Re: The Grand All-Encompassing Guide to KaW - 3.0 Glossary Common Terms lb: leaderboard wc: world chat cc: clan chat ca: clan announcement pal: palringo - free app, used by most to communicate pin: hit/assasinate until the defender is "Too Weak" sit: constantly pinning the defender (nonstop) volley: constantly hire someone between two or more players DO NOT ASK FOR THIS farming: to hit a player over 5 times a day FOR 2 OR MORE CONSECUTIVE DAYS!!! osf: open spy farm (pure spy who leaves gold out to be hit) nuf: nightly unlimited farm (osf that allows unlimited hits when they're open) pots: stuff from the marketplace (gives stat boosts) lc: land complete - explored all 25 lands bc: build complete - all highest tier and max upgraded buildings for all 25 lands dtw: defender too weak pm: private message (in pal) tos: terms of service bypassing: avoid the text filters, you can be muted for this xtal: health crystals used to regen nob: nobility points regen: regenerating troops; every 5 minutes you get 2 hits worth of troops with minimum troop loss (similar for spies), 60 minutes (65 for balanced building) for full regen sub, circle, avary - subteranean factory, sumoning circle, war avary t1, t2, t3, l(vl)1, l(vl)2, l(vl)3, l(vl)4: tier 1 (buildings), tier 2, tier 3, level 1 (building), level 2, level 3, level 4 ass: assasinate keep: to own an ally strip: buy enemy allies then hit or steal burn: keep attacking or stealing/assasinating to waste an enemies pots mtl: minimum troop loss - when you are just that much stronger than the defender, you'll lose a minimum ammount of troops per the total troops you can have pure spy: only guilds build build: combination of buildings atk building, balanced building, def building: each tier has 3 buildings: buildings with more atk than def, buildings with equal atk and def, and buildings with more def than atk; the atk/balanced/def refers to the building with that higher stat to wall: post message on someone's wall to pal: pm someone in pal hansel build: 1 troop building 23 (or rest) guilds growers/growing: players who are still exploring/building/upgrading buildings plunder war: war against osfs only to gain high plunder Commonly Confused Terms Here are the terms: bta: This stands for Bonus to Allies. These are the stat bonuses your owner gets from you. It's what other's see as your stats on your profile, and the same format of stats you see on other's profiles. Commonly refered to as "stats". bfa: This stands for Bonus from Allies. This is the stat bonuses you get from your hired allies. real attack/defense/spy attack/spy defense: These are the stats you see at the top of your profile. These are real stats; what the game works by. Bonuses always add to these stats. This number only shows the strength from your buildings though, but it means that it is in direct relation with your Bonus to Allies. allies plunder: Part of the gold made during an attack. This number is easily manipulatible and controlable, so it is the main source of income for growing players. troop/spy plunder: A small part of the gold made during an attack. This number fluctuates and is not a reliable source of income. plunder cap: Allies plunder is capped by several factors. This is the "cap". max plunder: A condition when you have enough in allies (usually as much as your next land cost, or 5b when you have land completed) that you have reached your plunder cap when attacking other players. The first issue is simpler. When attacking someone, you earn troops plunder and allies plunder. Troops plunder fluctuates as your troops goes up or down. The same concept applies to spy plunder. Remember, with more guilds, hence more spies, you earn more spy plunder. In addition, you get more for attacking/stealing from a stronger opponent. This strength comparison includes bonus from allies. Allies plunder goes up as you invest more money in allies; 1 100m ally is the same as 100 1m allies. There is a plunder cap for this; dependant on your buildings, and your build strength compared to your opponent's build strength. Hitting a relatively stronger opponent earns more. Troop buildings are considered stronger than guilds, so they lower your plunder cap. Buildings have their own "plunder cap". Guilds naturally have a higher building plunder cap than troop buildings. Towers are considered the strongest, and have "0 plunder cap" too. Therefore, your plunder cap varies per opponent. Note that the strength comparison in the allies plunder only takes into account buildings, not bonus from allies. To reach this cap, a rule of thumb is to have as much in allies as your next land, and for lcers, you will need about 5b. Essentially, troops plunder is inconsistent. Invest money into allies, and build more guilds than troop buildings, for more allies plunder. The second issue is harder to explain; you just kind of have to understand it. Here's an example. My kingdom has 24 buildings. Each building has 2000 troops, and each troop has 100 attack. So I have a total of 48 000 troops, each with 100 attack. So I have 4 800 000 attack, from my buildings. Now lets say I use up half my troops attacking someone. With 24 000 troops of 100 attack each, I get 2 400 000 attack now. So this is how your building strength fluctuates. Your profile shows this number close to the top of your profile. It'll say "Attack: n/d". Now, your bonus to allies, what other's see on your profile, is 1/50 of your maximum building strength. So how do I calculate it? Well, on your profile, it shows your current building strength and your maximum building strength (at full troops). So take the second number (maximum strength) and divide it by 50. That's what other's see on your profile. That's the same stat you see on other's profile (their bonus to allies, the bonuses you will get if you hire them). Your profile also shows your bonus to allies, and your bonus from allies (bonuses from all your hired allies) in the middle of your profile. So now you get the basics. When you see on another player's profile "Attack: 500 000" it's actuallly a TRAP!!! Lol. That's their bonus to allies, and 1/50 of their maximum building strength. Now, bonuses always add to current real strength, or your current building strength. If you remember, bonus to allies is only based on your buildings' maximum power; this is why your friend doesn't notice your stats going up when you buy a ProPack. So taking the example in the above paragraph, at full troops, I have 4 800 000 attack. Let's say I have 25% permanent item bonuses to attack. So that becomes 6 000 000 attack. However, your profile won't show up the tallied bonuses; it will only show the seperate bonuses. The extra 1.2 million attack is calculated during a battle. Now, let's say I'm at half troops. I have 2 400 000 attack, and the extra 25% makes it 3 000 000. So at 50% troops, I only got 50% as much stat bonus compared to when I was at full troops. Now there's pots and bonus from allies. These numbers are easier to add up, as they are "static" as long as you have the allies and the pots. Simply add them to your current real building strength (be careful not to add percentage bonuses to these). So if I have 10m attack bonus from allies, and I'm using pots for another 35m attack bonus, I'll have 51m attack at full troops, using the example from the above two paragraphs. At half troops, I have 48m attack. Now, it's easier to guestimate your own win percentage in "bonus to allies" form as it's what you see on others' profiles, and it's much smaller numbers to work with. So then take your total stats and divide them by 50 . So then 51m attack at full troops becomes 1 020 000 attack in bonus to allies form, and 48m attack at half troops becomes 960 000 attack in bonus to allies form. So you think, wow! That's even more attack than Majesty! Well, remember, that's only Majesty's bonus to allies. While he may be at half troops (meaning he's weaker), he has his own permanent items, pots, and a ton of bonus from allies. Statistics Here are some numbers about kaw: When you drop an ally, or he resets, you get back 70% of the price you paid for him. When an ally is dropped, the ally's price decreases by 25%. After three days of no ownership, the ally's price decreases by 25%. When being attacked, you lose 1% of the gold you have out. This is different if the attacker is a ton stronger than you, in which you lose based on their strength versus yours (stronger they are, more you lose) or if you have only a little gold out (less than 1b) then the loss is also based on strength comparison. When being stolen, you lose 0.08% of the gold you have out. Like attacks, there are the different conditions which are identical (if opponent is super strong, you lose more; if you have only a little gold out, you lose based on strength again). When an ally is hired: a) you make 1.5% of the price you hired the ally; b) the ally's price goes up by 5% c) the ally gets ~1.5% of their hire price, but it is capped at 1 million. When razing a building, you get 20% of the money you've spent on it. When selling potions, you get 75% of their value back. Land costs (~11.6b total): Free Free Free 5k, Free if on computer. 30k 150k 300k 750k 1.5m 2.5m 3.5m 5m 10m 20m 60m 100m 200m 300m 600m 900m 1.2b 1.5b 1.8b 2.1b 3b Buildings (shown as level. cost - regen rate/total troops - stats (in bonus to allies form)) Workshop (T1 Attack Building) 25k - 42/500 - 400/200/0/0 200k - 83/1000 - 1000/600/0/0 1.5m - 167/2000 - 2400/1600/0/0 Stables (T1 Balanced Building) 25k - 42/500 - 300/300/0/0 200k - 83/1000 - 800/800/0/0 1.5m - 167/2000 - 2000/2000/0/0 Barracks (T2 Defense Building) 25k - 42/500 - 200/400/0/0 200k - 83/1000 - 600/1000/0/0 1.5m - 167/2000 - 1600/2400/0/0 Forge (T2 Attack Building) 1.75m - 42/500 - 1200/600/0/0 3m - 83/1000 - 3000/1800/0/0 5m - 167/2000 - 7200/4800/0/0 Beastiary (T2 Balanced Building) - Effect: Higher total units. Loses less units. Regens slower. Earns 5% less plunder. Still has same regen ratio (2 hits in 5 minutes); has 65 minutes to full regen but 26 hits from full regen. Better for crystalling (always have one in your build). 1.75m - 41/525 - 997/997/0/0 3m - 81/1050 - 2625/2625/0/0 5m - 161/2100 - 6720/6720/0/0 War Cathedral (T2 Defense Building) - Effect: Each War Cathedral earns 5% more plunder compared to if it was a Forge. So each one of these buildings is earning 5% more plunder than what it would normally be. This does not raise your plunder cap. 1.75m - 42/500 - 750/1200/0/0 3m - 83/1000 - 2100/3000/0/0 5m - 167/2000 - 5600/7200/0/0 Subterranean Factory (T3 Attack Building) 130m - 42/500 - 3600/1800/0/0 350m - 83/1000 - 9000/5400/0/0 850m - 167/2000 - 21600/14400/0/0 War Aviary (T3 Balanced Building) - Effect: Higher total units. Loses less units. Regens slower. Earns 5% less plunder. Still has same regen ratio (2 hits in 5 minutes); has 65 minutes to full regen but 26 hits from full regen. Better for crystalling (always have one in your build). 130m - 41/525 - 2850/2850/0/0 350m - 81/1050 - 7400/7400/0/0 850m - 161/2100 - 19740/19740/0/0 Summoning Circle (T3 Defense Building) - Each Summoning Circle earns 5% more plunder compared to if it was a Forge. So each one of these buildings is earning 5% more plunder than what it would normally be. This does not raise your plunder cap. 130m - 42/500 - 2150/3600/0/0 350m - 83/1000 - 6300/9000/0/0 850m - 167/2000 - 16400/21600/0/0 Guild (Spy Building) 25k - 42/500 - 0/0/150/150 2.5m - 125/1500 - 0/0/900/900 75m - 375/4500 - 0/0/5400/5400 Level 4: 900m - 750/9000 - 0/0/13500/13500 Defensive Tower (Defense Tower (static defense)) 25k - 0/750/0/0 4.75m - 0/5625/0/0 30m - 0/40500/0/0 Lookout Tower (Spy Defense Tower (static spy defense)) 25k - 0/0/225/0 2.5m - 0/0/1350/0 75m - 0/0/8100/0 Level 4: 900m - 0/0/20250/0
Re: The Grand All-Encompassing Guide to KaW - 3.0 Starting Out Resetting When you land complete, you can reset for some bonuses. The first 4 land complete resets gives permanent items, adding percentage boosts to stats (totalling to 8% for each stat). The boosts are: 3% to attack and defense 3% to spy attack and spy defense 5% to attack and spy attack 5% to defense and spy defense There are no extra items after that, but each time you land complete reset (including the first 4 times) you get an additional 50 ally slots (normally you are capped at 250 allies). I would recommend doing the reset cycle 4 times, for the 4 items, and I will tell you why and how to make it less painful. However, if you think you will quit this game soon, don't do the resets. The rewards are long term. So first of all, the extra ally slots really help. The higher price range you go, the worse stat-to-price ratio allies have. So in the long run, you'll have better bonus from allies (crucial in this game) than if you hadn't done the resets (although this benefit is after at least a year). So 4 resets is a good number, for 200 extra allies, and it also gives you all the cool permanent items. For any extra resets, it'll take too long for the benefits to show. Now, I just want to explain how the bonus items do not help in a war. You see, percentage bonuses add to your current strength, as explained in the above section. So lets say I have 20 million real attack. 8% of this means total of 21.6 million real attack. This is good, but in a war, you should stay under 20% troops so you can't be hit, earning your enemies plunder. So 20% of 20 million is 4 million, and 8% bonus to that isa total of 4.32 million real attack, which is 6400 attack in bonus to allies format (less than a maxed forge). So you got a 0.32 million bonus. Whereas, if you hadn't reset, you'd have about 70b (44b from just the resets, then there's the other factors such as if you hadn't reset, you would be making 10m a hit still, not 1m). As I am writing this guide, 70b can get you 3.5m real atk bonus, which is 70k in allies bonus format. That's over 10 times the bonus from resetting. Now so, I really like this game - I'm ready to reset - what do I do? Here's a guideline: Multiply your hire cost by 0.3. This is how much your owner will lose when you reset on him. Add the number from step 1 to 70b. If you have clanmates or friends that you know can hire this much gold off you in allies, great! If not, divide this number by 0.7. The result in step 2, is how much you want to save in allies before you reset. Save up! Sell/drop your allies. Now, transfer the ammount of gold in step 1 to your owner. Transfer the rest of the gold to a friend you can trust, or an alt. Sell remaining pots and buildings too (and transfer). Take a deep breath, and reset! If you are going to do the quick resets (as I'm explaining here) your new name should be something like "resetting-today". Now, get your friend you transfered gold to to volley you to 400m. With your gold, start transfering your gold back. You will need ~11.7b to lc. Explore your lands, and don't build anything. Once you've transfered enough to explore all lands, stop. You can build all forges, and start doing the 56th quest, since you can only reset once per day. By the time you can reset again, you should have mastered the quest, and earned some new crystals . Reset, though this time you don't do any transfers. Keep doing step 6 until you've got your 4 resets. The remaining gold should be able to help you land complete one last time, and also build complete. Enjoy your new ally slots and permanent items! This will help you lc as fast as possible. You can adjust this to your liking; for example if you like the challenge of rebuilding, maybe you only get yourself a volley to 300m each time, and that's it. Now, these are the only things you keep after resetting: Unspent nobility Unspent crystals Permanent items Achieved Achievements Wallposts Clan ownership Now, the last question is what is transfering? Transfering is a means of giving another player gold. It is an indirect proccess which uses volleying. Players, don't ask for others to transfer you free gold. Here's how you do it, for resetting and other purposes: Volley any player (regardless of starting price) 55 rounds; this means you and your friend hire the person 55 times each. The giver drops the ally after 55 rounds or more. Repeat steps 1 and 2 untill the giver has lost (from dropping) the ammount of gold he wants to transfer. So if I have 10b, and want to transfer 3b, when I'm at 7b, I stop. This ensures a 99% transfer rate if you do it properly. Keep in mind, while the starting price doesn't matter in terms of gold, but if you start at too high a price, you may not be able to do a full 55 rounds. If you start at too low a price, it may take forever to finish. To calculate an ally's price after "y" ammount of hires, use the formula: end price = current price * 1.05 ^ amount of hires. Remember BEDMAS . So there you have it! Enjoy . Starting Out So, this is my suggestion for starting out. However, this is a guide, not a rulebook, so like most things in this guide, you can change things. Nevertheless, one thing you can't change is allies lol. As a grower, you must invest money in allies, and actively hit inactives. So without further adue, here's what to do. Pick a kingdom name, and banner (the banner's really have no difference, go for you favorite color ). Go with the balanced build in the tutorial. Afterwards, raze the guild and build a workshop. Find someone with 400/200 stats from the battle list (home tab -> battle button). Hit this guy as much as you can. If he replies, or retaliates, find another guy. You may also get hit several times, and lose many battles. It is inevitable at this stage - don't sweat it. You will also notice you got hired several times. Soon, you should be able to reach your 150k land. Each time you explore a new land, alternate workshops and stables. Each time you build/upgrade, find a new target with half the (bonus to allies) defense as your (bonus to allies) attack. Now, start hiring some 100k allies (allies tab -> hire allies button -> price range textbox). You can also upgrade some buildings to level 2, and explore your 300k land. Ally stats don't matter when you're growing. Keep doing this: farm, hire allies, farm. If someone is active and angry, reply you are sorry and find a new target. After you've explored your 300k land (also don't upgrade all your buildings to level 2), start hiring allies whenever you have gold out (over 100k). When you have 1m in allies (add their prices up), you can start saving up for your 750k land, and explore it. After this, finish upgrading your buildings to level 2. If an ally sells, hire someone else of equal price. Maintain a minimum 1m in allies, but no more than 2m. Starting from now, always have as much in allies, as the cost of your next land. So your next land is 1.5m, so save 1.5m in allies before saving up again, and exploring. If an ally sells, get someone else of equal price. After saving up enough to hire your next land, invest until you have as much in allies as your new next land cost. Now, you can upgrade some again (not all), of your buildings to level 3. Then, start saving up 2.5m in allies (your next land cost). When you have 2.5m in allies, replace you workshops with forges and stables with beastiaries. After you've finished replacing your tier 1 buildings with tier 2s, save up another 2.5m and explore. In the future, alternate forges and beastiaries. Remember to always maintain as much in allies as your next land cost.After you've explored your 5m land (and invested 5m in allies), you can start upgrading your buildings to level 2. By now, you should have a good idea of how the game works. You may get stolen a lot, but you only lose a small ammount of gold (0.08% of what's left out). This is another good reason why you hire allies. When you reach 70-100k attack, start building guilds instead of beastiaries and forges. So you should have learned the basics by now, including some of the things I didn't explain at first. More money into allies = more money made per attack. That is known as allies plunder, the staple source of income for growers. Also, guilds give higher plunder than forges/beastiaries, but are too expensive at the beginning. Finally, the balanced building (except for tier 1) gives you an extra 2 hits from full regen, but it takes an extra 5 minutes to fully regen (it is the same rate as other buildings, 2 hits per 5 minutes). So always have 1 balanced building. If you want to become a pure spy, start out as an attack or hansel build first (explained more in Clans/Wars -> Spies) Quests Quests are another option for earning "gold" in the game. One thing I must stress, is do not use crystals when growing, and do not quest either. Quests are another option for earning "gold" in the game, but earn you far less gold, and have a lower success rate. The first quest gives ~2.5k per success, and the last quest gives ~7m per success (you can make 12m a hit when build complete). However, they occasionally give you crystals, and also nobility points. In addition, when completing certain quests, you will get a cash reward and crystals. Each quest gives a certain percent of mastery per successful completion of the quest (victory screen). As you go up, the percentage of mastery earned is slower and slower each time (takes more completions to master the quest). Quest mastery, like achievements counters, reset after a reset. So after a reset you can remaster a quest for the rewards (crystals) again. Quests can also be used as banks; you do the quest until you are 1 success from mastering it, and in a war, you can complete it quickly for the rewards, or use it to recover from a strip. Also, if you really need to self pin quickly, doing the last quest is a good way to do it . Sometimes quests are refered to as numbers, so here they are: 1. Excavate 2. The Search for Treasure 3. To Catch a Thief 4. Attack Bandits 5. Escort Convoy 6. Unwelcome Guests 7. Royal Protection 8. Preventative Measures 9. Destroy Trade Route 10. Protect Your Land 11. Held for Ransom 12. Sabotage 13. To the Rescue 14. Attack Convoy 15. Intruders 16. Rescue the Princess 17. Protect the Convoy 18. Fighting Back 19. Mind Tricks 20. For Revenge 21. Deliver to Safety 22. Spill their Blood 23. The Hunted 24. Battle at Valhalla 25. Stealing Business 26. Under the Bridge 27. Theft 28. Seek and Destroy 29. Raiding Mission 30. Hunting Sorcerers 31. Held for Ransom 32. Fighting Giants 33. Preemptive Strike 34. Hunting Season 35. Pirate Defense 36. Stealing Gold 37. No Fly Zone 38. Disruption 39. For the Love of the Hunt 40. Vengeance 41. Stealing from a Thief 42. Pillage and Plunder 43. Escort Convoy 44. Preemptive Strike 45. Guard Duty 46. A Cold Spell 47. Stealing from a Thief 48. Icy Structures 49. Sabotage 50. Melting Point 51. Revenge 52. Invading Forces 53. Push them Back 54. Escort Convoy 55. Voice in the Dark 56. Icy Grip 57. Gates of Hell 58. Facing the Storm 59. Living Dead 60. Disruption 61. The Darkness 62. Push them Back 63. Evil Temples 64. The Edge of Winter 65. Rescue Mission 66. Army of the Damned 67. Free from Evil 68. Kill them all 69. Enemy's Gate