A haypi Guide(article comp)
Haypi Guide
Inf= Infantry
Cav= Cavalry
Arch= Archers
Cats= Catapults
Atk= Attack
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
Attacking
When the counter of your attack reach 00:00 you have to go to your actions task , once you're in press command, that's the battle screen.
Remember always know when you are going to attack someone or something. Also make sure you scout. The easiest way to lose troops are letting the troops auto battle it out. Make sure you MANUALLY fight with your troops. That is the most important thing.
The strategy changes a little with higher shooting tech, like lets say you have lvl 4 shooting you can wait till the 4th turn to hit archers. Through out the battle verses opposing troops, everyone is on WAIT. After the cats clear every opposing troop, then it's time to move the cats forward. Only after the cats clear turrets is when anything else moves. Stick to the guides everyone sends on the rule of thumb on how many cats you need per fort/oasis level.
For Example:
Round 1: put all your troops on WAIT and have your Cats atk Cavs
Round 2: Cats atk Infs
Round 3: Cats atk Arch (up to the user)
Round 4: Cats atk Infs (up to the user)
Round 5: Cats atk Infs (up to the user)
Round 6: Cats atk Cats (this is the round your Cats can reach Fort's Cats (or if you have a higher leveling in shooting range you can hit this one earlier)
Round 7: Cats atk Infs (if there are any left)
Once all the Fort/other player\'s troops are wipe out. Forward your Cats to get rid of all the turrets. When your Cats get rid of all the turrets put your Cats in Wait status. Forward your Cav/Inf to get rid of all the traps. At the same time forward your Infs at a distance from your Cavs.
Note: You have 20 rounds to occupy the Fort. When the 20 rounds end the battle ends. You 'lose' the battle but don't lose pres. The fort will not lose loyalty.
1st atk to Fort it losses 40 Loyalty
2nd atk to Fort it losses another 40 Loyalty
3rd atk to Fort will wipe out it's Loyalty to 0 and you will take over the Fort. (if there are any resources left during this phase you will not get any of the resources).
Not all battles will be won. Sometimes it's not worth your troops being killed. For example: all your inf gets killed and all I have left are cats to get through the trap. This is NOT worth it. Remember you can always put WAIT in all troops for all 20 Rounds if you don't want to lose any more troops assuming all the enemy troops are dead and traps and turrets remain. Remember if you get into the battle late you can always make you inf/cavs go back to minimize deaths.
Lastly, MAKE SURE YOU SCOUT!! Make sure you know when your battle will happen and make sure you COMMAND your battle.
Remember that each unit can carry a certain amount if resources per unit, this is called overload (you can see this when you build troops in the barracks)
Inf 80, cav 100
When you start training troops make sure you ALWAYS send them out to hunt, even if you are actively on because some player have hidden attacks so you wont know they are attacking you until it's too late. By leaving your troops out, you are basically giving away prestige. To send them to hunt click on the map then click onan oasis then click hunt. Also if you are constantly being attacked/ farmed by one person please let us know and we will do something about it.
Attacking forts/ Oasis
Oasis
Lvl - number of catapults needed
1- 5
2- 10
3- 25
4- 50
5- 75
6- 100
7- 200
8- 300
9- 550-600
===
Forts
Lvl- cats - resources - *has cats
1- 215 - 50k/each -
2- 500 - 60k/each. -
3- 800 - 80k/each. -
4- 1300 - 100k/each -
5- 2000 - 130k/each -
6- 3600 - 160k/each - 20
7- 6000 - 200k/each - 50
8- 9000 - 300k/each - 80
9- 13000- 400k/each - 150
10- 18000- 500k/each - 300
Fort/Oasis bonuses
Fortified Points(Forts) give money per hour and never lose Levels.
Fort level 1 = 20$/Hour
Fort level 2 = 40$/Hour
Fort level 3 = 60$/Hour
Fort level 4 = 80$/Hour
Fort level 5 = 100$/Hour
Fort level 6 = 120$/Hour
Fort level 7 = 140$/Hour
Fort level 8 = 160$/Hour
Fort level 9 = 180$/Hour
Fort level 10 = 200$/Hour
Oasis give resources per hour. Once you occupy it, it will lose 1 lvl every 24 hrs until it reaches 0. Then you automatically lose it. There are 4 different oasises: lumber(wood), iron, stone and crop(food).
Oasis Level 1 = 100 /Hour
Oasis Level 2 = 250 /Hour
Oasis Level 3 = 350 /Hour
Oasis Level 4 = 550 /Hour
Oasis Level 5 = 850 /Hour
Oasis Level 6 = 1250 /Hour
Oasis Level 7 = 1900 /Hour
Oasis Level 8 = 2700 /Hour
Oasis Level 9 = 3700 /Hour
Skill Points
Skill Points: The general upon a title upgrade is awarded "distributable skill points" for skills of unlocking chest, hidden attack, healing, break cranny, and convince, etc. The more points your general have the more powerful you will be.
General Skills:
Unlock Chest:
This skill enables you to unlock a treasure chest without need of a key. The higher level the skill is, the higher level of treasure chest you can unlock.
Hidden Attack:
In general, when you launch an attack, the attacked side will be notified automatically by system. However, if you have hidden skill, some of your attacks will not be noticed and become hidden attacks. The higher level the skill is, the more attacks you can hide.
Healing:
The healing skill can heal part of injured troops. The higher level the skill is, the more troops you can heal.
Break Cranny:
If you have this skill, you can raid resources in other player's cranny. The higher level the skill is, the more resources you can raid.
Convince:
This skill can turn part of the trapped enemies into your troops. The higher level the skill is the more powerful the convincing ability is.
General Title Upgrade: Requirements and Benefits
- credits to uranos
Level - General Title - Upgrade Requirements - Awarded Attribute Points - Awarded Skill Points - Build New Cities - Occupy Oases - Occupy Fortified Points
1 - 3rd Civilian - 0 - 0 - 10 - 10 - 0 - 1 - 0
2 - 2nd Civilian - 200 - 5 - 2 - 0 - 1 - 0
3 - 1st Civilian - 630 - 5 - 2 - 0 - 2 - 0
4 - 3rd Baron - 1150 - Nugget - 10 - 4 - 1 - 2 - 1
5 - 2nd Baron - 2000 - 6 - 3 - 1 - 3 - 1
6 - 1st Baron - 3600 - 6 - 3 - 1 - 3 - 1
7 - 3rd Viscount - 6500 - Nugget + gem - 12 - 6 - 2 - 4 - 2
8 - 2nd Viscount - 11500 - 7 - 4 - 2 - 4 - 2
9 - 1st Viscount - 20000 - 7 - 4 - 2 - 5 - 2
10 - 3rd Earl - 35000 - Gem + medal- 14 - 8 - 3 - 5 - 3
11 - 2nd Earl - 65000 - 8 - 5 - 3 - 6 - 3
12 - 1st Earl - 115000 - 8 - 5 - 3 - 6 - 3
13 - 3rd Marquis - 200000 - Medal + zepter - 16 - 10 - 4 - 7 - 4
14 - 2nd Marquis - 360000 - 9 - 6 - 4 - 7 - 4
15 - 1st Marquis - 650000 - 9 - 6 - 4 - 8 - 4
16 - 3rd Duke - 1150000 - 3 Zepters - 18 - 12 - 5 - 8 - 5
17 - 2nd Duke - 2000000 - 10 - 7 - 5 - 9 - 5
18 - 1st Duke - 3600000 - 10 - 7 - 5 - 9 - 5
19 - King - 6500000 - 2 Crowns + 2 zepters - 20 - 14 - 6 - 10 - 6
20 - King of the Kings - 11.5M - 4 Crowns + 4 zepters - 25 - 16 - 7 - 10 - 7
Inf= Infantry
Cav= Cavalry
Arch= Archers
Cats= Catapults
Atk= Attack
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
Attacking
When the counter of your attack reach 00:00 you have to go to your actions task , once you're in press command, that's the battle screen.
Remember always know when you are going to attack someone or something. Also make sure you scout. The easiest way to lose troops are letting the troops auto battle it out. Make sure you MANUALLY fight with your troops. That is the most important thing.
The strategy changes a little with higher shooting tech, like lets say you have lvl 4 shooting you can wait till the 4th turn to hit archers. Through out the battle verses opposing troops, everyone is on WAIT. After the cats clear every opposing troop, then it's time to move the cats forward. Only after the cats clear turrets is when anything else moves. Stick to the guides everyone sends on the rule of thumb on how many cats you need per fort/oasis level.
For Example:
Round 1: put all your troops on WAIT and have your Cats atk Cavs
Round 2: Cats atk Infs
Round 3: Cats atk Arch (up to the user)
Round 4: Cats atk Infs (up to the user)
Round 5: Cats atk Infs (up to the user)
Round 6: Cats atk Cats (this is the round your Cats can reach Fort's Cats (or if you have a higher leveling in shooting range you can hit this one earlier)
Round 7: Cats atk Infs (if there are any left)
Once all the Fort/other player\'s troops are wipe out. Forward your Cats to get rid of all the turrets. When your Cats get rid of all the turrets put your Cats in Wait status. Forward your Cav/Inf to get rid of all the traps. At the same time forward your Infs at a distance from your Cavs.
Note: You have 20 rounds to occupy the Fort. When the 20 rounds end the battle ends. You 'lose' the battle but don't lose pres. The fort will not lose loyalty.
1st atk to Fort it losses 40 Loyalty
2nd atk to Fort it losses another 40 Loyalty
3rd atk to Fort will wipe out it's Loyalty to 0 and you will take over the Fort. (if there are any resources left during this phase you will not get any of the resources).
Not all battles will be won. Sometimes it's not worth your troops being killed. For example: all your inf gets killed and all I have left are cats to get through the trap. This is NOT worth it. Remember you can always put WAIT in all troops for all 20 Rounds if you don't want to lose any more troops assuming all the enemy troops are dead and traps and turrets remain. Remember if you get into the battle late you can always make you inf/cavs go back to minimize deaths.
Lastly, MAKE SURE YOU SCOUT!! Make sure you know when your battle will happen and make sure you COMMAND your battle.
Remember that each unit can carry a certain amount if resources per unit, this is called overload (you can see this when you build troops in the barracks)
Inf 80, cav 100
When you start training troops make sure you ALWAYS send them out to hunt, even if you are actively on because some player have hidden attacks so you wont know they are attacking you until it's too late. By leaving your troops out, you are basically giving away prestige. To send them to hunt click on the map then click onan oasis then click hunt. Also if you are constantly being attacked/ farmed by one person please let us know and we will do something about it.
Attacking forts/ Oasis
Oasis
Lvl - number of catapults needed
1- 5
2- 10
3- 25
4- 50
5- 75
6- 100
7- 200
8- 300
9- 550-600
===
Forts
Lvl- cats - resources - *has cats
1- 215 - 50k/each -
2- 500 - 60k/each. -
3- 800 - 80k/each. -
4- 1300 - 100k/each -
5- 2000 - 130k/each -
6- 3600 - 160k/each - 20
7- 6000 - 200k/each - 50
8- 9000 - 300k/each - 80
9- 13000- 400k/each - 150
10- 18000- 500k/each - 300
Fort/Oasis bonuses
Fortified Points(Forts) give money per hour and never lose Levels.
Fort level 1 = 20$/Hour
Fort level 2 = 40$/Hour
Fort level 3 = 60$/Hour
Fort level 4 = 80$/Hour
Fort level 5 = 100$/Hour
Fort level 6 = 120$/Hour
Fort level 7 = 140$/Hour
Fort level 8 = 160$/Hour
Fort level 9 = 180$/Hour
Fort level 10 = 200$/Hour
Oasis give resources per hour. Once you occupy it, it will lose 1 lvl every 24 hrs until it reaches 0. Then you automatically lose it. There are 4 different oasises: lumber(wood), iron, stone and crop(food).
Oasis Level 1 = 100 /Hour
Oasis Level 2 = 250 /Hour
Oasis Level 3 = 350 /Hour
Oasis Level 4 = 550 /Hour
Oasis Level 5 = 850 /Hour
Oasis Level 6 = 1250 /Hour
Oasis Level 7 = 1900 /Hour
Oasis Level 8 = 2700 /Hour
Oasis Level 9 = 3700 /Hour
Skill Points
Skill Points: The general upon a title upgrade is awarded "distributable skill points" for skills of unlocking chest, hidden attack, healing, break cranny, and convince, etc. The more points your general have the more powerful you will be.
General Skills:
Unlock Chest:
This skill enables you to unlock a treasure chest without need of a key. The higher level the skill is, the higher level of treasure chest you can unlock.
Hidden Attack:
In general, when you launch an attack, the attacked side will be notified automatically by system. However, if you have hidden skill, some of your attacks will not be noticed and become hidden attacks. The higher level the skill is, the more attacks you can hide.
Healing:
The healing skill can heal part of injured troops. The higher level the skill is, the more troops you can heal.
Break Cranny:
If you have this skill, you can raid resources in other player's cranny. The higher level the skill is, the more resources you can raid.
Convince:
This skill can turn part of the trapped enemies into your troops. The higher level the skill is the more powerful the convincing ability is.
General Title Upgrade: Requirements and Benefits
- credits to uranos
Level - General Title - Upgrade Requirements - Awarded Attribute Points - Awarded Skill Points - Build New Cities - Occupy Oases - Occupy Fortified Points
1 - 3rd Civilian - 0 - 0 - 10 - 10 - 0 - 1 - 0
2 - 2nd Civilian - 200 - 5 - 2 - 0 - 1 - 0
3 - 1st Civilian - 630 - 5 - 2 - 0 - 2 - 0
4 - 3rd Baron - 1150 - Nugget - 10 - 4 - 1 - 2 - 1
5 - 2nd Baron - 2000 - 6 - 3 - 1 - 3 - 1
6 - 1st Baron - 3600 - 6 - 3 - 1 - 3 - 1
7 - 3rd Viscount - 6500 - Nugget + gem - 12 - 6 - 2 - 4 - 2
8 - 2nd Viscount - 11500 - 7 - 4 - 2 - 4 - 2
9 - 1st Viscount - 20000 - 7 - 4 - 2 - 5 - 2
10 - 3rd Earl - 35000 - Gem + medal- 14 - 8 - 3 - 5 - 3
11 - 2nd Earl - 65000 - 8 - 5 - 3 - 6 - 3
12 - 1st Earl - 115000 - 8 - 5 - 3 - 6 - 3
13 - 3rd Marquis - 200000 - Medal + zepter - 16 - 10 - 4 - 7 - 4
14 - 2nd Marquis - 360000 - 9 - 6 - 4 - 7 - 4
15 - 1st Marquis - 650000 - 9 - 6 - 4 - 8 - 4
16 - 3rd Duke - 1150000 - 3 Zepters - 18 - 12 - 5 - 8 - 5
17 - 2nd Duke - 2000000 - 10 - 7 - 5 - 9 - 5
18 - 1st Duke - 3600000 - 10 - 7 - 5 - 9 - 5
19 - King - 6500000 - 2 Crowns + 2 zepters - 20 - 14 - 6 - 10 - 6
20 - King of the Kings - 11.5M - 4 Crowns + 4 zepters - 25 - 16 - 7 - 10 - 7