BHKG
(Still in Beta please Pm me to correct mistakes, or want to help. Please rate!)
Ok this is a guide im working on from 1 prestige point and on.
First thing is first. If you are still in the "Ha_" category and are reading this.(Higly unlikely for them to be here in that early stage) Then this is for you.
First off you need to start by doing some task. You can find your task by clicking the Key Icon labeled "Task" complete 4 and 5 to have a registered account and username. Dont forget to register the person who referred you to this game!
(Only enter a username if someone "Refered" you about this game, its against rules to ask for a Refer from someone you dont know or a new player. the referal system is to help Haypi kingdom get more new players, and reward the people who get other players to join and play.)
I would start by upgrading my main building once for starters, then move on to the resources buildings. just wait the time out and start the process up again i like to have a steady 3/3/3/3 for all my resource buildings before i even think of doing anything else.
Then i would start with buying upgrades. i would start from the tech center, it can help boost a lot of stats. moving on to the main building some more and the warehouse to to hold more resources. After you have done that i would start training some troops to send out on hunts, and occupy oasis. Upgrading buildings along the way.
All the while Completing Task!
In your treasure compartment you should have free 30 enhancement stones. you can only enhance level 5 or higher gear bought from the "resource Center" or won in a chest. I would go ahead and sell them via NPC. (You get them at the lowest price selling to NPC) but its fast money. your not going to have enough coins to buy lvl 5 gear for a long time. but the choice is ultimately up to you. Having more money allows you to upgrade more tech's and buy more resources for faster lvling in the beginning.
Also you have 30 free Haypi coins! this is my recommendation of how to spend them. When you get to late rank 2-4 its a rough ride if you didnt level everything up right and waste all your coins on crap and speed things up. DO NOT EVER USE COIN TO SPEED THINGS UP. When your late rank 2-4 use to buy more resources from teh resources tab.
Joining an alliance is of big help. They can offer alot of benefits ranging from free hand me down gear, Leveling up requirements items, tips and tricks, protection, a place to call home and much much more.
[General]
All things related to General.
General is you, your player. you can upgrade your command Level by clicking the "General" tab, or by completing the task.
[General.Leveling]
Displays Levels and requirements and how much far your kingdom reaches!
Lvl / Req / Branch/ Oasises / Forts
1 / 0 / 0 / 1 / 0
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2 / 200 / 0 / 1 / 0
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3 / 630 / 0 / 2 / 0
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4 / 1150 / 1 / 2 / 1
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5 / 2k / 1 / 3 / 1
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6 / 3.6k / 1 / 3 / 1
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7 / 6.5k / 2 / 4 / 2
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8 / 11.5k / 2 / 4 / 2
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9 / 20k / 2 / 5 / 2
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10 / 35k / 3 / 5 / 3
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11 / 65k / 3 / 6 / 3
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12 / 115k / 3 / 6 / 3
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13 / 200k / 4 / 7 / 4
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14 / 360k / 4 / 7 / 4
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15 / 650k / 4 / 8 / 4
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16 / 1.15M / 5 / 8 / 5
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17 / 2M / 5 / 9 / 5
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18 / 3.6M / 5 / 9 / 5
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19 / 6.5M / 6 / 10 / 6
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20 / 11.5M / 6 / 10 / 6
[General.Gear Statistics]
All gear from Armor to Ring.
Comming soon!
[General.Ranks]
[Prestige]
[Prestige.How to Gain Prestige]
"Enlightened" Version, just the bare tips on how to make prestige.
"Edit"- Add description of these.
You get prestige from
*Winning a war when others have troop. the more troops they have the more prestige you gain.
*Upgrading your resources and buildings.
*Building traps/Turrets.
*Training troops.
*Having successful hunts.
[Units]
Various troops and unit information.
[Units.Prestige Info]
Prestige per unit. Displays values of resource consumption
&
Make time.
1 Infantry unit
1 prestige
120 wood
100 stone
180 iron
40 crop
440 total resource
1 prestige / 440 resources / 22 seconds "Edit"
1 Cavalry unit
6 prestige
440 wood
550 stone
750 iron
200 crop
1940 total resource
6/1940 = 1 prestige / 323 resources / 8.66 seconds "Edit"
1 Archer unit
3 prestige
310 wood
250 stone
320 iron
80 crop
960 total resource
3/960 = 1 prestige / 320 resources / 11.66 seconds "Edit"
1 Catapult unit
12 prestige
1800 wood
780 stone
990 iron
250 crop
3820 total resource
12/3820 = 1 prestige / 318 resources / 28 seconds "Edit"
Note that these numbers decrease as you level up!
Training catapults/Archer is the most efficient method of gaining prestige by resource.
[Unit.Statistics]
Getting to know your troops!
H-health / A-attack / D-defense / R-range / S-speed
Infantry
H-150
A-75
D-75
R-25
S-150
Cavalry
H-500
A-175
D-175
R-40
S: 300
Archers
H-125
A-60
D-25
R-125
S-125
Catapults
H-450
A-300
D-100
R-800
S-50
[Units.Statistics.Troop tech rating]
Troop Ratings With Tech upgrades.
[Units.Statistics.Troop tech rating.Modified Attack Ratings]
Infantry
Base Attack: 75
Tech Level
Lv1: 76
Lv2: 78
Lv3: 79
Lv4: 81
Lv5: 82
Lv6: 84
Lv7: 85
Lv8: 87
Lv9: 88
Lv10: 90
For every point spent on Attack Attribute/Equipment: +.37
Archer
Base Attack: 60
Tech Level
Lv1: 61
Lv2: 62
Lv3: 63
Lv4: 64
Lv5: 66
Lv6: 67
Lv7: 68
Lv8: 69
Lv9: 70
Lv10: 72
For every point spent on Attack Attribute/Equipment: +.3
Cavalry
Base Attack: 175
Tech Level
Lv1: 178
Lv2: 182
Lv3: 185
Lv4: 189
Lv5: 192
Lv6: 196
Lv7: 199
Lv8: 203
Lv9: 206
Lv10: 210
For every point spent on Attack Attribute/Equipment: +.87
Catapult
Base Attack: 300
Tech Level
Lv1: 306
Lv2: 312
Lv3: 318
Lv4: 324
Lv5: 330
Lv6: 336
Lv7: 342
Lv8: 348
Lv9: 354
Lv10: 360
For every point spent on Attack Attribute/Equipment: +1.5
[Units.Statistics.Troop tech rating.Modified Defense Ratings]
Infantry
Base Defense: 75
Tech Level
Lv1: 76
Lv2: 78
Lv3: 79
Lv4: 81
Lv5: 82
Lv6: 84
Lv7: 85
Lv8: 87
Lv9: 88
Lv10: 90
For every point spent on Defense Attribute/Equipment: +.37
Archer
Base Defense: 25
Tech Level
Lv1: 25
Lv2: 26
Lv3: 26
Lv4: 27
Lv5: 27
Lv6: 28
Lv7: 28
Lv8: 29
Lv9: 29
Lv10: 30
For every point spent on Defense Attribute/Equipment: +.12
Cavalry
Base Defense: 175
Tech Level
Lv1:178
Lv2: 182
Lv3: 185
Lv4: 189
Lv5: 192
Lv6: 196
Lv7: 199
Lv8: 203
Lv9: 206
Lv10: 210
For every point spent on Defense Attribute/Equipment: +.87
Catapult
Base Defense: 100
Tech Level
Lv1: 102
Lv2: 104
Lv3: 106
Lv4: 108
Lv5: 110
Lv6: 112
Lv7: 114
Lv8: 116
Lv9: 118
Lv10: 120
For every point spent on Defense Attribute/Equipment: +.5
[Units.Statistics.Troop tech rating.Modified Speed Ratings]
Infantry
Base Speed: 150
Tech Level
Lv1: 154
Lv2: 159
Lv3: 163
Lv4: 168
Lv5: 172
Lv6: 177
Lv7: 181
Lv8: 186
Lv9: 190
Lv10: 195
For every point spent on Speed Attribute/Equipment: +1.5
Archer
Base Speed: 125
Tech Level
Lv1: 128
Lv2: 132
Lv3: 136
Lv4: 140
Lv5: 143
Lv6: 147
Lv7: 151
Lv8: 155
Lv9: 158
Lv10: 162
For every point spent on Speed Attribute/Equipment: +.12
Cavalry
Base Speed: 300
Tech Level
Lv1: 309
Lv2: 318
Lv3: 327
Lv4: 336
Lv5: 345
Lv6: 354
Lv7: 363
Lv8: 372
Lv9: 381
Lv10: 390
For every point spent on Speed Attribute/Equipment: +3
Catapults
Base Speed: 50
Tech Level
Lv1: 51
Lv2: 53
Lv3: 54
Lv4: 56
Lv5: 57
Lv6: 59
Lv7: 60
Lv8: 62
Lv9: 63
Lv10: 65
For every point spent on Speed Attribute/Equipment: +.5
[Units.Statistics.Troop tech rating.Modified Range Ratings]
Infantry
Base Range: 25
Tech Level
Lv1: 25
Lv2: 26
Lv3: 26
Lv4: 27
Lv5: 27
Lv6: 28
Lv7: 28
Lv8: 29
Lv9: 29
Lv10: 30
Archer
Base Range: 600
Tech Level
Lv1: 612
Lv2: 624
Lv3: 636
Lv4: 648
Lv5: 660
Lv6: 672
Lv7: 684
Lv8: 696
Lv9: 708
Lv10: 720
Cavalry
Base Range: 40
Tech Level
Lv1: 40
Lv2: 41
Lv3: 42
Lv4: 43
Lv5: 44
Lv6: 44
Lv7: 45
Lv8: 46
Lv9: 47
Lv10: 48
Catapult
Base Range: 800
Tech Level
Lv1: 816
Lv2: 832
Lv3: 848
Lv4: 864
Lv5: 880
Lv6: 896
Lv7: 912
Lv8: 928
Lv9: 944
Lv10: 960
[Forts & Oasis]
[Forts & Oasis.Forts]
Forts are used for making money and raiding for resources.
Lvl-number of catapults to occupy
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000
[Forts & Oasis.Forts.Earnings]
Cash earned per level
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
[Forts & Oasis.Oasises]
Occupy Oasis' for stat boost on resource/Hour. (Dependent on type of Oasis)
Lvl -number of catapults to occupy
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-500
[Forts & Oasis.Oasises.Earnings]
Resources earned by level
Oasis lvl Output
1. 100
2. 200
3. 350
4. 550
5. 850
6. 1250
7. 1900
8. 2700
9. 3700
10. 5000
[Forts & Oasis.Battle]
To predict the outcome of any battle you need know five things.
[Forts & Oasis.Battle.Field Length]
If you're using cats it'll be 1100+ the boost to your cats range from tech (just attack a level 1 oasis to check).
[Forts & Oasis.Battle.Unit Speed]
This is crucial when combined with field length.
Cavalry-300
Infantry-150
Archers-125
Catapults-50
This will always be the same with oasis and forts however this may change, with both tech and attributes affect it.
[Forts & Oasis.Battle.Range]
Only two Types of troops are of note with range, cats and archers. Cats have a base range of 800 + 16 for every shooting skill level while archers have a base of 600 + 12 for every shooting skill level. This combines with speed and field length to calculate how many turns you can hit enemy units before they reach you. It it is possible, due to cav having 40 range and inf having 25 for cav to hit inf without retaliation but you have to work it out very carefully using speed, you only have 15 range sweetspot to play with.
[Forts & Oasis.Battle.Attack Strength]
How many units you can kill per turn?
Reference earlier in guide...
[Forts & Oasis.Battle.The Enemy]
Max number of enemy units.
This can be found out by scouting the enemy. With higher "Scout" skill it will tell you exact number of troops. Some troops may be gone, hunting, war etc and come back before your troops get there.
[Forts & Oasis.Battle.The Formula]
Now you have all the info you need, using 1,2,3 calculate how many turns you can attack each unit type.use 2 to work out when they will come into range, if you are waiting the gap they must cover 300 for cats.
1 to work out how long until the units reach you.
2 to work out when they will come into range, if you are waiting the gap they must cover 300 for cats.
3 to work out how long until their cats and archers can attack you.
Calculate how many you will kill in that time by doing [Atack Strength]x[123 Method] bearing in mind you can't attack...
ex. "inf" all 7 turns because they aren't in range until 2. You will be focusing on the fastest unit "cavs", until all cavs are dead.
Using [The Enemy], take max possible for oasis or vague player scouts report. Work out if you can beat all enemies before any reach you, remember you have inf as a last line of defence to, using higher speed, attack any enemy inf first and defend your cats/archers. Now you've worked out if you can win or not.
Fighting players the rules change from when fighting forts and oasis.
Players attributes, tech and hidden forces mean you need to rethink all five points.
For field length, if they have a higher shooting skill the field length will increase to find this out you need to attack the player.
"Either in the main attack or a sacrificial inf to find out exact troop amount if their scout skill is higher than yours"
If they're not commanding then you will also see their speed, something to check carefully in the war report.
One thing to be wary of is hidden troops. If you managed to get a detail scout report always check prestige, make sure troop numbers make sense for someone of that prestige.
look at attributes, if they have a high defence you will kill less per turn and if they have high attack then if they reach you they could cause high casualties.
[Buildings]
When Maxed: (level 20)
Main building: 6390 civilians
Warehouse: 449300 max capacity
Cranny: 100000 maximum capacity
Resources: 2695 max output
[Buildings.Main Building]
"This is the place to manage your kingdom"
Upgrade to get more "People" to perform more task.
[Buildings.Resources]
This includes Stone, Crop, Iron, Lumber.
Resources are used for ANY type of production, even down to selling items in the market.
This is all based on 1 resource upgrade slot. You can multiply or add the figures you need according to your own upgrade slot configurations.
[Buildings.Resources.Iron Wood and Stone Levels]
Level Resources/hr. With Techs
1...........15..........+0.75 per tech level
2...........26..........+1.3 per tech level
3...........42..........+2.1 per tech level
4...........59..........+2.95 per tech level
5...........85..........+4.25 per tech level
6...........125..........+6.25 per tech level
7...........168..........+8.4 per tech level
8...........230..........+11.5 per tech level
9...........319..........+15.95 per tech level
10...........420..........+21 per tech level
11...........560..........+28 per tech level
12...........712..........+35.6 per tech level
13...........891..........+44.55 per tech level
14...........1079..........+53.95 per tech level
15...........1280..........+64 per tech level
16...........1500..........+75 per tech level
17...........1822..........+91.1 per tech level
18...........2080..........+104 per tech level
19...........2400..........+120 per tech level
20...........2695..........+134.75 per tech level
[Buildings.Resources.Crop Levels]
Level Resources/hr. With Techs
1...........15..........+1.5 per tech level
2...........26..........+2.6 per tech level
3...........42..........+4.2 per tech level
4...........59..........+5.9 per tech level
5...........85..........+8.5 per tech level
6...........125..........+12.5 per tech level
7...........168..........+16.8 per tech level
8...........230..........+23 per tech level
9...........319..........+31.9 per tech level
10...........420..........+42 per tech level
11...........560..........+56 per tech level
12...........712..........+71.2 per tech level
13...........891..........+89.1 per tech level
14...........1079..........+107.9 per tech level
15...........1280..........+128 per tech level
16...........1500..........+150 per tech level
17...........1822..........+182.2 per tech level
18...........2080..........+208 per tech level
19...........2400..........+240 per tech level
20...........2695..........+269.5 per tech level
Adding on the oasis values to that will give the total resource income.
[Buildings.City Wall]
Here is your city wall. It is your cities main defensive barrier.
You can make Turrets and Traps here. Once you have a wall set up you can start upgrading the individual T/T. If anyone has any suggestions on a set up they use for their wall then please feel free to PM it to me.
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round!
Lvl 10 Traps Can Kill
120/36/144/40 per trap per round!
Build traps instead of turrets. Turrets can be obliterated from a distance by catapults as they sit out of range; but the only way to cure traps is by marching through them. Which means your farmer's going to lose at least some guys. Plus they're way cheaper to build than turrets. The exception to this rule, later, is when you're able to upgrade your turrets to level 8--level 8 turrets eat catapults for breakfast.
[Buildings.Tech Center]
Techs
[Buildings.Tech Center.Wood Cutting]
Wood cutting tech enhances the production of Lumber Mill. Wood production increases by 5% as the wood cutting tech is upgraded to a higher level.
[Buildings.Tech Center.Stone Digging]
Stone digging tech enhances the production of Stone Mine. Stone production increases by 5% as the stone digging tech is upgraded to a higher level.
[Buildings.Tech Center.Iron Smelting]
Iron smelting tech enhances the production of Iron Mine. Iron production increases by 5% as the iron smelting tech is upgraded to a higher level
[Buildings.Tech Center.Planting]
Planting tech enhances the production of Cropland. Crop production increases by 10% as the crop tech is upgraded a higher level.
[Buildings.Tech Center.Shooting Skill]
If the shooting skill is upgraded to a higher level, the range of distance attack increases by 2%.
[Buildings.Tech Center.Turret Research]
If you want to build a turret, you have to do the turret research first at Tech Center. Similarly, if you want to upgrade a turret, you need to do an upgrade research first. The research increases upgradeable levels of the turret.
[Buildings.Tech Center.Trap Research]
If you want to build a trap, you have to do the trap research first at Tech Center. Similarly, if you want to upgrade a trap, you need to do an upgrade research first. The research increases upgradeable levels of the trap
[Buildings.Tech Center.Prices]
Iron Stone and Wood
1000
1900
3600
6900
13000
24800
47000
89400
169800
322700
Crop
1000
2000
4000
8000
16000
32000
64000
128000
256000
512000
[Buildings.Cranny]
Used for storing Resources in case of battle.
[Barracks]
[Ware House]
****************************************************************
Sub cities can be affective in many ways, they can be used for: storingextra resources, relieving crop consumption, hunting and to assist friends and many more, if you have any I don't mention feel free to message me and I'll add it.
Storing extra resources:
A second city can be used for many things, one of the most useful is for storage of extra resources, by this I mean you can build it up to ship resources to or from your main city when you have too much or too little. For this option I would recommend building it as close to your main city as possible.
A second city can also be used to relieve crop consumption, you can build up the cropland to max and dispatch troops to it, your main city will have relief on it's crop, remember, if your crop consumption is negative and you run out you will lose any that you can't support. This option also requires a close sub city.
A second city can also be used for hunts, you build them in a secluded location for a better chance of finding an oasis that hasn't been hunted recently, increasing your chances of getting treasures.
And finally, your sub cities can be used to assist your friends/alliance mates, you can build one close and upgrade it, build troops and traps to increase your own prestige and protect a weaker friend, i only recommend this if you are 25 mins+ away from that person, any closer and you should be able to do fine from your main base.
your sub cities can also be used to build troops if you keep them close, dispatch and farm forts for even more prestige
As requested another things Cities/Forts/Oasis can be used as is a technique called "warping". It is a tricky thing to do but here is an explanation.
[Warping.Explanation]
City 1 occupies fort 1 and All troops sent to fort 1 now return to city 1.
City 2 dispatches troops to fort 1. Instead of returning to city 2 return to city 1 (the original occupying city) and vice versa.
Below city 1 occupies a distant fort 1 next to city 2. City 2 also occupies a distant fort next to city 1.
City 1 <------------------- Fort 1
| - - - /\
\/ - - - |
Fort 2 -------------------> City 2
Now instead of marching between cities, city 2 simply sends troops to the nearby fort 1. Then call back to "warp" your troops to city 1
And vice versa.
Hours of travel time now takes a few minutes!
[Scouting]
[Scouting.Terminology]
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
[Battle]
Various Battle Techniques.
[Battle.Baron Strategy]
The first thing you need to know, is how your troops move. Your speed rating reflects two things on the battlefield, which units move/attack first, and how far they move in relation to the battlefield.
Picture the battlefield as a grid of hexes. The infantry unit has a base speed of 150. This means he can move 150 hexes in one turn. The speed also affects how quickly he can move. When an infantry unit and a cavalry unit are facing off on the battlefield, their two respective speed ratings are compared to each other. The cavalry unit, possessing a base speed of 300, moves and attacks before the infantry unit, as it has a higher speed rating.
The infantry unit will not move or attack until the cav has. This means that if there are 300 spaces between the cav and the inf, and they both move forwards, the inf will not gain any ground because the cav has already moved face to face with him, and is blocking the road. Use the guide below to determine your speed. Compare your marching tech to the corresponding speed modifications found on the MTR list. Add the points specified for that troop type for every point spent on the speed attribute/equipment. So…
• According to the guide, lets say you have maxxed your Marching tech, your Modified Speed Rating (MSR) for your infantry unit is 195
• Lets say you’ve also maxxed the Speed Attribute, and have equipped a Level 15 Horse and a level 15 Manual, youre speed attribute will read as ‘100+45’
• Add these two numbers to arrive at 145, for your attribute rating
Now using the guide, give yourself +1.5 for every one of those attribute points
• 1.5 x 145 = 217.5 Ignore the decimal value and add this result to your MSR
• 217 + 195 = 412 This is your new MSR for the infantry unit.
It also happens to be the max speed that the infantry unit will ever attain, and it means on every battlefield, the infantry unit will move 412 hexes with each turn. It also means your inf will move faster and further than an unmodified cavalry unit.
Using this information, it is easy to predict the outcome of an NPC fight such as a fort or an oasis, but it becomes trickier when fighting against a human opponent whose stats will vary and be unknown to you.
Lets take the next step of commanding properly into consideration…How is damage dealt?
Using the MTR guide, in the same way as you did for speed, lets calculate the attack power of an infantry unit with max attack skill and an attack attribute of 85=45(lv15 sword and manual)
• Level 10 Attack Skill will give our little guy a Modified Attack Rating (MAR) of 90
• Add to this 0.37 points per 1 point of Attack attribute and equipment
• 90 + 0.37 x 130 = 138.1
Ignoring the decimal, our infantry unit now packs quite a punch with a MAR of 138! But how does this equate to killing stuff? Lets pit our infantry unit against another infantry unit and see what happens…
We’ll say the defending infantry unit has not distributed any of his points to Defense attribute, nor does the poor little guy have any equipment or skill. If he did, we would modify his defense in the same way we did for speed and attack, but since he has no modifiers, we will use his base defense of 75.
• Add to this his Life rating, which is 150 and we find how much damage he can withstand before kicking the bucket, or his Modified Defense Rating (MDR)
• 75 + 150 = 225
So now we have an attacking infantry unit with a MAR of 138, going toe to toe with a defending infantry unit with a MDR of 225…
• Divide the MDR by the MAR to find how many infantry units it will take to kill our defender
• 225 / 138 = 1.63
It will take 1.63 of our infantry units to kill one of these defending infantry units. Additionally, since we only have one infantry unit deployed on both sides, the defense will withstand the assault, albeit with decreased MDR. Therefore, he will counterattack with any units who have survived the attack, in this case, only one unit.
So to determine the counterattack, we repeat all these steps for finding our attackers MDR, and our defenders MAR, and damage is dealt accordingly.
Since the defender was not killed, he still gets to complete his turn, getting his regular attack after damage is dealt from the counterattack, because the counterattack does NOT count as his attack for the turn!!
Fairly simple right? Well it gets a little more complex, I’m afraid. Each unit has a specific strength or weakness when attacking a certain unit type.
They are as follows and are calculated from the Base Attack of a unit:
• Infantry +150% vs Cavalry/ +120% vs Catapults
• Cavalry +120% vs Archers/ +150% vs Catapults
• Archers -23% vs Infantry/ -80% vs Turrets
• Catapults -210% vs Turrets/ Cannot be hit while moving backwards/ Speed is NOT used for battle purposes when stationary
In the layman’s terms:
• Infantry +112 vs Cavalry/ +90 vs Catapults
• Cavalry +210 vs Archers/ +262 vs Catapults
• Archer -13 vs Infantry/ -48 vs Turrets
• Catapults -210 vs Turrets
Using this information, we find that in terms of Base Stat Ratings:
• 1 Infantry unit can kill 0.35 inf/ 0.53 archers/ 0.11 cav/ 0.47 cats
• 1 Cavalry unit can kill 0.8 inf/ 2.6 archers/ 0.27 cav/ 0.81 cats
• 1 Archer unit can kill 0.22 inf/ 0.43 archers/ 0.09 cav/ 0.11 cats
• 1 Catapult unit can kill 1.4 inf/ 2.2 archers/ 0.48 cav/ 0.6 cats
Knowing this, we must now take a look at prestige…
Every time you kill a unit, you gain prestige towards a total battle score, credited to you upon victory. The way it is calculated is as follows:
• Inf = 1 prestige
• Arch = 2 prestige
• Cav = 4 prestige
• Cats = 10 prestige
Additionally you are deducted the same amount multiplied by a weighting coefficient based on level difference, for every one of your units that is killed by the enemy. The weighting coefficient is simply the difference in level between your general and the enemies.
Now using this information, it becomes clear what units are more valuable than others and for what reasons. Cats are generally considered the most valuable due to their devastating attack and high resource cost, while inf are pretty much fodder for the enemy, due to cheap production and low prestige value. For this reason, whenever one of your troops must die, you should try and make sure it’s your infantry. We will get to these situations later, when we deal with specific strategy, but for now, you can assume the strength/value of your units is as follows:
• Catapult
• Cavalry
• Archers
• Infantry
[Battle.Baron Types of Attack]
Types of Attacks
[Battle.Baron Types of Attack.Pin Attacks]
Best when performed by an alternate account with no speed upgrades. 1 unit (preferably a catapult) is sent to attack from several hours away. The idea is to attack from as far away as possible. The purpose of this attack is to prevent the target from teleporting their city. Additionally, they are prevented from selling their resources on the market.
[Battle.Baron Types of Attack.Resource Hit]
To hit a city in the same vain you would a fort…simply to plunder resources.It’s important to note,if the resource levels are uneven, you will plunder whichever resource type is greatest, until all resources are of equal amount, down to the cranny level limit.
[Battle.Baron Types of Attack.Prestige Hit]
The most common type of attack, the target being a city that has troops present. Prestige is gained as follows: Infantry 1p/ Archers 2p/ Cavalry 4p/ Catapults 10p. The total value will be modified by the amount of troops you lose, and the level difference of you and your target.
[Battle.Baron Types of Attack.Hit for Cropping]
After taking all crop oases a general occupies, this attack is used to plunder crop and reduce the cranny stores as low as you can to hasten the starvation process. When the crop level in the city reaches zero, troops ordered to hunt will return home and begin to die off until there is no crop deficit.
[Battle.Baron Types of Attack.City Sack]
This attack is usually a coordinated effort between two generals to steal an enemies city. Each successful attack lowers the city loyalty by 10. When loyalty reaches 0, the city is occupied by the attacking general. Loyalty refreshes at a rate of 10/hour. It is possible to reduce a cities loyalty to 0 by oneself, but there is a very small window of attack for this maneuver.
[Battle.Baron Types of Attack.Scout Attack]
Used to see citywall armaments and possibly enemy troop speed and range. One way is to simply pause the scout unit and wait until the battle is over to read the report, or if speed is a necessity, the unit may charge the enemy wall, and you will lose prestige for that unit.
[Battle.Baron Types of Attack.Stacked Attack]
This occurs when simultaneous attacks are launched against a single target by 1 or more genrals. Each attack is queued 10 minutes apart. This is a useful tactic for taking a city from afar, but can slow the process down considerably when taking a city at close range.
[Battle.Baron Types of Attack.Hidden Attacks]
There are two types of hidden attacks and as of now, there is no way to discern their probability of occurring, though it is directly related to the level of your Hidden Attack skill. Both types of hidden attack will be absent from the main screen, and will not prompt a push notification to the target. They can only be seen from the Actions tab and they will appear there faded. The second type is identical to the first type except that all troop types and counts will be represented by “???”. This is known as a Unknown Hidden Attack, and is beneficial in that the target does not know what to expect.
[Battle.Baron Types of Attack.Jump Attack]
This attack is used for max speed and efficiency in killing your target or taking a city. Gold coins are used to teleport your city to as close as possible to the target, giving the minimum attack time possible for your status. Jump attacks cost 20 gold coins for a branch city, and 40 gold coins for your main city. Please note that when using this type of attack, it is wise to have coins to cover an escape route to safe cords if need be.