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Chapter One: In The Beginning…

In the beginning, first things first, skip the introduction to the game! Now that that is taken care of, the following is the buildings you need to begin with for the ideal setup for your Castle.

  • Military Tents x8
  • Hospitals x8
  • Sawmills x5
  • Farms x5
  • Iron Mines x5
  • Mithril Mines x4

Building Placement

The most valuable buildings are your Hospitals and Military Tents; upgrade your Hospitals first, followed by the Military Tents. Hospitals save you both millions of resources and weeks of training time. The Military Tents allow you to train more Troops, while adding a % speed boost to said training. It should be noted that there is a slider bar for the numbers of troops training in one batch you can adjust. Also, remember camped troops do not become wounded and WILL die.

For more detailed information regarding the buildings, click the more information button under details to see what the next tier offers. This allows you to see if there is any benefit to upgrading to the next level at this time. Spend your resources wisely. To make it easier one yourself, keep buildings of the same resources together: cluster together Farms, Sawmills, etc. It allows for easier upgrading and looks a lot more organized. In the beginning, VIP can be used for speeding up constructing of buildings – with the instant build. Get all your buildings upgraded to the instant point, followed by the more slower buildings for use while away from your game.

Cluster together your Military buildings. Your Stable is forcibly placed during the tutorial (that you skipped), place the Barracks, Range and Chariot Plant adjacent to the Stables. This allows for faster access to Troop training facilities for recruitment without scrolling around. Place your Drill ground north of your Military buildings, between the Lucky Wheel Tavern and Castle Citadel. Place your College, Fortress, Wishing Well, and the Blacksmith to the right side of the courtyard. These facilities perform active functions; however, are less often utilized than that of your Troop training buildings. Place your Embassy and Hall of War to the left of the Traveling Merchant. To the right of the Traveling Merchant, place the Market building. This building placement optimizes the performance of Clash of Kings.

Upgrading Priority

  • Drill Ground – This is your most important Building to upgrade. Having larger Marches means more successful fights and customization of Troop types in combat, more troops safe within a Ruin, more Troops deploy-able to safety, and you do not have shield as often. Likewise, more resources collected at once – particularly from Alliance super plots.
  • Wishing Well – A valuable ally. A wish could earn you many times the base amount of resources, and can pay for entire batches (x4) of Troops, Research and Building upgrades that would have cost Resources from other sources. After using up your free wishes, it is recommend you use Gold to earn Resources up to a cost of 10 coins per wish every day. It is cheap and profitable.

Following the abocveBuildings, it becomes situational as to what Building you should upgrade next.

  • If your Troop Buildings do not offer another Tier once upgraded, save your Resources to upgrade other Buildings first
    • If a new Tier is available, priority is Infantry. Others debatable.
  • If involved in combat often, your Embassy, Hall of War, Depot and Watchtower take priority. The Watchtower does not offer any benefit at Level 15, 17, 19, 23, 25 and 27.
  • If there is important Research needed, then you would want to upgrade The College.
    • If there are still plenty of Research needed at the current College level, wait.
  • If you offer Resource aid often, upgrade your Market.
  • Upgrading Turrets to level 3 and 4 is cheap enough. All other levels should be upgrade on a “I have nothing to upgrade” status.
  • Blacksmith and Fortress are unlikely to be used often enough to be prioritize over the other Buildings. Unless you can spare Resources, wait.
  • The Wall should always be saved for when you are getting ready to advance your Castle level. Except under certain circumstances, such as looting 10 million wood and need to dump it fast. Or if you are a Trapper Keeper (love to horde Traps), and need more space for said Traps.

Chapter Two: Your Survival and Advancement

Your best bet at advancing is to simply not get noticed. Everyone is looking for those level 6, 7 and 8 Resource zones, be closest to the throne, however, these areas are smaller, more compact then the outer regions. They will be contested. War is immediate and often. War is bad for growth. When just starting off, you do not have enough troops to finish off a level 1 resource plot in one go and the throne battles takes a bit to open up. The prime resource zone is 5, up until level about level 19 Castle upgrade, gathering is quite manageable; however, 4 is manageable until around Level 15, and even then your management makes it work. Level 1 to 3 are perfectly fine for your first ten Castle levels. It should be noted, that you should never bother active neighbors unless your ready to move, save them for the Killing Event.

Random teleport every couple of days. Takes Gold or Honor points most of the time, but it ensures you are kept safe (to an extent). Though it is not uncommon to land near Castles hiding millions of Resources. Even Level 3 Castles might be storehouses. Once you arrive to a new location, use the black arrow that points back towards your Castle as you scroll around the map to guide you at least 100km around your Castle. Any Castle within 5 levels of your own should be investigated, check Lord Level, Power level, Stats, and Alliance.

Resource gathering:

Order of resources to be gathered: Wood, Iron, Mithril, Food. Food is last due to upkeep – especially when Troops love to eat 900,000 Food an hour! That being said, use Gathering Bonuses for Food gathering only. 8-Hour Gather Bonuses are pointless to use with your away from the game; thus, only use your 8-hour bonuses during the time your on. Stack the Gathering Bonuses along with your Reduced Upkeep bonus while gathering Food.

Speaking of Food, if you just got speed rallied and all your Troops where killed or hospitalized, teleport out to reduce the urge to farm you, and enter the prime time to gather Food. Why? Your upkeep is no gone. Heal your Siege Engines only or train Bricoles (Tier 1 Siege) with Farm or Well Wish food. Get enough Troops to hunt world monsters for food crates, and heal your troops later.

Research

Every Research is useful; however, prioritize offensive military research over all others, down to Legion II, which is vital. Other important Sciences include:

  • Supply Carts
  • Medical Facilities
  • Loop Hole
  • Battlements
  • First Aid
  • Animal Plow
  • Whipsaw

Hiding Troops – When Going AFK

  • Hide within the Ruins for 8 hours.
    • Depending on how long you plan on being away, remember you can always recall.
      • Instant recall is your best friend.
    • If needed, find an 8 hour Ruin across the map, through the black earth, and send a number of Rams.
  • Hide within an Alliance resource plot.
  • Hide within Gold Mines across the map.
  • Encampment do work; however, troops are not wounded, they will simply die.
  • Keep Resources low during the Kill Event!

Chapter Three: Managing Your Combat

It should be noted, Infantry, more defensive than anything else, are both weak and low on the priority list; however, you can boost their stats via the Lord Skill Tree. That means you focus more points into Infantry while neglecting your other Troops. You want them to be able absorb more damage due to the fact they face more damage. There is a disclaimer however – your results may vary according to your unit types, mutual sciences, Alliance boosts, item boosts and skill boosts. Likewise, Tiers involved and total Troop number of both you and your target factor into play. Example: Hitting a level 24 Castle with Tier III Troops would be unwise.

Types of units

  • Infantry Goal – Reaching 40% Attack with either 28% Defense and/or Hit points as soon as possible.
    • Gain Troops Event and Gain Power Event, time a batch of Troops to be ready to recruit by the reset time, only recruite them once the event begins.
  • Sword Unit – These are your front line Infantry units, they protect other units from all units except charging Calvary, but they are great at combating Archer and Crossbow types. They are vital for the survival of Spear Units against both Archer and Crossbow units, without your army will take heavy losses.
  • Spear Unit – Once their attack is high enough, Spear Units are devastating. Even Tier V Pikeman can butcher Tier VIII Calvary if their attack is 40% or higher and the enemy stats somewhat in the middle. Their role is to stop Calvary units, but their attack bonuses combined with enough percent increase makes them often kill 2 to 3 times their own number in combat, all the while, sustaining minimal losses. The Pikeman and Heavy Pikeman can break the defense of pretty much any unit once their attack percentage is high enough. Note, they are vulnerable to both Archer and Crossbow units.
  • Archer Unit – You gain first good Archer type, the Archer Guard, in Tier VI. Those before, are clearly inferior to their Crossbow wielding counter parts. Archer type units have the advantage of fast fire rates for lower damage, with a bonus toward non-Infantry units.
  • Crossbow Unit – Higher attack, critical, and range then Archer types, Crossbow units also have a Defense bonus. When protected by Infantry, they get to fire off more salvos while being hitting hard in both attack and defense.
  • Ram Unit – Ram units have few specialized uses. Good for gathering due to load capacity, high defense and hit points, and are useful for evading Castle Traps when looting a Castle without Troops. Likewise, they can be used to give you an extra four hours safe troop march time by sending a march with rams across the map through the black earth to keep the troops out of your Castle.
  • Catapult Unit – These units are DEVASTATING in terms of a=long range attacks. They also offer a decent load and are faster then the Ram.
  • Armored Calvary Unit – These units add a extra damage absorbing properties to your army, while being able to flank ranged units. That is, assuming they get past the Spear Units. They can dodge damage and absorb more damage in general then Archer Calvary. Your first worthwhile Armored Calvary unit is Tier VI.
  • Archer Calvary – They have similar features of that of the Armored Calvary, but their range and resource war bonus make them deadly attackers. Invaluable in hitting resource plots, although not as good at avoiding or absorbing damage as armored Calvary. Expect high kill counts from them.

Tier I-VIII Unit Guide:

  • Tier I – Your Bricole is the only non-useless unit; great for gathering resources. Their load, upkeep, and cost ratio is the best especially for farming alts. An added bonus, they can destroy Tier III , possibly Tier IV units.
  • Tier II – You need to get to Tier III as quickly as possible; however, the Infantry unit offers your first front line defense, while the Light Calvary unit offers descent speed for killing those low level monsters.
  • Tier III – Your first decent combat units. In this Tier, all units useful. Spearmen and Mangonels are not replaced until Tier V. Heavy Calvary replace your Light Calvary, while Crossbow units offer a high critical.
  • Tier IV – The first real backbone of your front line of defense, the Swordsmen. Invaluable until Tier VI, they will save countless lives giving their own. Tier IV also offers you Arbalester, effective and cheap killing unit, and a unit not replaced until Tier VII. The Battering Ram is sub-par; however, the Horse Archer is quite superior to the Heavy Calvary unit.
  • Tier V – Three excellent unit types are gained. The Heavy Mangonel will not be replaced until Tier VII, the Pikeman until Tier VIII, and the Calvary shooter until Tier VII. All worth having. The Elite Longbow, the rent a cop, and the Archer Guard being SWAT. Skip training the Elite and train more Arbalesters.
  • Tier VI – Three more good Units. The Noble Swordsmen replaces your Swordsmen, while being inferior to the Guard unit. However, train as many Nobles as possible. Likewise, train as many Archer Guard as possible, but don’t replace the Arbalester – they work in conjunction. The Knights Templar is works in tandem with the Calvary Shooter. As cool as it name would like you to think it is, the Demolisher is just another ram; however, their high defense might be useful during sieges. Heavy Mangonels are still your main siege unit.
  • Tier VII – Finally, the nirvana Tier. Everything is awesome. Prioritize Guards.
  • Tier VIII – Everything is worth having, the Heavy Trebuchet replaces Trebuchet, and the Heavy Pikeman replaces Pikeman; however, the Eagle Archer and Royal Knight only work with the Heavy Calvary Archer and Heavy Crossbowman, DO NOT replace them.

The use of both a Resource and Attack Alternate Account can always help and be used for rallies and reinforcement.