GOT-WIC Game

The information contained within this blog is for Game of Thrones Winter is Coming Game

Wednesday, June 26, 2019

Captured Commanders


HELP!!   I'VE BEEN CAPTURED

Alone in a cell sits your Head Commander waiting for what will be done with him!


The worse thing you can think of has happen your commander has gotten caught!  Now I will point out that he didn't do this on his own he had a little help from the Lord of the account.  I understand when circumstances makes it hard and you can't get into the game because of work.  But there are many times when people just don't put the poor dude away in the shelter, and now you have to wait and see if, "Off with his head", becomes his fate.  This power all belongs to the one who captured him.  A cliff hanger plot for sure.  (ques in scary music) 


This Post Answers The Following Two Questions:  

 What do I do When My Commander is Captured? 

 How do I Capture a Commander?



First don't panic. In-fact you are one of the ones who ask the most frequent asked questions about this game, so your not alone in this dilemma.  In making this game the developers have put a twist in it that I have not seen before.  The capturing of ones commander does not leave you cripple, you still will have many others to use on your daily activities till he returns to your castle.  You just won't be able to increase his experience during that time.  So take a deep breath all will be well.

In this post I will talk about two aspects capturing a commander and having your commander captured, after all the day will come when you will ransack the lowly villagers in hunt for the elusive commander.

Capturing A Commander

There are several rules of the game that have to be met before you are able to capture another players commander.  These are the rules:

  1. You must have unlocked and build the Dungeon this can only be done at Level 9.
  2. You must attack an opposing player, either their castle or on while they are gathering resources. 
  3. The player you attack must have a castle level 10 or above. Castles below 10 are protected from your taking their commanders.
  4. If you are attacking them on a resource you must defeat (either wound or kill) all of their troops, no survivors at all, and their Head Commander has to be there and not in the shelter.
  5. In attacking their city you must take down the wall and beat the troops and the Head Commander cannot be in the shelter.
  6. In order to execute the commander your dungeon will have to be level 17 and the Hall of Faces built.  This means your Castle, Embassy and Bannerman Hall all have to be level 17 too.



NOTE:  If you meet all these conditions you will always capture your enemies commander.  On the positive side if you put your commander in the shelter they cannot capture you.  Plus if they have a lower castle they cannot execute him.



Now the commanders life rests in the hands of the one who captured him.  The decision to release or kill depends on some things about you and your castle.

When your commander is taken you lose all the abilities and skills that commander was helping with your troops and other commanders.  This will change the way you attack things the next couple of days, till he walks the walk of shame home.  Seriously he does walk from where he was taken back to your castle.



What Should I do When I Captured A Commander:


  • If you captured a commander below level 17 there is no point of holding them.  You cannot execute them or get a buff from them.  The only thing you are doing is causing a player time to continue growing his level higher.  So I would advice release the commander back to its Lord.
  • You can try ransoming the commander but being that you not only took the commander you might have also gotten their resources so you already got their gold.  Not a very nice thing to charge them double.  I call for Honor to prevail!
  • If you captured a commander 17 or higher you can execute him at the hall of faces. The purpose of executing captured commanders is for the attack bonuses your get from them. The Hall of Faces will apply these to total health, total attack, total defense and marching speed. The bonus % is dependent on the level of your Hall of Faces and applies for only 24 hours. 
  • Capturing other commanders extends this time period. The buffs do not stack.
  • There is only a short window of time that you have right before the commander is automatically release that you have to execute him.  
  • If you do not execute it will automatically return to the castle you took it from.



What Happens When They Take Your Commander?


When your commander is captured you lose all your skills, gear bonuses, and talents bonuses that the command has.  This will effect your abilities to play as normal.  This is why protecting the commander should be continually done at all times.

The first thing you can do is check to see who has taken it.  If the castle is lower they cannot execute.  They have to have the Hall of Faces to kill the commander.  You cannot build the Hall of faces until your dungeon is level 17.  



So What Can I Do To Get My Commander Returned:


1.  Talk to the player nicely and see if they will release him.

2.  Sometimes the player sets an amount of gold for your commander to be release, you can pay it but I wouldn't.  Because you are then telling that player you are willing to pay gold to get it back, setting yourself up for future attacks and higher gold ransoms.

3.  You can hire someone in your alliance to go hit the player who captured yours.  Again this can be costly to do and it may not even be possible to do if they are a part of a bigger alliance.

4.  You can Wait till he returns home.  That time will depend on the level of your kingdom, levels 16 and below it is 36 hours; levels 17 and above it is 48 hours.

5.  You can purchase the "Summon of the Father" item from the diamond shop for 1,000 blue diamonds or the alliance shop for 60,000 alliance coins.  This will immediately revive them if they were executed and he will come home.

6.  There is also a Tears of Lys item you can buy for black diamonds. This will take away the stats they got from you commander.  Which could hurt them if they are battling, but this costs money and really not worth it.

NOTE:  Frankly, I would try and talk with the person and secure the release if that didn't work I would just wait out the time period and not spend anymore resources or money for something that will happen by the game automatically.


Perhaps for some it takes time to realize that you are playing a war game and this is part of the game.  Your neglect to care for your commander has made him a target for others to take him.  Not only does this affect you, but if you are in a hive, the possibilities of your whole alliance getting hit and search becomes stronger.


So my final advise to you is, remember that your commander needs to go to the shelter every time you are not using it, or he may go missing for two days!


Tuesday, June 25, 2019

Outside Buildings


THE BUILDINGS IN THE FIELDS



Completing main campaign quests allows you to construct buildings outside your city wall.  There are several areas that you will have to fight with your commanders and troops in order for you to take control of the fields.



There are five different production buildings that you need to build to provide resources for to support your city.  The fields brake down into two very different groups.  The first are four of your resource builds which are as follows:

  • Farmland - Grain
  • Quarry - Stone
  • Mine - Ore
  • Lumberyard - Wood
The second group is a mixture of resources and stuff for your troops: 



  • Army Tents - For building Troops
  • Field Hospital - For Injured Troops
  • Mints - Gold for Healing and Various types of Buildings


First Plots of Land 



The first plots you will free up from attacks on the outside will give you the option of the first group of buildings, there will be 5 different land plots.  At this point you will want to build one of each of the 4 resources the 5th plot is up to you to decide.  From this point on you will have two more areas that will contain these buildings. There is a total of 17 plots for these resources, so the remaining 12 you can decide how and what you want to build.

You will need to build at least one of each for they are also tied to upgrading another build as follows:


  1. To upgrade your Wall you will have to upgrade your Mine to the level of your castle 
  2. To upgrade your Hospital you will have to upgrade your Lumberyard to the level of your castle.
  3. To upgrade your Barracks, Rookery, Embassy or your Army Tent you will have to upgrade your Quarry to the level of your castle.
  4. To upgrade your Mint you will have to upgrade your Farmland to the level of your castle



NOTE:  Farmland -  If it wasn't for the need to have one farmland to up your Hospitals there would be no use for the one you have to build.

  

This game is very different then other war games that you may have played where troops are involved.  Generally if your troops don't have food they will die.  


That is not how this game works. Your troops will eat you out of house and home till you have nothing left but they will never die. 

 

You do need grain for your builds but this happens two ways.  All the chests and rewards  you get start piling up in your inventory.  Of all the resources in your inventory your grain is always the highest. 

 

You still want to farm for some for two reasons:  1st their is a daily reward for bringing in 10,000 grain.  2nd when you finally get to the Merchant Ship you can gather the resources and trade them for the ones on sale they will then go into your inventory.  This way you can replenish your inventory. With resources and Speed ups.


But I repeat Only 1 Farm is needed.  I didn't believe this when I first started and created several all having to be pulled down for there was no way to feed the troops my hour production could not handle the food needed.



Second Plots of Land



The group of plots you gain after the battle is for the second group.  Here you will have to make a decision between mints, hospitals, and army tents. There are a total of 16 plots that you will have for this group.  Each build offer different aspects as listed below: 

Hospital Tents - hospital tents are an extension of your normal hospital.  Like the hospital at level 25 hold up to 40,000 beds and a 5% health buff, this is the same for the smaller ones in the field.  This is important to know when you think about how many troops you will be building for this game.  It is important to have hospital beds for the over flow that cannot fit in the shelter so if you get hit they end up in the hospital and not all dead.

Army Tents - army tents are an extension of your barracks.  Like your barracks there is a limit of the number of troops that you can train in a single time.  Each army tent allows you to train more.  The barracks at level 25 allows you to train 5,000 troops at a time it also will give you a 10% defense buff.  Each army tent built to level 25 allows you to build 5,000 more troops. 

Mints - While gold cannot be saved when your warehouse is under 25 that all changes when it turns 25.  Gold is important for building your troops and healing them.  But more important you get a Training Speed bonus for each mint that you have.  Cutting down troop training time a lot.  Plus it gives you a 2% attack buff at level 25.  While gold is important to build with before you reach 25 you cannot protect it so it stands to reason that it will get taken every time you get hit but you still get the Troop Training Speed.


Below is the recommended builds for the Hospital Tents, Army Tents, and Mints according to your Castle Level that I had found in my hunt for information:

1.  Castle Levels 1-16:    Army Tents (3)     Hospital Tents (1)      Mints (12)     Total:  16
2.  Castle Levels 17-24:  Army Tents (1)     Hospital Tents (6)      Mints (9)       Total:  16
3.  Castle Level 25:         Army  Tents (10)  Hospital Tents (12)    Mints (2-4)    Total:  26


As you can see that last row for level 25 Castle is not even possible considering there are only 16 plots to build on.  I am thinking that it should be Army Tent (1)  Hospital Tent (12) Mints (3) this would give you the 16 total.


NOTE:  This is what I have done -  Army Tent (1), Mints (6), Hospital Tents (9)  Total:16   *This set up will change as my Army Grows. * 

My reasoning is that the hospitals are the most important. They preserve the lives of my troops and grant them the health buffs, the larger my army grows the more hospitals will be needed.  

Mints are important but come in second of importance.  I do like the training speed and the added gold, but if you have to pick mint or hospital, protection for the built troops should always comes first.  

Army tents are not as important to me.  I do not like large troop training builds.  I like to have them built small (1000) and quickly.  This way if I need to speed them up to build another type it doesn't take much to do so.  Plus I like going after the rewards building every type of troop every day.  Building 1000 troops at a time roughly takes 8 hours or less depending on the hospitals.  


No matter what you build you can change your mind and destroy the building by using the (-) button down on the left side when opening up the build.  This will take time depending on the level of you've build.  But then you can rebuild what you need.




Building Your Kingdom


BUILDING YOUR KINGDOM


As soon as you start this game you begin to realize that building is going to be a thing for many many days.  While at the beginning most of the building goes quickly and even free to a certain point there will, however, come a point that it will take you days and even a month to finish up a build.

These are the four types of builds that you will encounter in this game:

  • Military
  • Economy
  • Production
  • Equipment

Your buildings can only be built as high as your castle level.  By leveling up your builds you will unlock other builds that will need to be built also.  Some of the level 25 building offers some sort of effect that can help you. To see what any building does at any level/ click on the question mark, after you click on the building, it will tell you the benefits that your receive per level. The following are a list of buildings that you will be working on:

1.  Castle (LvL 1 Beginning)


This is the center of your kingdom and the castle is already at level one.  Through out the game you will be prompted to upgrade your castle as you go through the main story line.  

The information that they give you per level is important to know. Clicking on the question mark will give you important information on the following

  1. What size army you can send out.
  2. How many defense commanders you can have.
  3. How many deployments your can send out for resources. 
  4. How many people can help you with your builds.
  5. What building will unlock at that level.  

The higher you go the more you can do, and the longer it will take to build.  All buildings with the exception of the Iron Bank go up to level 25.  With some you will gain additional effects, others you will not.  Many you be required to update something else to a level before you can update the building you want to.  Requirements are always listed when you go to build.

It is very important that you have done your research for construction and that if you have gear that has construction it is being used also.  Once you start the construction you can change the gear back.


2.  Rookery (LvL 2 Castle required) 


The Rookery is where your ravens are kept. They can be used to scout enemy positions and deliver messages for you. When your city or camps are attacked, scouted, receive transport or reinforcement, the Rookery will inform you of such events. Upgrading raven towers can provide more detailed scout reports.  

Along with the information you can get, your are given the opportunity to help protect others within your group along with getting protected yourself.  There will be a tab that is called management this allows you to ask someone to protect you or for others to ask if you will protect them while they are gone.  It is best to team up with people who may be on when you are off so during the night hours your city will be safe.  

They have made it that you can buy "protection orders" with blue diamonds from the shop and send them to the one you asked to protect you right from the management tab.  The ones you are protecting should send you the "protection orders" if they request that you should truce them. 

The "Protection Order" puts on a shield for the person you protect, this can be 8 hours or 24 hours.  You cannot stack or extend this time period.  By protecting others you receive "Protector Points" a number on your Lords Profile page beneath your rating.  Each shield you place on the ones you are protecting gives you points according to the amount of time you shield them.

3.  Hospital (LvL 3 Castle required) 


Hospitals are one of the most important buildings you will be building in your Kingdom.  They have the possibility to save the lives of wounded soldiers. Troops that are injured while gathering, encamped (or garrisoned) or while reinforcing will be sent to the hospital for healing.

You should have enough hospital beds to protect all your troops.  You can see how many you have by clicking on the Military Grounds next to the Barracks.  This will tell you all the troops you have and all the beds available.  However, if you have some hiding in your shelter it will not see them, so make sure you have all of them out of your shelter for your count.

There will be times that you have more Troops then you can shelter.  During these times you want to shelter your better Troops first. If you get hit, the lower level troops get injured first and start filling up your hospital beds.  Making it very possible for the higher ones to die if you don't have anymore beds available.

According to the research troops who are injured on territorial campaigns or fighting in armies (attacking, rallying, in castle siege, castle reinforcement etc) have 60% chance of being sent to the hospital.

4.  Weirwood (LvL 4 Castle required): 


The Weirwood Tree is up on the upper level near your castle.  You will be prompted to enter the weirwood at level 4.  It is through the weirwood that you will obtain and train your commanders.  

There are two different battle lines that you will go through one is the Common the other Elite.  Once you finish the level 1 common line, it will open up level 1 elite line.  It is through these two lines, that you will be able to gain experience, medals, and items, all needed for your commanders growth.  It requires stamina which automatically begins to refill or can be bought.

When you click on your commander list, the ones that you have will be in color.  If you keep on scrolling down you will see the commanders that are available either they are free and you just need to collect the medals or they are sold in packages that will cost you money to buy black diamonds.  See Commanders Free and Black Diamonds.
.

5.  Maester’s Tower (Lv.5 Castle require): 


Research is very important to do in this game.  At all times you should have three things going:

  • Research
  • Building
  • Troops

The research is done through the Maester's Tower.  Different research options grants you different bonuses in all areas of the game. By following the quests suggesting you will start to understand how this helps you.  Upgrading the Maester’s Tower level will help shorten the time to research a technology so keeping it up takes time off your research.  

There also construction and research reductions with in the tower that need to be done that also cut down on your time in both areas.  Another way of cutting down on time is through the talents you place on your commander.  So make sure you are keeping up with your research.


Note:  I try when I am building to get the timing of all the things that i am doing to end at the same time this means that when I go to build a building if it is 4 hours, then my research, troop building, and my resource gathering will be around 4 hours also.  This way you don't have to constantly running back to the game to update something.



6.  The Wall (LvL 6 Castle required): 



There is much to be said about your wall and what it does during an attack.  The Wall is a solid barrier that helps in the defense of your city against invasion.  But it is not like the wall of the Movie it will not take a magic dragon to knock it down.  Typically unless you are completely build with all your research done and have amazing buffs, the enemy will still get in.  The wall builds on its own.  You will receive a note that you have been hit and a care package of resources.  But in all it takes care of itself.

The wall has fortifications for each level of troops you are building.  Each level you go up the more health the fortifications you have.  However, in a battle you will not have all your fortifications drop.  This is because they stop working once the wall is down and at that moment the battle is over.  

Defending commanders can be placed on the wall as you advance to a higher level you will be able to add up to 5 commanders.  Between the fortifications and commanders they will try and defend your kingdom along with any other troop that are not in your shelter when you are attack.  So if you come back from a nights sleep to an attack prepare to have troops in your hospital needing healing, if you left your head commander out of the shelter, prepare for the fact that you won't get him back for 36 - 48 hours depending on the person who took him. 

When they do make it that you get to put 5 commanders on the wall they will automatically put you head commander on it.  You cannot change him out, however, you still can shelter him and he will not be taken if attack.

When walls take damage it reduces the durability, once all durability is gone, the artisans will automatically commence repairs. Upgrading walls increases their maximum durability and fortification capacity.  


NOTE:  I do not recommend ever using speed ups on anything having to do with the wall unless it is research.  The wall will get hit a lot when people come to attack so consider it as an on going process and part of the game.  Do what you can and don't let it bother yourself.  This is not a personal attack this is how this "War" game plays. 



Keep building the fortifications for they add to your rating, don't bother killing the lower ones they will eventually die themselves.  Just keep building the wall higher along with the fortifications and realize they will break through, but you just might give them a good repair bill.



7.  Shelter (LvL. 7 Castle require): 




Shelters can be used to protect armies and commanders in your city. When enemies attack, troops inside the shelter will not be attacked.  



I cannot stress enough how important this building is for your head commander and your troops.  I played once in a game that had no shelters the most you could do was "dove" for 12 hours and only every 24 hours.  Protecting troops was near impossible.


NOTE:  In this game they have given you a SHELTER for a purpose USE IT!


The shelter grows with your castle, it is not a building that you have to build it is already there.  You will have a quest to put your commander and troops in the shelter just to show you where it is located.  But I swear people seemingly forget this very important lesson.  For many commanders are obtained, and many troops are killed or injured, just because a person has not gotten into the habit of putting them into the shelter.

The shelter offers four different amounts times to shelter your commander and troops.  The one I use ALWAYS is 12 hours.  Only to keep myself in the habit of hitting the 12 hours. If my commander is not in use for attacking he is in the shelter.  You will need to keep at least 1 troop in there with him, so make sure you keep one back when sending things out.

Time and time again I stress to our alliance to put away their commanders and troops when they leave an yet we will get some who for whatever the reason don't listen and then complain when they are hit.  In a game where taking your commander is part of the game, by not sheltering your troops and commander you are helping other alliances.  They will quickly learn where they can obtain commanders and visit often jeopardizing your whole alliance with attacks.

Your commander can also remain in the shelter when you are in the weirwood tree so please I cannot stress enough shelter what you don't want to loose.


8.  Blacksmith (LvL 8 Castle required): 


Within in the blacksmith shop you can put to work some of the special materials you have gained from gathering resources.  From these materials you will be able to make armor and weapons for your Head Commander.

To apply the armor click on your Lord picture and the head commander will come up in a window next to it.  Buy clicking on one of the grey out boxes that has the the type of item you just forged it will open a box showing you the item you made here is where you attach or change the item.

This armor is important for it grants you buffs and depending on where you are within the game extra buffs are always nice.  Materials can be gotten from the resource places, rebel groups, rebel camps, and rebel leaders.  These also can be bought within various packages for blue diamonds.

The blacksmith also can make various levels of the armor.  You can upgrade the items you want by collecting the materials you need.  From time to time you will see that you can dismantle a piece or mantle according to your need.  Each has a requirement.  Once you have enough materials you just press forge and it will start making it, this time can be speed up which I will recommend so that it can help your commander right away.  But if it is something you are not going to wear, then let it take its time.

9.  Embassy (LVL 9 Castle required): 


The Embassy is one building that doesn't require you to have to level another to take it to the next level.  The importance of your Embassy is that this is where people who have send you reinforcements can be seen. The main purpose of the Embassy is to help assist you when you are attacked.

When a person sends you reinforcements you can view who is there and dismiss them if you need to.  Sometimes others may take advantage of your Embassy and park their overage of troops there if you have a truce that is over your castle.

   

NOTE:  If I have a lot of resources from various builds and have not used them up I will truce the castle till I have used them up, I am talking about millions not thousands.  During these times others have placed their troops in my Embassy to protect them.


Another good use is if you are going on a vacation.  Pick someone you can trust and ask them to shelter your Troops for that period of time you can also buy the packages with truces in them ($5) that you can send to a friend that will help with the cost of keeping them protected.

The Embassy amount you can host depends on the level of your Embassy. Upgrading Embassy increases the reinforcement capacity and army size.  You can upgrade your Embassy when others are staying in it, but if you are protecting others you cannot attack other players, you can do your daily rebel attacks.  The program will warn you if you are about to do something that it will break your truce.  If you are housing people in the Embassy and break the truce then get attack their troops will defend.


10.  Bannerman Hall (LvL 9 Castle required): 


Bannerman Hall allows you to participate in rally attacks either the rebel camps or attacking others. Upgrading your bannerman hall will increase the size of your rally army.   This amount is connected to the embassy.  Therefore your bannerman hall can only be as high as your embassy.

The bannerman hall is the first building that you will build that requires a Battle Codex to built it.  The Battle Codex can only be bought by blue diamonds and with each level you build the amount needed will be higher. The following is the break down of the cost:

  • 15 blue diamonds - 1 battle codex
  • 150 blue diamonds - 10 battle codex
  • 1500 - blue diamonds - 100 battle codex
  • 15000 - blue diamonds - 1000 battle codex



NOTE: I HIGHLY recommend that you wait on the higher levels of the bannerman hall until you get the Iron Bank built and ready to use.  For the bank will increase your diamonds over a period of time.  

11.  Market (LvL 10 Castle required): 


The Market place allows you to transport resources to other people within your alliance.  There are capacities involved as well as a transportation tax.  The amount of these two things changes with the level of your castle.

The Financial Adviser of your alliance has a good role to play if the player has a level 25 Castle, Warehouse and Marketplace.  Because at Level 25 your warehouse allows you to collect 2,500,00 of each resource to be store and saved including the gold.

If lower players want to store small amounts of gold with the Adviser or even sends overage the program keeps a log of what was sent to them and then when they are back they can send it back, however he does have a limit also, so sending too much can jeopardize the resources.

This doesn't really help much unless the Financial Adviser has a level 25 castle, otherwise consider sending your overage to a alliance member who is still on or send it to one who is under a truce.  If you want it back send a note also, but remember there is a tax involved so it might be less then you send.

12.  Training Grounds (LvL 11 Castle required): 


The training grounds is an area that you do not build.  But it comes up when your castle turns 11.  This is a PVP Arena.  When you click on it you will see four different players that you can challenge into the arena.  Sounds scary, but its not.

When you first start you simply get guards to fight and little by little you get named players to battle, everyone who plays in the arena enters into the rotation of the players.  Each time you advance you play more players.  A lot depends on your commanders levels, their quality, and your ratings.

How it works is a lot like the weirwood with one major difference.  While you line up your players to fight the others, the computer program does the battle without your assistance.  Upon winning you enter into a ranking within the training grounds.

Clicking on the question mark tells you what you will win according to your rank.  You get a total of 5 tries then you have to wait for another day or spend diamonds.  Depending on your rank you will receive every three hours blue diamonds.

In this case the lower your rank the more diamonds you will receive.  When you begin you will start somewhere in the 3000's area depending on how many players are playing in the realm you are in.  Your challenge is to get to #1.  There will be many surges and set backs, just keep on working up your commanders.

When you do win, your commander and group will receive experience points for them.

13.  Merchant Ship (LvL 14 Castle required): 


NOTE:  I love love love the Merchant Ship!


Merchant ships carry cargo that you are able to swap your resource for.  The higher the ship the better the deals.  You do not build the ship it comes sailing in and parks by the dungeon.  What is great is if you do have overage in your resources you can buy some off the ship which then puts them into your inventory.

As you get higher you will get better bargains which includes:  speed ups; higher amount of resources; and a chest to purchase with black diamonds.

14.  Iron Bank (LvL 17 Castle required): 


By the time you get to use the Iron Bank you realize what a wonderful building it really is.  At this point you will realize just how many blue diamonds you will need if you are going to build several of the buildings, including the bank it self.  The following are the buildings needing blue diamonds to build each level:
  • Dungeon - 1 Book of Confession - 15 Blue Diamonds
  • Hall of Faces - 1 Mask of the Faceless Man - 15 Blue Diamonds
  • Iron Bank - 1 Money Lender Contract - 20 Blue Diamonds
  • Bannermans Hall - Battle Codex - 15 Blue Diamonds

You may invest your diamonds int the bank, and receive a return in due course. You are given the option for investment for 7days, 14 days or 30 days.  The 30 days option gives you the highest payoff.

NOTE:  So if you can opt for the 30 days and Invest as much as you can  


Upgrading the bank increases the amount your can invest and the interest rate bonuses.  Even if you already deposited your diamonds if you upgrade you will get the upgraded reward at the end of the 30 days.

Example:  Currently I am level 6 in order to go to level 7 I will need 1,400 Money Lender Contracts, that will cost 24,000 Blue Diamonds.  So investing and reinvesting is to your benefit.

15.  Dungeon (LvL 10 Bannerman Hall required): 


In order to build your Dungeon you have to have your bannerman hall up to level 10 which means that you will have to have your embassy up to level 10 also.  You will be capable to store up to 30 captured commanders within your dungeon.

However only commanders coming from level 17 castles are really worth keeping, the only thing taking a commander of anyone from 10 - 16 does is impedes their game progress for their is no benefit it taking them.  Level 17 - 25 may be offered at the Hall of Faces to the many face god.

There will be a time right towards the end of captivity that you will be able to offer the commander, if you miss this time period the commander is released.  If you are successful you will gain the commanders buffs that it has through its gear.  So you will want to figure out which one you want to offer first, after that any others that are killed will at to the time that you already got through the first one.

The cost of upgrading your dungeon is a lot like that of the bannerman hall.  The cost is as follows

  • 15 blue diamonds - 1 book of confession
  • 150 blue diamonds - 10 books of confession
  • 1500 - blue diamonds - 100 books of confession
  • 15000 - blue diamonds - 1000 books of confession

16.  Hall of Faces (LvL 17 Dungeon required): 


The final building within the castles walls is the hall of faces, to build this building it follows your dungeon level so you have to have the dungeon up to have the hall level increased.

This is where you will offer a captured enemy lord to the Many-Faced God to receive a buff for a limited time.  If you click on the question mark you will see what the various buffs you can receive and how long these buffs last.

Again any commander that is level 10 - 16 is not worth anything, letting them go is honorable. The Hall of Faces cost The Mask of the Faceless Man to build.  The following is the cost:

  • 15 blue diamonds - 1 Mask of the Faceless Man
  • 150 blue diamonds - 10 Masks of the Faceless Man
  • 1500 - blue diamonds - 100 Masks of the Faceless Man
  • 15000 - blue diamonds - 1000 Masks of the Faceless Man

NOTE:  Being that the cost of these buildings take so many blue diamonds.   Take each of them up as far as you can without the huge diamond cost.  Start with the Bank and go as high as you can so that the blue diamond yield will be higher.  Then follow it by buiding your bannerman hall since this has to be up before the dungeon.  After the bannerman hall work on the Dungeon since that has to be up before you can up your Hall of Faces.  Finally do the hall of faces.  Everything is a progression that follows another bulild





Tuesday, June 11, 2019

Black Diamond Commanders


*BLACK DIAMOND COMMANDERS*

 

The following are a list of commanders that may be acquired by purchasing Black Diamonds then buying the packages when they come up for sale.  

All commanders require the same amount of medals to improve their quality and commanders abilities. The following is the five levels and the amount of medals you will need to advance their quality:

1.  Acquire (common level) - 10 Medals 
2.  Green (uncommon level) -  20 Medals
3.  Blue (rare level) - 50 Medals
4.  Purple (epic level) - 100 Medals
5.  Gold ( legendary level) - 150 Medals

The total of medals needed to go from acquiring - gold  is 330 medals.  To find the medals of the Black Diamond commanders you will need wait on the packages that come up for sale, then buy that commanders package.  This is the only way you can obtain the medals for these type of commanders.  After you buy the first package they will offer another each containing a certain amount of medals to up the quality of your commander.  Cost varies from one commander to another and it would seem the more popular ones cost more.

NOTE:  The math for figuring out the approximate cost per character is easy  we are going to use the formula of the first package as a base line. 

15 medal package for 50 Black Diamonds = 15 medals for $5.00
Needed Medals 330 / 15  = 22 packages
Needed Packages 22 * $5.00 =  $110.00

Math doesn't lie, figuring out the cost of the first package gives you the understanding of what you will need to do to take a commander from acquiring it to making it legendary.  What they generally do is give you enough to acquire and a few more to make you want to spend more. 

Now this doesn't include if a package goes on sale or you get more medals in the next one, this is just a way of figuring out how much money you might be spending to get one commander.  

Example:   Melisandre acquiring and leveling to purple is $60.00, (acquire was $1.00, green level $5.00, blue level $10.00, purple level $50.00)  Compare to Cersei where her first package only had 6 medals and cost $80.00 and you don't have enough to get her yet.



REMEMBER
The Key to a strong Commander development (for training ground or weirwood trials
is to raise QUALITY (collect medals) 
before raising anything else.




Name:  Andrea
Acquisition:  The first package contains 15 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her with 5 towards the next level. 
Type:  Tank - Defensive
Class:  Infantry
Economic Bonus:  None
Military Bonus:   Infantry Attack, Health and Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  


Name:  Cersei Lannister
Acquisition:  The first package contains 6 medals for 800 Black Diamonds = $80.00.  This will not be enough to acquire her for you need at least 4 more medals. 
Type:  DPS - Area Attack
Class:  Bowmen
Economic Bonus:  None
Military Bonus:  Total Attack, Health & Defense
WW Position:  Back
TG Position:  Back
Comments from Game:  

Name:  Daenerys Targaryen
Acquisition:  The first package contains 6 medals for 800 Black Diamonds = $80.00.  This will not be enough to acquire her for you need at least 4 more medals. 
Type:  DPS - Area Attack
Class:  Spearmen
Economic Bonus:  None
Military Bonus:  Total Attack, Health & Defense
WW Position:  Back
TG Position:  Back
Comments from Game: 

Name:  Jaime Lannister
Acquisition:  The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire him.
Type:  DPS - Area Attack
Class:  Spearmen
Economic Bonus:  None
Military Bonus:  Total Attack, Spearmen Health and Defense
WW Position:  Back
TG Position:  Back
Comments from Game:  

Name:  Jon Snow
Acquisition:  The first package contains 6 medals for 800 Black Diamonds = $80.00.  This will not be enough to acquire him for you need at least 4 more medals. 
Type:  Tank - Attack & Defense
Class:  Infantry
Economic Bonus:  None
Military Bonus:  Total Defense, Attack & Health
WW Position:  Front
TG Position:  Front
Comments from Game:  

Name:  Kevin
Acquisition:  The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire him.
Type:  Tank - Defense & Disable
Class:  Cavalry
Economic Bonus:  Training Speed
Military Bonus:  Total Health & Total Attack
WW Position:  Front
TG Position:   Front
Comments from Game:  Has a stun that is really useful in the training grounds.

Name:  Laena Waters
Acquisition:  The first package contains 15 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her with 5 towards the next level. 
Type:  Tank - Attack & Defense
Class:  Cavalry
Economic Bonus:  None
Military Bonus:  Cavalry Attack, Health & Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Leila Mormont
Acquisition:  The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her.
Type:  Tank - Attack & Defense 
Class:  Cavalry
Economic Bonus:  None
Military Bonus:  Cavalry Attack, Health & Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Margaery Tyrell
Acquisition: The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her.
Type:  Healer - Support & Healing
Class:  Spearmen
Economic Bonus:  Research Speed
Military Bonus:  Total Attack & Health
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  With her being on the battlefield, your troops will take less damage from the enemy and you also gain an increase in your Research Speed and Total Health and Attack.

Name:  Melisandre

Acquisition:  1st to Acquire cost 1 black diamond = $1.00;  2nd to turn her green (20 medals) cost 50 black diamonds for = $5.00;  3rd to turn her blue (40 medals) cost 100 black diamonds for = $10.00;  4th to turn her purple (80 medals) cost 500 black diamonds for $50.00. Total so far $66.00
Type:  DPS - Area Attack
Class:  Bowmen
Economic Bonus:  Construction Speed
Military Bonus:  Bowman Attack & Defense
WW Position:  Back
TG Position:  Back
Comments from Game:  Really powerful and useful for battles.

Name:  Meranda
Acquisition: The first package contains 15 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her with 5 medals towards the next level. 
Type:  DPS - Area Attack
Class:  Spearmen
Economic Bonus:  None
Military Bonus:  Spearmen Attack, Health and Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Petyr Baelish
Acquisition:  The first package contains 6 medals for 800 Black Diamonds = $80.00.  This will not be enough to acquire him for you need at least 4 more medals.
Type:  DPS - Area Attack
Class:  Cavalry
Economic Bonus:  None
Military Bonus:  Total Attack, Health & Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Raymond
Acquisition:  The first package contains 10 medals for 35 Black Diamonds = $3.50.  This will be enough to acquire him.
Type:  DPS - Area Attack
Class:  Cavalry 
Economic Bonus:  Research Speed, Training Speed & Gold Production
Military Bonus:  None
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Sandor Clegane
Acquisition:  Black Diamond Package
Type:  DPS - Area Attack
Class:  Infantry
Economic Bonus:  Training Speed
Military Bonus:  Total Attack & Health
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Sinara
Acquisition:  The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire her.
Type:  DPS - Single Target Attack
Class:  Infantry
Economic Bonus:  None
Military Bonus:  Total Attack, Infantry Health & Defense
WW Position:  Unknown
TG Position:  Unknown
Comments from Game:  

Name:  Theon Greyjoy
Acquisition:  The first package contains 10 medals for 50 Black Diamonds = $5.00.  This will be enough to acquire him.
Type:  DPS - Single Target Attack
Class:  Bowmen
Economic Bonus:  None
Military Bonus:  Total Attack, Bowmen Health & Defense
WW Position:  Back
TG Position:  Back
Comments from Game:  

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