Forums / Guides and Articles / Beginner guides to the races
Beginner guides to the races | ||||||||||
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01:25:39 Mar 27th 16 - Arkantos (Sir Ajax):HumansThey are honorable and innovative. Humans are shrewd in nature and masters of commerce, they among all other races hold the gift of barter acquiring goods at prices that no other traders can get. They are also known for their love of science.
Human: Lvl 1: Swordsmen 200 g, 3/2 66.6 g per OP 100 g per DP Lvl 2: Archer 500 g, 4/5 125 g per OP 100 g per DP Lvl 3: Knight 2500 g, 11/11 227.3 g per OP 227.3 g per DP Lvl 4: Magician 240 g, 0/0 Lvl 5: Catapult 10,000 g, 40/20 250 g per OP 500 g per DP 1) Humans:
Mid-era: As mid-era rolls around you should have switched to training Knights. With your 200k nearing completion you should build a 78K mine. you should also be focusing on buying cheap from the market while selling high or casting Stone to Gold because Humans have the Ability to see goods on the market before other races. By this time Humans can achieve level 7 Mining and 7 Military or Magic depending on which role you are playing I advise stopping after 6 magic as you now have "Steal Science". Also keep in mind Humans have the ability to "Mobilize Troops" Build 10K Taverns in your 200K to prevent the morale dropping. End-Era: As you near the end of the era with Humans you will most likely notice a giant army upkeep with all the Knights you control, If this is the case you should switch to Catapults. You should also have all your cities complete(200K rainbow, 78K mine, 40K lumbermill) and be training with all your income. Sciences should look kinda like this: Mining 7 Military 7 Magic 6 Farming 6 Medicine 6. | ||||||||||
01:25:52 Mar 27th 16 - Arkantos (Sir Ajax):ElvesElves are an ancient race. The eldest of all races according to some scholars, It is due to this age and a natural understanding of magic that the costs for Elven magic levels are minimal and provide great benefits. The Elf is strongest when it has studied the arts of magic and uses them in battle.
Elf: Lvl 1: Ghost 100 g, 2/1 50 g per OP 100 g per DP Lvl 2: Archer 700 g, 2/10 350 g per OP 70 g per DP Lvl 3: Rider 1600 g, 7/10 228.6 g per OP 160 g per DP Lvl 4: Spellweaver 300 g, 0/0 Lvl 5: Archmage 4000 g, */* * gold per OP * gold per DP 2) Elf: Mid-Era: As you progress into mid-era with elf you are going to want Archers housed in all important cities as well as some Spellweavers, Also if you are still engaged in combat you should be training Riders by now. Also you should achieve level 8 Magic by this time while still aiding your kingdom with magic and Blocker Defense. Another 90k mine should be settled to improve income. At this point in time Elves should start to accumulate resources for level 9 Magic to cast Armageddon and get their Archmage army in optimal condition. End-Era: As you reach the end of the era with Elf you are going to want to cast "Armageddon" to end the world on your terms (preferably 240 hours before you want the era to end). All of your cities should be maxed out at this time(2-90K mines, 90K lumbermill/farm and a 90K magic city/armory) while keeping up with the construction of Magictowers. You should be training Archmages with 95% of your income and Spellweavers with the other 5%. Elf end era Science should look something like this: Magic 9 Military 7 Mining 6 Medicine 5 Farming 5. | ||||||||||
01:26:05 Mar 27th 16 - Arkantos (Sir Ajax):HalflingsThey are, like the dwarves; short people, they often live in the ground, but do not like to dig for gold, they rather go for adventures to find large treasures. They are peaceful and happy people, good farmers and their morale can't drop under 50%.Like the dwarf cavemasters, the Halfling farmers will work in the farms to generate more food. They do not like to invest time in science; they rather seek knowledge with adventure.
Halfling: Lvl 1: Farmer 20 g, 0 /1 20 g per DP Lvl 2: Slinger 150 g, 2/2 75 g per OP 75 g per DP Lvl 3: Pony Rider 800 g, 6/4 133.3 g per OP 200 g per DP Lvl 4: Illusionist 240 g, 0/0 Lvl 5: Adventurer 1900 g, 8/8 237.5 g per OP 237.5 g per DP 3) Halfling: Mid-Era: As you reach mid-era with Halfling keep in mind that they are natural economy earners and build faster then other races, So settling a couple of 40K mines will help in the long run. No matter what you have trained for OOP wars You should start Training Adventurers now, Also keep in mind if your Adventurers have experience then they may find treasure(Sciences or gold[1000X# of Adventurers]) as long as the army is not sitting in your or an allied city. With the extra attack option "Steal Food"(easier then siege) If used on farming cities will start to come in handy now as food prices rise. Also keep in mind you should have Farmers in all your farming cities. End-Era: As you reach the end of the era you should have a Horde of Adventurers, Providing that you got EXP early enough. At this point in time all your cities should be maxed out(25K mine, 2-40K Mines, 90K Mine, 40K Farm, 40K Lumbermill and a 90K Armory) and you should be making a fortune off the rising food prices. Your Sciences should look something like this: Magic 9+ Mining 9+ Military 7+ Farming 20+ Lumber 15+ Medicine 5 assuming you have been finding sciences all era with your Adventurers. | ||||||||||
01:26:18 Mar 27th 16 - Arkantos (Sir Ajax):DwarvesThe dwarves are greedy people that live near mountains where they dig for gold. Their buildings are made of stone, so they do not need any tree, but double as much stone to build buildings.
Dwarf: Lvl 1: Swordsmen 300 g, 2/2 150 g per OP 150 g per DP Lvl 2: Hammerthrower 900 g, 5/6 180 g per OP 150 g per DP Lvl 3: Axemen 2500 g, 10/8 250 g per OP 312.5 g per DP Lvl 4: Runemaster 300 g, 0/0 Lvl 5: Cavemaster 1000 g, 6/3 166.6 g per OP 333.3 g per DP 4) Dwarf: Mid-Era: As Dwarf moving into mid-era war you will want to settle another 2-90K Mines, also you should aim for level 9 Mining by this time, Also Dwarfs should start training Axemen now that they have their Mines full of Cavemasters to prepare for a long lasting war. Dwarves have a natural resistance to magic so they may not need as many Runemasters for defense as lets say a Human. Also Dwarves only pay half Building upkeep and receive a bonus Stone production compared to other races. End-Era: The end of the era is prime time for Dwarves as they have the highest incomes at this point in time so they can amass giant armies of Axemen. By this time you should have all your cities maxed out(3-90K Mines and a 40K Armory) with Cavemasters in all of your mines. You should also have a decent Axemen army by now. Your sciences should look something like this: Mining 10 Military 7 Medicine 6 Farming 6 Magic 1. | ||||||||||
01:26:36 Mar 27th 16 - Arkantos (Sir Ajax):OrcsThey are evil, brutish and warlike creatures with a natural lust for blood. Their troops require little training and come in great numbers. Gaia is grown from the earth.
Orc: Lvl 1: Gaia 100 g, 1/2 100 g per OP 50 g per DP Lvl 2: Hammerthrower 300 g, 3/3 100 g per OP 100 g per DP Lvl 3: Ogre 1500 g, 8/8 187.5 g per OP 187.5 g per DP Lvl 4: Shaman 230 g, 0/0 Lvl 5: Nazgul 45,000 g, 160/160 281.3 g per OP 281.3 g per DP 5) Orc: Mid-Era: Moving into mid-era with Orcs you should switch directly to Nazgul to ensure your army upkeep does not become too much of a hassle. By this time you should have level 8 or 9 Military science. Orcs should settle a 90K mine with some Warehouses to prevent any heavy enemy plundering. Orc's are the ultimate tools for war as pure Nazgul ignore Walls(not advised), You can also burn and destroy cities you might not be able to hold and any city an Orc is preparing to attack loses morale each turn. End-Era: As the end of the era approaches the Orcs start to dominate with their Nazguls. You should have all of your cities maxed out by now (90K Mine, 25k Mine, 14k Lumbermill and a 6K Armory) and be training heavy amounts of Nazgul to gain a formidable army. Orc Sciences should look something like this: Military 9 Magic 6 Medicine 6 Mining 5 Farming 5. | ||||||||||
01:26:55 Mar 27th 16 - Arkantos (Sir Ajax):TrollsThe Trolls are large and powerful creatures witch few dare to face in combat. They live deep in the forests and their strength makes them great woodcutters. However, they are narrow-minded and do not like to invest time in science.
Troll: Lvl 1: Hobgoblin 200 g, 2/3 100 g per OP 66.6 g per DP Lvl 2: Rockthrower 500 g, 5/4 100 g per OP 125 g per DP Lvl 3: Warlord 1600 g, 10/10 160 g per OP 160 g per DP Lvl 4: Mage 240 g, 1/0 240 g per OP Lvl 5: Berserker 6000 g, 35/35 171.4 g per OP 171.4 g per DP 6) Troll: Mid-Era: As you enter mid-era with Troll you want to settle a 90K Mine. You should be amassing a nice Berzerker army early while still being able to finish your economy. At this point in time you can reach level 7-8 Magic as well as 5-6 Mining or Military(depending on play style) Keep in mind Trolls should be able to cast Army of the Dead on themselves. End-Era: As the end of the era approaches Trolls also begin to dominate with their Berzerker armies assuming you can get "Army of the Dead" cast on your army periodically. By this point in time you should have all your cities maxed out(90K Mine, 40K Mine, 40K Farm/Lumbermill and a 40K Armory) and be focusing on training a huge Berzerker army. My Troll Sciences often look something like this: Magic 8 Mining 6 Military 5 Farming 5 Lumber 3 Medicine 5. | ||||||||||
10:00:11 Mar 27th 16 - Arkantos (Sir Ajax): Index: 1.0 Human Basic 1.1 Units 1.2 Price per power 1.3 OOP wars 1.4 Mid-Era wars 1.5 End-Era wars 2.0 Elf Basic 2.1 Units 2.2 Price per power 2.3 OOP wars 2.4 Mid-Era wars 2.5 End-Era wars 3.0 Halfling Basic 3.1 Units 3.2 Price per power 3.3 OOP wars 3.4 Mid-Era wars 3.5 End-Era wars 4.0 Dwarf Basic 4.1 Units 4.2 Price per power 4.3 OOP wars 4.4 Mid-Era wars 4.5 End-Era wars 5.0 Orc Basic 5.1 Units 5.2 Price per power 5.3 OOP wars 5.4 Mid-Era wars 5.5 End-Era wars 6.0 Troll Basic 6.1 Units 6.2 Price per power 6.3 OOP wars 6.4 Mid-Era wars 6.5 End-Era wars | ||||||||||
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