Posts by Khrawn#II

    Anyone remember when Schneeente did one of these? :D no? Well, there's been a few changes since, but I don't think my top 3 is too impacted.
    I'm an elf player, but I think I can speak a bit on dwarves behalves too.

    Top 3 elf:
    Vortex - clear top 1. You unlock her, and you start smashing goblins left and right while your dwarven friends look to you with jealousy. If skilled and used properly she can also work lategame as an infantry punching bag.

    Nacris - One would think Cerulean or Mollus takes the cavalry trophy, but no, Nacris does. Pumping up Nacris makes her a great anti-algus/apache/coron killer and she still holds her own against dwarves like Darrak.

    Talindra / Vyshaan (the one with the 25% attack bonus, her name's supposed to be Vyshaan I believe, but ingame it's Talindra :shrugs:) - I didn't expect much of this new warlord, but even on Island 4 she destroys goblin towers alone, and she's great when you have too much inf.

    Top 3 dwarf:

    Darrak - No contest the greatest warlord in the game. There's a joke that goes: How to counter Darrak? You fight him with an even stronger Darrak.

    Marduk - Get's my 2nd spot for being one of the few cav dwarf warlords, and also for being one of the most annoying warlords in the game,

    Daerkurr - Massed Breathing Bastion on this guy packs a punch!

    I am not convinced by the explanation.

    Maybe 1 translation problem. I hope Santa brings 1 chat in Portuguese.

    If you can refill troops everywhere - everywhere becomes an ark. If every where becomes an ark you never have to recall warlords. That means the only one who wins a fight is the one who has more troops. nothing else.

    Because if you could reinforce troops directly at a tower, all towers would practically be the same as portals
    which means, unqoncourable, more or less.

    So yeah, it's to reinforce the strategy that you can't just send your warlords whereever whenever you want to.

    Yes, you cannot kick players alone.

    Everything is done by votes, and everyone can initiate a vote. Therefore, when you start a new realm it is paramount that you make it a closed realm.
    If the relam is open, anyone can join and even remove you from your own realm.
    Not many will do that, but surely some will. For instance, instead of using the retreat function, a realm can simply join another realm that is inactive/have few players and instantly kick them all and switch all their players with their own realms, to switch location and still have supplies, assuming the old one had any.

    Tip for next time: close the realm and make sure to vet any new people who wish to join. It is hard work managing a realm, but the payoff can be super high as well. I started some servers ago, and joined a random realm, and luckily enough it was full of decent people who were also new, but it doesn't take more than 1 spiteful player to mess up a realm without coordination.

    I don't like it.
    The idea that 1 race get's bonusses makes it favourable to have 15 dwarf or elves in 1 realm.
    I can't very well put it into words, but I don't like it :see_no_evil:
    That towers can provide different bonuses etc. is fine. But that 1 specific race boosts that same race I don't like.

    1. I chose to open the Shiny old chest

    2. I chose to open the shiny old chest as I in fact like gold, money, sapphires, and other shining things. As the chest is shining, it should include the shiniest of all things, as it shows the owner takes care of the chest, and polishes it, and the very least I can sell the chest for more money if it is empty, than the dusty chest.

    3. Khrawn

    You found a pearl necklace without the pearls.

    I didn't want to quote your whole thingy. I think in general all your problems can be solved by adding a 3rd cavalry to dwarves, because dwarves cavalry is a wasteful slot so much of the time. All the dwarves in my realm are just suiciding the horses, not caring about counter or whatever. They all have way too many of them anyways, getting 300+ pr. supply, it's insane.

    On to topic:
    I assume there will be another dev-talk about endgame so I will hold my thoughts on that matter, and talk solely unit balance as I see it.

    Income nerf: I think it's going to hit very hard on Moonphase 2 and 3, and moonphase 1 and 4 are pretty much unchanged. Though the hard reduction in income will (I think) impact how many buildings and which buildings people max. It also does not change that troop supplies > resource supplies. Will have to see how it really impacts next server, can't say much about it without trying it.

    The changes in general seem fine to me, but like Schneeente mentions: Nerfing both Apache and her troops, is a double-hit to the usefulness of the warlord. Algus or Corona will probably be the prefered Artillery warlords after the nerfs.
    Personally, I think the attack and defense bonus are interesting, and I don't dislike them persay. The problem is that, having the defensive bonus on the strongest units ingame means that is it nearly impossible to remove a portal once it has been put down, and attacking towers near portals/arks are so hard. Sure both SC and BB "counter" the Artillery, but really, they are just negating the bonus, so it's still a 800k warlord fighting a 1,1m warlord ish. Paintsmith's skill also gives him 0 points when fighting, so really all dwarves have are Rubyheart.
    The attack bonus is also weird. When someone is attacking you, you can just wait untill they are inside your tower, and then attack them with tons of Valkyrian beserkers / Daggertooths and even though you lose the fight it doesn't matter, because you can use it to remove their stronger units such at Cratermakers, Breathing bastions, Suntrunk chargers etc. And you can't use them when attacking anyways, because the enemy will you let you go inside the tower before they attack you. It heavily favours defenders, even though it is an attacking bonus.

    There is none at the moment
    But Samisu will post an announcement on discord (and probably also here) whenever they agree on a date.

    Personally I hope for a small break in between.

    As soon as a new moonphase opens the building levels unlock for all players no matter where you are.
    So two days ago Moonphase 4 started (Island 4 was unlocked) and everyone is then instantly able to build buildings all the way to level 25.
    So, even if you are on Island 1 when Island 3 opens, you can still build buildings to level 23.

    I forgot masteries, and apparantly my first post is too long so a short writeup here:

    For masteries you should max resource production first. After that it is basicly whatever you want. I like to increase initiative, so I hit first and lose less troops when fighting the goblins. If you are a dwarf you can max the building % speed increase as well quite early on. If you are confused about masteries, go the the statistics tab, and press on the highest leveled elf / dwarf depending on what you are, and you can see their masteries. You can always message them and ask why they have the masteries that they do. I have found all players more than willing to share stuff, as long as you keep it personal about them, and not about their realm.

    I had written quite a large writeup for day 1, when I thought to myself: "Samisu, you premise is flawed. It's not important to know what to do each day, it is a lot more important to know how to do each mechanic properly."

    So that is what I will write! Feel free to delete my post, or move it somewhere else if you don't think it fits the theme.

    First of all, there are many different core mechanics. I will be explaining them as they are right now and not regarding how they might change in the future. Do not put any important in the order, I am simply explaining them as I think of them.

    Inside the town:

    1. Goblin camps:

    These guys are placed all the way to the left, of your resource fields. Fighting them provides resources. You should fight them whenever the resources they provide are higher than the resources needed to produce the troops you will lose. There is no combat simulator, so there is not way to calculate exactly how many troops you will lose, however, the stronger your warlord is compared to them, the less troops you lose. Whenever you clear a certain number, you will also finish a quest which in turn gives even more resources and XP.

    2. Resource fields:

    To unlock more resource fields you will have to fight a goblin camp as well. Unlocking new fields both provide you with a new space to build a new resource building, but also rewards you with a quest reward. Just like the goblin camps, you should clear these as often as possible, but make sure you are using a strong enough warlord so that you don't lose all your troops on clearing 1 resource field. Assuming you start playing on day 1, your goal should be at clear at least 7 resource fields, giving you a total of 10 (3 + 7) fields on the first week. Having 8 or 9 fields is in the low end, 10 or 11 is in the middle, and 12 or 13 is really good! This might change as the playerbase improves, but my own thought is that having 10 or 11 fields for the first week is good enough to give you a spot on almost any strong realm.

    3. Unlocking more building space:

    In Arkheim, there are 4 plots locked behind a "goblin" wall. Like the resource fields, beating these guys also rewards you with quest rewards, so even if you have no need for the land, it can be a good idea to clear them just for the resources.

    4. Dungeon and fallen troops:

    In the dungeon you will fight undead creatures with your own fallen troops. Fallen troops are generated whenever your living troops die in combat. You will not lose your fallen when they die in the dungeon. In the early game it is not good to spend all your dungeon tries on level 1. You should fight the highest level dungeon you can win, but if you are close to progressing to the next level then save up our tries.

    I have found 2 different formula's for figuring out if you can beat the next level, the first one is if your army is about half the strength of the total army in the dungeon, you can probably win the fight, and the 2nd one is as long as you have 1.7 times strength of the first guy in the dungeon you should pass it.

    I think that was it for the town. My own recommendation is that you quickly figure out if you want to be a "fighter" or a "simmer". If you sim, you should focus on getting your resource fields as high as possible, and if you are a fighter, you will want to get 1 "full" warlord asap.

    Outside the town:

    1. Training ground:

    In here, you will fight with 3 other players in your realm. I think I speak for almost every high-tier player when I say, most of us would like to see this mechanic gone from the game.

    Either way, you will want to fight with as equal matchups as possible, to kill as many troops as possible, while also loosing as many troops as possible, to get maximum xp out of this. It is basicly an XP farm in the game. That means, using the same 4 warlords and the same troops in all those 4 warlords. It can be very hard to grasp, idk why.

    2. Barricades:

    Barricades are “larger” versions of the goblin camps you find in town. Every 12 hours a goblin barricade will spawn, and you should do them every day for both the resources they give, but also the ark XP, which is what your realm needs to level up.

    3. Supplies:

    Supplies are the single most important thing in the game, in my opinion. Supplies are all locked behind goblins. When you beat the goblins you own the suply. You can only fight supplies that are in your realms borders. Which I will get to in my next point. Each supply provides resources every 24 hours. The supply in the picture is an infantry troop supply, which will provide infantry every 24 hours, for everyone in the realm.

    There are supplies for wood, crop, iron, infantry, cavalry and artillery. As it is now, troop supplies are much more important than the resource supplies. In my own realm, we say that, if a tower does not hold at least 1 troop supply, then it is a bad tower. That is not to say that we won't keep a tower holding 2 or 3 resource supplies, but when we hit the maximum tower amoun, we will switch the "bad" towers with "better" towers.

    Which leads me to:

    4. Towers:

    The goal of a tower is 2-fold. The first goal is to store orbs. Towers both produce orbs and store orbs, which are needed for when a realm wants to go to a higher island. The second objective of towers is to hold supplies. A tower can only be placed within the border of another tower, and supplies can only be taken while inside a towers borders, and will only produce resources or troops while influenced by a tower.

    the best towers hold 4 supplies, and decent towers hold 3 supplies. In my opinion, for a tower to hold 2 supplies or less, it must either be troop supplies, or simply because you have no where else to put the tower that is better.

    There are currently 2 "kinds" of spots which are always good to have. The first is the gates:

    The gates will always allow you to build 3 towers for 10 supplies, and they are always troop supplies, which makes them perfect spots for your realm! However, they are often contested by other realms as well, so you will need to build towards them fast, or fight for them.

    The 2nd very good spot is the "middle". For every 6 realms, there is a "middle" which is also a great spot to own, but where you will be faced with competition as well.

    Some general notes:


    In the beginning you will not have many troops available, so it is important you fill your warlord 1 slot at a time. Picture 1 is the example of a bad warlord, and picture 2 is the example of a good warlord:



    After the 1st slot is filled you can move on to the 2nd and finally the 3rd.

    It is very important to note that, in mid game, most players will have 1 slot, either the 1st or the 2nd on their warlord with most buffs, meaning that slot will account for 50-90% of a warlord's strength.

    Now, I think I have explained most of the basic mechanics, so let me move on to the town, and what you should be focusing on your first 3 days. I am going to assume you are starting out on your own, with no friends.

    First of all, finish the tutorial, just do as it asks you, no more, no less.

    Secondly, you should think about whether you want to maximize troops first or resources. I recommend focusing on resources, as a new player, but if you are confident you can go for troops.

    Focusing on troops means building a barracks quickly to get the extra troops from the quest, as well as building troops on day 1. You will want to build troops, so you can have a strong warlord, and thereby fight the goblins in your town 24/7, and also unlock new resource plots and land as the quest reward gives you more resources than you lose.

    If you go for resources, you should still build the barracks for the quest reward troops, but your main focus should be just upgrading your resource fields. Focussing on resource fields for the first 3 days is a great way to find yourself in a good realm. It shows that you know income is important, and having high resource fields will make you able to donate to the realms supplies, which is really important throughout the whole game.

    If you focus on troops, you should have 1 warlord completely full by day 2. It’s a little high of a goal, but it’s definitely doable, and why aim low?

    Your goal for the first 3 days is to focus on yourself, that means your resources and your troops. Even if you focus on troops, once you have your first full warlord, you should switch to increasing your resource fields, so you don’t fall behind.

    Focussing on yourself means you stand stronger, and that way you can bargain your way into a decent realm who is still looking for players.

    Regarding resources, it is unique in this game that you can choose each and building. Some players have 18 wood or iron production buildings and 0 of the others, some have 6 wood, 6 iron and 6 crop buildings. Some have 9 wood and 9 iron, some have 6 wood, 9 iron and 3 crop etc. I have seen players with various methods, and no matter what you do, it can all work out somehow. The largest benefits of going 18 of 1 resource type and 0 of the other 2 is that you only need to build 4 of the “extra” buildings, whereas if you have even 16 iron, 1 wood and 1 crop, you will be forced to build 12 of the “extra” production buildings. These are:

    Foundries - gives extra iron

    Sawmills - gives extra wood

    Windmills - gives extra crop

    However, the less balanced your production buildings are, the more you will need to spend money on the game for “alchemy”, which is used to redistribute your resources. For instance, I only have wood production buildings, so I save a lot of time because I only need to build sawmills, and no foundries or windmills, however, whenever I need iron or crop I need to spend a scroll or 80 sapphires to turn my wood into other resources.

    So, for your first game I recommend you to build somewhat equal of all production buildings, and then you can decide for your 2nd game if you think the investment is worth it to go single res.

    I think that was all I had to say. I hope this helps someone. If not :shrugs:

    - Khrawn

    You can have as much in your storage as you have resources. For instance, if you have 5m capacity in storage, and 4m wood, 3m iron and 4m crop, you can use a scroll and have 10m crop. You will however stop producing crop, as 10m is over the 5m limit, but you will still receive resources from your crop supplies, and you will also still produce wood and iron as those are 0 out of the 5m limit.
    When you go over your limit you will not produce resources in town anymore, but you will always receive the resources from the supplies.

    Is that answer enough?

    The affect only works on the warlords themselves

    Cerulean and Trankard receives +3% strength for each allied warlord in the battle.

    Arilla and Ashbrain receives +1 initiative for each allied warlord in the battle.

    They do not affect other warlords, at all, they are being affected by the other warlords.

    No, because that specific package is the one I push the hardest within my realm, and which even the "f2p" players are buying, simple because of the "value"
    Honestly I don't like "better" deals at all. Not if we are talking good deals at 20+ euro mark. At that point it becomes "expensive" to buy, and if the deals are too good, it will feel like you have to buy them to be competitive. So imo bad deals are better, because people who will spend money will buy them anyways to get ahead, and the f2p players will not be discouraged because the game is "p2w".

    Is the 33k/h not including supplies? Cuz I thought that was right around the upper limit unless you cleared the 150k camp?

    Yes that is not including supplies. Res production is always without supplies unless specified, and well, supplies are hard to calculate because it depends on how often you use the scroll thing and other stuff.

    The 33k was with 10 unlocked production buildings, so yes the 150k was cleared, the 200k was not cleared.

    But "because" I went level 12 on those resource facilities, I did not have the time to build other good buildings, and even with how "much" I donated, we still had lots of level 3 and 4 supplies left.

    All I want to have is a discussion about how much should it be possible for a realm, for a player, to reach in that first weak, and should numbers be tweaked to allow players to reach more / fewer goals.