NOTE: This is Elconquestors stradegy guide.
P.S. This is a good guide
elconquestor
Everyone is looking for a good strategy guide, how to maximize their gold and experience output.
What is the best race/subclass, where proficiency points should be spent, etc. Of course everyone has their own style of play,
and if your style works for you then go for it. You may not agree with me, you may think that this is an ineffective way to
play. But this method has worked for me since day 1, and I just want to share it with you all. You can take what you want
from it.
Section 1: Race
**Note: racial bonuses are 5%, not 10% as they were in alpha**
Humans: The worst class as far as experience goes. They have an offensive bonus not only in a
marginal percentage, but also in the Great Sword, the Human specific attacking weapon. This will allow your attacking soldiers
to do more damage than anyone can defend except for goblins. While having a smaller army size than your opponent is one of
the keys to netting good experience, having a close battle is the main point. If you are continually obliterating people in
your path, you will gain 100-200 exp per turn tops. You will gain lots of gold though as when a smaller army defeats a larger
army you get more gold. If you want exp with a human you need to find a goblin or someone with excellent defense and farm
them for as long as you can. This race leans towards a playing style that I don't use. This is my least favorite race.
Elves: An interesting class, but at the moment one of the weaker ones. A marginal spying bonus is
very weak at the moment, as hardly anyone even bothers posting sentries. You can successfully spy on 90% of all players with
a very paltry spying score. The "elite archers" that came new with beta are nice in the beginning, but quickly lose their
effectiveness to humans' overwhelming attack power. Elite archers only have a +30 bonus over knights, which is surpassed by
the +315 (300+5%) bonus humans have with great swords. Not geared towards attacking, weaker than goblins on defending, spying
bonus overkill in this sentry-less society. Once spy missions kick in this class may really shine, but as for now leave them
be.
Undead: Another quirky class, even moreso than the elves. Good for maximizing
your population potential, and will really shine towards very late game where people will be losing 50+ soldiers a day by
attacking. Unfortunately having a huge population isn't necisarily a good thing. Having a larger population than most people
means a few things. The pros being: More miners = more gold, more soldiers = better atk/def, more spies = better spying. However
the cons are: Higher total pop. = less exp, More gold = get pillaged more, More atk = less exp. So there are benefits to this
racial bonus, but it has it's dowsides as well. Certainly having a decent population is paramount to doing well in this game,
but having the most soldiers (the top 10 population list) is quite detrimental to your ability to succeed. The beserkers (+30)
are merely a side note for the undead, not really useful at all. Even less useful than the elite archers if you plan on training
soldiers and untraining them to match your opponent's defense. Still a fun class to play though, its the class I am playing
currently. I like the more quirky bonuses.
Goblins: Remember in alpha when goblins
were the best class? Well in my opinion goblins are up for this award again. Really shines in defense, the only way you will
get pillaged is if the enemy can overwhelm you with superior numbers, but even then if they do so they will only get about
50% of your gold. Not only does this class allow you to maximize your exp potential well with attacking, but you will get
defensive exp as well. Truly the best class for gaining exp, and holding TBG. Not superb for getting pillage gold, but good
enough.
Section 2: Subclass
Fighter: Dislike, for the same reasons I dislike
humans. Assassin: A 5% gold bonus is nice...for human fighters who are stealing it from you. Thief: A
crap shoot at this point, it depends fully upon how useful spying missions will be. Cleric: An extra 5% defense,
you can't go wrong here.
Section 3: Citizen Distribution
**Note: If you dont use the
recruiter, this guide is a moot point, you're better off being a human fighter.
Miners: Get miners. Scads
of miners. Gobs of miners. You should have at least 75% of your poulation in miners in the beginning-middle game. Towards
the end-game im anticipating closer to 25-50% miners.
Soldiers/Guards: None. All of your soldiers/guards
should be knights/archers. What's wrong with you?
Knights(Beserkers): At the very beginning stages, zero.
Put them all into defensive soldiers. Don't get any knights untill most of your archers are equipped with good weapons. You
should have at least 50k defense before you start attacking. Start training knights as the game progresses to have approximately
1 knight to 2 archers. If you aren't getting pillaged anymore, or very little, you should increase the ratio to 2:3 or 1:1.
Archers(Elite
Archers): Get 100 archers. Stop. Don't get any more.
[edit]Remember that having less than 100 archers is fine,
but 100 is the absolute max you should have at the beginning. If you have the choice between training some archers or buying
some equipment, ALWAYS go for the equipment. Thanks to Frankchow for the reminder and clarification.[/edit]
You may
have 10 guys and 100,000 just burning a hole in your pocket, but do NOT get any more archers until each of them is FULLY equipped.
This means: 100 Long Bows (Great Bows for Goblins) 100 Studded Leather Helms 100 Studded-Leather Armor 100 Studded-Leather
Boots 100 Studded-Leather Bracers 20 Guard Towers (this will be tough) After you have all that, then start training
more archers. Never train more than 100 without equiping them.
**A note about equipment: Don't buy less than optimal
equipment. I know at the beginning 40k for the best pair of boots seems like an astronomical amount. I never bought anything
but the most expensive type of each weapon/armor, and I probably saved myself lots of gold in the long run.
Spies: You're
going to want a good amount of spies. If you don't have over a 90-95% spy win ratio then train more.
Sentries: Just
as many as you have spies. You can't tell how many spy attempts are getting through, so keeping the same number of sentries
as you have spies is a good rule of thumb. If they can't spy you chances are they will waste one attack turn on you to see
if they can beat your defenses. We want this to happen. Because if they can't spy you, 9/10 times you can beat their offence
too (at least in my experience).
Section 4: Upgrades (includes Steeds/Guard Towers, Mercenaries
and Housing as well)
Defensive: Obviously your primary upgrade goal. Without this you can't upgrade anything
else, upgrade this whenever you have the money. (Citadel level 2 should be your first defensive goal).
Offensive: This
one is a very cheap upgrade compared to everything else. This one can be upgraded with pocket change. So if you dont have
the money for a defensive/spying/mining upgrade than go for this.
Spying: Wow, this one is fantastic. Every
upgrade more than DOUBLES your spying power (at least so far). Upgrading once drastically improves your chance of spying and
spy defending. Get this directly after you get the mining upgrade.
Mine: I've heard lots of people complaining
about low gold bonus for such a high cost of the mine upgrades. Well in beta the extra gold comes as a nice bonus, but the
primary detail is an extra deposit. With just 3 upgrades you'll have 6 deposits per day, a WORLD of difference from the 3
deposits per day you have in the beginning. At max level when you get 13 deposits per day you will never have to worry about
losing TBG again, just bank once every 1.5-2 hours.
Steeds/Guard Towers: Are you higher than a Citadel? If
you dont have any steeds/guard towers then you are NUTS. If you buy a Steed for a knight then you will more than DOUBLE his
attacking power, and for only the cost of 430,000 gold. This is a phenomonal deal. Equip these for EVERY PERSON in your army
before you even THINK about upgrading to a Fortress.
Mercenaries: Useful, but they can wait for more important
upgrades. This is a key citizen source to those who don't use the recruiter, but for those of us who do, this provides some
soldiers at exorbatant prices. If you cant keep your population within 50-75% of the people in the top 10 poulation, and/or
if you are making lots of tbg, then you can start upgrading this. Otherwise just let it be.
Housing: An extra
citizen per day for a one time cost of 25,000 gold? A hell of a lot better than 10,000 per mercenary per day. Upgrade these
every time you upgrade your defense.
Section 5: Proficiency Points
Strength (Offense):Suggested:
30% Useful, but don't overdo it. If you want more gold than put more points into this. But this will mean less exp.
Constitution
(Defense):Suggested: 50% Max this one out ASAP.
Wealth (Income):Suggested: 0% Not a
good proficiency. The more money you make the bigger a target you will be. Points can be better spent elsewhere.
[edit]ian_Moore
made some good points with regards to wealth. With wealth (or charisma, but moreso with wealth) you WILL get offense/defense
about 50% faster than you will if only pumping strength/constitution. The drawback is that you will have an army 1.5x as big
as you would if you had left it alone. Maybe not a big deal when you have 100 soldiers. But when you start getting into the
thousands range (or tens-of-thousands even), this will make a huge impact upon your exp/gold gains. Also, there will come
a point of "equilibruim" where you lose as many soldiers as you earn a day, just from attacking and defending, at which point
the strenght/constitution proficiencies will be superior. However wealth will help you get those uber-expensive upgrades later
on. I leave the choice to you but I still stick with my original recommendation of 0%.[/edit]
Dexterity (Intelligence):Suggested:
20% Good skill, spying is paramount to doing well in this game. Put more points into it if you are the gambling type
who hopes that the spy missions will be good.
Charisma (Reduced Prices):Suggested: 0% Everyone's favorite
skill. Almost everyone rushes to put points into charisma. Less money to buy weapons => more weapons => better army
right? Wrong. The truth is in the beginning of the game, those that put points into charisma will be dominating, buying the
expensive items at reduced prices. Items that no one else can afford. The measly 5-10% defensive bonus doesn't mean anything
if you can't buy weapons for that bonus to work on. But a week or so into playing the game, tbg will be high enough so that
players can buy armory items with ease without any charisma points. And then those charisma points are 100% useless, and those
that put points into it will be at a defecit the rest of the game.
Section 6: Gameplay
Ok
so now you are all decked out, you have the items, you have the turns, you have the upgrades, you have the proficiency points.
Time to go kick some ass right? Well sort of. This is a game of patience, you need to plan your attack before you just go
on a rampage. Here are a few key tips:
Spies are your friend Before you attack ANYONE spy them. Send just
one spy. If they have no sentries feel free to send 10, but never send more than one untill you know what their spy defense
is. If they capture your one spy, give up. Don't use 1 attack turn to test their defense. This may take a while to get all
the information you need but remember, patience is a virtue.
Attacking for fun and profit Ok so you know
what your opponent's defense is. You can beat it by about 25%, so this will get you great exp and gold right? Wrong. The best
exp can be gained from several factors, the most important is the closeness of your attack vs their defense. But other factors
are also important. For max exp follow these guidelines:
- Have about 25% attack advantage over your opponent's defense.
(this will assure your victory) - Have a smaller army size than your opponent - Have a smaller population than your
opponent - Have a lower level than your opponent - Have a lower fortification upgrade than your opponent
Gold
gains work the same way, except the most important factor is that you have a smaller army than your opponent. Against goblins
this may prove to be a problem unless you are a human fighter.
Don't waste attack turns I already told you
not to waste attack turns by using a "test attack" against someone with good spy defense. This is something different. NEVER
attack with 10 turns. I've found this to be a supreme waste of turns. Exp is entirely linear, so if you attack a person with
one turn and get 200 exp, if you would've attacked them with 10 you would've gotten 2,000 exp. However it looks as if GOLD
has diminishing returns. I've found that if I attack with 2 attack turns I get 50+% of their gold (as long as I make sure
my army size is smaller than theirs). 2 turns for 50% vs 10 turns for 100%. Or: 10 turns (2 at a time) for 250% vs 10 turns
for 100%. It's clear that using 2 at a time is far better. The ONLY time to use 10 is if you see an opportunity. Someone on
your farm list is on the way to the bank with 10,000,000 gold. Then dont hold back. Otherwise conserve, conserve, conserve.
[edit]If
you use this method you will never want for attack turns. You will probably find it hard to spend the 96 you get per day.
And make more money than those who just attack 9 times and log off.[/edit]
[edit2]Because there is such confusion about
this part let me just say this. If you have the time and patience, using 2 turns instead of 10 is more beneficial. If you
are having problems finding people to attack or don't have at least 2 hours of free time per day to do your attacks then use
more attack turns. Remember exp (per turn) is not affected when you change the number of attack turns, but gold (per turn)
goes down as the number of turns you use go up. (AS LONG AS YOU REMEMBER to attack people with greater army sizes)[/edit2]
Use
deposits wisely Find five or six good people to attack and open them all up in separate windows/tabs. After you find
this many people (this may take up to a half hour, so plan accordingly) refresh the screens to make sure someone else hasn't
gotten to them first. If they all still have their gold attack them all at the same time and then go the bank and bank it.
With any luck you just pulled down alot more than you would be able to keep for over 5 minutes and you banked a huge amount
to be used at a later date
A note about early levels/gameplay Don't be afraid to turtle 100% for the first
20 levels or so. At the lower levels you will be attacked with 10 attack turns A LOT, giving you great amounts of defensive
exp if you concentrate on building up defense first. Don't be afraid to wait a few weeks and take advantage of this. Once
you get to the higher levels this opportunity will be lost, and you may kick yourself later on, as it may have given you that
extra exp boost you need to get you to the top ten or even first place! I have seen many people use this to great effect,
and will do this when gold is released. You will have 1,000-2,000 turns (or more) when you are done turtling however, so use
10 turns when you attack till you get down to a reasonable number (like 300-400 or so). Still try to maximize your exp with
each of those 2,000 turns.
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