The following is based on the recommendations of bigger players, I have not tested this myself yet.

Troops

t1s

Your mounted troops should survive well against both a ground march and a ranged march. It should not do badly against a mounted march. A siege attack will bypass your t1s no matter the type.

Over build the mounted type so that you can withstand several hits.

t2s

Try to increase that mounted count to 20,000,000 over time. Basically this is your buffer in case someone gets through your t1s.

t3 through t9 (each)

before reaching keep size 30

before reaching keep size 33

before reaching keep size 35

t10s

t11s

before keep size 33

after keep size 33 and ghosting

after keep size 33, but not ghosting

t12s

before keep size 33

after keep size 33, and ghosting

after keep size 33, but not ghosting

t13s

ghosting

not ghosting

equipment refines

These figures assume you ghost everything above t11. If you are not ghosting your siege, you will have higher repair bills. But I suspect you can kill more of an attack off as well. You will want to adjust ONLY THE ATTACK refines if that is the case. For siege only the attack statistic matters, use other troop types to keep your siege alive. If you are being attacked by siege, then your only two options are to dodge the attack (port away) or to have more siege and more range than your attacker. Refer back to the [T1 Defense] for more on this.

[T1 Defense]: ./t1 defense

for your wall general

You want to change out the attack lines for different troop types depending on what you see in your reports.

for your subcities

Focus on training speed refines. Your subcity troops will almost always be few in number, low in tier, and very poorly, if at all, layered. Thus they will die off fast. The key is that you only need one per subcity so that the mayor’s debuff is effective. Troop training speed is essential to ensuring that each mayor has troops to keep him/her available to you.