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AuthorTopic : Rator's simple guide rated #1
Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:23

OK FIRST RULE here NO ONE is to post here i will be using the edit feature to add to the same thread and organized around to be a easy to read guide any comments or questions make it in a separate thread.

Table of Context
1. Before the game even starts
2. During the first turn
3. techs and upgrades
4. taking over
5. building
6 attacking and defending
7. troop types
8. turns
9. politics
10.Military Training
11.quitting and innacitives
12.dont know
13.dont know
14.dont know
15.dont know

Last Edited : Wednesday, 12 March 2003 - 09:42

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

1. Before the game even starts
You will receive 2 free comandeers.
So there wont be a serious need for comandeer, however its recommend u start with 1 more units
so the units u choose should be
commandeer
spearman, swordmen or scout<i would choose
spearman, swordmen or scout or comandeer<i would choose
spearman, swordmen or scout<i would choose
spearman, swordmen or scout<i would choose
this pattern has been choosen from many other players from the other threads

>you castles has 3 road they each lead to a resource biulding send your comandeer to each road and when the turn starts u can take over and send ur scout searching for your gold mine
>the game is played on a "diamond view"
>look at 8.turns to figure out which game is best for u

Last Edited : Wednesday, 12 March 2003 - 19:56

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

2. During the first turn
in the game page
on the side bar which is

• Introduction
• Game News
• Casualties
• Quit Game
Status
• Income
• Buildings
• Military
• Rankings
Tools
• Trading Market
• Military Training
• Tech Centre<<<<<<<<<<click this
• Upgrades
• Spy Network

next u see taxes fill it in then go to bottom and click research new technology
then u click on the open map
u then take over each of the resources biulding and repair them too and move search for your goldmine and gempod with ur scouts of any unit u choose

Last Edited : Wednesday, 12 March 2003 - 19:57

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

3. techs and upgrades
techs
upgrades
resources
when u upgrade a resources biulding in the long run u will gain, if u do it in the first turn u take the biulding over
when u upgrade u gain 50% of the production

castle walls
when u upgrade here this converts all ur palisades inside ur castle to stone walls after u do this upgrade ur allowed to learn drawbridges in tech

outpost
u gain in range from 11 to 14 i believe

barracks
-after learning Advanced Training in tech u can select
expert training mean u gain 50% more troop within that barracks
this is all after u biuld ur training giuld
-after u learn advanced melee u can train pikemen and squires
after expert melee u can learn falconaries and mace
after master melee u can learn knights and heavy calvery
-after u learn archery in tech u can select advance,then expert and then master archerys
-or u can learn seige first battling rams then catapults

Last Edited : Wednesday, 12 March 2003 - 08:10

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

4. taking over
taking over requires ur troop commandeer to be adject to the biulding one your commandeer is there make sure
your commandeer has more than 40%battle points(bp)
if its not fully taken over u try again next time u have more than 40% bp

after u take it over its your building by click on the object on the area ur commandeer is adject to on the side panel of the map u click take over

if its a resource biulding wait til u have more than 40%bp before u repair it so u can collect the full resource

taking over castles is more tricky
first there has to be no enemy troops within the castle
second u has to be a clear spot not on rubble
third if first and second is done u click on your commandeer unit then u look at the side panel of the map all the way to the bottom of ur commandeer stats u will see take over castle u click that and u willbe taking over the castle

Last Edited : Wednesday, 12 March 2003 - 07:24

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

5. building
>the first biulding u will build will be your Blacksmith u can biuld this any where hopefull u will choose a spot near or inside ur castle
>to biulding the blacksmith u will have to be on ur map
u will choose a spot adject to ur commandeer click on the spot look at side map panel and choose biuld click blacksmith and select yes if u dont see black smith refresh map
>if u see wrenches u will have to wait til u have 40 or more bp to finish the biulding once the wrenches are gone ur building has been biult
-black smith also u to biuld others biuldings and to develop blacksmith tech
next u will be either
-marketplace this biulding is 3x2 biulding u will have to choose a spot that can fit that area allow u to buy and seel resources and gives u the tech of marketplace or
-Military Academy a 1x1biulding also u to have 5 more troops per each one of these are biult and gives u military tech then
-Training Guild a 1x1 allows u to upgrade troops and gives u training guild tech or
-Barracks a 2x2 biulding allows u to deploy troops from there military training is where u can manage the troop type for the barracks
>if the biulding is in red u need to follow the direction on how to fix eg.that it may that ur too close to enemy not enough funds not and so on

additionals none essentail biuldings
-towers can view 8 spaces
gives all range units in it a +3range which isnt highlighted but u are able to attack 3 more spaces than the highlight one when ur inside only
-outpost gives u viewing range of 11 or 14 when *upgraded can be biuld after u learn *recon in tech
-palisades wooden defense blockaids health of 1000
-stone walls stone defense blockaids health of 4000 can be biult after u learn *palisads in the tech
-drawbrides also u to move only ur units threw them 3000 health can be learn after u learn *stone walls tech and *castle walls in upgrade

Last Edited : Wednesday, 12 March 2003 - 10:04

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

6 attacking and defending
melee are units that attack only when ur troop is adjcent to the other to figure out hte strenght u can use the warcalculator or do the math which is ur troops total damage capablity (which u can see in the map panel when u click on ur troops)times the 1.%bp +the difference in %between ur attack modifer and ur opponents defense modifers= ur opponents loses
make sure this number is atleast half his health
his defense is his health times 1.%in the difference of his defense modifer and ur attack modifer

Range units
-they are best from far away and should be protected by ur melee units
-archers range of 6 squares as highlighted can move 9 mp per turn
-arbs range of 4 squares has some melee stength
-balist range of 9 the best range capability can move 6 mp per turn
-marksmens range of 8 strongest range unit can move 9 mp per turn

attacking biuldings
-melee troops can attack biuldings at a damage of 250 per attack
-range units cant not attack biuldings
-seige weapons are ideal for this they can do full attacks
--battling rams are like melee seige and capults have a range of 7 and are able to inflict damages on biuldings

Last Edited : Wednesday, 12 March 2003 - 08:39

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:24

7 troop types
what u have to keep in mind here ur troops follow a rock=type 1, paper=type2, scissors=type3 affect and theres are range and seige units too
weakest---------------------------strongest
rocks =spearmen, pikemen and macemen
papers =swordmens, squires and knights
scissors =scouts, falconaries and heavy calvery

ranges =archers, arbelestiers,balista and marksmen
seige =battling rams catapults

Last Edited : Wednesday, 12 March 2003 - 07:52

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

8 turns and game details
turns depends on the game ur in certain games has longer turns than others u should choose a game where u can be on every turn of that game
Campaign games for level advancement
-Games runs on a 12 hr turn
-Fast runs on a 6 hr turn
-Skirmish runs on a 8 or 12 hr turn
Battle games for learning and fun purpose(no level is gained)
-novice 1-11 are for 1 on 1 fights the turns are done when the player hits end turn and next player goes
-novice 20-21 are for 4 players turns are done when player hits end turns

Last Edited : Wednesday, 12 March 2003 - 08:49

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

9 politics
NAP-non aggression pacts
types of NAPS
-set turn naps
-defensive naps
-alliance naps
-anti gang bang naps

this topic is all over this forum many good comment and threads are of this take a look at them

Last Edited : Wednesday, 12 March 2003 - 09:10

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

10. Military Training
here is where u choose ur troops after u upgrade
-first thing u can have a maximum of 3 active barracks u can own more than 3 but only 3 will produce troops
-second after u already upgrade units in the upgrade u can assign them to barracks with a free learn after the free learn u have to wait 1 full turn til the troop is trained into that barracks where u can select them in the list above the assign
-third advise if u plan to dedicate one barracks to melee just learn melee in it, dont just learn everything in one barracks, what u can do is learn one melee of one kind in one another kind in another or learn range units in one and seige in another its all up to what u plan to do

Last Edited : Wednesday, 12 March 2003 - 08:20

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

11 quitting and innactives
-if u choose to quit a game during turn 0 this will not affect ur level but u will not be able to join that game til it begin again
-if u choose to quit after turn 0 this is forwn upon so in the games ranking u will drop below the players who have been eliminated
-going innacitive after game starts is also frown upon so if u go innactice for over 5 turns u will show up in ranks and go under those who be eliminated

Last Edited : Wednesday, 12 March 2003 - 09:50

Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:25

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:26

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:26

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:26

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Raptor
Joined 15/08/2001
Posts : 2616

Posted : Wednesday, 12 March 2003 - 06:26

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