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)
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
- What size army you can send out.
- How many defense commanders you can have.
- How many deployments your can send out for resources.
- How many people can help you with your builds.
- 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.
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.
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.
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.
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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
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.
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.
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.
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.
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.
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:
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.
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.
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.
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.
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
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:
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
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