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Every Guide You Would Need For Playing Haypi

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GhostCcamm

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Joined: Tue Mar 22, 2011 3:43 am

Post Tue Mar 22, 2011 4:52 am

Every Guide You Would Need For Playing Haypi

Here are all the guides you would need for haypi, here are the best strategy, troop, cavalary and defending guides about haypi so read on ahead!

STRATEGY GUIDE

This is useful when determining if you will be able to take out enemy turrets or catapults when you are attacking or being attacked, if your shooting tech is lvl 5 your field length will be 1180 when you're attacking with catapults, if the field length that you are attacking is higher than 1180(your number) then you know the enemy will hit you at a farther distance then you can attack from. You can tell the enemy turrets or catapult attack distance by the field length but only if it's greater than your field length.First thing you need to learn quickly is what attributes do, and how they affect your troops.
- Attack: Each point you have in attack will add 0.5% to each unit's own attack.  That means that your Sword's 75 base attack is really +10% more from your default Attack value of 20, totaling  82.5 per Sword instead.  That means that Attack will be very important for all units.
- Defense: Works the same as Attack for a unit's Defense value.  This too will be important for your entire army, but might need to be adjusted for different tactics.  I will explain a bit later.
- Speed: This is arguably THE most important attribute for the entire game.  Each point will add 1% to your unit's Speed stat.  This stat lowers your army's time to reach their target, increases their speed to run across the battlefield to reach enemy lines faster, and determines whether they strike first in combat or not.  All army builds will benefit greatly from this attribute.
- Fortune: I do not know the exact math behind this stat, but I know it increases the chances of your units getting a lucky Power-Strike, which doubles their Attack.

That about sums it up for the effect of attributes to your army.  These need to be kept in mind when building your units as some stats will benefit the tactics of a particular unit more than others.
Troops

- Sword: These guys will be mostly fodder for cats and cav, but they are cheap so losses will not hurt as much.  While they are cheap to make, more important than that, they are cheap to maintain since they consume just one crop each.
- Cav: These guys pack a serious punch.  They are extremely fast, and will be able to raid much higher numbers than other units.
- Bow: Not the most valuable unit in the game, but they are great for armies that are starting out.  They will give great support to your Swords while you get more Cats.
- Cat: The nastiest unit of them all.  It has incredible range, and power that cannot be matched by any other unit.  It is very expensive to build and maintain, though.

No one unit will be the best in the game.  They all have strength\'s as well as weaknesses.  We will touch those in the next section. Army Builds
These are the more common effective army builds you might encounter as you wage war across haypi.
- Catapults: There are a good number of reasons why Cats make for such a great army to build.  Their extreme range and superb attack will be able to obliterate any other unit before it reaches their lines.

However, there are a few key elements to consider.  First, they are slow.  Very, very slow.  This means that they will fire after the oponent\'s units move.  If they have a good number of Bows, which are much faster than cats, they will start killing your precious Cats before they get a chance to strike back.  The only way you can fix this deficit is by making Speed your primary attibute.  Max it, max the tech, and get the lvl 15 Horse and Manual treasures as soon as possible.

Attack is also very important.  Since the longer the oponent units take to reach your Cats, the more damage they will take, many players choose to build Cav armies to counter the popular Cats.  If they built their army right, they will reach the other side of the battlefield in two turns...ouch!  The only real way to counter that counter is to have LOTS of attack power to kill as many, or all, the oponent\'s Cav in that one turn you will have to make a difference.

So if you like Cats, and you want to build an army of that alone, then you MUST max Speed and work Attack next.  You may wish to work Fortune instead for Power-Strikes, but these are unreliable.  The only real excuse to make a Speed/Fortune build is because you want to do lots of hunts for treasure, but even then, you should probably switch to attack once you get all lvl 15s. Advanced strategy
To determine shooting distance, take the distance of the field then subtract 300, lvl ten tech shooting with catapults will give you a 1260 field length, -300 means the cats can shoot 960, the lvl 10 turrets can shoot 1050. 


Range of catapults 
Field length   Level  shooting  
1100                 0         800 
1116                 1.        816
1132                 2.        832
1148                 3.        848
1164                 4.        864
1180                 5.        880
1196                 6.        896
1212                 7.        921
1228                 8.        928
1244                 9.        944
1260                 10.      960
          Turrets
Field length   Level shooting 
900                   1       600
950                   2       650
1000                 3       700
1050                 4       750
1100                 5       800
1150                 6       850
1200                 7       900
1250                 8       950
1300                 9       1000
1350                 10     1050
====
This is useful when determining if you will be able to take out enemy turrets or catapults when you are attacking or being attacked, if your shooting tech is lvl 5 your field length will be 1180 when you're attacking with catapults, if the field length that you are attacking is higher than 1180(your number) then you know the enemy will hit you at a farther distance then you can attack from. You can tell the enemy turrets or catapult attack distance by the field length but only if it's greater than your field length. Strategy guide 

Forts
Lvl-# catapults to occupy
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
====
Oasises
Lvl - # catapults to occupy
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-500
====
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundred" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10000
====
====
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40
====
Range for catapults 
Field length Level tech 
1100 0
1116 1
1132 2
1148 3
1164 4
1180 5
1196 6
1212 7
1228 8
1244 9
1260 10
1300 Lvl 9 turrets
1350 Lvl 10 turrets
====
Oasis lvl
Output
1. 100
2. 200
3. 350
4. 550
5. 850
6. 1250
7. 1900
8. 2700
9. 3700
10. 5000
====
Lvl of Fort Output hour
1. $20
2. $40
3. $60
4. $80
5. $100
6. $120
7. $140
8. $160
9. $180
10. $200
====
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Training troops
•Having successful hunts
====
When you are not using troops, send them out to hunt. You become wanted when people see your prestige out.

TROOPS GUIDE

This guide covers troop speed, range, and threat range.

Troop speed increases by 1% per point in speed, but many don't know how to figure out movement per turn. The formula for this looks like:

Unit 
So if all of that is maxed, it looks like this using an archer:
125*(1+(1+.15+.30+.30)) = 343

This means you can get 175% added to each units speed for a maximum of:
Inf- 412
Cav- 825
Arc- 343
Cat- 137

You can get these results by multiplying each speed by 1+ the added total of manual+horse+marching tech+attribute.


Now, you get 2% bonus to range per range tech level and ALL units are affected by range. So each units range looks like this:
Inf- 25-30
Cav- 40-48
Arc- 600-720
Cat- 800-960
Turrets- 600-1050
Traps- 20(not sure if affected by range, but if so, 20-24, meh)+10 per level if I remember right.

Some say that turrets are also affected by range, but I haven't seen any evidence validating this. Turrets start with a range of 600 and increase by 50 in range per turret level, for a max of 1050.

Why tell all of this? There's a threat range per unit that many don't take into account, causing a lot of discredit to certain units (archers).

To get each units threat range, take their movement per turn and add it to their range. 
Remember that a unit with faster speed will always hit first (aka an archer against a cat) unless the cat ismt in their threat range and when speed is TIED between two units attacking each other, the defender ALWAYS hits first. 

Each units THREAT RANGE, from minimum to maximum, looks like this:
Inf: 175-442
Cav: 340-873
Arc: 725-1063
Cat: 850-1097

You must notice the overlap. By this I mean that occasionally inf will move further than cav, cav hitting cats with no hit on them, and archers hitting cats bc of speed priority.

Each field is determined by highest range + range tech + 300. This includes turrets. So the biggest field will come from the defender having lv 10 turrets. The minimum to maximum field range per unit, if there's nothing with a higher range on the field, is:
Inf: 325-330
Cav: 340-348
Arc: 900-1020
Cat: 1100-1260
Turrets: 900-1350

The defenders traps will be obnoxiously spread out if there are no ranged units on the field, like no turrets, cats, or archers.

To determine how many turns it takes your units to hit theirs, take the field range and subtract your threat range and if theyre moving, their move, from the field range until you hit them. 

Be weary of their units moving forward right before you hit. If their unit has higher speed, they will hit first. Also, be weary of the end of your threat range and the end of theirs. 

Meaning you can miss and they can hit, even if your speed is higher. 

Not sure if this is still true, but used to, if you miss with your move+range and have higher speed, they could still hit you first if you end in their great range. 

Of course we all know that if a unit retreats before getting hit, you likely won't hit them. Like a cat retreating from a cav. Even though the cav may have way more than enough speed and range to hit a cat, they CANNOT hit a retreating cat. Archers have difficulty hitting retreating cats too. 

CAVALARY GUIDE
Part 1

Army of just Calvary and archers!

The Mono Cav Army
The Mono Cavalry army is an army that uses the speed attribute to your favor. If you speed attribute is at 100 you can reach a catapult if it moved forward BOTH rounds. But with a level 15 manual which will increase your speed attribute to 115 you can reach a catapult at round 2 if they moved forward 1 round and waited 2nd vice versa. With a level 15 manual and horse which will increase the attribute to 145 you can reach the catapult 2nd round no matter the strategy.

The mono cav army is very effective for tons of different uses; I will share with you a few major uses. For 1 it gives you the ability to farm major resources off in actives or even actives. As the fact most people use turrets (very dumb idea, unless you have level 9 or 10) which many players cannot afford. Level 8 turrets can hit your cav at max range and it will take about 100-200 cavalry (major benefit of cavalry, DEFENSE) you then can wipe them next turn with a minor loss.

Cavalry have major advantages over Infantry the most effective of those being Defense and Speed. Some may argue that Cavalry have a bigger overload (100) compared to the 80 of infantry but then you must think of the basic production costs. Which I will not go into unless it is asked by you the people.

Basic Cavalry stats

Life: 500
Attack: 175
Defense: 175
Range: 40
Speed: 300
Overload: 100
Crop consumption: 4
Prestige: 3-5

Also from those basic stats you can see that cavalry have the highest life, Defense, Speed and Overload out of all UNITS. This makes them technically the best Unit, but you must also think of the disadvantages. Cavalry have little to NO RANGE this makes them weak when they are fighting an army of the same number in catapults. Along with that is the ability to meat shield 

Meat shielding is the most effective tactic against cavalry other than 1 tactic that I really don’t want to share because then I can’t use it on people because it is easy to avoid if you know what you are doing.
Back to meat shielding, when you meat shield you are using the 3 soldiers that you don’t commonly use when you are fighting (normally INF, cav, archer). This makes it so that your cavalry get stopped 3 rounds before they can hit your catapults. Which then results in 4 rounds of not being able to hit catapults which then makes the cat army seem really strong. Now it is time for me to reveal the only tested way to keep the cav army essential and still be able to fool those stupid meatshielders.

CAVALARY GUIDE
Part 2

All of you players who have been playing for a long time have probably heard the saying archers suck. They have no range and power etc… now I am here to tell you about how they actually are essential to the cav army (now duo cav/archer army) using archers is more essential than using the brute force of catapults. 3 major advantages

1. They actually have a little speed on them and it adds about 5 seconds to every 30 seconds of the infantry so they really aren’t that slow (but yes it impacts the speed of the cavalry. But not as much as that of cats)

2. They have range which people seem to forget, and using this range you can overpower the ability to meat shield

3. At the huge numbers you are able to obtain of archers compared to cats i.e. 5k catapults=50k crop, 25k archers=50k crop. Which seems scarier? That not good enough for you? 20k catapults=200k crop, 100k archers=200k crop

Not to mention the fact that the marching tech and shooting tech enhance the Archer majorly . Also not to mention when you can make 498 catapults you can make 2.9k archers which will win... unless you have no techs/stats and the opposition has VERY GOOD techs/stats. 

DEFENDING GUIDE

If you don't want to be attacked then follow the steps bellow and you should be fine.

1. When you are offline gather all of your troops and send them on a hunt. This makes it impossible for enemies to kill them and you do sometimes get rewards. Troops automatically come back from hunts after 10 days (make sure you don't go into the negative crop and let your troops starve).

2. Upgrade your cranny lvl so that if someone does invade you they would get very little (I suggest bring it up to lvl 20 the highest lvl possible).

3. Don't attack anyone who is stronger than you but it looks like they only have a few troops (they would of defiantly sent them on hunts) and would attack you for doing it.

4. Build Traps and Turrets infront of you city wall and upgrade them so even if you get attacked and your troops are on a hunt they would either withdraw or continue but lose some of their soldiers. However if you are attacking a base and you have 0 coins and you want to withdraw, make sure there aren't any enemies and send all of your troops backwards and leave it. It should at around round 16 withdraw you.


Hopefully these guides would help many players in the future.
 GhostCcamm 
"Whatz that country over there?"
"Thatz your mum taking a nap"
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Complicate

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Post Tue Mar 22, 2011 11:13 am

Re: Every Guide You Would Need For Playing Haypi

Nice it's more of a compilation of lower end guides though :b
For Better or for worse.


Sincerely,

Complicate
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Legit333

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Location: Hogwarts

Post Fri Mar 25, 2011 12:31 am

Re: Every Guide You Would Need For Playing Haypi

Complicate wrote:Nice it's more of a compilation of lower end guides though :b

agreed^^^
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Nathan05

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Joined: Wed Oct 20, 2010 4:41 pm

Post Fri Mar 25, 2011 10:50 am

Re: Every Guide You Would Need For Playing Haypi

basically a complication of the basic guides

sorry i mean

basically ANOTHER compilation of the basic guidez
how do you let people know if your hot cakes are selling well?

Nathan05
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QueenLexi

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Joined: Fri Feb 25, 2011 2:49 am

Post Fri Mar 25, 2011 5:01 pm

Re: Every Guide You Would Need For Playing Haypi

Good tips! Thanks for posting!
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GhostCcamm

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Posts: 6

Joined: Tue Mar 22, 2011 3:43 am

Post Wed Mar 30, 2011 3:46 pm

Re: Every Guide You Would Need For Playing Haypi

I forgot to add the attacking guide. O.o. I wld add it in when I feel bothered to do it.
"Whatz that country over there?"
"Thatz your mum taking a nap"

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