Alliance of Kings -- Kings of Chaos

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strategy guide

Early game strategy. Sabotage immunity -- KOC's barrier to entry.

Simply put, until you have reached the sabotage immunity level of ~128,001+ Covert Action rating, all armor you purchase can be easily destroyed by hundreds of other players, and all weapons are liable to break the first time you try to use them. You will not even be notified of who successfully sabotages you.

This leaves only one safe way to play the early game: get sabotage immunity off of the regular income your soldiers provide. Do not try to attack in this phase of the game except under unusual circumstances; all your weapons are liable to break before the battle has even begun, and in this case you have lost your entire weapon investment, and your soldiers have to fight the current battle empty-handed! As much of a fan as I may be of martial arts... I still must plead, please don't do this to your army!

But how on Earth are you supposed to get to sabotage immunity just off of your regular income? Aren't the higher spy levels ridiculously expensive? Aren't you going to be robbed by others before you have anywhere near enough gold to purchase the higher spy levels?

Banking.

While anyone can chip away at your armor's durability, and many can outright destroy it if you do not have sabotage immunity yet, you, and only you, have control over when your weapons can experience wear and tear, or break from sabotage. (There is one sad exception to this: account hacking. It has been known to happen. Choose a strong password, and try to take some of the standard measures re: preventing rogue programs from executing on your computer and sending keylogging or other information to malevolent entities, to protect yourself from this.)

In particular, you can sell a sabotaged weapon for just as much gold as you can sell a regular weapon, as long as you have not broken the sabotaged weapon in battle. (Contrast this with the utterly useless Sabotage Check game function, which costs you money AND breaks the sabotaged weapons anyway. Friends don't let friends Sabotage Check.) This amount of gold is 75% of the weapon's purchase price, assuming the weapon is unused.

Therefore, if you are not attacking, you can save gold by purchasing weapons. Typically players buy Knives for this purpose, both because it's the cheapest item, and because it's easy to divide your current cash on hand by 1,000 to determine how many Knives you can buy when you log on.

This lends itself to a simple, boring, but effective way for anyone to achieve sabotage immunity: keep "banking" Knives until

(cash on hand) + (sell value of knives) >= (cost of next spy level)

then sell just enough Knives to purchase the next spy level. (I recommend having two Kings of Chaos windows open at the same time when doing this, one open to Armory and one open to Training. Click to purchase the spy level immediately after you have sold your Knives. You do not want to give others a chance to attack you before you have spent your gold!) Continue this until you have achieved level 9. Then train 251 spies (unless you're an Elf, then you want 201 spies).

This takes a long time. But there is no alternative. It is the barrier to entry for creating a real Kings of Chaos account, it is larger than it should be, but we've got to live with it this Age.

Weapons and armor, specialization, and combat damage.

An item wielded by a general soldier adds a base of 4 to your Strike Action or Defensive Action for every attack/defense point of the item. For example, a fully repaired Excalibur, providing 2560 attack points, will add a base of 4 * 2560 = 10240 to your Strike Action. A slightly damaged Excalibur, at 2540/2560 strength, will add a base of 4 * 2540 = 10160 to your Strike Action.

An item wielded by an appropriately specialized soldier will add a base of 5 to your Strike Action/Defensive Action per attack/defense point instead. Thus, a fully repaired Excalibur, in the hands of an attack-specialized soldier, will add a base of 5 * 2560 = 12800 to your Strike Action instead.

This is a major increase for a mere 2000 gold investment. So, as a rule of thumb, you will want to have enough specialized soldiers to wield all your major weapons and armor.

How does Strike Action/Defensive Action translate into actual damage dealt? Some people make the silly complaint that they're somehow "losing" damage they should be doing, because they are consistently dealing less damage than they have Strike Action. In actuality, the Strike Action/Defensive Action appears to be the theoretical maximum on the amount of damage you deal, rather than the average. If you have a reasonable amount of weapons, you will always deal an amount of damage close to the average, which appears to be 70%.

You can use the 70% average to infer how much Strike Action you need to penetrate a target's defenses, given information on the target's counterdamage. For instance, if someone is reported to deal 14 million counterdamage, you need a Strike Action greater than 14,000,000/0.7 = 20 million to expect to successfully attack them.

Protecting your underlying army.

One complaint occasionally heard from players that have spent a reasonable amount of time on the game is, "people are killing my troops as quickly as I can recruit them!"

This is entirely avoidable. If you ever lose a single actual troop (rather than a mercenary, which can be trivially replaced) in battle, you are probably misplaying.

What is the correct approach? It is founded around three basic game mechanics:
- Your attack specialists do not participate in battles where you are defending.
- The number of casualties you suffer when fighting against a similar-powered attacker is roughly n/100, where n is the number of your troops participating in the battle. (In particular, if you have less than 70 troops or so participating in a battle, you cannot suffer losses.)
- Mercenaries always die before regular troops, and are easy to replace.

Unarmed troops deal a negligible amount of damage, compared to the undesirable effect they have on the number of casualties you suffer. So you want to minimize the number of unarmed troops participating in defensive battles, because you cannot control the number of defensive battles you must fight. In contrast, because you do have control over your offensive battles, you can always ensure that you have enough mercenaries on hand to absorb losses when you attack.

Therefore, most players will want to train their entire army, except what is needed to wield defensive weapons, to attack specialization, and hire General Mercenaries to absorb expected losses when attacking.

The paranoid (like myself) even do this while still in the process of working toward sabotage immunity. However, this usually slightly lengthens the amount of time it takes to achieve sabotage immunity, so if you're the impatient type, you may want to accept troop losses in your initial battles, and wait until you have a reasonable offensive arsenal before you attack-train your whole army.

Item durability.

Some players complain that they have to spend all the gold they earn just on repairing their items.

While, if the game's durability model was more coherent, this would be more of an issue, right now this is avoidable.

The durability rounding bug, and its consequences.

When you purchase new items to add to an existing "stack" (e.g. you have 99 Dragons and purchase 1 more), the durability is averaged, and rounded up.

This is a conceptual bug which typically allows repair costs to be completely ignored. Let's get back to the example where you have 99 Dragons; say they are at 2558/2560 durability. You purchase one more Dragon. The durabilities are averaged:

(99 * 2558 + 1 * 2560) / (100 * 2560) = 2558.02 / 2560

and then the 2558.02 value is rounded up to 2559!

Effectively, you have received 0.98 points worth of "free" repair for every item in the stack. To exploit this to the hilt, you will want to always purchase items 1 at a time until your stack is at full durability.

Combat durability loss. 5x1 attacks.

An attacker's Dragons will lose anywhere from 0 to 10 points of durability per attack, regardless of the number of attack turns spent. A defender's Dragonskins will lose an average of 2 points against very weak attackers, and I believe slightly more against strong ones (I am not certain of this).

If you are not powerful enough to steal gold from someone, and they are sabotage-immune, the only way you have to hurt them is to whittle down their item durability. The most efficient way to do this is to get as many people as possible to participate in the controversial operation known as a 5x1 attack.

What's the "5"? You are not permitted to attack any target more than 5 times in any 24 hour period. Therefore, to inflict maximum pain on a target in the shortest amount of time, you'll want to attack 5 times in a row.

What's the "1"? Unlike regular attacks, where you want to pillage gold and therefore want to use 15 attack turns, there is no reason to use more than 1 attack turn in this operation. You'll inflict the same amount of durability loss either way, so best to economize on attack turns spent.

Since every weak attack inflicts 2 points of durability loss on a defender's Dragonskins on average, every participant in a 5x1 attack inflicts an average of 10 points, and the number of participants required to completely wipe out a target's defensive durability is roughly 2560/10 = 256. This applies to anyone, even orc00 and LordStriker. Because of how this encourages creation of fake accounts, I consider this a game design flaw. The Red vs Blue Alliance, which I am a member of, will never allow the use of fake accounts in its own 5x1 attack operations.

On the other hand, because the durability rounding bug allows free repair of items, the adverse effects of this game design flaw have been kept in check.

 

Calculations:

Strike Action:

Let x=damage points of weapon (example, dragonskin had 2560)
Let y=percentage multiplier, in other words your fortification/siege. If you have battlements it is a 100% multiplier.
Let z=what you get after you multiply in the percentage.
(the 5 is used for trained soldiers; untrained soldier recieve a 4 in its place)

Defensive Action:

5(x)(y)+z=weapon strength
Let x=damage points of weapon (example, dragonskin had 2560)
Let y=percentage multiplier, in other words your fortification/siege. If you have battlements it is a 100% multiplier.
Let z=what you get after you multiply in the percentage.
(the 5 is used for trained soldiers; untrained soldier recieve a 4 in its place)

Calculating how many spies can get through

You can safely sneak
X * Spy_Efficiency / CA
into an enemy camp, whether to spy or sabotage.

X is a constant. Some say 100, some 102. (I use 100 to calc how many I send in, 102 to calc how to keep others out, just to be on safe side)

Spy efficiency is 2 ^ You_Spy_Level. (1 if lvl 0, 2 if lvl 1, 4 if lvl 2,..., 512 if lvl 9, 1024 if lvl 10). This is 25% higher for elves.

CA is your enemies CA

Selling items:

You get back
price*0.75*current_strength/max_strength
when you sell items. (i.e. a dragonskin reduced to 1280 would gain you 167,800*,75*1280/2560 = 62,925)

When to upgrade

Level 2 (Ballistas): after $120,000 spent on attack weapons
Level 3 (Battering Ram): after $240k
Level 4 (Ladders): after $480k
Level 5 (Catapults): after $960k (about 6 Excaliburs)
Level 6 (Siege Towers): after $1.9m (about 11 Excaliburs)
Level 7 (Trebuchets): after $3.8m (23 Excaliburs)
Level 8 (Dynamite): after $7.7m (46 Excaliburs)
Level 9 (Cannons): after $15.4m (92 Excaliburs)

N.B. It works the same for defense, and I don't think that Orc/Dwarf bonuses make any difference

Combat damage:

You can use the 70% average to infer how much Strike Action you need to penetrate a target's defenses, given information on the target's counterdamage. For instance, if someone is reported to deal 14 million counterdamage, you need a Strike Action greater than 14,000,000/0.7 = 20 million to expect to successfully attack them.

Pillage:

(target's cash on hand) * (random number from 50% to 100%) * (attack turns used / 15) * min (1, their true army size / your true army size).

If you always use 15 attack turns (I recommend this, except when probing what a target's counterdamage is, in which case use 1 attack turn), and never attack anyone with a smaller true army size than you, this formula is simplified to:

(target's cash on hand) * (random number from 50% to 100%).

Attack damage:

5(x)(y)+z=weapon strength

Let x=damage points of weapon (example, dragonskin had 2560)
Let y=percentage multiplier, in other words your fortification/siege. If you have battlements it is a 100% multiplier.
Let z=what you get after you multiply in the percentage. Let's use an example:

Dragonskin with battlements, race = humans

5(x)(y)+z
5(2560)(100%)+z
12800(100%)+z
12800(1)+z
z = 12800 (because 12800 * 1 is 12800 obviously)
12800+12800=25600

That's how much a dragonskin will give you if you have battlements.

Just another example so people aren't confused:

Flaming Arrow with trebuchets, race = elves

5(x)(y)+z
5(2560)(150%)+z
12800(150%)+z
12800(1.5)+z
z = 19200
19200+12800=32000

So a flaming arrow will give you 32000 strike action if you're elves and have trebuchets.

Note: If your race is Orcs or Dwarves and are using this forumula, just add an extra 25% to the attack or defense value.

Note: The '5' at the beginning comes from a trained soldier.
If you have a trained soldier with the weapon, use the formula 5(x)(y)+z
But if the soldier is untrained, use this: 4(x)(y)+z

Everything about sabotaging

What is sabotage?
In Kings of Chaos: Age 2 a new system was implemented called the sabotage. The basic idea behind sabotage is to break another armies weapons. The main purpose of sabotage is to break defensive weapons so that a weaker army can attack and steal a defensively stronger armies gold. However sabotage does not end there, you can also sabotage offensive weapons in an attempt to prevent other armies from stealing gold.

How do I sabotage?
In order to sabotage you must first locate your enemy and push spy on their attack page. After that it is advisable to spy the target first, and find out what kinds of weapons they have and how many; if you cannot recon a their army do not try to sabotage them. Upon figuring out which weapons you want to target you must then go back to the spy page and choose the weapon from the drop down menu, input the amount of weapons you want to sabotage and then input the amount of spies you need to sabotage the particular weapon. If for some reason the mission is aborted that means you did not use enough spies. If your spies are caught that means you sent in too many spies for the mission. If by chance you run a recon mission on someone and a weapon shows up in their inventory, but when you try to sabotage the weapon you get a message stating your spies couldnt find that weapon anywhere in the inventory, that means someone else sabotaged that weapon before you did.

How many spies should I send to sabotage?
This depends on your spy level. Here is a short chart, provided by the Inktank Army

The equation is 3 x 2^{(spy level)}
Spy damage:
3 x 2^{(spy level)}
Damages are as follows: Level/Damage
Level  Normal  Elves 
0          3       3.75
1          6       7.5
2         12      15
3         24      30
4         48      60
5         96     120
6        192     240
7        384     480
8        768     960
9       1536    1920
10     3072     3840

What this chart basically means is that if you have level 10 spies and you are trying to sabotage a dragonskin, which has a strength of 2,560, you will need to send 1 spy to sabotage it. The reason for this is because one level 10 spy inflicts 3,072 damage, and the dragonskin only has a strength of 2,560.

What are the limits of sabotage?
For each mission sent, it will cost two attack turns and has a maximum of fifteen turns per 24 hour period.

Defense against sabotage:
There is only one way to defend against sabotage and that is by raising your covert action. This is done in two ways, 1) by training spies and 2) by raising spy levels. These are the ONLY two ways to defend against sabotage. The higher the level and the more spies you have the better protected you will be. As a side note, keep in mind that once you train a spy it will take away from your turn based gold and from your army size.

Is there a point where you can no longer be Sabotaged?
Yes. At each spy level there is a certain amount of spies that you can train to become immune to sabotage.

Level 10 101 Spies
Level 9 202 Spies
Level 8 404 Spies
Level 7 808 Spies
Level 6 1,616 Spies
Level 5 3,232 Spies
Level 4 6,464 Spies
Level 3 12,928 Spies
Level 2 25,856 Spies
Level 1 51,712 Spies

At each of these levels add 25% to the amount of spies in order to be sabotage proof from Level 10 elves. In the following chart you will see what Covert Action you need to block certain level spies.

Level Normal Elves
10 104,000 130,000
9 52,000 65,000
8 26,000 32,500
7 13,000 16,250
6 6,500 8,125
5 3,250 4,063
4 1,625 2,032
3 813 1,016
2 407 508
1 204 254


What do I do if I think I was sabotaged?
If you think you were sabotaged there is two courses of action for you to take. First is to run a sabotage check on your weapons. For a certain amount of gold your spies will search your inventory for sabotaged weapons. If sabotaged weapons are found then your spies will discard them. The second course of action is to sell the weapons. If you sell the weapons before using them, you will still gain their resale value and you wont have to worry about losing all of the gold that you originally put into them.

What do I do if I am sabotaged?
If you are sabotaged the best thing to do is look in your intelligence log and see if anyone was caught in the act. Usually the saboteur will make a mistake and send in too many spies and get caught. The other way to find out who did it was to go through your attack log and look through the details. The odds are very good that the person who sabotaged you is also the person who attacked you and broke the weapons. Once you have been sabotaged there is nothing you can do but rebuild and try to exact some revenge from the person that did it to you.




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