Thursday, August 31, 2017

Dark Forest Attacks


According to the story Camelot became in turmoil. Strange things began to happen all over the kingdom, people disappeared.  Then Guinevere was kidnapped, and Arthur call all is knights together to find her.  About the time of the her disappearing the world was being ripped open and mysterious and vicious creatures begin to enter the world.  This happened at the same time a newly formed geographical anomalies formed called the Dark Forests.


It is said that like a snowflake no two dark forests are the same.  Each contain various creatures that are only effected by various troops.  Within dark forests you will encounter creatures stronger then you have ever seen in Camelot, thankfully we have scouts for they are so much faster and it only takes one to search out to see what might be in the Dark Forest before you attempt to battle with.


Dark forests can be scouted and they can be attacked.  If a dark forest wins the battle, it will remains where it is at.  The troops that were killed will not return.  Only those who survived the battle remain in the forest.  This allows you to attack the forest again.


Each time a dark forest is defeated, it disappears.  Once an hour a new dark forests reappears in new places all over the domain to replace those that have been defeated.  If you do not get a report from attacking a dark forest, the forest most probably isn't there anymore.


The rewards from Dark Forest come in gold, experience points for your knights, aetherstones, and various types of drops.  Below is the break down of the different levels of Dark Forest.  As you can see experience, gold, and aetherstones basically doubles from the previous level.  Currently the Dark Forests can go all the way to Level 15.

LvL 1 - yields 3,000 exp, 1,150 gold, 1,000 aetherstones, 5/1000 drop ratio
LvL 2 - yields 6,000 exp, 2,300 gold, 2,000 aetherstones, 11/1000 drop ratio
LvL 3 - yields 12,000 exp, 4,600 gold, 4,000 aetherstones,19/1000 drop ratio
LvL 4 - yields 24,000 exp, 9,200 gold, 8,000 aetherstones, 29/1000 drop ratio
LvL 5 - yields 48,000 exp, 18,400 gold, 16,000 aetherstones, 31/1000 drop ratio
LvL 6 - yields 96,000 exp, 36,800 gold, 32,000 aetherstones, 39/1000 drop ratio
LvL 7 - yields 192,000 exp, 73,600 gold, 64,000 aetherstones, 41/1000 drop ratio
LvL 8 - yields 384,000 exp, 147,200 gold, 128,000 aetherstones, 59/1000 drop ratio
LvL 9 - yields 786,000 exp, 294,400 gold, 256,000 aetherstones, 79/1000 drop ratio
LvL 10 - yields 1,536,000 exp, 588,800 gold, 512,000 aetherstones, 101/1000 drop ratio


Population and Aetherstones


The population of each level of Dark Forest seems to be based on a fixed number of Wanders of Din, that is then modified according to randomly generated numbers to populate the other categories.

When Dark Forest troops are killed, the attacking kingdom is rewarded with aetherstone in a proportion of 1 aetherstone to 1 Wanderer of Din. Clearly, wiping out a full Dark Forest will earn rewards, as mentioned before, depending on the level.  Defeats and partial victories will reward pro rata.

To find a Dark Forest you just need to open your map and you will see areas called bog's, these are what they call dark forest.  Like your wilds and barbarian camps they come in levels 1 - 15, however, unlike the wilds and barbarian they are very unpredictable as to what troops you might be battling. Below is a list of  types of creatures that can be found in dark forests and what they troops they are most vulnerable to when planning an attack.


Wanderer of Din - Vulnerable to Ballistae
This is a melee unit, comparable to militiamen
Attack: 20
Defense: 10
Life: 70
1. Troops that fought well against them:  Supply Troops, Militiaman, Scout, Pikeman, Swordsman, and Supply Wagons.
2. Troops that had the upperhand: Archers
3. Troops that dominated :  Ballistae
4.  Troops that did poorly:  Cavalry, Heavy Cavalry, Battering Rams, and Catapults.


Blade of Netzekt - Vulnerable to Pikemen, Militiaman, and Swordman
This is a mounted unit, comparable to Calvary
Attack:  95
Defense:  16
Life:  250
1. Troops that fought well against them:  Supply Troops, Scout,  Supply Wagons, Cavalry, and Heavy Cavalry.
2. Troops that had the upperhand: Militiaman and Pikeman
3. Troops that dominated :  Swordsman
4.  Troops that did poorly:  Archer, Ballista, Battering Rams, and Catapults.


Arm of Gevrah - Vulnerable to Heavy Cavalry or Militiaman
This is a ranged unit, comparable to archers
Attack:  80
Defense:  21
Life:  600
1. Troops that fought well against them:  Supply Troops, Militiaman, Scout,  Pikeman, Swordsman, Archers, Supply Wagons, Cavalry, Heavy Cavalry, Ballistae, Battering Rams, Catapults


Priest of Yeshod - Vulnerable to Heavy Cavalry or Cavalry
This is a specialist unit, somewhat comparable to Supply Wagons
Attack:  60
Defense:  32
Life:  1,200
1. Troops that fought well against them:  Supply Troops, Scout,  Archer, Supply Wagons, and Ballistae.
2. Troops that had the upperhand: Cavalry
3. Troops that dominated :  Heavy Cavalry
4.  Troops that did poorly:  Militiaman, Pikeman, Swordsman, Battering Rams and Catapults.


Saheeren Hound - Vulnerable to Pikemen, Swordsmen, and Militiamen 
This is a mounted unit, comparable to cavalry
Attack:  400
Defense:  27
Life:  2000
1. Troops that fought well against them:  Supply Troops, Scout,  Supply Wagons, Cavalry, and Heavy Cavalry.
2. Troops that had the upperhand: Militiaman and Pikeman
3. Troops that dominated :  Swordsman
4.  Troops that did poorly:  Archer, Ballista, Battering Rams, and Catapults.


Remez Banshee - Vulnerable to Heavy Cavalry and Cavalry
This is a ranged unit, comparable to ballistaes
Attack:  750
Defense:  36
Life:  4200
1. Troops that fought well against them:  Supply Troops, Scout,  Archer, Supply Wagons, and Ballistae.
2. Troops that had the upperhand: Cavalry
3. Troops that dominated :  Heavy Cavalry
4.  Troops that did poorly:  Militiaman, Pikeman, Swordsman, Battering Rams, and Catapults.


Son of Ysbadden - Vulnerable to Ballistae and Archers
This is a melee unit, comparable to a very strong swordsmen
Attack:  2000
Defense:  40
Life:  5000
1. Troops that fought well against them:  Supply Troops, Militiamen, Scout,  Pikeman, Swordsman, Archer, and Supply Wagons.
2. Troops that had the upperhand: Archers and Cavalry
3. Troops that dominated :  Heavy Cavalry
4.  Troops that did poorly:  Battering Rams and Catapults.


Atzums Rider - Vulnerable to Swordsmen, Militiamen, and Pikemen
This is a mounted unit, comparable to heavy cavalry
Attack:  3500
Defense:  36
Life:  4200
1. Troops that fought well against them:  Supply Troops, Scout,  Supply Wagons, Cavalry, and Heavy Cavalry.
2. Troops that had the upperhand: Militiaman and Pikeman
3. Troops that dominated :  Swordsman
4.  Troops that did poorly:  Ballista and Catapults.
5.  Troops that were crushed:  Archers and Battering Rams.


Sidhe Scorpion - Vulnerable to Heavy Cavalry and Cavalry
This is a ranged unit, comparable to catapults
Attack:  7500
Defense:  32
Life:  7500
1. Troops that fought well against them:  Supply Troops, Scout,  Archer, Supply Wagons, Ballistae
2. Troops that had the upperhand: Cavalry
3. Troops that dominated :  Heavy Cavalry
4.  Troops were crushed:  Militiaman, Pikemen, Swordsmen, Battering Rams, and Catapult.


Sidhe Templar - Vulnerable to Ballistaes and Archers
This is a melee unit, with a lot more attack and life than swordsmen
Attack:  9400
Defense:  48
Life:  8500
1. Troops that fought well against them:  Supply Troops, Militiaman, Scout,  Pikemen, Swordsmen, and Supply Wagons.
2. Troops that had the upperhand: Archers
3. Troops that dominated :  Ballista
4.  Troops that did poorly:  Heavy Cavalry
5.  Troops that were crushed:  Cavalry, Battering Rams, and Catapults.


The Ink Knights -Unknown

Although this is mentioned on some websites, according to people who have been attacking all levels no one has ever reported seeing them in Dark Forests.


Buffs for Dark Forests


Speed and Range buffs are totally irrelevant when attacking dark forests.  The battles start with all troops at zero range to each other.  If you have a card that has a dark forest buff on it remember to equip that.  "Bonus vs. Dark Forests" generally can be found on Banner and Trophy cards.


DEFEATING THE DARK FORESTS


There are various things you may want to keep in mind when deciding to attack a Dark Forest.  One factor is time.  Although you can always curtail your attack according the the report that the spy sends back and try to save some of your troops, you run the chance that by the time you then send it out the attack that someone has already hit the Dark Forest.  The second factor to keep in mind is cost.  In creating an attack best suited for the spy report might save you some militia troops you will still have losses from other troops, however the losses you have with the militiamen will cost less to replace in resources and take less time in rebuild them.

I have taken down Levels 1 - 15 using the below methods, the loss varies from battle to battle.  I prefer not scouting prior to attacking to save time. I go with the setups of setting 1 of the various types of troops and then max out on the militiamen.

Depending on the skill of your knight, your troops will be hit a certain number of times, till either you or they are defeated.  The higher skill your knight has, the fewer rounds will be needed to defeat a dark forest.  The strength of your own troops has little meaning.  Do not send large numbers of strong units, especially not catapults.

For minimal losses, use layered attacks "single troops".  Note however, that the order in which your layered troops fight is quite possible random, or at least dependent on the number of different types of troops defending.  The more layered you include, the more of them will get a chance to fight, and reduce the remaining troops for the bulk of your force to defeat.



Level 1 Dark Forest

Since there is only one type of troops defending a level 1 Dark Forest,there are several known safe ways of defeating them.

It is safe to assume that 1 single cavalry will always fight and die first. It is also safe to assume that archers will perform well on attacking Wanderers of Din, a melee unit.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

The following is the "cheapest" setup, for short distances (only the militiaman will die):

• 1 militiaman
• 10k archers (a good knight requires fewer, a bad knight more)

The following is the "fastest" setup, for long distances (only the cavalry will die):

• 1 cavalry
• 120k scouts (a good knight requires fewer, a bad knight more) 


Level 2 Dark Forest

The strongest unit defending a level 2 forest is the Blade of Netzekt, a mounted unit.
It is thus assumed that pikemen, militiaman, and swordman will perform well on attacking a level 2 dark forest.

However, the outcome is largely dependent on the ratio between Wanderers and Blades of Netzekt. When attacking a level 2 dark forest, use an experienced knight.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

A rather safe setup of troops is:

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 150k, or maximum amount of militiamen 

Sometimes you will lose only 2 or 3 single troops, sometimes 1 or 2 singles and a few militiamen as well.

If you scout the level 2 forest first, and find a large number of Blades of Netzekt, you can try this setup as well:

• 1 supply troop
• 1 militiaman
• 1 scout
• 1 swordsman
• 1 archer
• 1 cavalry
• 150k, or maximum amount of pikemen


Level 3 Dark Forest

The strongest unit defending a level 3 forest is the Arm of Gevrah, a ranged unit.  It is thus assumed that cavalry will perform well on attacking a level 3 dark forest.  However, the outcome is largely dependent on the ratio between Wanderers, Blades and Arms of Gevrah.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

When attacking a level 3 dark forest, use your most experienced knight. Again you might want to scout the forest to see what you are attacking.

A rather safe setup of troops is:

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 150k, or maximum amount of militiamen

You will lose a few single troops, and most likely a few hundred militiamen.

If you scout the level 3 forest first, and find a large number of Arms of Gevrah, you can try with this setup as well:

• 1 supply troop
• 1 militiaman
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 heavy cavalry
• 1 supply wagon
• 150k, or maximum amount of cavalry 


Level 4 Dark Forest

The strongest unit defending a level 4 forest is the Priest of Yeshod, a specialist unit.  Since we do not know what special forces they possess, it is been said that  Heavy Calvary and Scouts work best against them.

As always the outcome would be largely dependent on the ratio between Wanderers, Blades, Arms and Priests of Yeshod.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

When attacking a level 4 dark forest, always use your most experienced knight.

A rather safe setup of troops is

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 150k, or maximum amount of militiamen

You will lose several single troops.  Depending on how many single troops you lost, you will also lose some 1-10k militiamen.

If you scout the level 3 forest first, and find a large number of Priests of Yeshod, you can try with this setup as well:

• 1 supply troop
• 1 militiaman
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 150k, or maximum amount of Heavy Calvary


Level 5 Dark Forest

The largest unit that you might find the defense of a Level 5 of the forest is Sahareen Hound, a mounted unit.  We can therefore assume that the pikemen will perform well on the attack of a level 5 dark forest.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod and Sahareen Hounds.  When attacking a Level 5 Dark Forest, always use your most experienced Knight.

A rather safe setup of troops is:

• 25,000 Militiaman   (you will loose 8,619 militiaman)
• 30,000 Swordsman   (you will loose 5,002 swordsmen)
• 45,000 Archer   (you will loose 766 archers)

Note:  To me the lost for this setup is to high for our end of the game playing, maybe when we get to the point where you have lots of swordsmen and archers you can try this, but I wouldn't do this at this point.  The loss is too great.

Another suggested effective way is as follows:

• 10K  militiaman
• 10K  pikeman
• 10K  swordsman
• 40K  archers
• 50K  cavalry
• 60K  heavy cavalry
• 10k  ballistas
•   5k  battering rams
•   5k  catapults

Note:  For this setup you will be sending 200K troops out to a dark forest.  A level one ascended rally point will only allow you to send out 175k in troops which means you will need to have a higher ascended city  or try sending out numerous attacks. Depending on the buffs you have, you can push the limit of what you send.  This too me seems like over kill and a waste of too many of your troops.

Another possibility is as follows:

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 175k, or maximum amount of militiamen

Note: I have done this with little loss to me this is the better of the three to do.

As you go up in level in taking down dark forests one of two things have to be in play in order to do so at limited lost.  First - You will want a higher rally point and use aura of commands that will allow you to send out bigger attacks, or Second - You will want a throne room card to help.  Remember to if you are in doubt you can send a scout to see what you are fighting.

I have used the third method with no problem from a level one ascended city.



Level 6 Dark Forest

The largest unit that you might find the defense of a Level 6 of the forest is Remez Banshee, a ranged unit.  We can therefore assume that cavalry and pikemen will perform well on the attack of a level 6 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds and Remez Banshee.  When attacking a Level 6 Dark Forest, always use your most experienced Knight.

A rather safe setup of troops is:

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 180k, or maximum amount of militiamen


Level 7 Dark Forest

The largest unit that you might find the defense of a Level 7 of the forest is Son of Ysbadden, a melee unit.  We can therefore assume that archers and pikemen will perform well on the attack of a level 7 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds, Remez Banshee and Son of Ysbadden.  When attacking a Level 7 Dark Forest, always use your most experienced Knight.

The person who set this up also stated that sometimes you may need two waves, but with a TR card "Bunis vs Dark Forest it should defeat in one wave.
A rather safe setup of troops is:

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 200k, or maximum amount of militiamen


Level 8 Dark Forest

The largest unit that you might find the defense of a Level 8 of the forest is Dark Rider, a mounted unit.  We can therefore assume that archers and pikemen will perform well on the attack of a level 8 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds, Remez Banshee, Son of Ysbadden and Dark Rider. When attacking a Level 8 Dark Forest, always use your most experienced Knight.

We are still going to use the "rainbow attack" this is putting one of each type of troops within the wave.  It is also adviseable that you have at least a lvl 8+ Throne Room card Bonus vs Dark Forest.

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 1 Bloodthorn
• 1 Executioner
• 1 Siege Wall
• 250k, or maximum amount of militiamen


Level 9 Dark Forest

The largest unit that you might find the defense of a Level 9 of the forest is Sidhe Scorpion, a ranged unit.  We can therefore assume from what we know heavy cavalry and cavalry will perform well on the attack of a level 9 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds, Remez Banshee, Son of Ysbadden, Dark Rider, and Sidhe Scorpion.  When attacking a Level 9 Dark Forest, always use your most experienced Knight.

Again we will be using a rainbow attack, one of each of the units, full militiamen rally of at least 250k militiaman with a level 8+ throne room card Bonus vs Dark Forest.

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 1 Bloodthorn
• 1 Executioner
• 1 Siege Wall
• 250k, or maximum amount of militiamen



Level 10 Dark Forest

The largest unit that you might find the defense of a Level 10 of the forest is Sidhe Templar, a strong melee unit.  We can therefore assume from what we know Ballistas and Archers will perform well on the attack of a level 10 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds, Remez Banshee, Son of Ysbadden, Dark Rider, Sidhe Scorpion and Sidhe Templar.  When attacking a Level 10 Dark Forest, always use your most experienced Knight.

Again we will be using a rainbow attack, one of each of the units, full militiamen rally of at least 250k militiaman with a level 8+ throne room card Bonus vs Dark Forest.

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 1 Bloodthorn
• 1 Executioner
• 1 Siege Wall
• 250k, or maximum amount of militiamen


Level 11 - 15 Dark Forest

When going after 11 -15 you will not be seeing anymore new trrops. The largest unit that you might find the defense of a Level 11 - 15 of the forest is Sidhe Templar, a strong melee unit.  We can therefore assume from what we know Ballistas and Archers will perform well on the attack of a level 10 dark forest.  Remember if you want to know for sure you can scout before you do anything so that you can try and figure out what to do.

However, the result would be largely dependent on the ratio of the Wanderers, Blade of Netzekt, Arm of Gevrah, Priest of Yeshod, Sahareen Hounds, Remez Banshee, Son of Ysbadden, Dark Rider, Sidhe Scorpion and Sidhe Templar.  When attacking a Levels 11 - 15 Dark Forest, always use your most experienced Knight.

Again we will be using a rainbow attack, one of each of the units, full militiamen rally of at least 400k militiaman with a level 8+ throne room card Bonus vs Dark Forest.

• 1 supply troop
• 1 scout
• 1 pikeman
• 1 swordsman
• 1 archer
• 1 cavalry
• 1 heavy cavalry
• 1 supply wagon
• 1 ballista
• 1 battering ram
• 1 Bloodthorn
• 1 Executioner
• 1 Siege Wall
• 400k, or maximum amount of militiamen



Throne Room Cards and Rally Point Needed to defeat Levels 9 - 15 dark forest:

Throne Room March Size  88% (lvl 9)
Throne Room March Size 147% (lvl 10)

Throne Room Bonus vs Dark Forest  180% (lvl 9)
Throne Room Bonus vs Dark Forest  312% (lvl 10)

Defense Active in Throne Room  1690% (lvl 10)

Ascended Level 12 Rally Point




Tuesday, November 11, 2014

Raiding Barbarian Camps

Through-out the kingdom you will see barbarian camps ranging in levels from 1 - 15.  Due to the constant need for resources Kabam has made this very easy to obtain them by raiding a barbarian camp, you can do this with as many raids as you want to one camp.  The amount of troops you are attacking, the amount of troops you will need, and the resources you will bring back will always remain the same, unless it is effected by throne room buffs. 

The following is a list of what you will encounter, how much resources you will recieve and what it will take to defeat the camp with no buffs added.

Barbarian Camp 1
Encamped Troops:  500 Supply Troops (ST), 500 Militiamen (MM)
Resources:  Gold 1k ; Food 100k ; Wood 10k ; Stone 1k ; Ore 100
Your Troops:  500 Archers, 500 Supply Troops (one wave)
Research Needed:  Level 1 Fletching

Barbarian Camp 2
Encamped Troops: 1k ST;  1k MM;  500 Scouts (SC); 500 Pikemen (PK)
Resources:  Gold 2k ; Food 200k ; Wood 20k ; Stone 2k ; Ore 200
Your Troops: 1200 Archers, 750 Supply Troops
Research Needed:  Level 2 Fletching

Barbarian Camp 3
Encamped Troops:  2k STs;  2k MM;  1k SC;  1k PK;  500 Swordsmen (SW)
Resources:  Gold 3k ; Food 300k ; Wood 30k ; Stone 3k ; Ore 300
Your Troops: 3600 Archers, 1000 Supply Troops
Research Needed:  Level 3 Fletching

Barbarian Camp 4
Encamped Troops:  5k ST;  5k MM;  2k SC;  2k PK;  1k SW;  500 Archers (AR)
Resources:  Gold 4k ; Food 400k ; Wood 40k ; Stone 4k ; Ore 400
Your Troops: 7500 Archers, 1000 Supply Troops
Research Needed:  Level 4 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 5
Encamped Troops:  10k ST;  10k MM;  5k SC;  5k PK;  2k SW; 1k AR;  500 Cavalry (CAV)
Resources:  Gold 5k ; Food 500k ; Wood 50k ; Stone 5k ; Ore 500
Your Troops:  15,000 Archers
Research Needed:  Level 5 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 6
Encamped Troops:  15k ST, 15k MM, 10k SC; 10k PK;  5k SW;  2k AR;  1k CAV
Resources:  Gold 6k ; Food 600k ; Wood 60k ; Stone 6k ; Ore 600
Your Troops:  27,000 Archers
Research Needed:  Level 6 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 7
Encamped Troops:  30k ST;  30k MM;  15k SC;  15k PK;  10k SW;  5k AR;  2k CAV; 500 Heavy Cavalry (HC)
Resources:  Gold 7k ; Food 700k ; Wood 70k ; Stone 7k ; Ore 700
Your Troops:  45,000 Archers
Research Needed:   Level 7 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 8
Encamped Troops: 60k - ST, MM, 30K - SC, PK;  15 SW;  10k AR; 5k CAV;  1k HC;  500 BALLISTA (BAL)
Resources:  Gold 8k ; Food 800k ; Wood 80k ; Stone 8k ; Ore 800
Your Troops: N/A 
Research Needed:  Level 8 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 9
Encamped Troops: 120k - ST, MM;  60k - SC, PK;  30k SW;  15k AR;  10K Cav;  2k HC; 1k BAL;  500 Battering Rams (BR)
Resources: Gold 9k ; Food 900k ; Wood 90k ; Stone 9k ; Ore 900
Your Troops:  54,000 Ballistas
Research Needed:  Level 9 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 10
Encamped Troops: 250k - ST, MM; 120k - SC, PK;  60k SW;  30k AR; 15k CAV; 4k HC;  2k BAL;  1k RR;  500 Catapults (CAT)
Resources:  Gold 10k ; Food 1M ; Wood 100k ; Stone 10k ; Ore 1k
Your Troops: 110,000 Catapults
Research Needed:  Level 9 Fletching, Poisoned Edge, Metal Alloys, Healing Potion

Barbarian Camp 11
Encamped Troops:  N/A
Resources:  Gold 11k ; Food 1.1 M ; Wood 110k ; Stone 11k ; Ore 1.1k
Your Troops:  N/A
Research Needed:  Both Labs Research Maxed 

Barbarian Camp 12
Encamped Troops: 30k - ST, MM, SC, PK, SW, AR, CAV, HC, BAL, BR;  15k - CAT, BT, EX;  7.2k - FA, HUS, HAL
Resources:  Gold 12k ; Food 1.2 M ; Wood 120k ; Stone 12k ; Ore 1.2k
Your Troops:  21,600,000  Heavy Onager
Research Needed:  Both Labs Research Maxed 

Barbarian Camp 13
Encamped Troops:  N/A
Resources:  Gold 13k ; Food 1.3 M ; Wood 130k ; Stone 13k ; Ore 1.3k
Your Troops:  N/A 
Research Needed:  Both Labs Research Maxed

Barbarian Camp 14
Encamped Troops:  N/A
Resources:  Gold 14k ; Food 1.4 M ; Wood 140k ; Stone 14k ; Ore 1.4k
Your Troops:  N/A  
Research Needed:  Both Labs Research Maxed 

Barbarian Camp 15 

Encamped Troops: 56,500,000 - ST, MM;  43,240,000 - SC, PK;  37,120,00 - SW; 34,060,000 - AR;  32,530,000 - CAV;  31,408,000 - HC;  31,204,000 - BAL;  31,102,000 - BR;  31,051,000 - CAT;  31,000,000 - BT, EX;  15,500,000 - FA, HUS, HAL
Resources:  Gold 15k ; Food 1.5 M ; Wood 150k ; Stone 15k ; Ore 1.5k
Your Troops:  36,720,000 Catapults
                       22,320,000 Heavy Onager
Research Needed:  Both Labs Research Maxed 

NOTE:  It is very important to get all your alchemy research done as high as possible.

As you can there is a lot of missing information for the higher raids.  I would venture a guess that either people do not need to raid this high, or the troops that one has to use to attack them cost too much to use on raiding the camps.  If you venture to attack one and you have succeed without any losses please contact me and I will add them to the stats already written here.

Levels get progressively harder, with each additional level you will be combating an additional type of troop.  This then requires you to change your attacking troops, much like fighting dark forests.

On a whole I stayed at a level 7 for a long time.  By adding additional buffs such as: "bonuses food from raids" - [Robin Courageous] to your throne room,  you will yield more food brought back from each raid you send out.  From a level 7 I went straight to a level 9 raid by-passing level 8 for no real reason except that the 9 was closer.  Distance to the raid matters a lot, as you will see later.

There are two ways to attack a level 9.  The first way which is the one listed, is using 54k Ballistas, this will run all the time regardless what is in your throne rooms, allowing you to change the presets through out the battles with no issues.  If you don't have enough Ballistas you can raid them a second way.   

The Second way of raiding them is the use of 75k Archers with 10k Ballistas.  Should you choice this method you will need to include range within your throne room sets.  Each set will need to contain some range at about 185%, generally one card will do that for you.  If you do not include range to the preset,  the raid will go out and come back with en-sufficient troops.  Cards like the Huntress, Siege Master, Savage Wolf should be able to help, until you build your ballistas and switch it all over.

NOTE:  Stop all your raids, then run only one raid with each different throne room presets containing the range, to make sure that it is working, before you start all the others.


Setting Up Your Raids


To set your raids it is very easy.  Look on the map for a barbarian camp you want to raid. Click on it you will be given 4 options:  Attack, Scout, Raid, Bookmark.   If you are intending to raid pick the raid button it will then pull up the March Troops page from your castle.

You will note that there is a check mark on the left side indicating that this is a barbarian raid. Depending on the level of camp you are raiding you put in the supply troops (if needed) and archers.

You will then assign a knight.  Hopefully you have made some knights only for raiding with only 51 combat points.  Assign that knight to this raid.  You will also see that the March To Position is already filled in you will not need to change that.

The page will also set the amount of time it will take to raid that particular camp, this is important to know, for ideally you would want to raid something as close to your castle as possible.

The final button is "Raid and Save".  When you click that the raid will begin and go for the next 24 hours.  If you check your Troop Activity tab you will see that the raid is going.  It will give you the time it will take to go, along with the cords of the camp and the amount of troops sent.

The following day you will need to just refresh your raids.  This is done by clicking on your Rally Point, clicking on the tab Barbarian Raids, then click the "Restart Raid Timer".  This will allow your raids to continue for the next 24 hours.  If you are running a bot you will still need to log in and allow the bot to reset the raids, make sure through your Bot that you have the raids turned on.

NOTE:  Due to lag, if you are running bots, make sure that they have reset before moving to another task on a different server.

On this tab you will also be able to change things with your raiding.  If you do not want the reports from the raid you need to click on options, then put a check mark on Automatically Delete All Barbarian Raid Reports, this way it will delete them for you.

It is also advisable to put a mark in "If Troops were lost during a Barbarian Raid, Stop raiding when remaining troops levels are less then"  put in 100%.  This will then inform you if something is glitching for you and not keep draining your troops.

I would advice you to at the very least run 6 raids at all times on ascended cities I will run even more, for they give you and extra 3 waves to run.  However, you will want to keep some of the rally open to send out waves for cresting and finding wilderness.

Time Amount For Raiding:


This is a math game at times, bigger sometimes does not mean better, if sending your troops to a higher camp takes longer then sending one next door you may actually be loosing out of resources.

The way Kabam addresses time is different for each place you pick to attack to hit something right next to you it will take:  1 Minute 30 Seconds to Hit, and 1 Minute 30 Seconds to Return.  However, to hit something even 5 spaces away it will take the same amount of time.  So make sure you note the time when changing things around.

So lets do some math quickly:

  • Barbarian Camp 1 X Round Trip 3 Minutes = Supplies - Gold 1k ; Food 100k ; Wood 10k ; Stone 1k ; Ore 100
  • Barbarian Camp 1 X 24 Hours (1,440 Minutes divided by 3 Minutes = 480 Trips per 24 hours) = Supplies - Gold 480,000 ; Food 48,000,000 ; Wood 4,800,000 ; Stone 480,000 ; Ore 480
  • Barbarian Camp 7 X 24 Hours (1,440 Minutes divided by 3 Minutes = 480 Trips per 24 hours) = Supplies - Gold 3,360,000;  Food  336,000,000; Wood 33,600,00 ; Stone 3,000,000; Ore 3,360

The amount of time it takes to go raid and come back from a raid camp, will either help or hinder the looting.   For example a level 7 raiding only three minutes away  vs a level 9 raiding only five minutes away.  Within a 15 minute time period the level 7 will bring in more resource then the level 9, for it will go out five times to the the level 9's three times.  The difference being  7 will bring back 35,000 gold (etc.) and 9 will only bring back 27,000 in gold (etc.) for the same length of time.  Bigger in this case is not always better.  Do the math.

As you can see it is very important for you to get your raids running for it will help you with all your resources.  If you are having problems with your raids please talk with one of the officers and they will help you.

The other things that can help with your resources is obtaining wilds. Depending on the wild it will give you a resource buff.  You may only have the amount of wilds that your castle is so for a level 9 castle you may have 9 wilds.  Make sure that the wild is not owned by someone else, this is simply done by hovering your mouse over the wild, if own it will provide the name of the owner.

Wilds buffs depend on their size, the type of resource will depend on the type of wild.  If you need information about this please let me know and I will send you the information.  Throne room cards also have resource buffs with them so looking for these cards can help if you have a resource issue
.  
I promise you if you build enough archers to send out 6 raids to a barbarian camp you will not have a resource issue at all, except maybe gaining too much.  Especially if you ascend your city at least once for that then will make your ore production go up even higher, since that is the one you don't get much of.

Monday, November 10, 2014

Troop Information

The following information is to help you understand troop training, and what troops do best against another troop in combat based on their accuracy, this will not include the buffs that can be given from the throne room.


Training


The speed of training is determined at the time you add troops to the queue and depends on a number of factors that will vary from player to player:

 Example: 2 Barracks x level 1 = will train 100 supply troops in 1/2 the time that it takes a city with only 1 Barrack level 1.

Simply put the more Barracks the faster the training, the more cottages the more you can train, the higher the buff the quicker the training.

I usually set up at least 13 Barracks per city, and that may very depending on what buildings you may not want to build.  As mentioned before the Spire and Alchemy Labs are not necessarily needed in every city.

The following are factors that help with the training of your troops:


  • Quantity of Barracks - the more you have the faster they will train.
  • Barracks Level - each level above 1 increases the training speed by 10%.
  • Research Level - in Geometry increases the training speed of siege engines by 10% per level.
  • Stable Level -  increases the training speed of horsed units by 10%.
  • Workshop Level - increases the training speed of wagons and siege engines by 10% per level.
  • Marshall Combat Level -  increases the training speed of all troops.
  • Cottages Level - Provide the amount of troops you can train at any given time.
  • Throne Room Buffs - can speed up your training time.
  • Stone Guardian - helps with training.


The table below gives you the base training time for each unit, which is the time they would require for training in a single, level 1 Barracks with no other modifiers, and is based on ratio numbers seconds per might:

Supply Troop = 50
Militia = 25
Scout = 50
Pikeman = 75
Swordsman = 75
Archer = 87.5
Cavalry = 100
Heavy Cavalry = 214
Supply Wagon =167
Ballista = 333
Battering rams= 500
Catapults = 600

The ascended cities have the new troops that can be trained, the following are troops can only be done in an ascended city.  The example includes a  training speed buff of 198%:

Ascended 4 times - 2 Briton Barracks Level 1 - 1 Siege Walls = 7 minutes 38 seconds 
Ascended 1 time - 2 Druid Barracks Level 9 - Bloodthorn = 3 minutes 56 seconds
Ascended 1 time - 2 Fey Barracks Level 9 - Executioner = 4 minutes 42 seconds

Here you can see that militiamen takes 25 seconds to gain 1 might, while scouts use 50 seconds per might. These 2 troops gain the might the fastest.  If you are looking to build simple might these are what you would want to build.  

Might builders usually put 1k militiamen after every queue to gain might faster.  But think about that before you decide to do that.  We've talked about a house of cards with just building might.  Building might and with militiamen will leave you with very little to attack or defend with.

Cancelling Training

If you cancel a queued unit training assignment you get back 50% of the resources the unit had cost, as well as 50% of the population initially consumed in the queue.

Throne Room Enhancements:

One of the most important Throne Room enhancements to the game is Troop Training Speed (TTS).  This attribute reduces the time it takes to train troops, and the maximum amount of TTS allowed is 4000%.  Each 100% cuts the time it takes to training time of a troop in half.  So if training 10000 archers takes 60 minutes here is how long it would take with TTS added to the TR.


  • 100% – 30 minutes
  • 200% – 15 minutes
  • 300% – 7.5 minutes
  • 400% – 3.75 minutes


The down side to TTS is the massive amount of resources and population that is required to keep up with the training the troops so fast.  This is the exact problem that many who bot end up having.  Thus unable to support their troops.

Troop Stats

Every troop type in KoC has stats assigned to them. They can be viewed when you go into your barracks and click on them to train them.  All of your Offensive troops (the ones trained in the Barracks) will have these same set of stats listed, just with different values based on the troop you are looking at.

There are eight stats listed:

1.  Attack  -   this stat simply refers to the amount of damage your troop does when it attacks. 

2.  Defense  - this is your troops’ ability to absorb damage they receive while being attacked. 

3.  Life  -  It is the total amount of damage your troop can receive before they are considered dead.

4.  Upkeep  -   is how much food your troop will consume in 1 hour.


  • NOTE:  Defensive troops, such as Traps, Caltrops, Spiked Barriers etc., do not have an Upkeep, Load or Type stat, instead they have a  "Space Stat"  denoting how many spaces it occupies on your walls.


5.  Speed  -  this number refers to is how fast your troops move. Each troop has a set number of spaces they are allowed to move.

6.  Range  -  means how far away your troop can be from an enemy and still be able to attack. 

7.  Load  -  this is how many resources that specific troop can carry.

8.  Type  -  this is the classification that your troop falls under. There are five troop classifications in Kingdoms of Camelot, some of these troops are unable to be built and are referred to as Money Troops (MT).

  • INFANTRY = Supply Troops, Militiamen, Scouts, Pikemen, Swordsmen, Bloodthorn, Executioners, Halberdier (MT), Saboteur. 
  • RANGED = Archers, Flaming Archers (Need Pristine Yew Branch's To Build). 
  • HORSED = Cavalry, Heavy Cavalry, Hussars (MT).
  • SIEGE = Supply Wagons, Ballista, Battering Rams, Catapults, and Siege Walls, Heavy Onager (MT).
  • MAGIC = Shield Sorcerer, Soul Stealer (MT), Plague Doctor(MT), Toxi Conjurer.


9.  Accuracy - There is actually a 9th hidden stat that all troops have however it is not listed in the training tool tip, and that is accuracy.  Accuracy is what is known as a “Troop Multiplier” and influences the effectiveness of your troops in battle. Every type of troop has a specific multiplier against every other troop type, the values range from 0.1 to 1.9 (without Throne Room influence).

How does a "troop modifier" work?   When the game is calculating damage caused by your troops to another, it doesn't necessarily base it on the actual number of troops you sent, instead, it applies the Accuracy to your troops and calculates damage from that number instead.

Example:  Archers have an accuracy of 0.8 against Cavalry, if you send 100K Archers against Cavalry, due to accuracy alone, it will be like only sending 80K Archers (100k*0.8) are hitting Cavalry in 1 round.


Below is a table with all the accuracy stats for each troop going up against another troop that you would need to factor in when sending a wave to attack another castle.
   
NOTE: This is also why it is vital to SCOUT the person you are attacking.





The column on the right would be the attacking troop. The column along the top would be the type of troop it would be attacking. Unfortunately as of yet we do not have all the data for all the troops.



TYPES OF TROOPS AND ABILITIES




  1. SUPPLY TROOP - (infantry) - Supply Troops are not very good at fighting, but can carry resources to your other cities or friends, or carry loot back when you plunder enemy cities.
  2. MILITIAMEN (infantry) - are citizens of your city who have some military training. They are a good beginning for your army but no match for troops with true training.
  3. SCOUTS (infantry) - move quickly, and bring back information about enemy positions and numbers but are not strong fighters. See Using Scouts and Eagle Eyes.
  4. PIKEMEN (infantry) - are the most basic heavily trained troops. Their long pikes are very effective against horses.  
  5. SWORDSMEN (infantry) -  are well armored, and are the strongest melee troops. Their shields make them effective against Archers. 
  6. ARCHERS (ranged) -  can destroy the enemy's troops from a distance but are vulnerable up close.
  7. CAVALRY (horse) -   move very quickly on horseback and have devastating attacks.
  8. HEAVY CAVALRY (horse) -  are far more armored than regular Cavalry. This armor provides them defense and more power to their attacks but costs them some speed.
  9. SUPPLY WAGONS  -  are heavily fortified to carry anything you need through a raging battle and not lose the cargo.
  10. BALLISTA (siege) -  fire huge arrow-like bolts at long ranges. They are effective against other siege weapons.
  11. BATTERING RAMS (siege)  -  are large log-like object, used for knocking down the enemy's defenses.
  12. CATAPULTS (siege)  -  throw large rocks from a huge distance. They are most effective against the enemy's defenses.
  13. Wall Mounted Crossbows -
  14. BLOODTHORN (infantry) - Born of the wilderness, the Bloodthorn unit is an elite warrior that specializes in dealing quick, deadly blows to its enemies.
  15. EXECUTIONER (infantry) - Born of Ice and Steel, the Executioner is an elite unit that specializes in overwhelming its enemies with massive force.
  16. SIEGE WALL (siege) -  guarantees advancement on the battlefield for its army.
  17. FLAME ARCHERS  (ranged) -  are extremely adept at slaying troops from a distance. Their flame-tipped arrows wreak extra damage when attack Dark Forests
  18. HUSSAR (horse) -  are agile cavalry that take greatly reduced damage from Ranged and Siege units. 
  19. HALBERDIER (infantry)- Highly disciplined anti-cavalry troops that crush through mounted opposition with ease.
  20. HEAVY ONAGER (siege) - A heavy siege troop rarely seen since Roman times.
  21. SABOTEUR - These cunning troops specialize in disabling siege weapons, but cannot fight toe-to-toe with most combat troop.
  22. SHIELD SORCERER (magic) - Shield Sorcerers use their magic to protect your units from harm. While active, the shield will absorb damage and allow your army to advance on the enemy
  23. TOXIC CONJERER (magic) - creates a caustic cloud that will damage all enemies that pass through it.
  24. SOUL STEALER (magic) - are trained in the dark arts to drain the life force from your enemies to heal themselves and reinforce the ranks of their sisterhood.
  25. PLAGUE DOCTOR (magic) - have turned their knowledge of medicine and poisons against their enemies, causing damage throughout the battle. 

The accuracy chart helps you to know what troops work best against what troops but that is only part of the equation to figure out.  The throne room and champion each have contributing factors from both sides.  


This game was not meant to be figured out over night it is by trial and error that you will begin to understand the battles.  Take the time to read the reports.  Look at what was send, what was defending, the champion used to win, and the throne room of the battles.  

By watching these reports and asking questions in the alliance you will begin to pick it up. Our Military Advisers have played this game for sometime and know a lot when it comes to battles talk with them.

Ascending and Building Your Cities Part 3

Ascending Cities

Each type of ascended cities have special troops and special features.  Below will give you and idea a what each city does.  They have said there will be a forth fraction to be added but at this time there are only three.  


  • Briton - Has the Briton Workshop that has more research for you to do that has very good benefits.  Briton cities can build Siege Walls which guarantees advancement on the battlefield for its army.
  • Fey - Fey cities have Fey Alters that you may sacrifice your troops on to give you a battle buff.  The higher the troop the better the buff the higher the Alter the longer the buff remains.  Fey cities can build Executioners which is an elite troop that specializes in overwhelming their enemies with massive force.  Fey cities are designed to handle your attacking.  
  • Druid - Druid cities heal your troops in the specialized Apothecary. Stronger troops require a higher level of Apothecary.  Druid cities can build Bloodthorns which is an elite warrior that specializes in dealing quick and deadly blows to their enemies. Druid cities are designed for reining other players the apothecary allows you to heal any injured troops quicker.

As you can see you will have decisions to make about the cities.  Once the city is establish you will not be able to change its type unless you pay with gems to do so or get a buff that allows you to do so. So when picking know that it will remain that type of city.

Before ascending make sure that all your raids have been stopped and deleted from your rally point, all building have to be completed and not building, and if you have troops cresting you will need to be stopped too.  Also, you will not be able to ascend if you are researching something in alchemy it will have to be stopped.  After this is done press the ascend button at the bottom.

You will be prompted to pick a blessing and after several screens you will see your new city. The layout of all of these cities is a bit different then the first ones.  For one the graphics are a lot nicer. You will need to establish what you will build.

Once you get to the screen of your new city you need to build the following buildings:


  1. Rally Point - take it to the level you need to restart your raids.
  2. Knight Hall - make sure to put the skill points on your role knights.
  3. Embassy - be sure to place it where you want it for once built you cannot destroy it if in an alliance.
  4. Watch Tower - alerts of incoming attacks it is important to build.
  5. Cottages - the more cottages the more population you have for the workers and troops.
  6. Barracks - the more barracks the quicker you are able to train.
  7. Alchemy Labs - As long as you have needs to research build the building, it helps shorten the length of time it takes to do all of them.  Once you have done all the research you really only need one lab in one of your cities and one of the Briton labs, the rest of your cities will have the benefits from them. So if you want to take down the alchemy lab and put up a cottage or barrack you can.
  8. Spires - This is another building is necessary for every city for it does not take long to make things in it.  Two school of thoughts, one have only one and transfer your Aetherstone to that city.  Two have one in each city and work from any.  Drawbacks, you will always be transferring your stones or working only out of one city by having only one, plus if the person that scouts you is looking of stones they will know that the stone will not be in a city with no spire.  So this again is an optional building to many of the cities but you need to have one in at least one of cities.
All other buildings from the beginning cities have been immediately made into level 12 buildings.   This also includes your farms, you will not need to build them.  Instead on the second page you will find three new builds you will have to build according to the city you have chosen.

The important thing when ascending is to establish your rally point and get your troops raiding as soon as possible.  You will not have to rebuild the troops so its a matter of building the rally point and redoing the raids.  You will have a buff of protection for three days and the troops will not desert you, HOWEVER, they will continue to eat so don't put it off.  After that start building your Walls, Castle, and Cottages.


Also on the field page you will find a building that is already built when you click on that part it will open a page entitled:  The Country Side - Briton; The Grove - Druid; The Factory - Fey.  When you open that page you will see that you have been given a number of points (45) for the first ascension (5) points for each additional ascension to be allocated to the various resources.

From here you will be able to decide how to spend your resource points.  Remember that just like the old cities your farming was tied to your cottages, so it will be here.  Your points are tied to your population so it is very important to get your cottages up before using all the points.

You need to take care in assigning these points for once you assign them you cannot change them less you pay gems to do so.  Also, they do still go along with the population you have in your city so you need to start building your cottages to assign the points.  You don't want to go into the red with population.

Loot from raids goes as follows for each round of raids  (1 trip x level of raid) etc.  We will talk about other levels on another article.


  • Level One x (One Trip) =  Gold 1,000; Food 100,000; Wood 10,000; Stone 1,000; and Ore 100
  • Level Two x (One Trip) =  Gold 2,000; Food 200,000; Wood 20,000; Stone 2,000; and Ore 200

The amount of time it takes to go raid and come back from a raid camp, will either help or hinder the looting. For example a level 7 raiding only three minutes away  vs a level 9 raiding only five minutes away.  Within a 15 minute time period the level 7 will bring in more resource then the level 9, for it will go out five times to the the level 9's three times.  The difference being  7 will bring back 35,000 gold (etc.) and 9 will only bring back 27,000 in gold (etc.) for the same length of time.  Bigger in this case is not always better.  Do the math.

From that point on just build as you would in any other city.  The more population you have the more points you can assign in your field of research.  Currently I have 5 points assign to food giving me a a base capacity of 6,110,000 that cannot be touched when attacked allowing the cushion for troops not to abandon the city.  I also assign 30 points to Ore giving me a base capacity of 36,610,000.

Ore is the most valuable resource when building troops so more of my points are there and a lot of my ore is protected.  I have not put any points on wood or stone for I let the raids bring build that up.  I also have made the decision not to spend 10 points at this time and will keep this until I see what things are like at a higher end game. Remember once you assign this points you cannot change unless you pay.

Once you are done ascending you will notice a remarkable difference in the amounts of troops you can train at one time and how fast they will train.  At this point concentrate on building your troops, especially Archers to bump up your raids striving to get them to a level 7 barbarian camp (45K Archers for Level 7 Barb).  You will want to have enough troops to be able to send at least 95,000+ troops in a wave, independent from your raids which should never stop, to battle with.

During this time we will collectively learn how to scout and attack other cities within our troop range. Because your building might will be so much higher then your actual troop might, it would be better for you to attack lower abandon cities until you grow higher in might with your troops.

There is a site that can help you know what cities around you have been abandon called Kocmon. You can enter in your Server and find out a lot of things from the map like the closest wilds, barb camps, mist cities, and check on an establish city and when the person was last on line.  

As a whole I would recommend that you stay away from people who are within a hostile alliance for we don't want you to end up in some unwanted battle.  Go for the ones no longer playing the game to get your experience of farming and cresting.  If you have problems finding a place to crest or farm, talk with one of the officers in the alliances about the cities they are using at this time.

I realize that these articles have been long.  I have tried to give you as much information as I could find to help you get your cities established and working.  Hopefully we will all have loads of fun in playing together.

Building Cities 2 - 8 Part 2

Picking a plains for your new city is very important.  You will want to pick one that has various barbarian camps around it. Looking for places that have level 1, 4, and 7 barbarian camps nearby are great to begin with, if there are no plains or camps close to your first city you might want to port your first city to a new place before establishing other cities.  In a later article we will talk about what is needed to take various barbarian camps.

To take a level 1 wilderness otherwise known as wilds, you will need to have available 50 Archers and 1 Attacking Knight with your alchemy Fletching research done to level one.  We will talk more about what you will need for other wild levels in another article.

Once you have your troops, go to your map find a level one plain, they will look just flat. You cannot build a city on grass, water, mountains, woods, hills or bogs.  Just click on the plain and pick attack, at that point you put in the troops and the knight and hit attack.

Once the attack is finished you will see that there is a little emblem representing that you own that plain.  You might need to refresh in order to see it.  Click on the plain again and it will ask if you want to build a new castle, click on that tab and you will then be asked for a name for the city.  Once you have chosen the name click finish and it will open up the new city for you.  With the exception of the last three cities all other beginning cities look about the same.

Now go back to your first city and recall the troops that you left on your wild from the city that attacked it. Again you might not be able to see that they have returned until you refresh your game.

NEVER take another players wilds unless it meets the rules of the alliance.  If you do make a mistake, immediately notify the person by note card that you are sorry, and let the officers know what happen.  Include the name of the person the wild belongs to, the cords, and if the person is in an alliance.

These cities will go a bit different from the first one in that you can transfer the needed supply troops and archers from the first one to establish  raids for the remaining cities.  For a level one barbarian camp you will need 50 Supply Troops, 50 Archers, and 1 Raiding Knight for each raid you send out to a Level 1 Barbarian Camp.  Thus for six raids you will need a total of 300 Supply Troops, 300 Archers, and 6 Raiding Knights.

 DO NOT short change your first city raids, you just build more archers and supply troops to send to the second city.

Make sure your rally point is built as high as you can go at least level 9, and your knights hall.  As soon as the transfer the troops is complete, put them to work immediately by raiding. If you do not send the troops to raid immediately they will leave. You will notice that the food amount in your city will go red, and it will tell you that they will run out of food. Once that amount of food is gone the troops abandon the city.  So it is very important that you get them raiding for you will not be able to support them for a long period of time.

If there is anyone from the alliance on, ask for a care package of resources to tie you over till the raiding can bring in enough food and other resources.  Your resources will begin to build quickly.

Remember that you can assign as many raids as your rally point is high and to the same barbarian camp, generally the one that is the closest. Sometimes you may have to go a bit further for the smaller camps but still having the raids bringing in resources is better then having nothing coming in.

Once you get the raid going, put out the normal level one buildings, do not forget to put out your farms and storehouse, then let the raids run go over night by the time you come in the next day your resources will already have grown.  This way of building then becomes a rinse and repeat for all the remaining cities.

REMEMBER:  Never short change one cities raids for another.  Establish 5-6 raids to begin with.  All the extra troops can be transferred to other cities to get 5-6 raids running there.  This, I promise you, will take care of all your resource needs, and allow you to build quickly.

While you are building you can collect wilds for your castle, according to the level of your castle it will determine how many wilds you may have.  Each wild gives your resources a various buff according to type and level, which helps in your over all production of that resource.  To see your wilds click on your castle they will be listed there.  Before you ascend you will want to have the highest buff you can and as many as the castle holds, because  the castle will go back to level one.

You also will want to build your Guardian and Wall Defense as high as they can go, these builds will transfer to the same level after you ascend that city.  You will have to rebuild the wall but the defenses will remain.  All other buildings will drop back down to zero except for the ones mention in the previous article that will turn automatically to level 12.

To get the cities ready for ascending you need just to continue to build till the green bar at the bottom is from one end to the other, once it is there you will be able to ascend that city. You will then pick a city type I recommend Briton for your first city because there is a second alchemy lab that you will want to get researching on as soon as possible, plus some building benefits.