Posts by Curtain

    There are 2 reasons


    1) in the long run crop will the most difficult resource to acquire and while you can of course NPC merchant your spare resources into it, picking your capital to be a cropper (9c or 15c) will at the very least lower the gold cost of maintaining an army and especially for folks who don't use lot of gold it allows them to build a much bigger army.

    2) crop fields are cheaper to level than resource fields, have less upkeep than resource fields and most importantly they have higher bonus with 2 different boosting buildings and potential 50% oasis bonuses instead of 25% for other resources. This means a 15c capital is the highest possible total production and as such best choice for your capital.

    The first death is a "freebie" where you get a big discount on the time and resources to help out the early game. Every death after that starts out at the max price listed here:

    https://wiki.kingdoms.com/tiki…ro%20Resurrection%20Costs

    and gets cheaper the longer the hero stays dead.


    You should always revive your hero immediately though as the amount of resources it produces more than make up for the higher resurrection cost + you can't do adventures or gain exp from robbers or participate in attacks or defenses very well without it.

    Yes you only need one (or if you use more than one only one is consumed when the place flips over to your control)

    You do need 2 slots and obviously working at the city with just one chief might take a while but one will do the trick just fine.

    There are 3 bonuses found by clicking the gold icon. The resource and crop bonus as well as the travian plus. You want to unlock those for the entire round ideally though it will take some saving up.

    - Can you do it?

    Yes you can, you can settle any open tile you see on the map, the only limitation is further the tile is the longer your settlers travel meaning someone else might get there first.

    - The advantages of settling outside borders

    Usually there is more room, and if your kingdom is very full there might not even be any space inside the kingdom. More over tiles outside of the borders can have tiles you want (like one that makes more iron or one that makes more crop) and there is less competition for oasis as well.

    - The downsides

    If your village is inside the borders the most important advantage is that everyone in your kingdom can see if and when you get attacked allowing them to defend you easier. Village inside borders also makes tributes for your king making him stronger which is good for the kingdom. You can also sell stolen goods in any village inside borders which makes managing your resources bit easier.


    Overall you want at least couple of your villages inside borders but don't be afraid to step out of them (especially towards the edge of the map as there are less enemies there) if you need more of particular resource that's not easily available inside borders. Ask your king for ideas and where he plans to expand the kingdom in the future. Life outside borders can be dangerous especially near enemies so watch out for that.

    It depends


    My personal recommendation is to save up gold and silver as you play the round from adventures and daily card games and quests until you can purchase one of the bonuses for the entire round + it's always handy to have some gold around when you need to NPC resources for crops for defending army or gold up a wall when under attack. If you play actively you can afford all bonuses and have enough to get few items from auction house and gold some walls in an emergency.


    You can also ask for your king or other kingdom members for some tips on what to do if you are in a friendly kingdom

    Yes + it can't lose the bonus like a village could thanks to rams. If you can bait people into attacking an iron oasis then just defend with everything because that's the best fight you can ever get.

    That being said for somewhat obvious reasons people don't often attack oasis with full force so it's rare to get to use their defense bonus to your advantage.

    What is perhaps more notable is that crop oasis (without other resources) have 0% defense bonus making them perfect targets for cavalry hits

    The answer is still the same, defense bonus doesn't apply to animals. Only defensive units benefit from the bonuses. (at least if there isn't some recent bug with them)


    You can check this easily from clicking on the oasis and looking at the upper right corner.

    ca7f39abee.png


    Pictured above is a iron mine which has 0% bonus because it's under animal control but if you were to capture it it would change to a 100% like this


    5a8facba4b.png


    The bonuses listed by Georgi should also be correct

    Seeing as this is early in the game your best option is to just get a residence 10 there and use that to settle your next village.


    After that you can use one of 2 methods to clear the slot

    1) you chief your new village from a third village later freeing the slot

    + you get to keep the village and have no need to slow down development when it matters the most

    - it might take a while to get to chiefs in your next village, you might even need to settle few more before getting that chief to restore the slot


    2) you do as you say there and immediately settle a new village and then catapult it down

    + it's lot faster than the cheif method

    - you need 2 culture slots slots which are at premium early game (one to build the new village with and one to settle out from there), you do get the slot used back but you will need to delay your progress until you have catapulted the new village out.


    You shouldn't build troops or upgrades in either of these approaches as the demolition will obviously negate all your progress. If you use the chiefing option you get to keep the buildings but all units an levels will be reset so watch out for that.


    3rd option would be to make a palace 15 in your starter but it's imo the slowest and costliest option this early in the game, as such you should stick with one of the above options.

    You can still join a kingdom by settling a new village to their borders, being appointed as a duke or waiting till their borders expand to cover your existing villages.

    Relocation will also work again if you go down to 1 village though that's not often very wise thing to do

    I don't think the academy level of TK's is a big problem, it's equivalent to Catapults and pretty much only useful when you go up to catapults anyways.

    The only time it actually matters is very early (after that you will want the academy to 15 for the catapults anyways) and in the early game you can raid much better with just clubs since the 999 isn't coming at you yet and distances are short. As for army power you probably don't have maxed out club production by the time you could realistically afford the academy 15 so I don't see a big issue from that front either.


    If you compare TK to EC then yes the academy is bit deceiving but then again you probably shouldn't be building EC at academy 5 levels anyhow. In this regard they should probably normalize EC into academy 15 rather than lowering TK's requirements since Haeduans are also 15

    Not sure if anyone knows yet since a server has to finish first.

    If I were to take a guess it's either

    1) 50k grain in the first 50/25/15/10 and so on

    or

    2) 50/40/30/20/10k grain in the first 50 players

    If you want to play roman offense I recommend


    1) build legionaries till you have about 1k and use them to clear robbers + they are your cheapest unit for your troop building quests

    2) add EI as soon as you can afford and raid greys with them if you are active

    3) As soon as your infantry is about 1k switch to imperians and keep building those till the end

    4) catapults are your friends try to get about 400 of them if you want to play as general attacker or as many as you can (5000+) if you want to hit WW at the end


    Then it's all about building yourself a good capital to support a large army and of course lots and lots of side villages with that roman double build bonus.


    Some additional things to do:

    - Don't build EC, lot of people see the high attack but it's much better to use the EI for their greater cost effectiveness and better raiding capacity

    - Don't build legionaries outside of the first bit, you can either use them to defend or station your oasis using them, they won't be needing levels

    - Speaking of levels level up your troops including your catapults as you go

    - Rams aren't needed outside of handful (you need one to siege robbers for instance), just make imperians, EI and catapults you will pair up with teuton rammers most of the time, if your kingdom has no teuton rammers then that's a different problem you can't really solve by doing rams, rams also won't need levels if you only have like 10

    Wall is still useful and generally speaking wall and ditch have bigger impact on defense result than the population difference outside of extreme cases but why not simply have both?

    You can use the combat simulator to figure out what kind of losses you would take defending a small kingdom mate you know has no or very low wall against an attack for instance, just use the account populations of the attacker and the defense village owner in the correct slots. You can play around the numbers there to see what kind of effect each change has

    The bonus (or rather attacking penalty) only considers the difference in population of the attacking account and the defending village owners account. This makes small players good places to defend since they often have big penalties for attacks while your troops operate at full power no matter where they originate.

    It's a classic it depends question but here are some of my thoughts into it and some guides on choosing how to decide yourself.

    The 2 main questions you want to ask yourself are: "What I will want to do with my troops" and "How safe do I think my position is (in terms of your actual cap location but also your kingdom and your role in it)"

    If your answer to the first question is more in the lines of "WW hammer" or "late game defense" then you want to build fields first and troops only after you have got yourself some basic income (raid units you can build if you farm enough to justify them)

    If your second question is "very safe" then you want high level crop fields (like 16 or maybe even 17)
    Reverse is true for both


    Generally speaking the greedier plays you can get away with the stronger your account will be, if you can afford not to train defense for first 2 months then you can prepare a very strong account for later and be the top defender in your team, if you get destroyed because you had no troops then that obviously is a big problem. The only exception to this is what I would consider max size WW hammers which need to build troops from at least day 30 with all lvl 20's to get to the proper size.

    Generally speaking it's better to commit into troops, make a hammer and defense use it and then make more later or to just ignore troops sans farmers, power sim your account to maximum and then produce. The middle grounds tend to be where you see the weakest accounts but sometimes you need to take the middle path since it's the easiest and safest in the short term to mix things up from both sides.


    One thing to not is that if you have to ask this question you obviously won't be going for the maxed out WW hammer. In that case chances are you are better off starting even that as late as day 60 with a solid economy instead of trying to trickle in some troops here and there and then lose equivalent or more later in the game when you can't feed your army anymore. Even starting that late would give about 5.6k catapults for a WW hit which isn't the best but definitely usable. If you can squeeze catapults in earlier but leave infantry last (horses pay for themselves) then that would be even better. If I were to advice a new player on how to build a WW hammer I would tell them to get lvl 16 (or 17 if they are feeling good and safe) fields, only horses till like day 40-50, start catapults and then start infantry (beyond the early games 1k to siege hideouts with) maybe day 60-70 and put all other resource into just simming your account up until that point. Don't try to run greats unless you are sure you can run them for the rest of the round (if you can only run greats for say 30 days total it's best to do that at the last 30 days so the troops cost as little as possible in upkeep). If you have extra resource after you finish your fields at around 80 to 90 then you can just increase queues and when you get them maxed out (as in they reach to day 140) then you build greats and start to run those. Just keep investing into the income as fast as you can for the entire first half since the last crunch will always be difficult


    If you plan to fight the entire round building fields shouldn't be too big of an issue since your army resets every month or so meaning you have those windows where your consumption is low allowing you to power in field upgrades while you recover.


    Regardless of what strategy you take it's always important to leave some resources to boost your accounts fields up at least until they are around the 16 mark. For some benchmarking you would want your capital fields to be done between days 80 and 100 to still have enough time to for them to pay themselves off, the earlier you can manage the better it is.



    If you play defense then it's mostly the same with the big difference that at any point you can simply stop troops for a week if you need to because you aren't on a clock so judge how the situation is going, overbuild your actual production capacity and then just make troops based on the current need.