76,800 102,400 1024


MinesEdit[]

Requirements to Upgrade, Production per hour, and Power Boost

Level Ore/Hr Workers Capacity Food Lumber Metals Stone Power
1 100 10 10000 210 600 200 400 4
2 300 30 30000 420 1,200 400 1,000 4
3 600 60 60000 840 2,400 800 2,000 8
4 1000 100 100000 1,680 4,800 1,600 4,000 16
5 1500 150 150000 3,360 9,600 3,200 8,000 32
6 2100 210 210000 6,720 19,200 6,400 16,000 64
7 2800 280 280000 13,440 38,400 12,800 32,000 128
8 3600 360 360000 26,880 76,800 25,600 64,000 256
9 4500 450 450000 53,760 153,600 51,200 128,000 512
10 5500 550 550000 107,520 307,200 102,400 256,000 1024

Quarry Edit[]

Requirements to Upgrade, Production per hour, and Power Boost

Level Stone/Hr Workers Capacity Food Wood

Metals

Stone Power
1 100 10 10000 50 300 150 200 4
2 300 30 30000 100 600 300 400 4
3 600 60 60000 200 1200 600 800 8
4 1000 100 100000 400 2400 1200 1600 16
5 1500 150 150000 800 4800 2400 3200 32
6 2100 210 210000 1600 9600 4800 6400 64
7 2800 280 280000 3200 19200 9600 12800 128
8 3600 360 360000 6400 38400 19200 25600 256
9 4500 450 450000 12800 76800 38400 51200 512
10 5500 550 550000 25600 153600 76800 102400 1024


Lumbermill Edit[]

Requirements to Upgrade, Production per hour, and Power Boost

Level Wood/Hour Workers Capacity Food Wood Metals Stone Power
1

100

10 10000 100 100 300 250 4
2 300 30 30000 200 200 600 500 4
3 600 60 60000 400 400 1,200 1,000 8
4 1000 100 100000 800 800 2,400 2,000 16
5 1500 150 150000 1,600 1,600 4,800 4,000 32
6 2100 210 210000 3,200 3,200 9,600 8,000 64
7 2800 280 280000 6,400 6,400 19,200 16,000 128
8 3600 360 360000 12,800 12,800 38,400 32,000 256
9 4500 450 450000 25,600 25,600 76,800 64,000 512
10 5500 550 550000 51,200 51,200 153,600 128,000

1024


  • Inside the Silo: Monitor Resource Production
  • Inside the Wall: Automatic Troop Defense, Check Resistance Rating
  • Inside the Muster Point: Requirements for Upgrade, # of Hosted Marches
  • Inside the Muster Point: Hosted Marches, Marches Can't be Sent
  • Inside the Keep: Monitor Health of Dragon, Armor Acquired
  • Inside the Training Camp: Train Troops, Currently Training Troops
  • Inside the Home: Upgrade Requirements, Population Increase
  • Inside the Fields: Workers Used, Production/hr, Upgrade Requirements

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