|
MENU
|
|
|
|
| Strategy Guide |
Age 2 Race Information
I've seen many threads created lately asking for recommendations on which race people think is best. I'm going to do my best to explain the strong and weak points of the races. This should help all who've been clueless as to their choice. It is late in the age, but I can always update this thread for Age 3.
Humans: 25% Income Bonus
- With the income bonus, Humans have an advantage over all three races, taking into consideration that with the added income, they will be able to buy Fortifications, Sieging Capability, Unit Production, Spy Levels, and weapons at a faster pace than the other races. - The downside to Humans, however, is the fact that they lack the bonuses in Strike Action, Defensive Action, and Covert Action. However, I feel that the income bonus does in time make up for the loss of those three. - Take Meredoth for example. He is large like orc00, but he is not as big. People would assume that this means orc00 has the higher turn based gold. This is incorrect. The 25% income bonus provided from Humans puts Meredoth over the amount of income that orc00 receives per turn. This ultimately means that you don't need an equally sized army as Humans to receive as much gold per turn.
Dwarves: 25% Defensive Bonus
- The Defensive Bonus provided from Dwarves is a good choice if you're the type of player that just likes to sit back and leech turn based gold, while defending attacks and making the occasional repairs. Take orc00 for example, once again. The defensive bonus provided from Dwarves provides him with much more massive Defensive Action. LordStriker could have the same amount of Dragonskins as orc00, but orc00 would still have more defense. Ultimately, this makes for cheaper building on defense. - The flaws in this race, however, is that Strike Action is difficult to build. In this case, it would take you many more Battle Axes than it would take an Orc Dragons to reach 1,000,000 Strike Action. From testing on my own account, this is with Ladders, of course, it took me around 42 Battle Axes to reach 1,000,000 Strike Action. So, it is obvious that it would take an Orc significantly less. - There will always, always, be someone who can break your Defensive Action. If you are orc00, LordStriker, or were rvbsandman (he doesn't play anymore), you are ultimately excluded from this, since all three are known for their massive defenses.
Orcs: 25% Strike Bonus
- With a bonus to Strike Action, you can build your offensive power easily, and steal gold from the top players much more easily than the other races. What makes this bonus so great? You will be required less gold to reach a massive Strike Action, and ultimately, you can break someone's defense with much more ease than others. Take Doombolt and Tunga for example. These were, and are still, some of the highest Strike Actions in Age 2. Unfortunately, Doombolt isn't playing anymore to pose as our example here! So I will take Tunga. Tunga, by now, I'm guessing has over 1,000 Dragons, and I am not exaggerating this. It would take a Dwarf 25% more Battle Axes to achieve the Strike Action Tunga has, with maxed Siege Weaponry and trained soldiers. - Due to the Strike Bonus, it will be difficult to keep players from breaking your defense. Other Orcs will break you easily, if you fail to pay careful attention to your Defensive Action. However, revenge is easily accessible if they have a large portion of gold up for display.
Elves: 25% Covert Bonus
- At the beginning of Age 2, everyone was positive Elves were going to have the best bonus, with their 25% more Covert Action. As the age progressed, and more players gained sabotage and recon immunity, people began to see the uselessness of the bonus. However, with the extra Covert Action added, sabotage immunity can be more easily attained, ultimately letting you invest less gold in spies. - About the only true good side to this bonus, is that if a non-immune player pisses you off, you can sabotage them much easier with level 10 Elven spies, than with level 10 non-Elven spies. This makes you the mega-spyer, considering that you will likely be one of the first to be immune, and one of the first to begin sabotaging people.
The information contained from this point on was not written by me. I have made a few small changes here and there to makes some parts a bit less confusing for new players. The original text and discussion on it can be found here posted by "Dog of Justice
Basic strategy guide
As a service to all KOC players, here is a detailed article illuminating all of the major things most Kings of Chaos players don't know about the game but should, right here in one convenient place.
1. What race should I choose?
Read the information above
2. Early game strategy. Sabotage immunity -- KOC's barrier to entry.
I'm not going to mince any words, Age 2's Covert Action model is screwed up.
That said, it's the first thing everyone needs to know about the game if they want to get anywhere.
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?
2a. Banking.
Several people have suggested, in the Throne Room forum here and in other contexts, that the game should provide some way to "save money" to be withdrawn later, to keep the money away from attackers until it is needed to help pay for some big-ticket item (like the higher spy levels). For the sake of game balance, they understand there should be a fee for this service; most would agree that 25% is fair.
This is a naive request. Because the game already offers this exact service (right down to the 25% fee); it just isn't explicitly advertised as such.
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.
3. 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.
4. 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.
5. Pillage formula.
Once you have achieved sabotage immunity, and have purchased an adequate starter set of weapons, you will probably be itching to finally make good use of your attack turns.
The main thing you need to know is, the amount of gold you steal on a successful attack appears to be:
(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%).
A pair of examples will help illustrate this.
Let's say Valafar is sitting on 5 million gold, you successfully attack him using 15 attack turns, and you have 1/5 as many real troops as he has. You will then get:
5,000,000 * (random number from 50% to 100%) = random number from 2,500,000 to 5,000,000.
Now, let's suppose he decides he wants to attack you in retaliation, also using 15 attack turns. You've been asleep for a while, so you're sitting on 1.5 million gold. How much can he expect to steal?
1,500,000 * (random number from 50% to 100%) * (15/15) * min (1, 1/5) = 300,000 * (random number from 50% to 100%).
That's less than one-eighth what you were able to steal from him, for the same attack turn cost. It's even worse for enormous players like orc00 and LordStriker.
This is why you don't see them ever make serious retaliatory attacks. Sabotage, and ordering their smaller officers to attack you, are the two tools at their disposal; you have nothing to fear from their own accounts if you are sabotage-immune.
I have commented in the past that this formula is bad for players' health, in that it creates a significant incentive to wake up in the middle of the night to spend accumulated gold, and should be reevaluated. I jokingly called the game "Kings of Sleep Prediction", since you usually achieve the best results by attacking right before your target wakes up in the morning. But, that's how the game works right now. Make of it what you will.
6. 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.
6a. 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.
6b. 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.
7. Other references.
- While Covert Action is a non-factor when fighting strong opponents, you can take advantage of it to punish less knowledgeable players. Rouen's thread on the subject tells you what you need to know to sabotage the weak. |
|
|
; |