Kingory Notes and Tips
TAKING A COUNTY
1. Archer tower range: 1250 2. A county has a lv10 wall & guard +100% range +50% 3. ALL county research is lvl 10 (+50% guard, +50% siege, +50% range, +50% hit points, +100% maneuver) 4. Research + wall = ATs have 100% range boost (total 2500 range in battle). 5. Armor troops can take more damage from Fort Wall Traps 6. Scouts/ Light cavalry should never be used on a county 7. Rookies can be used as fodder but only if u have no swordsmen 8. Do not let enemy rest always have an army queue after another. 9. DO NOT RECALL QUEUED TROOPS: IT MAKES COUNTY REGEN. BY 30% 10. The city you are attacking from must have college 7 for the appropriate research to take effect! 11. Rally spot/lounge recommended 8/9. 12. ITEMS are helpful and important: use what you have. Examples, green wrap book, tiger amulet, military amulet, strategemical amulet, heirdon order (if necessary), mania war drum, cosmo hexagram, vexillium. 13. Make sure you have space for the new city (High Knight = max 6 cities). 14. Fodder is anything less advanced than archers, excluding laborers. 15. Battles end after 40 turns: do not let it end in a draw! B. FORTIFICATION INFORMATION 1. Trap = Infantry- HIGH / Cavalry- LOW / Siege- LOW 2. Barricades = Infantry- LOW / Cavalry- SUPER HIGH / Siege- LOW 3. Rolling Logs = Infantry- HIGH / Cavalry- MEDIUM-HIGH / Siege- LOW-MEDIUM 4. Rock Fall = Infantry- SUPER HIGH / Cavalry- SUPER HIGH / Siege- HIGH 5. AT Tower = Non Armor - HIGH ARMOR - LOW
C. RESEARCH NECESSARY
1. Gastronomy 9-10 2. Projectile 9-10 (8 will work, but you'll take some heavy losses) 3. Investment 8-10 4. Security 8-10 5. Equation 8-10 6. Navigation 8-10
—–THE ATTACK SEQUENCE—–
A. MARAUD 1. 8-10k curs 2. 10k fodder 3. 10k+ archers (optional) 4. Second highest bravery hero
DO NOT LET ENEMY REST. HAVE NEXT ARMY QUEUED. DO NOT RECALL. DO NOT END IN DRAW. DO NOT LOSE.
B. CONQUER #1 1. 40k archers 2. 10-12k ballistae 3. 4k rams 4. Fodder to capacity 5. HIGHEST BRAVERY HERO
Strategy: -Kill AT towers and the wall. -Use archers to draw AT fire away from ballistae. -Move ballista/rams forward until ATs atr dead then stop your ballistae. Do not let them near wall. -Use the stationary ballistae to kill the troops behind the wall. -Rams go forward, do not stop. Kill the wall, do not linger. -Get fodder up against the wall to consume rockfalls (this save some of your rams).
DO NOT LET ENEMY REST. HAVE NEXT ARMY QUEUED. DO NOT RECALL. DO NOT END IN DRAW. DO NOT LOSE.
C. CONQUER #2 1. 1-2k ballistae 2. 3k rams 3. Fodder to capacity 4. High INT hero
Strategy: -Consume the fortifications and kill the wall -Move ballistae/rams/fodder forward, kill remaining ATs and troops. -Stop ballistae after units behind wall and AT towers are dead. -Get fodder against the wall to consume fortifications (esp. rockfalls!). -Barricades are a little tricky sometimes you hav to go back and forth for them to activate.
DO NOT LET ENEMY REST. HAVE NEXT ARMY QUEUED. DO NOT RECALL. DO NOT END IN DRAW. DO NOT LOSE.
D. CONQUER #3-20 1. 1k ballistae or archers 2. 1.5-2k rams 3. 5-10k fodder 4. Any hero
Strategy: -Kill the wall and any troops that regenerated (will be very few). -Make sure that unpatriotic is 100.
DO NOT LET ENEMY REST. HAVE NEXT ARMY QUEUED. DO NOT RECALL. DO NOT END IN DRAW. DO NOT LOSE.
————-THE FINAL STEP————
Now you have TWO OPTIONS:
1.Take a break, wait 5 hours, and harvest your county. This is how long is will take the allegiance to fall to 0. However, troops and fortification will regenerate. If you choose this option, go to step E.
or
2. Continue to conquer over and over and over again for the next 5 hours until you get the county. This is REALLY boring, but the troops will not regenerate. This might be your only option if you lost too many troops earlier. If you choose this option, um… have fun for the next 5 hours… and enjoy your county!
E. IF YOU CHOOSE TO WAIT 5 HOURS
1. Maraud with 8-10k cuirs, high bravery hero. Kill troops.
DO NOT LET ENEMY REST. HAVE NEXT ARMY QUEUED. DO NOT RECALL. DO NOT END IN DRAW. DO NOT LOSE.
2. Conquer with all rams (min. 4k), 7-10k ballistae, min. 20k archers, and fodder to capacity with high BRV or INT hero. Kill the wall, and enjoy your county!
—
Research Requirements and Priorities
The Guide to College College is one of the most important things in being successful at Kingory. It improves your troops, speeds up building times, enhances your fortifications, and does lots more. There's so many options, it's hard to know what to learn, and how much.
Well that's what this guide is for.
The first thing to know about college is that levels are shared across cities so long as your college is of the level to use the technology. So if you learn Cultivation 7, when you build a new college, it will immediately be available, and working.
The second thing to know is that while you can only have one college per city, each college can research independently. The more cities you have, the more things you can research.
The third thing to know, some skills require buildings besides the college. You can't raise a skill level in a city that doesn't have the required level of building, Arming for example. Arming is dependent on the Armory. To research Arming 7, you must have a level 7 Armory. However the building itself is not required to use the skill.
The final thing to know is, much like in real life, college is expensive. Most of your gold will go to into college. So knowing what to learn and when to learn it is vital.
Note on Skills that require a level 10 Building: To get level 10 only 1 of the appropriate type needs to be level 10. So only 1 farm, in any city unlocks level 10 Cultivation. You can only learn it in that city, but once it's learned it affects all the cities.
Cultivation Each level of Cultivation brings up the amount of food your farms produce by 10%. In the late game this skill becomes vital to maintaining huge armies of high level troops. In the early to mid game, level it up as you can, but don't prioritize it unless you're hurting for food. Wait til you have multiple colleges before you start investing heavily into Cultivation. There's more important skills, as Lakes can easily supplement your food production. If you're in a lake light area, or there's a lot of competition for lakes, you may want to upgrade this sooner, as food is vital in both recruiting and maintaining troops.
Dependent on: Farm, College Level 1
Lumbering Lumbering is far more vital in the early game than Cultivation. We had a running joke in my guild in the early days. “I produce X Lumber per hour, and it's not enough! It's never enough!” It does eventually become enough and at some point too much. Once you're hitting around 135k or so an hour you should find you're not running out of lumber easily, and might even be looking for things to do with it. Fortunately, just about everything needs lumber. Sawmills will end up being the material producer you want the second highest amount of behind farms, and you're going to want a horde of farms. Lumber is always useful. When you have nothing better to research, throw in a level of Lumbering.
Dependent on: Sawmill, College Level 1
Hammering In the early game, you're going to be scrambling for stone. Walls and Beacon Towers require horrendous amounts of stone. Probably to make up for the fact that Stone is rarely used in making troops. In the late game your wall fortifications will need lots of stone, so it's not worthless, but it does become the least important of the resources.
Dependant on: Quarry, College level 2
Mining Iron is used a lot in making troops, and like Lumber it's a resource you're going to need a lot in the late game. In the early game, few buildings require huge amounts of iron, so it's not as vital as lumber. Troops will require it as well, so iron won't become worthless. The later game is a good time to focus on raising Mining to high levels.
Dependant on: Iron Mine, College level 2
Arming Arming is an amazingly vital skill. It's also amazingly expensive. Leveling up Arming is a no brainer. You need it to recruit higher level troops and while in the early game, you won't care about it's effect so it seems less important, in the late game, you'll need that extra speed boost to recruit siege engines faster. Arming 10 is also necessary to recruit Trebuchets.
Dependant on: Armory, College Level 3
Leadership Leadership doesn't become available until much later. However getting your Heroes MVN as high as possible is very useful. By the time you have leadership you'll likely have an extra city or two. Level it up when you can. Raising MVN increases troop performance and resource developing. At first, the bonuses will be too small to notice so it doesn't seem worthwhile. Especially if you have a lot of low level heroes. However when you see 50-100% MVN increases, you'll really begin to appreciate it.
Dependent on: Hero Lounge, College Level 7
Indoctrination Oh Indoctrination in the early game how we curse your name. You are expensive, but it seems like everything you want requires higher and higher levels of you. However anything that increases troop production is an excellent skill to have. Level it up as you need to and you'll find yourself at level 7 in no time. Later on you'll realize that Indoctrine isn't as expensive as some other skills (I'm looking at you Projectile) but it's still very nice to have.
Dependent on: Foundry, College level 1
Reconnaissance This is one of the most important college abilities to research. Early on you'll only need to get it to the point where you can get troop numbers. This will tell you what you're up against when you conquer a tile. Let's face it. A Zounds of anything is just not specific enough and you won't have to keep a cheat sheet to know how many troops your enemy has. Later in the game, you're going to need it to know what those other players are up to, and what you're going to be up against when you attack NPC and PC cities. It's not even that expensive, comparatively.
Dependent on: College Level 3
Investment Increase the Siege of my troops. Yes please. Investment is easy to overlook by newer players, partially because it's name sounds like something that should be getting you gold. Secondly because Siege is a strange way of saying “Attack Power” and it's easily confused with Siege Engines. Investment is again something that pays off more in the later game when you start getting troops that can really benefit from it. A High Bravery Hero with Investment 10 is a devastating force to behold, even with low end troops. High Investment and High Bravery make Cavalry worth using. 50% extra Siege is nothing to scoff at.
Dependent on: College Level 2
Security Security is the Yin to Investment's Yang. It raises Guard. How much Guard you need does depend on how hard you can hit in the first place. But it's not a bad thing to have. You'll need it for Battering Rams and Cuirassiers and Battering Rams anyway, but once you get it to the levels you need it can be put on a back burner, since level 8 which is needed for Rams is a nice sized Guard improvement. It's particularly nice with a high Int Hero.
Dependent on: College Level 3
Gastronomy Gastronomy is a lot like Security, in that it only becomes useful IF you get hit back. However, when you do you'll appreciate the fact that you're not losing as many troops. Once Investment is up there, research it. It's not a bad thing to have by any means. Get a couple levels when it becomes available.
Dependent on: College Level 6
Navigation Navigation is Equitation's little brother. It's not a bad skill by any means, and it should be leveled up. But it's less vital than some other skills. Throw it in there when you've got some extra time as increased tempo is increased tempo. It helps your troops counteract the effects of Projectiles. Sadly it doesn't work on Siege Engines, which is why Equitation is better. But unlike Equitation, you don't need any buildings to learn it.
Dependent on: College Level 4
Equitation Oh how we love you. Let us sing your many praises. Equitation makes all your troops faster and is necessary in recruiting Cavalries and Cuirassiers. It also allows you to level up your outpost, which makes your troops move, even faster. On the surface, this doesn't seem like much. However there's two important things you must understand. 1) Kingory is a time dependent game. Time is THE most important resource, and let's face it, it's not on your side. The faster you do things the better off you are. Equitation is also vital in fighting the effects of Projectiles. Cavalry are useless if they get destroyed by ranged units before they can even clear the board. That sole ability is the only thing that makes Cavalry worthwhile. It's why Equitation and Navigation become so important. Take that speed away, and Cavs may as well paint a bulls eye on their foreheads, and you send in Cuirassiers instead. Equitation is also the only college skill that speeds up the horrendously slow Siege Engines, which you will need sped up as much as possible.
Dependent on: Stable, College Level 5.
Projectile Projectile is an amazingly important skill. Level 1 gives you access to Archers. When you're starting… Archers turn your entire world around. Level 6 gives you Ballista, and Level 10 the dreaded Trebuchets. Ranged units are key in this game. When defending or attacking, they can destroy enemy troops before they even get close. Projectile however is an exceedingly expensive skill, and time consuming. Not just because it increases range of your ranged units, but because of the secondary effect of 'extending' the battle field by doing this. The higher your Projectile the longer your ranged units get to pick off enemy units. Expect later levels to take a very long time and be very costly.
Dependent on: College Level 4
Stacking Every game has a 'red herring skill'. This one is Kingory's It's not that Stacking isn't useful. It becomes useful in the late game. However it should be on the bottom of your leveling list. There's SO many other more important things to research. Stacking increases the amount of resources your city can hold. This helps prevent natural disasters caused by going over your city storage limits. However there's plenty of other ways to avoid this, making stacking a low priority
Dependent on: Warehouse, College Level 6
Alleviation This is a skill that like Stacking, looks fairly useless. Don't be fooled. Every level of Alleviation allows your troops to carry more resources. Which means they can travel further into the field. This can become useful when you're hunting high heroes or need to transport resources to allies. It's not a high priority skill by any means, but certainly not one to be overlooked.
Dependent on: College level 4
Architecture Architecture is a hard skill to rate. It speeds building of buildings up, yes. And it stacks with Politics to accomplish this. But much like many other skills, you need it at level 5 before you see any real improvements, and it needs to be a higher level building. The improvement that Architecture offers is hard to track because there's more than one factor at work in the construction of buildings. Level it to 5 early on, then upgrade it when you get a chance. But don't prioritize it.
Dependent on: College Level 5
Afforcement Afforcement is a city protection skill. How much you need it, depends on how much you are in danger of having your city conquered as that's the only time that it comes into play. Battering Rams rip through walls anyway, so Afforcement doesn't help a whole lot there. What it does help with, is keeping your archer towers alive. Barricades too, but that's not really nearly as important. It's a skill that should be learned, and before things like, Stacking. Your priority really depends on how much danger your city is in of being conquered, and even then there's a much better skill to help with that. Upgrade it when you have nothing better to do.
Dependent on: College Level 8
Reparation Unlike Afforcement, this skill is very useful in protecting your wall. One of the things about wall fortifications is that they have very low Recovery rates. That's where Reparation comes in. It increases the % by a multiplier. Level 8 Reparation for example raises it by 9 times. So you're looking at 45% Trap recovery, and 27% Archery Tower recovery. Far better than 3%. How much you need it depends on how likely you are to be attacked with attempts to conquer. If it's a low likelihood, then wait on it and level it slowly. If you have people eyeballing your city, you'll want to get this leveled up quickly.
Dependent on: College Level 9
Pillery Pillery sounds great on paper. It counters Warehouses. The thing is, smart players aren't going to rely on warehouses anyway. So really it only works on NPCs. This is a meh skill. Only get it if you have a Construction Blueprint to burn to get a level 10 College. But since you need level 10 Colleges for it to work in other cities, IMHO, the cost isn't worth the gain. For the 'ultimate skill' Pillery just falls flat. There's better ways to get resources especially for the very low 30% at level 10 improvement to resource gain and at the cost of 1 Construction Blueprint per city. I'd much rather have more level 10 Barracks.
Dependent on: College Level 10
What to Learn when?
Starting out: Get your Cultivation, Lumbering, Mining, and Hammering to 4 or 5. You'll need the resource production. Get Architecture to 4 or 5 and let it sit there a while.
Indoctination and Arming will come next. Partially because, half your troops are going to make you take it. You will curse the names of both of these skills early on since they're so expensive, but they'll be worth it later.
Establishing troops: Get Equitation 1 and Projectiles 1 as soon as your resources are stabilizing. Should be around day 3. In this time you want to be building up Recon to 5. You'll want to scout Wilderness tiles before you attack them, to be sure you can take them. At least until you have about 3k Archers. Then you'll be able to take anything level 8 and under with ease and 9s depending on troops.
Once you have a good number of Archers, start getting Projectiles to around 5, followed by Equitation 5. Then focus on Investment and Security. Security because you need it for Cuirassiers. get each to 5.
After you've gotten your Cuirs it's time to focus on Ballista. Your Projectiles should already be high so take it to 6. Try not to wince at the cost or time. Ballista are worth it and will serve you for a while.
As you build troops and establish cities, pick up more Resource production skills as needed. Get Recon, Investment, Indoctrine, and Arming, Equitation, and Projectiles up to around 8. Then go for Leadership, Security, and Gastonomy. Bring these up as needed.
Battering Rams will take Arming 7 and Security 8. Trebuchets will take the dreaded Arms 10 and even more dreaded Projectile 10. You can hold off on Battering Rams in favor of Trebuchets unless you're planning on attacking cities soon.
Bring up Leadership and Navigation to around 8, then Alleviation. Alleviation can sit at 5-6 for a while. You likely won't need to go higher than that for a long time. During all this be sure you're upping Cultivation in particular. As you're coming into the hungry hungry Cuirs and Ballista you're going to need the extra food production and Lakes won't cut it anymore.
Fixing up the Wall: Around now you should have around 4-5 cities anyway so pick up some Reparation as you have time. With most of your troop enhancers at fairly high levels, you might even raise Architecture to 7 or 8 and pick up some Afforcement.
Finishing up: Top off the most important skills you've not used to get troops (Arming, Projectiles) first: Investment, Indoctrine, and Equitation Follow up with: Leadership, Security, Navigation, and Gastronomy
Your troops will be top shape by this point, which is where you need them. Attacking Counties is no easy feat. Recon 9 is nice. Pick it up as you can. 10 is best for other players. NPCs don't do anything you really care about.
Further things to know: Complete the Heritage quests as they become available. Especially for learning things that have no prerequisites. You'll often get more gold back that you invested in the first place, which in turn becomes new research levels.
College Research levels 1-5 won't take much time or gold, so 5 is a good stopping point for most skills in the early phases. Focus on your resources first, then your troops. Have strong troops won't mean anything if you have no resources to support them or recruit them.
Get a high Int Hero into your Military Adviser position. The higher the Int the more you'll shave off learning times. Since Int is the sole thing that controls how fast you research something, it can make a huge difference.
Like with every other build timer the game only checks Int at the time you start the project. So you can move your best Int Hero around to give your cities the shortest research time, then send the Hero back home and appoint another Hero into the Military Adviser position with no concern that the time will change.
In the early stages it's more important to build research levels than College levels. A Level 2 College with Cultivation 5 works just as well as a level 4 College with Cultivation 5. The highest you need is Level 3 for Security and Investment to be able to recruit Pikes and Swords, until you're ready to begin Archers. Other than to take wildernesses troops are less important in your first 7 days. That doesn't mean you don't need them. By day 3 you should be building Archers. But since you're protected from all attacks you mostly want to build troops defensively. Keep this in mind when researching. Also keep in mind that Wilderness tiles all have College research levels of 0.
Kingory Equations
A. The Basics
1. Allegiance + Unpatriotic + Tax Rate =100 Example: Allegiance 78 Unpatriotic 2 Tax Rate 20, 78+2+20=100 Allegiance below 78 would be on the rise, whereas Allegiance above 78 would be on the decline Appease Criticism in Government can raise Allegiance and reduce Unpatriotic for every 15 minutes.
2. Population = Population Capacity *Allegiance % Example: Allegiance 80 and Population Capacity 10000 → Population = 10000*80%=8000 Population below 80 would be on the rise, whereas Population above 80 would be on the decline
3. Gold Production = Population * Allegiance % Example: Allegiance 80, Population 8000 → Gold Production =8000*80%=6400 Gold Production is not a gradual process but an instant action.
4. Idle Population = Population – (Working Population + Building Population)← Idle Population
5. The interrelationship between Allegiance, Tax Rate, Population Capacity, and Gold production. . Allegiance is in a constantly varying state, affected by Tax Rate, Population Capacity, Population and Gold production. When Allegiance is 90,Tax Rate 10,Population Capacity 50000, Population 45000,Gold production remains at 40500, in a rather stable state. When Tax Rate is 50,Allegiance drops 1 point for every 6 minutes. Also, Population and Gold production will be on the decline. With Allegiance 50,Tax Rate 50,Population 25000,Gold production will be 12500, immune to variations.
B. Answers to Food-related Questions
1. Soldiers consume only Food while heroes consume only Gold.
2. Troops Uptake = Hourly Food consumption of your troops. Troops sent to your wilderness consume your own Food, twice the amount at home. Troops sent to your allies’ city consume their Food, twice the amount at home.
3. Soldier Types and the Hourly Consumption of Food Soldier Types Hourly Consumption of Food Labors 2 Rookies 3 Scouts 5 Pikemen 6 Swordmen 7 Archers 9 Cavalries 18 Cuirassiers 35 Richshaw 10 Ballista 50 Battering Rams 100 Trebuchet 250
Example: 1,000 Cuirassiers consume 35,000 Food in their own city but consumes 75,000 Food when stationed at wilderness. For lack of Food, Cuirassiers may perish.
C. Adjustable Rates
1. Tax Rate Adjust Tax Rate in Government to gain more Gold
Adjust Tax Rate to 100 to gain maximum Gold production. But Allegiance will drop 1 point every 6 minutes. So do your math and make a smart choice!
Appease Criticism in Government can raise 5 Allegiance for every round by consuming Food equal in amount to your Population Capacity. You can appease criticism every 15 minutes, much like turning Food into Gold. Quite a clever move indeed!
Don’t forget to lower your Tax Rate as you login out, or you may have the result of 0 Allegiance next time you login in.
2. Work Efficiency Ratio Click Production in Government to adjust Work Efficiency Ratio for different resources.
100 Work Efficiency Ratio would surely be perfect but for Newbies, sometimes they may lack Population to use maximum Work Efficiency. They need to keep a little balance and manage their Population sensibly, in order to secure a stand in Kingroy.
D. Others
1. The level of Buildings and of Technologies The highest level for all Buildings and Technologies is level 10, which would require an item called Construction Blueprint, purchasable at Item Mall and obtainable through battles or opening Newbies Gifts Set.
2. Resource Production At first you are given 8 resource fields and every upgrade of your city adds 3 more resource fields to your ownership. At the early stage you may need tons of Lumber and Stone, especially Lumber which is vital to building city Fortification. Later Food and Iron may be in high demand.
E. Resource Yield
Hero Boost = Basic Production + ( Castellan Politics/100) * Maneuver Ratio Here is the concept of Maneuver Ratio. A hero with 30 Politics carrying 30,000 Population has 100% Maneuver Ratio, with carrying 60,000 Population he can only have 50% Maneuver Ratio Suppose I have a hero as Castellan with 80 Politics, 30 Maneuver, and 10,000 Basic Production, my resources production boost = 10,000 + (80/100)* 10,000 = 18,000
F. Population and Production
Population is the foundation of your tax income. Working: You can see the working population in Government ⇒ Production. Idle Population: Idle Population is for troop recruitment. Without Idle Population you cannot train soldiers. If Idle Population is minus, then you are obviously having a huge demand on labor force. Make sure you adjust Work Efficiency to better suit your own demand. If the Work Efficiency is set at 100, you are putting every peasant in your city to do that production.
Example: 10 Sawmills level 1 in your rural area, each requiring 15 peasants to fulfill maximum production. Work Efficiency set at 100 means you need 150 peasants to gain 100% production rate. Assuming now you only have 60 peasants and your Work Efficiency is set at 100, you can only get 40% of production rate since you lack another 90 peasants.
Move Troops Extremely Fast or Extremely Slow
Need to surprise or trick and enemy? Hiding your army? Need to take a vacation from the food trick?
You need to change the speed of your troops!
TO MAKE THEMREALLY FAST: 1. Conquer a wild, then bring back the conquering army. 2. Dispatch one scout with a hero to the wild. 3. Dispatch all other desired troops to the wild… they will merge with the hero+scout. 4. When you recall that troop from the wild, all the troops will return at the speed of the SCOUT, which can be very fast.
Note: you can do the same thing with a friend's embassy. Obviously you can skip the conquering part.
TO MOVE THEM REALLY SLOW: (This one takes advanced planning!) 1. Conquer a wild, then bring back the conquering army. 2. Dispatch 1 rickshaw + hero to the wild with a time delay (1-499 hours). 3. Dispatch all other desired troops to the wild… they will merge with the hero+rickshaw. 4. When you recall the troop form the wild, all the troops will return at the speed of the RICK+BIVOUAC LAG, which can be very, very slow.
I forgot to mention… to move troops really slow, you can also use a friend's embassy… using an embassy means you don't have to worry about how many troops your target location can hold.
Another note: when slowing your troops down using a wild, remember that a wild can only hold (100,000)*(wild level) troops. So lvl 10 can hold 1 mil troops, lvl 5 can hold 500k troops, etc.
Implications of this:
If you delay 240 hours or more, any wild you conquer will be lvl 0 and unable to hold your army by the time you merge your troops.
How to get around this:
After sending your rick out, abandon the wild. Wilds randomly get a new level every day when the system resets. Reconquer the wild <24 hours before your rick arrives.
Obviously, this is why it's easier/better to use a friend's embassy… you don't have to worry about how many troops an embassy can hold.
ink to pdf of how i took prefixture http://homepage.eircom.net/~jhoare/Prefecture_Assault.pdf
Turn your shire into a troop factory
1. You need to be using the food trick to gather for resources for this to work.
2. Replace all but 2 or 3 cottages (preferably lvl 10) and non-essential buildings (stable, foundry, tavern, etc.) with BARRACKS. You can get up to 22 while still having a market, outpost, embassy, etc. You need 3 cottages for food production, or you won't be able to move your troops around.
3. Set your resource production to 100% food and 0% wood, stone, and iron. This makes all population form your 3 cottages produce food.
4. Decree NPC counties for population 3-5 times and use resources from your food-trick-gathering to make troops. As an example of how pwerful this setup is, I queued up 20k cavs and 32k swords in ONE city today… they will all be done in 92 hours.
5. Make sur eto decree gold occasionally as well since your shire won't be making much/any gold on its own.
http://4.bp.blogspot.com/_wLXJ0fnKQrM/S7fY1s1oK6I/AAAAAAAAABc/bZXxOt_fxLI/s1600/image.php.jpg
Marauding Yellow Turban Cities
Action: Maraud Target: YTVT City. (NPC City) Your Main Force: Archers! Secondary Force: Rookies, Pikemen, Swordmen (blockers for archer setup) Enemy Troops: Rookies, Pikemen, Swordmen, Archers and Cavalries
Level 1 YT City = Level 4 Wilderness = 80 Archers Required Level 2 YT City = Level 5 Wilderness = 160 Archers Required Level 3 YT City = Level 6 Wilderness = 400 Archers Required Level 4 YT City = Level 7 Wilderness = 800 Archers Required Level 5 YT City = Level 8 Wilderness = 1600 Archers Required Level 6 YT City = Level 9 Wilderness = 4000 Archers Required Level 7 YT City = Level 10 Wilderness = 5000 - 8000 Archers Required Level 8 YT City = 9000 - 16,000 Archers Required (Can be less depending on how good your hero is) Level 9 YT City = 30,000 - 40,000 Archers Required (Can be less depending on how good your hero is) Level 10 YT City = 40,000 - 80,000 Archers Required (Can be less depending on how good your hero is)
What Unit is Stronger?
In the midst of screwing up (massively), I have compiled the following chart which shows which unit has the advantage over the other. This was tested using the battle simulator with 10000 of each unit vs 10000 of the other. Needless to say, I am neglecting of who shoots first and just going on pure raw stats.
http://i32.servimg.com/u/f32/15/02/35/01/new_310.jpg
Beginner's Guide to the PvE Arena
The first thing that should be noted is that there are 2 types of Arenas. Currently they are horribly mislabeled.
The PvP & PvE Arena is actually the PvE Arena.
There are 10 basic levels, each getting harder and harder as the troop counts rise.
Requirements: A Free Hero, At least 1 Non Scout Unity Royalty Rank: Livery, 3 Hours (That's your time limit in an Arena) Recommended items: Homing Pigeon, Mercenary Orders, Expedite Order Helpful Items: Military Orders Bond, Document of Mercy, Expeditionary Order, Call for Battle Order
Levels 1-3 you can take your own troops and do relatively well. Levels 4-8 should be pretty much ignored unless you just want to get a feel for how the Arena progresses in difficulty Level 9 is my personal favorite. Level 10 is nasty hard, but very doable.
First we want to look at what sort of Hero you should take. Note that you want a hero of a relatively decent level At least 10 so the XP they get is well worth the time, as the Arena is one of the fastest places to level a hero. The Arena is also the fastest way to build Inf.
Depending on the troops you're using, if it's a 1-3 I recommend a High Brv/Int Hero. If you're using Merc orders, depending on the troops, you either want just High Brv or High Brv/Int.
Recommended Troops: For 1-3s I recommend a decent number of Archers, with a group of Swords. 1500 Archers and 1000 Swords will carry you through a level 3 with minimal losses. Leave the Cavs at home. The speed trick only works on Mercs.
Enemy troops: The Highest Troop Level you will face in the PvE Arena is Cavalries. At level 3 you can expect to see at most 1k of them on the final 3, though this is very rare. However they do tend to have a mix of Cavs and Swords with Archers occasionally appearing. This doesn't always hold true.
Items: Homing Pigeon - The Homing Pigeon lets you scout across the board. You can only move one town at a time. Using a Homing Pigeon on the final bosses gives you an idea of what sort of troops you want to recruit with Merc Orders.
Mercenary Orders - This allows you to use your Glory to purchase troops. Mind you these can cost you Glory if you lose a lot of troops, but they do save you from using troops from home. You can also only recruit one type of troop at a time. So to recruit Cavalry and Archers for example, will cost you two sets of Merc Orders. The more troops you get the more Merc Orders you'll use. You can recruit any unit type available in the game. From Laborers to Trebuchets. The higher rank units require more orders to recruit large numbers of them. Expect to need a minimum of 4 Merc Orders for high level Arenas
Beginners should stick to 1-3 until they get enough Merc Orders and Glory to run the higher Arenas. Around 5k Glory is sufficient to run a level 9.
Expedite Order - You'll use maybe 1 and rarely 2 of these, in an Arena. These are for when it gets to be crunch time. They get your troops to the next city in 10 seconds, regardless of how long the trip was. These are less useful once you get your troop tempo up and are running with mercs, but for newer players can be quite helpful.
Military Orders Bond - You should really save these for high level Arenas. However when you run an Arena for the next 24 hours you'll get 3x the normal Glory you'd get.
Document of Mercy - You screwed up bad. Spent all your glory on Merc Orders, lost all your troops, and aren't going to make it to the end and you just got a ton of negative glory. There is hope in sight. Document of Mercy will reset your Negative Glory to 0. It has no effect if your glory is above 1. This is applied to your total glory so if you have glory leftover from an Arena, it won't do much. Also note that the server will reset your glory to zero once a day automatically if it is negative. So really, you only need these if you plan to do another arena after the one you just lost all your glory in. Otherwise, wait til the server resets it and try again the next day.
Expeditionary Order - This simply allows you to access higher level Arenas. 1 Order for each level over 10. As a new player to the Arena, you won't need these.
Call to Battle Order - These items are for when you need to get into more Arenas. Maybe your guild is having an Arena fest and you used up your 5 chances for the day. Well use one of these and you can get in more Arenas.
The Objective: At the NE portion of the Map are three named Heroes. You must defeat all three. They are the Judges: Sohn the Earth Judge lives in Lower Bent County, Jang Jyau the Heaven Judge in Julu County, and Jang Lyang the Human Judge resides in Cantionial County. They are the hardest Heroes in the Arena.
The Secondary Objective: Defeat many other named Heroes and complete quests.
Getting Started:
First select Arena on the top menu. Then Select “PvP & PVE” (I know I know, it's named backwards. Just do it.). Down at the bottom select 'Create an Arena' It will have a dropdown to allow you to select the level.
In the lower right corner of the new screen is your options. From here you can exit the Arena, invite up to 4 more people, or leave the Arena.
Arena Details - Just tells you what level and how many people are in the Arena.
March - Allows you to add Heroes and troops to the Arena. You can Start at Ministrate City (The Bottom) or Riverside County (The top) Riverside County is closer to your objective, and you have to go through less Heroes. If you're pressed for time you can send a Hero from up there. However, since you want to hold onto as much glory as possible (check the Arena section of the item mall for the reasons) and you're going to sweep these things soon with no issues anyway, just start at the bottom.
Arena Quests - This just takes you to the Quest Menu and puts you on the Arena tab. When you enter an Arena, Arena Side Quests and Main quests will appear. Suppress YT is the quest set you must complete to win.
Arena Members - Here's where you can invite your friends, guildmates, and enemies if you're so inclined. However you can easily solo these Arenas, however everyone in the arena at the time a Defeat Suppress YT quest is completed, can get credit for these quests. The rest can only be claimed by the person who completes it.
Exit Arena - When you're done and time isn't up, you can select this to end the Arena early. It will cost you Glory if you've not won the Arena to leave early.
So here's how this works. When you first enter the Arena, you'll see a lot of colored flags. Green - Uncontested Territory and where you have a Hero right now. White - Empty Uncontested Territory Yellow - Contested Territory - Ie where your enemies are Blue - Controlled Territory where Friendly NPCs are. Purple - Contested Territory where you or friendly NPCs are.
If you look at the top of the screen you'll see a timer. This is how much time you have until the Arena ends. If you haven't defeated the three Judges by then, you lose. If you have, you win. Pretty simple right?
Ok now if you look to the upper right, you'll see two empty boxes. Make sure you're in a town with an Idle Hero in it. Then click the box and select a hero, and some troops, just like you would if you were going to send out an expedition. Once that's done, your Hero will show up there once they've arrived. You can have 2 Heroes in the Arena at a time. They can come from other cities or the same one. Note: You play the game as normal while in an Arena, so if you switch to Town or some other view, don't panic. The Arena isn't gone. Just click the Arena button again and it's back. The Arena only ends when you select Exit Arena, or the timer expires. When this happens your hero and all of your surviving troops return to their home cities. Mercs go back to… Merc land, and you get the glory back for the remaining troops.
Once you have a hero in one of the boxes you get a new menu when you click on it.
Choose Troops - This makes this Hero the active hero you're giving orders to. If you only have 1 Hero you can ignore it.
Check Details - Tells you What Hero you're looking at, what they're doing, where they are, and how many troops they have.
Dispatch Mercenaries - This allows you bolster your troops with Mercenaries. You can use the drop box to select Mercs, enter the number and it will tell you how much glory you have, how many you can purchase with your current glory, and how many Merc orders it will cost you. 5 Merc Orders seems to be about the Max that it will cost you to recruit anything and for that you're recruiting a Large number of Trebuchets.
Withdraw From Arena - Pulls your Hero and their troops out of the Arena. Any Mercs remaining will be exchanged for Glory.
Time to attack!
Let's assume you started at Ministrate City especially since you're a first timer and don't have the extra glory to start up top. Minimize your chat window so you can see it. You only have one choice of where to go. Fan Castle. It's controlled by the Yellow Turbans. We don't like them so we want to kick their butts. You'll see three options.
Hwang Syun YT Mil Advisor YT Decorated Gen.
Each has an Offense or Scout option. If you brought scouts you can scout them and see what sort of troops they have. You have to attack at least one of them to get into the city. Hwang Syun is a named Hero, so it's recommended you attack him first. So select him and select offense. Once you arrive in the city after your transport time you'll enter a standard combat. Just like with any combat, you must access it from the troop menu. They'll be in the Expedition Tab. Just like with anything else, you can do other things while in the Arena. Build your cities, go fight other battles. etc.
Once your fight with Hwang Syun is done, go the the Quest tab. You'll see that you completed a quest. It's worth Inf and Glory. Get your reward and carry on. You can click on the town again and offense the remaining two enemies. But you don't need to. There's no quest related to them, and no bonus for clearing out the entire Arena. Just XP. You can get items from Arena fights, but this is rare. Now you have two new cities you can go to. In the same manner click one of them and engage an enemy.
The base time of travel between cities is dependent on your fastest troop when you started the Arena, even if they were all killed off. (Subject to change as this may be a bug).
The time between Offense is selected and a battle begins of a General/Advisor/Hero in an area you are in currently (Say you decided to attack that YT Mil Advisor in Fan Castle while you were there) is 7 sec.
Tips and Tricks: You don't have to be able to build a troop to recruit it as a Merc with Merc Orders. Any Arena past 3 you'll probably want to recruit Mercs as opposed to your own troops. Taking 1 Cavalry with your Hero's troops initially gives you Cavalry speed. This doesn't work with Scouts and it won't work with any troops except Mercenary troops. Your troops still have normal speed and the game will send Mercs at the speed of your lowest speed troop. Keep that in mind when carrying your own troops into the Arena. Go Straight for the Judges, then swing back down and clean the place out. You should easily be able to clear out all the named Generals in your three hours. You won't need more than 1 Hero unless your battles are going slow. Unless you want to burn Merc orders for more Mercs, I recommend just getting a really solid troop and steamrolling. You'll learn quickly what troops are the best, and what level Arenas work best for you. Back to top Go down View user profile http://thespot.forumotions.com Guest Guest
PostSubject: Re: [Beginner's Guide to the PvE (PvP & PVE labeled) Arena] Mon Mar 15, 2010 9:09 am Excellent guide, thanks for the good work.
In the Tips and tricks section, I disagree a bit with a couple of points
You can safely do a level 5 arena with your own troops if you have 10k archers (do take a couple of thousands swords as tanks for the just in case scenario)
For a level 6 arena 15k archers should do the trick, again take a few thousand swords just in case, level 7 and above I do agree are better done with merc orders rather than your own troops….
Once again thanks for the great guide … I will mail the link to some members who I feel will fiind the information useful.
Gathering is quite simple. All you need is some troop, a hero, and a wilderness. Anyone can do it, then why the guide?
The guide points out how to efficiently gather by pointing out various factors affecting gathering.
First, the 6 things that determines how will you gather are listed in the order of importance (in my opinion and experience)
1. The type of wilderness - there is no point gathering in a barren if you are looking for pearl. Pick the best wilderness for what you want to gather. Here is the list of wilderness and what they are best at finding. Credit goes to lee.m/RIO5 on kingory forum.
Pearl: Lake > Swamp > Forest = Pasture = Barren > Uplands Coral: Lake > Swamp = Forest > Pasture Liuli: Barren > Pasture > Forest = Swamp Amber: Forest > Pasture > Swamp >Barren Agate: Uplands > Barren > Swamp > Forest Crystal: Uplands > Forest = Pasture > Barren Emerald:Swamp > Forest = Uplands > Barren Jade: Barren > Uplands > Forest = Pasture Star Gem: Lake > Swamp > Barren = Uplands
2. The time spent gathering - the longer you spent, the more like you will get jewelry and more resources when reaped. 3. The level of wilderness - higher level means more chance at finding jewelry and more resources when reaped. 4. The level hero at wilderness - higher level means more chance at finding jewelry when reaped. 5. The type of troops gathering - Higher tier troops such as calvary/heavy calvary gather much better than laborer, resulting in higher resources return and chance at jewelry when reaped. 6. The number of troops - Having more troops means more return on resources when gathered. Also means a higher chance at finding jewelry.
According to the above, you should prioritize according to what you have on your hand: type > time > level (wilderness) > level (hero) > troops (type) > troops (number). This mean that gathering with 1 sword at a high lvl wilderness at 6 different place is better than having 6 in one place for example.
Notes on wilderness: 1. Scout does not increase jewelry finding chances from what I have seen so far compare to higher tier troops (they sure beat the lower tier laborer/rookies…) 2. Hero stats, as far as I can tell, does not affect the gathering process. Only level does 3. The gathering takes into account of the troops that is present at the wilderness when you click gather. Any troops that arrive afterward will not increase the efficiency of gathering. 4. The FIRST army with the hero that arrives at the wilderness determines how fast the entire army garrisoning in the wilderness return. For example: Sending 1 cavalry with a hero to a wilderness and then 90k ballistae. The 1 cavalry + 90k ballistae will return at the speed of cavalry. Great for returning to defend a city when being invaded.
on a side note i find 13 hours for coral and 18 for Pearl works In Kingory there are 7 type of the wilderness, which is plain, barren, pasture, forest, lake, uplands and swamp.
Plain:City can be built
Upland:Increase Iron production rate
Barren:Increase stone production rate
Forest:Increase wood production rate
Lake:Increase food production rate
Swamp:Increase food production rate
Pasture:Increase food production rate
Guide to Conquering Counties/Shires
his is a guide to conquering a county and shire. Both are very similar except that shire has substantially more troops. Nevertheless, the process for conquering them is the same. This is a guide based on my experience. If you find a better way to conquer counties and shires, feel free to post another guide.
Prerequisite
- 7-9 hours (less than 7 will result in failure unless you use strategems, which will be discuss later) - 8-10k ram, 30k rookies, 20k archers, 30k ballistae, and 1 of each fodders (scouts, laborers, swords, pike, calvaries, cuirassiers, rickshaw etc…) (this is the number to be used with green wrap book. If you do not have it, troops required are a lot more.) - A city next to the county (literally touching it)… the farther you are away , the more troops u will lose each battle.
Preferred things to have - Green wrap book (essential if you don't want to be extremely weakened after conquering a county) - Jewelries… lots of different types to hire the hero u capture during the county conquering - Lvl 9 rally point (you need this to send out maximum amount of troops) - Two hero with lots of Brv (suggested lvl 50+ for both) for constantly conquering back to back. - High lvl research in gastronomy, projectile, siege, guard, navigation and equitation. - A mount or two (for faster troops traveling)
Things to know about County/Shire: - Troops and fortification regenerate fully after 1 hour. Regeneration continues until it reaches 100% - They have all type of troops ranging from labor to trebuchet - Scouting with scouts is generally a bad idea. - Each unpatriotic reduces 1 allegiance per 6 minutes (10 per hour and 90% in 9 hours basically) - The wall has 20million hp, and all research are maxed out (meaning they are likely to shoot u first in most cases due to longer range and faster tempo) - Fortifications activated at the end of each round (true for all npc cities) - 20k traps, 10k barricades, 6666 archery tower, 5000 rolling logs, 4000 rockfall.
Process to conquering a county 1. Stack up the city that will be attacking with as much food and gold as possible 2. Conquer with 1 rookie and check out available fortification and troops inside a county. Do this with a crappy hero and make sure u watch the battle or else you won't be able to see the data after the battle is over. 3. Maraud the county with your best hero. At this point, do not bring ram and trebuchet (if you have them), and instead brings lots of heavy melee (swords/calvary/cuirassiers) to protect ur range unit. 4. When army return, start conquering the county with above mentioned troops in prerequisite. Remember to apply green wrap book if you have it and cure injured troops in hospital after each fight. 5. When the army reaches the county, the defending troops will be very little due to being wiped out earlier by maraud. 6. Wait 1-3 turns so that your range can wipe out all the melee that is rushing toward you. 7. Start moving your your troops forward. The following should be moved forward: Scouts, laborer, rickshaw, archers, ballistae, ram. If you are lucky, your 3 fodder will die instantly, saving the troop lost on archers and ballistae. 8. Next round. Move all your troops forward. 9. Again, if you are lucky, all your fodder will be dead. If not, you will start seeing some loss due to archery tower and their range shooting down your range first. 10. Next round. Station all your fodders in defense mode except rookies who should be moving forward. Archers should also move forward aiming for their range troops. I repeat RANGE TROOPS, not archery tower. Your ballistae should be aiming at archery tower. Any archery attempt to attack the archery tower will result in massive troops lost. Your 20k archer is there to tank the archery tower to reduce the loss on ram and ballistae, not to kill archery tower. It is a lot easier and faster to retrain archers than ram and ballistae. 11. Next round. By this point or next round (depending on ur equitation skill and hero mount), you should be able to wipe out the archery tower. Your archer should be able to wipe out most of their range troops due to retaliation. If not, continue to march forward. DO NOT, I repeat, DO NOT march too close to the wall or your archers will be wipe out in one turn by the barricades and rolling logs. Rookies should be moving forward and backward for the rest of the battle (again don't get close to the wall). 12. All that is left are barricades, traps, rolling logs, and rockfall and a 20million hp wall. If you are not forgetful, you may move your range up to the point where they will do maximum damage and set them in defense there. This is not necessary but will speed up conquering one or two turn. If you are forgetful, then just set them to defensive mode. At this point, if you have surviving fodder (which is highly unlikely), you may send them to suicide at the wall to waste the rockfall and rolling logs. It's hilarious to see 450 rockfalls and rolling logs killing 1 cavalries. The rest of the battle will just be consist of walking rookies back and forth while waiting for ur ram to hit the wall and conquer it. 13. Repeat step 6-12 until 100 patriotic reached 14. Take a sip and watch tv and wait until allegiance hit 0.
FAQS:
What does this process mean? Why do we not clear up barricades?
This process is meant to be done with minimal loss. You can queue up 2 armies with 5k ram each back to back to hit nonstop, but however, doing so will make u lose more ram (take longer to take down the wall means more rockfall killing the ram each round that the wall lasted.) This will make the conquering goes faster (you still have to wait for 9 hours overall…) in that when it reaches 100 unpatriotic, you can stop conquering and let the allegiance fall to 0 before hitting it one last time.
My guide does not clear up barricades simply because they does little or nothing to ram who moves slowly across it. It is ram that will be doing the real conquering. Furthermore, by clearing out the traps, archery tower, rolling logs, and rockfalls, the county will regenerate fortifications, but some of it will go into barricades. The ratio of 20:10:6.666:5:4 at the beginning will shift when regenerated. With that ratio, it means if no barricade are lost, the traps, archery tower, rockfall, and rolling logs will go up while regenerating but so will the barricades. So if you by some chance let the county rest for an hour after several conquer using the above method. The fortification will be something along the line of 10k traps, 18k barricades, 3k archery tower, 3k rolling logs, 2k rock fall. That means we will lose less and less troops each time we reconquer it due to less trap/archery tower/rockfall. (rolling logs doesn't do anything to ram really…)
Can we speed up the process? - Technically no, but if you have strategem and a really high Int hero, you can use rumors to reduce allegiance instantly and save your self an hour or two of waiting.
Can we slow down someone else process of conquering a county? - Yes. Simply send enough troops to conquer a county but never move them forward. Hence you will NOT lose any troops and stalled them for 40 turns, allowing for fortifications and troops to regenerate. You can send multiple armies to queue up for a county and prevent someone else from taking it.
How do we know if someone is purposely slowing down my process of conquering a county? - First sign of indication is that you are being queued while conquering a county. Second is that when u refresh the location where the county is, the status of the county should be at war. Lastly, if you want to know who is doing that, you can use Trail Tracker(?) from strategem and get a list of name, time arrival, and lord of who is attacking your county.
Why do you say 7-9 hours is needed when you need to wait 9 hours for 90 allegiance to fall? - Remember the exception due to strategems? You can stop conquering a county after reaching 100 unpatriotic by whatever mean as fast as you want but you will still need to wait for it to fall to 0 allegiance.
What are the point of scouts when you just conquer with 1 calvary/rookies to see what's going on? - You can scout and check allegiance of someone's county and conquer it when it reaches near 0 and keep it with minimal work. Scout defense ranging from 25k to 240k… Good luck.
What are the point of county? - You need to conquer one to achieve higher ranking military to go to higher nobility. Successful conquer of a county will result in 9 silver treasure chest and keys upon ranking up. You are also allowed to have 12 cities before having to conquer a shire (keep 11 though and save the 12th for shire)
Last words: Conquering a county is not meant to be a solo process. Queuing with 2 armies make reaching 100 unpatriotic faster but will result in more troops lost (splitted ram force) as well as more food consumption while queuing. It is often recommend that two, or even more ppl work on a county together and then help each other out.
I personally conquered a county with 51k ballistae and 0 ram. It was slightly easier because the wall only has 8mil hp.
Note: Using high Int hero for defense during the first wave to conquer while clearing traps is NOT a good idea because due to their lack of offense, ram will not take down wall fast enough. As a result, you will lose out more rams than with a bravery hero even with higher defense on your INT hero
Maximize gold production:
To maximize gold production, first you need to maximize your population. More population means more gold produced. Attempt to reach 80/90% of your total cap (80/90 allegiance)
Once you reach this point, set tax rate to 100% and Appease with Disaster Relieve every 30 minutes.
Allegiance drops 1 point every 6 minutes. That means 10 point every hour. However, if you appease twice per hour (once per 30mins), you can keep the allegiance up (which means population won't drop), and still get 100% earning.
Example of a current city: 36600 population cap 32940 population (with 90 allegiance)
100% tax earns 32940 gold per hour. Food cost to appease per hour is 36600 x 2 = 73200.
At best case where you buy food for 0.08, you earn 32940 - 73200* 0.08 = 27084 gold per hour
At worst case where you buy food for 0.12, you earn 32940 - 73200* 0.12 = 24156 gold per hour
The more population you have (more cottage basically), the more gold you earn. Any questions? Post it here
Arena Made Easy
All estimates will depend heavily on your hero and research. Level 1 Arena - 900 archers and some melee backup Level 2 Arena - 1000-1500 archers and melee backup Level 3 Arena - 1500-3000 archers and melee backup Level 4 Arena - (Its been too long) Level 5 Arena - 9000 archers and at least 5000 of melee backup Level 6 Arena - ~15k archers and some back up, You'll start to encounter a lot more cavs and swords from here and up Level 7 Arena Level 8 Arena Level 9 Arena Level 10 Arena - Plow through this with max merc order trebs Level 11 Arena - Semi decent leveled hero and merc order max trebs Level 12 Arena - Level 60+ high hero, with 200+ brav and merc order trebs.
How to Find Players
Things needed: (1 of the following) - Player's name - Player's city name
Let's start off with the easiest way to find a player. First is if you have the city name, just go to Ranking > City > Search for city name.
The second method is more tedious, but doable. First if you have a player's name, search for his ranking and click View. Write down the population and city numbers. Then continue as follow:
1) If a player has 1 city, that is great. You have the exact population number. Go to Ranking > City > Search by Ranking and type in a number above 2200+. The ranking number goes from 2200-10000 (below 2200 are npc cities at this point). Once you are used to searching, you can kinda tell where each number is. If the population is at 23,409, I'd search for 3500 ranking. Then either scroll left or right till u find the Lord/Population that matches what ur looking for. Write down the city name as this make it easier for search later on
2) If a player has 2 cities or more, it could get tricky. Usually what you would do is divide the total population by the cities number (90k total / 5 cities = 18k average). Then you search for the appropriate ranking and try to find the city. The problem with this is the average. If a player just started building a new city, the population number will be small and he would have 4 cities with really high population. Thus searching can take a while. However, with enough practice, you can usually find them within 3-4mins.
County Scout Report
Just what to expect
Scout Report: Resources Amount Food 37725000 Lumber 8085000 Stone 8085000 Iron 8085000 Gold 9767024 Population 94140 Allegiance 90 Buildings Level Farm 12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12 Sawmill 12,12,12,12,12 Quarry 12,12,12,12,12 Iron Mine 12,12,12,12,12 Cottage 10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10 Government 10 College 10 Rally Spot 10 Barracks 10 Tavern 10 Hero Lounge 10 Embassy 10 Market 10 Foundry 10 Armory 10 Stable 10 Warehouse 10 Outpost 10 Beacon Tower 10 Wall 10 Fortification Amount Traps 20000 Barricades 10000 Archery Towers 6666 Rolling Logs 5000 Rockfall 4000 Troops Amount Labors 98396 Rookies 2353 Scouts 6480 Pikemen 1046 Swordmen 10109 Archers 3866 Cavalries 166 Cuirassiers 1829 Rickshaw 2773 Ballistae 1718 Battering Rams 771 Trebuchets 25 Heroes Level Ian 60 Technologies Level Cultivation 10 Lumbering 10 Hammering 10 Mining 10 Arming 10 Leadership 10 Reconnaissance 10 Indoctrination 10 Investment 10 Security 10 Alleviation 10 Navigation 10 Equitation 10 Projectile 10 Stacking 10 Gastronomy 10 Architecture 10 Afforcement 10 Reparation 10 Pillery 10
1~9 = Few 10 = Several 25 = Pack 50 = Lots 100 = Horde 250 = Throng 500 = Swarm 1000 = Zounds 2500 = Legion 5000 = Bulk 10000 = Giga Refugee = Yellow Turban Soldiers= Rookies Robbers = Yellow Turban Veterans= Pikemen Bandits = Yellow Turban Elites = Swordsmen Mountedbandits = Yellow Turban Captains = Cavalries Caterans = Yellow Turban Archers = Archers
Maintaining Millions of Troops
This guide is probably the most important guide I have wrote up to date for Kingory.
Why? With this guide, starting on a new server and reaching top 100 is a cake. Maintaining top 10 or even first place is possible during epic quest process with this method. Combining this method with other guide, you can do everything that a money spender can without spending a single dime.
I only posted this for our league and prefer that this will not be leaked out but if it does, I don't mind at all. Many people have known this on the kingory forum already (I mentioned it once… vaguely…) but no one have posted a guide for it. Why not? Because this is simply game breaking.
Enough with the bragging and introduction. Here is the process
Requirement: At least 2 cities (preferably 3+). Each city has to have lvl 9 rally point (the higher the better)
Step 1. Focus ALL troops into one city except scouts and rickshaw. (Scout can go too if you like…)
Step 2. This is what happen when you have all troops into one city
http://www.servimg.com/image_preview.php?i=10&u=14971577
Why is this good? Well Kingory does a food check every hour (00:00, 01:00, 02:00 etc….). That means you can have that negative amount of food for 59mins 59seconds. As long as some food arrives when the hour is up, the troops will not desert you and will continue to last till the next food check at the full hour. The point here is to send enough food to last 2-3 minutes (from 0:59mins till 1:01) so that the other 58-59mins, you can have negative food as much as you want.
Step 3. So in this step, you take your total amount of food being consumed in that city and divide by 60. This is the amount of food cost per minute. Again, you need to send enough to last for 2-3mins until it pass the food check at the hour.
Step 4. At this point, you are wondering, if I can do this, do I have to continue it every hour? How do I go to sleep? The answer is no and hence why you need more than one city (the more the better because it allows you to continue the following process while you are away from Kingory.
Step 5. When you begin the transport, you will notice this
http://i67.servimg.com/u/f67/14/97/15/77/biovac10.jpg
Since I want to send rickshaw, it will take this much time to arrive
http://i67.servimg.com/u/f67/14/97/15/77/310.jpg
It will take 47mins 35s to arrive. However, I want it to arrive near the hour mark, so I add the bivouac lag and the result is as follow
http://i67.servimg.com/u/f67/14/97/15/77/410.jpg
Step 6. Keep sending resources that will last 2-3 mins to the city holding all your troops and increase it by each hour in the bivouac lag. The result would be something like this
http://i67.servimg.com/u/f67/14/97/15/77/510.jpg
As you can see above, I currently have 6 hours until I have to resend armies out with food for each hour to Nesme. I can do it now and add more troops (7h, 8h etc…) or later on as I wish.
Each city with a lvl 9 rally will allow you to send 9 armies, one for each hour. (I recommend 7 armies per city so that you have 2 spot to scout and attack stuff as needed.) Ex: I have 11 cities, so I can be away from Kingory for 10 (-1 for the main city that hold all the troops) x 7 armies = 70hours and still maintain my troops without desertion. What make this process so game breaking is that you can send out ALL your troops to gather… and the result is as follow:
After 21 hour 55 minute 38 second's gathering, you get 109480848 Food,8 Pearl ,1 Jade,1 Coral ,1 Star Gem,1 Emerald, in Lake[64,328] After 21 hour 55 minute 12 second's gathering, you get 7117029 Stone,2 Emerald,1 Pearl ,7 Agate,4 Coral ,3 Jade,1 Liuli, in Desert[61,320] After 21 hour 56 minute 29 second's gathering, you get 80036354 Wood,3 Pearl ,4 Amber,1 Agate,4 Liuli,1 Coral , in Forest[64,324] After 21 hour 56 minute 29 second's gathering, you get 28027694 Iron,6 Agate,2 Jade,1 Star Gem,4 Crystal,1 Pearl ,1 Emerald, in Mountain[65,326]
This is how I was able to hold a huge army , gather tons of jewelries, and resources enough to train troops while sending extra out to people in the league. Just remember that the higher the level wilderness you gather with your army, the more resources you are going to get. FAQS:
Is this legal? Yes it is. Many people have considered this as a bug but this have been around in the Chinese server for ages, and they never fixed it. The game even provided the function to enable this process (bivouac lag). Some have even claim this was “hacking” (Sebrun…), but that's simply because they do not know how to do this.
What are the benefits? As you can see above, I am able to hold an army that cost 8mil food (-16mil while they are out gathering) at a cost of around 400k food per hour. When I reap, i get easily 100mil food in return after 22 hours. This is enough to train or conquer a county as I wishes. You can also send these out to other city to train more troops. Combine with the guide of how to maintain level 10 wilderness, you can have as much resources as you like. You can also train heroes to lvl 100 in other cities while not worrying about maintaining the massive food cost of your army.
What are the cons? With great benefits come great cons. If you somehow forgot to send food along for an hour or send troops but forgot to send food for that hour, all your troops will stop gathering and return to your city. If there are troops inside the city, they will desert you. Furthermore, you are suspectible to attack on your gathering wilderness during the initial stages when your army is small (like 25k archers at wilderness), resulting a a huge loss of troops if someone wanted to wipe you out. However, toward the later stages when you have 50k calvaries and 25k ballistae out, no one will bother you….
Lastly, if you meet a money user who knows what they are doing… they can make you pay dearly with strategems such as Weakest Link if they hate you enough. I'd suggest using a MA with high INT in the city you are putting all your troops on to prevent them from applying strategems successfully.
Why did I not write this earlier and just now? Originally, I have made this known to players of Goryou on S1 but decide to share it with certain people to prevent leaking and people becoming too powerful and joining another league with the secret. It is selfish but if you see the difference between league that uses this technique (Dynasty) and league that doesn't (Empire) on server2, you can see who has more counties/shire.
What if I have less than 5 cities? Can I still do this trick? Yes you can. Instead of transporting as the guide suggest, you can do dispatch and then manually return the troops home without biouvac lag time. This will cut down time for your armies to return. Say you send an army for 10 hours, it will take 10 hours to return. If you dispatch however, it will arrives after 10 hours, and then you can send it back manually and it will take but a few minutes. The tip was pointed out by Gibs, so hooray for people who aren't high knight can also participate in this if they are active enough (it will requires less armies = less cities needed)
Wilderness Exploit
Right before server maintenance, if you send enough troops to conquer a wilderness such that they will not put up a fight, you will get a report after the server is back up saying that you arrive at the wilderness but there is no troops inside. That means you get a free wilderness as well as the level it changes to after server is up.
How is this beneficial? Well if you conquer say a lvl 1 or 2 wilderness right on the server maintance and the level wilderness change, that means you can get lucky and have it become a level 9/10 with very little force uses. This is especially helpful to new members trying to gather pearl/jewelry.
Procedure to repeat the exploit:
Send an army that is strong enough to conquer the desired wilderness such that they will not put up a fight. Send it exactly as it arrive on the wilderness during maintenance down time and conquered it before it is back up.
The timing is still uncertain to me. I have successfully repeated the process 2 out of 3 attempts (yeah it is kinda slow because server goes down for maintenance once a day.) If this ever works out to be 100%, I'll repost and submit the proper
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Promotion Ranks
Military
Sergeant –by default
Second Lieutenant –Government reaches Level 2, 10000 Gold
Lieutenant –Government reaches Level 4, 20000 Gold, 5 pearl
Captain –Government reaches Level 6, 30000 Gold, 5 Coral
Senior Captain –Government reaches Level 8, 40000 Gold, 5 Liuli
Major –Government reaches Level 10, 50000 Gold, 5 Amber
Colonel –Gold 100,000, Noble Rank reaches High Knight, Own County, Pearl 10, Coral 10, Liuli 10, Amber 10
Senior Colonel –Gold 200,000, Noble Rank reaches Baronet, Own County, Amber 5, Liuli 5, Coral 5, Pearl 5
Brigadier –Own County, Noble Rank reaches Viscount, Gold 400,000, Pearl 15, Coral 15, Liuli 15, Amber 15
Major General –Own Shire, Noble Rank reaches Marquis, Gold 800,000, Coral 20, Liuli 20, Amber 20, Agate 20
Lieutenant General –Own Shire, Noble Rank reaches Count, Gold 1,000,000, Liuli 25, Amber 25, Agate 25, Crystal 25
Admiral –Own Shire, Noble Rank reaches Archduck, Gold 2,000,000, Amber 30, Agate 30, Crystal 30, Emerald 30
Marshal –Own Prefecture, Noble Rank reaches Prince, Gold 500,0000, Agate 60, Crystal 50, Emerald 40, Jade 30
Noble Rank
Civilian –by default
Livery –Influence reaches 1000, Military Rank reaches Second Lieutenant, Gold 20000, Pearl 10, Coral 5
Chamberlain –Influence reaches 2000, Military Rank reaches Lieutenant, Gold 40000, Coral 10, Liuli 5
Knight Apprentice –Influence reaches 4000, Military Rank reaches Captain, Gold 60000, Liuli 10, Amber 5
Knight –Influence reaches 8000, Military Rank reaches Senior Captain, Gold 80000, Amber 10, Agate 5
High Knight –Influence reaches 16000, Military Rank reaches Major, Gold 100000, Agate 10, Crystal 5
Less Lord –Influence reaches 32000, Military Rank reaches Colonel, Gold 200000, Cystal 10, Emerald 5
Baronet –Influence reaches 64000, Military Rank reaches Colonel, Gold 300000, Emerald 10, Jade 5
Baron –Influence reaches 128000, Military Rank reaches Senior Colonel, Gold 400000, Jade 10, Star Gem 5
Viscount –Influence reaches 256000, Military Rank reaches Senior Colonel, Gold 500000, Pearl 20, Coral 15, Liuli 10, Amber 5
Landgrave –Influence reaches 512000, Military Rank reaches Brigadier, Gold 600000, Coral 20, Liuli 15, Amber 10, Agate 5
Marquis –Influence reaches 1024000, Military Rank reaches Brigadier, Gold 800000, Liuli 20, Amber 15, Agate 10, Crystal 5
Archmarquis –Influence reaches 2048000, Military Rank reaches Major General, Gold 1000000, Amber 20, Agate 15, Crystal 10, Emerald 5
Count –Influence reaches 4096000, Military Rank reaches Major General, Gold 2000000, Agate 20, Crystal 15, Emerald 10, Jade 5
Duke –Influence reaches 8192000, Military Rank reaches Lieutenant General, Gold 3000000, Crystal 20, Emerald 15, Jade 10, Star Gem 5
Archduke –Influence reaches 16384000, Military Rank reaches Lieutenant General, Gold 4000000, Pearl 50, Coral 40, Liuli 30, Amber 20, Agate 10
Grandee –Influence reaches 32768000, Military Rank reaches Admiral, Gold 5000000, Coral 50, Liuli 40, Amber 30, Agate 20, Crystal 10
Prince –Influence reaches 65536000, Military Rank reaches Admiral, Gold 6000000, Liuli 50, Amber 40, Agate 30, Crystal 20, Emerald 10
First Prince –Influence reaches 131072000, Military Rank reaches Marshal, Gold 8000000, Amber 50, Agate 40, Crystal 30, Emerald 20, Jade 10
Less King –Influence reaches 262144000, Military Rank reaches Marshal, Gold 10000000, Agate 50, Crystal 40, Emerald 30, Jade 20, Star Gem 10
King –Influence reaches 524288000, Military Rank reaches Marshal, Gold 20000000, Pearl 100, Liuli 80, Agate 60, Emerald 40, Star Gem 20
Vice-emperor –Influence reaches 1048576000, Military Rank reaches Imperatorial, Gold 50000000, Coral 100, Amber 90, Crystal 80, Jade 70, Star Gem 50
YT NPC City Guide
Level 1 YT City / Level 4 Wilderness—–80 Archers Level 2 YT City / Level 5 Wilderness—–160 Archers Level 3 YT City / Level 6 Wilderness—–400 Archers Level 4 YT City / Level 7 Wilderness—–800 Archers Level 5 YT City / Level 8 Wilderness—–1600 Archers Level 6 YT City / Level 9 Wilderness—–4000 Archers Level 7 YT City / Level 10 Wilderness—-5000 - 8000 Archers Level 8 YT City—–9000 - 16000 Archers (Can be less depending on hero level) Level 9 YT City—–30000 - 40000 Archers (Can be less depending on hero level) Level 10 YT City—40000 - 80000 Archers (Can be less depending on hero level)
About 1K rookies per level of city should be alright. I'd use 1/4 pikes to archers (250 pikes for every 1000 archers) and 1/3 swords to archers (400 swords for every 1000 archers) to attack, not used for tankers. The archers are still the best, but when it comes to walls, the ballistae and battering rams are actually better.
Remember this is for YT CITIES! Any loyalist cities (likes those with BROQ). The royal cities will have other things like ballista, rams and trebuchets. YT cities will not have those things and thus are more easily manageable. If fighting against a loyalist, remember to to deal with Trebuchets as soon as possible because their far range will make it difficult for you to hit them as well as allow them to deal damage to you unopposed. And also remember it only applies to marauding of YT cities and NOT conquering of the YT cities.