THE HOME-FIELD ADVANTAGE IN BATTLE

Like most games, there is a significant home-field advantage in BFTN when it comes to battle.  Defending cities have the following advantages over attacking cities:
  • Army Size - An attacking city is limited to sending waves of up to 100K troops but a defending city's response is unlimited.  If troops are unhidden, a defending city's entire army will rush out to meet the attack.  Should incoming attacks threaten to overwhelm defenses, a defending city has the additional benefit of being able to hide its troops at a moment's notice and preserve what's left of its army.

  •  Marshal - A high level knight set to Marshal greatly improves a city's defenses.  For instance, a level 212 knight set to Marshal would increase the Attack and Life of defenders by 106%.  That means every single soldier would have an attack that is more than twice as deadly as it normally is and could survive in battle more than twice as long as normal.  Essentially, a level 212 knight set to Marshal more than doubles the size of a defending city's army!  As if this wasn't enough, the real benefit of the 212 Marshal is that the benefit remains in place for as long as the level 212 knight is set to Marshal.  An attacking city may have a 212 knight leading the charge of its first attack but it is highly unlikely that it will have a 212 knight available for every subsequent attack.        


  • Walls - Walls are the first line of defense in an attack.  When used in combination with an unhidden army and a level 212 knight set to Marshal, well developed wall defenses become a challenging obstacle for attacking armies.

  • Reinforcements - Depending on the level of one's Embassy, a defending city can host up to 1 million reinforcing troops at any given time, creating a nearly impenetrable defense.

  • Watch Tower Details - Depending on the level of a defending city's Watch Tower, the defending city receives precise details of an incoming attack(s) including troop composition, research levels, and level of knight leading the attack.  Since defending cities can be reinforced at any time, an attacker would need a continuous flow of scouting reports to approximate this level of information and even then, he still would not have any info on the defending city's knight levels. 

MAKE IT SNOW IN CAMELOT

Now you can make it snow in the game by typing a "magic phrase" into either global or alliance chat.  In case you haven't already figured it out, the phrase is "Let it snow".  To turn off the snow, just type "No more snow".

 

HOW TO REPORT AN INCOMING ATTACK

Time is of the essence when under attack so it is crucial that you quickly give your alliance members the information they need to help defend you. 

TIP:  At a minimum, your alliance members need to know when the attack(s) will land, if you need reinforcements, where to send them, and the level of your Embassy.  Knowing who is attacking, how many incoming attacks, and what they are sending is also helpful.  To efficiently report the incoming attack in alliance chat, use the following as a model:

3 incoming from 576,150 in 6 min, 270K mix, need rein at 577,131, lv 9 emb.

Though not absolutely necessary, it would be reassuring to your alliance members if you would follow this initial message with some information about your own defences such as the level of the knight set to Marshal, research levels of Poisoned Edge and Healing Potions, and any attack and defence bonuses you may have applied.

POP A PLAYER'S PROTECTIVE BUBBLE

Beginner's Protection and Dove of Peace protect players from attack. After this protection expires, the "bubble" over their city/cities will remain in place until they send out an attack or until another player pops the bubble. If you click on the city from the map, you will still get a message stating the player is under protection or truce. However, a simple trick allows you to bypass this protection and pop the bubble.

TRICK:  To pop the bubble, simply attack from your Rally Point instead of clicking on their city.



CHOOSING THE BUILDING SITE OF YOUR 2ND AND 3RD CITIES

The locations of your cities will likely change from time to time as you select new farms and move cities closer to or away from enemies.  However, the building site for your 2nd and 3rd cities should be a little more predictable.


TIP:  Choose a building site close to your established city/cities as you will initially be transferring a lot of resources to your new city.  I recommend a location no further than 2 minutes away in transport time.  Once your new city is more self-sufficient, you may move it wherever you would like.

GET TWICE AS MANY MERLIN'S GIFTS EACH DAY

All players receive one free Merlin's Token each day that can be redeemed for a Chance item in Merlin's Gift.  However, you can earn one additional token each day if you send out 10 emails inviting others to play the game.  Email can be found by clicking on the Share icon.      

TRICK:  To take advantage of this without spamming friends and family do the following:

In the To and Subject fields enter a period and click send.  You will receive a message that reads "." does not appear to be a valid email address.  Do you want to send it anyway?  Click Send.  Repeat this 10 times for a free Merlin's Token. 

PLEASE NOTE:  You are limited to just one token a day for sending email invites.

DONATE OR SWAP YOUR WILDS

If you are reorganizing your Resource Fields now that you have multiple cities and find that you have Wilds you can no longer use, or if you need to replace your Wilds with Wilds that are far from your cities, consider donating or swapping rather than abandoning them.

TIP:  Instead of abandoning Wilds, donate or swap them with an alliance member or an ally.

To donate to or swap with an alliance member, simply have the person receiving the Wild leave the alliance just long enough to attack and take the Wild from you.  To donate to or swap with an ally, simply make the arrangements for them to take your wild and for you take theirs if swapping.

PROVINCES

Here is the world we live in.  It is composed of 16 provinces, each containing 40,000 unique locations.  That's a total of 640,000 different addresses, most of which are Wilds and Pictish Camps.  My guess is that this leaves just enough space for about 125,000 - 150,000 players per world.

FARMING THE RIGHT WAY

Farming, the practice of attacking another player's city for the sole purpose of gaining resources and gold, is a major component of this game and like everything else, there is a right way and a wrong way to farm.  To minimize troop loss and maximize the gold and resources gained, follow these simple rules.
  1. Never use a lot of troops when farming.  Since the vast majority of players have their troops set to hide, sending more than a small raiding party is not only risky, it is unnecessary.  I typically send 500 Heavy Cavalry and 500 Supply Wagons.  This is enough to net me over four and a half million in gold and resources but more importantly, this is the number of troops I am OK losing in a raid.   
  2. Farm when you think your target is away from their phone or asleep.  I usually farm only the players who have attacked my alliance.  I would like to say that I do this for purely noble reasons but that would be a lie.  The real reason I only farm my attackers is because when they attacked my alliance they gave me intel on them.  The report they left gives me a sense of their strength and battle prowess but most importantly, it tells me when they were awake.  I know that if I attack them 12 hours or so after they attacked, I have a pretty good chance at catching them while they are asleep or otherwise inaccessible and my odds only get better if I have more than one report to study. 
  3. Send a force large enough to breach the walls.  Have you ever attacked a city with no wall defenses and no defending troops only to receive a report that you did not breach the walls?  Well, here is something a lot of players do not know.  Walls, like troops, have a certain amount of Life.  This means that they can repel troops all by themselves up to a certain point.  I am planning on running tests during the construction of my third city that should reveal these limits but until then, be sure to use at least a few hundred troops when farming to ensure you breach the walls.   
Victorious, my attacker still gets nothing
An example of too small a force





SECOND CITY BUILDING GUIDE


In most ways, your second city will closely resemble your first city.  The following building guide will ensure that you receive the maximum benefit from your second city.


WITHIN CITY WALLS

Inside of city walls you will need every type of building except for a Round Tower.

TIP:  Do not build a Round Tower in your second city.  Instead, build another Barracks or Cottage depending on your training needs and/or preference.

Rally Point - Construct this building first so that you will be able to Transport, Reinforce, Attack, and Reassign from your second city.

Storehouse - This should be one of the first buildings you construct.  Level-up your Storehouse quickly to protect the resources you will need for construction and training.

Alchemy Lab - The research levels you have reached in your first city will automatically carry over to your second city so leveling-up your Alchemy Lab is only necessary if you still have a lot of research to do.  Having two high level Alchemy Labs will allow you to research two sciences at a time, greatly reducing total research time.

Knights' Hall - Construct a Knights' Hall and begin the process of reaching a Level 212 knight.  Focus on one knight at a time, applying any "Train with" items you have to this same knight until you reach Level 212 (See Knights for instructions on how to reach Level 212).

Watch Tower - You will obviously need a Watch Tower to warn you of impending attack.

Workshop - A Workshop is necessary to level-up your Wall and to train Ballistae and Catapults.  Your Workshop must be Level 4 to train Ballistae and Level 9 to train Catapults.

Blacksmith - A Blacksmith is necessary to train Swordsmen, Supply Wagons, and Battering Rams.  Your Blacksmith must be Level 4 to train Swordsmen and Supply Wagons and Level 9 to train Battering Rams.

Stable - Construct a Stable to build a Relief Station and to train Cavalry and Heavy Cavalry.  You need only a Level 1 Stable to construct every level of Relief Station.  Your Stable must be Level 4 to train Cavalry and Level 9 to train Heavy Cavalry.

Relief Station - While not necessary, I highly recommend building a Relief Station.  A high level Relief Station will save you a lot of time transporting resources and gold in between cities and can make all the difference between your troops arriving in time or arriving too late to reinforce a fellow alliance member.

Embassy - Many players choose not to build an Embassy in their second city but will instead build another Cottage or Barracks.  I originally built an Embassy in my second city but quickly realized its futility and have since torn it down in favor of another Cottage.  Reassigning troops from your troop city in order to defend your second city is time consuming, cumbersome, and risky.  Rarely can you get a large enough force reassigned in time to successfully defend your city with minimal losses.  Instead, you risk losing a lot troops if your attacker follows-up the initial attack with one or more sped-up attacks.   

Cottages - There are varying opinions on how many Cottages to build in your cities.  I have seen some players build as little as 4 while others build 8 or more.  My personal preference is six.  Since I don't farm much anymore, I find that 6 Cottages provides me with enough Idle Population to keep pace with the resources I produce.  If you are a constant farmer and are always sitting on millions in resources you will want to have more Cottages to provide you with more Idle Population.

Barracks - Like Cottages, their are differences of opinion on how many Barracks you should build in your cities.  As I wanted the fastest training time I could achieve without sacrificing too much Idle Population, I decided on 15 Barracks in my second city.


WALLS

Like your first city, you will want to level-up your walls so that once you have an army large enough , you can train all types of wall defenses.  Since walls take a lot of resources to construct, I would make this a lower priority and focus your efforts on leveling-up buildings and resource fields first.


OUTSIDE CITY WALLS

In order to maximize your resource production, you will want to produce just two types of resources per city (See Maximizing Base Production Rates for more info.).

However, make sure to build one of the other two types of Resource Fields in your second city as well.  Having at least one of each type of Resource Field will allow you to build a Stable which requires at least one Farm and a Blacksmith which requires at least one Mine.  Having all four types of Resource Fields present also helps to speed up research since you will be able to research all resource related sciences in from both cities.

SET YOUR TAX RATE TO ZERO!

Once you begin training troops in earnest, you quickly realize the importance of Idle Population.  You can attack other players or Pictish camps anytime you want to refill your stores of resources and gold but only you can provide the Idle Population necessary to maximize troop training.

TIP:  For increased Idle Population, set your tax rate(s) to zero.

One of the easiest ways to increase your Idle Population is to set your tax rate(s) to zero.  Since your tax rate directly affects Happiness and Happiness determines your Population, set your tax rate to zero for the maximum amount of Idle Population. 

PROTECT YOUR WILDS FROM FLIPPERS

Wild flipping is the practice of taking another player's wild and then abandoning it - essentially cutting supply lines to that player since the production bonus gained by controlling the wild is immediately lost.  In addition, this practice usually has the secondary effect of causing troop loss when the player is forced to retake a wild.  Although wild flipping is widely condemned in this game, there are some players and alliances who believe this is a valid technique for fighting a larger enemy.  Whatever your stance on the matter, the fact remains that wilds are vulnerable to be being flipped.

TIP:  To mitigate this risk, do not take wilds surrounding your cities!  This makes it too easy for a player to find and flip your wild.  Instead, on the map, plug in coordinates at random and then search for a wild at that destination.  Select a wild that is as far from other players as possible, especially higher level players and current and former enemies.  Once you have taken this wild, go to the map, plug in new coordinates selected at random, and repeat the process.

BARRACKS

Aside from just being the place where you train troops, Barracks also help to determine how many troops you can train and how fast you can train them.


TRAINING QUEUE

Troop training following the 1-2-4 training pattern
Your training queue, or number of separate groups of troops receiving or awaiting training, is determined by the number of Barracks you have in your city.  For instance, if you have 15 Barracks in your city, you will be able to queue up 15 groups of troops to be trained.

TIP:  Try to keep your training queue(s) as full as possible at all times so that you have uninterrupted training 24/7.  A system I use to quickly fill my queue(s) and keep them full is to follow a 1-2-4 training pattern.  I begin by training one group of Tier 3 troops, then two groups of Tier 2 troops, and finally four groups of Tier 1 troops.  Since the Tier 3 and Tier 2 troops take longer to train, they create enough of a log jam for me to fill my queues.



BARRACK'S EFFECT ON TRAINING SPEED

Barracks have a two-fold effect on training speed.  First, training speed is increased according to how many Barracks you have in your city.  Secondly, training speed is increased as you level-up your Barracks.  As soon as I can, I will post the exact amount of those increases here.

PLEASE NOTE:  I have read claims that the increases in training speed gained per Barracks are on a sliding scale with increases diminishing as more Barracks are constructed.  Since I began this blog long after my Barracks were built, I cannot say exactly how much training speed increases per Barracks and per Barracks level until I begin construction on my third city. 

What I can say now is that when I constructed a 16th Barrack in one of my cities, I immediately received an increase in training speed of roughly 4% and as I leveled-up this Barracks, my training speed increased roughly 1% per level.  

KNIGHTS

The importance of knights in this game cannot be overstated.  Here are the ways knights affect game play.

  • A knight appointed to Steward gives a 1% per level increase in resource production.
  • A knight appointed to Marshal gives a 0.5% per level increase in training speed, attack, and life of defenders.
  • A knight appointed to Alchemist gives a 0.5% per level increase in research speed.
  • A knight appointed to Foreman gives a 0.5% per level increase in construction and defense building speed.
  • Using a high level knight in attacks produces a more favorable outcome than a lower level knight does.

GAINING EXPERIENCE

Considering the effect knights have on the game, it is essential to develop your knights to the highest possible level.  All knights start at Level 1 and increase to Level 200 as experience is gained (See below for a trick to get knights to Level 212). 

As with everything else in this game, you can do things the easy way and buy experience by purchasing "Train with" items from the Shop or you can do things the hard way and actually earn the experience.  Knights gain 20 points for every victorious attack they lead and 10 points every time they are defeated.

TIP:  The best approach to developing knights is to focus on one knight at a time or at least one knight per city at a time.  By applying any "Train with" items you acquire to this knight and by using this knight as much as possible for attacks, you knight will level up faster allowing you to reap the benefits of that knight sooner.

TIP:  If you choose to earn experience the old-fashioned way, by attacking, then the smartest approach is to repeatedly attack inactive players with zero might.  This will allow you to gradually level up your knights with no troop loss.

PLEASE NOTE:  This is one instance where I highly recommend that you spend money on the game.  If you chose not to buy "Train with" items, it will take 19,900 successful attacks just to get you to you to level 199.  If any of those attacks are unsuccessful it will take even more attacks.  To further illustrate the point, if you sent out 50 successful attacks a day, which is a lot, it would still take you more than 13 months to reach level 199.  By comparison, it takes approximately 8 Train with Arthurs to take a knight from level 1 to level 199.  In current gem prices, this would cost roughly $50 and about 2 minutes of your time.



THE MAGIC NUMBER IS 212
 
As I stated before, all knights start at Level 1 and progress to Level 200 which is the limit under normal gameplay.  There is however, a trick that will allow you to surpass the limit and get your knights to Level 212.

TRICK:  To get a knight to Level 212, you must first reach Level 199 with 3300 experience points towards Level 200.  Once you have reached this, apply a Train with Arthur and your knight will be at Level 212.  

PLEASE NOTE:  You have just one shot at this!  You must reach Level 199 with 3300 experience points for this to work!  If you apply the Train with Arthur even one experience point too soon, you will not reach Level 212.  Likewise, if you reach Level 200 before applying the Train with Arthur, you will not reach Level 212.  

Before applying the final Train with Arthur
The same knight now at Level 212


REAP THE BENEFITS OF YOUR HIGHEST LEVEL KNIGHT

To save days if not weeks of wait time, make the following a daily habit:

TIP:  Assign your highest level knight to the appropriate position just before training, researching, or building.  As soon as the task has been started, switch this knight back to Steward which should always be the default position for this knight.  The time it takes to complete the task is locked-in the moment the task  is started.  Therefore switching your knight's position before a task is completed will NOT cause you to lose the time savings. When in battle, use this same knight for the best possible outcome.


MAXIMIZING BASE PRODUCTION RATES

Base production is the amount of each resource your city produces before bonuses are factored in.  To see what your base production rates are:

1. Click on your Castle
2. Then on the Overview tab
3. Then on the Production button
4. Finally click on the resource you want to see.


My current bonuses for wood equal a little more than five times the amount of my base production so, for instance, even an extra 5K base rate would equal more than 25K more wood/hr. after bonuses are factored in.


Since all bonuses are a multiplier of your base production rate, it is imperative that you reach the highest base rate possible.

TIP:  At the time of this writing, we are allowed just two cities.  In order to maximize base production rates, you should only produce two types of resources in each city.  By producing just two types of resources instead of four, each base production rate is higher.


PLEASE NOTE: You should keep one of the other two types of resource fields until you have completed construction of your city and have maxed out your research.

Notice the one farm in my NFC - I will keep this until I reach level 10 Fertilizer

THE BIGGEST SECRET OF THIS GAME

There is a secret to this game that very few players know about.  It is a big secret too.  In fact, those who learn this secret quickly become the most powerful players in their worlds while the others struggle to break a million troop might.  What is the secret, you ask?

TRICK:  YOUR  TROOPS DO NOT NEED TO EAT

Yes, it's true.  You can stop feeding your troops immediately and they will not starve, they will not die, and they will not desert.  They will remain exactly as they were before.

Why is this important?  It's important because it eliminates the biggest constraint to amassing a large army - Upkeep.  Take away the burden of having to find or produce ever increasing amounts of food to keep your troops fed and suddenly army size becomes limitless!  Now all of the food you produce is used for training troops, not feeding them, and you're churning out troops faster than you ever thought possible.


THE NFC

To stop feeding your troops, you simply put them somewhere where you produce no food.  Yes, you can send them to an alliance member's city for a while but this is not a good long term solution.  You can also send your troops to reinforce a wild but you risk losing them all if they are discovered and attacked.  The only practical long term solution is to house them in a No Food City.

My NFC
The No Food City, from this point forward referred to as an NFC, is just a 2nd city where you produce no food.  If you already have two cities then you need only convert one of them into your NFC.  If you have only one city, YOU MUST ACQUIRE A 2ND CITY!

I cannot stress this enough.  The only way to become a top player in this game is to have at least two cities.  At 3 million troop might, my food upkeep was already over 2 million per hour.  A much larger army becomes impossible to feed.  You simply cannot raise a large enough army without an NFC.




NEW PLAYERS - START FAST & GROW QUICKLY

RESOURCES

There are two things that limit growth in this game - the first is lack of resources and the second is the time it takes to progress.  I will begin with resources - specifically how to increase production of them and create a steady flow of these essential goods into your city.

First, follow the recommended quests. I tried to do this as much as possible during my first week and only stopped following the recommended quests once they prompted me to upgrade my castle to level 5. The reason being, once you upgrade your castle to level 5 you immediately lose your beginner's protection. There are so many more important things to do during that first week that I do not recommend leaving beginner's protection early.

In between quests I focused my attention on my resource fields. With a level 4 castle I had 22 resource fields. They consisted of 4 farms, 7 sawmills, 6 quarries, and 5 mines. This combination served me well enough initially but as you progress, your resource needs change.  Whatever the combination of your resource fields in your first city, you should set a goal for reaching level 9 in all of them as soon as possible.

While leveling-up your fields, utilize every other way to increase production. The first thing you should do is to appoint your highest level knight to be Steward of your city. You receive a one percent increase in production of resources for each level your knight has reached so even a level 1 knight will earn you an increase. If you have won or purchased any of the "Train with" items, apply them to your Steward.  This is an easy way to immediately see a considerable increase in production of resources.

Another way of increasing production is to research fertilizer, logging, stoneworking, and smelting. Every level of research in these areas represents a 10% increase in production of the corresponding resource.

Still another method is to conquer the highest level Wilds you can.  Each castle level allows you to conquer and hold a Wild.  Depending on what your needs are, conquer the Wilds that will benefit you the most.  There is a 5% increase in resource production for each level of the Wild you have conquered.  So a level 1 Wild will earn you a 5% increase in production and a level 10 Wild will earn a 50% increase.  The following is a list of Wild types and resource production increases:

Grasslands & Lakes - Increase production of food

Hills - Increase production of stone

Mountains - Increase production of ore

Woods - Increase production of wood

Bogs - Cannot be attacked and provide no benefit 

Attacking other players and Pictish camps is the most obvious method of attaining resources.  Pictish camps can be attacked even while under beginner's protection but as they only yield about the same amount of resources it takes to replace the troops you lose, they are not a good source of regular resources.  

Once you are out of beginner's protection, you will be able to attack other players.  New players should cut their teeth by attacking inactive players with no alliances. Most of these inactive players will have little to no might but may still yield a small fortune in resources and gold.  From there, move on to active players who have not joined an alliance.  Allied players are your last target.  Unless diplomacy has been set to hostile with a target's alliance, you may want to check with a leader before attacking.

Finally, there is a chance of winning resources in Chance and the far less appealing option of purchasing them from the Shop.  There are various resource production bonuses available with 24 hour and 7 day options along with actual resources in 40K, 250K, and 500K increments.


TIME

Along with lack of resources, time is a major constraint to growth in this game.  Simply put, training, researching, and building all take time and the time they take only increases with each new level.  Fortunately, there are a few things you can do to speed things up.

You can decrease the time it takes to train and build by researching Geometry and Giant's Strength.  Research of Geometry increases the speed of training by 10% per level and Giant's Strength does the same for construction times.  Leveling-up these two technologies will save you hours, if not days, of time.  What's more, your technologies carry over from city to city so your second and eventually your third and fourth cities will go up that much faster.

Appointing knights to be your city's Marshal, Alchemist, and Foreman is another way to speed things up.  For every level reached by the knights appointed to these posts, you will receive a 0.5% increase in speed.  Responsibilities of each post are as follows:

Marshal - training speed, attack and life of defenders

Alchemist -  research speed

Foreman - construction and defense building speed

TIP:  Make it a habit of appointing your highest level knight to the appropriate position just before training, researching, and building.  This will save you an enormous amount of waiting time.  You can change this knight back to Steward as soon as you have begun the training, researching, or building and you will not lose the time savings.  

Of course, if you really want something done quick you can always buy or try your luck at winning a speed up.  There are speed ups available to buy from the Shop or win from Chance ranging from 1 minute to 24 hours. 




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