Anleitungen beginner
Troop training deep dive: tiers, promotion, and event points
How T1–T11 costs scale, when to promote vs train fresh, and how troop training feeds SvS / HoC point planning.
Why troop math matters
Training burns the same four resources as your city — meat, wood, coal, iron — plus time. Bad batching wastes speedups on the wrong day and leaves your hospital empty when Castle hits.
Use the troop calculator (community-synced T1–T11 tables) and the healing calculator together.
Train vs promote
- Train fresh when you need raw count and have camp capacity.
- Promote when you already hold lower tiers and want to climb to the highest unlocked tier without paying full T10/T11 from zero (promotion = delta cost between tiers).
Camp level gates unlocks (roughly T2@4, T3@7, T4@11, T5@13, … T10@30). Helios / T11 often needs War Academy research — see War Academy.
Triangle reminder
- Infantry anchors rallies.
- Lancers punish infantry-heavy comps.
- Marksmen punish lancers.
Community attack baselines often start near 50 / 20 / 30 — adjust for your gen heroes and whether you are cracking or holding.
Event points
Troop training contributes to SvS / HoC style events. Our tables expose per-troop svsPts weights from community calculators — still confirm the live panel. Pair with the SvS planner.
Practical checklist
- Highest trainable tier unlocked for each camp
- Hospital capacity ≥ planned wounded
- Speedups reserved for scoring days
- Promotion path planned if you banked T8/T9