Saturday, February 26, 2011

Building a Empire Part 1



Three Kingdoms Online


Information Collection for Beginners Here
Building an Empire quickly and efficiently - Stage 1


STAGE 1: FOUNDATION




Step 1: Resources



It is important to have a high resource output if you want to build quickly. Therefore, the first week of your beginner's protection will be devoted (almost) solely to upgrading your resources. It is imperative that every resource field reach at least level 5 before you exit beginner's protection. Higher is better, however. I recommend at least level 7, but depending on how much time you are willing to dedicate to the game, this may not be possible. The first things other than Resources you will be building will be City buildings, which take more wood than anything else. Consequently, you could upgrade your Wood output slightly above your others, but really it won't make too much of a difference.




Step 2: City



During beginner's protection, it is more important to increase resource output. Therefore, for the first 3-5 days, you must build only if the resource reward for completing the quests is equal to or greater than the cost of building. The exception to this is the Career Centre, which you can upgrade until you have the capacity for 2 heroes. More faction quests, scrimmages and duels means more back. From this point on, focus on doing as many resource-reward faction quests as possible. If this requires recruiting units, keep the cost down by recruiting cheap infantry. Keep in mind the various factions' Order Arrow rewards. If you piss off the wrong faction, you will not be able to collect them.



The building that will be the most useful to you is a very high level, preferably level 20, Builder's Guild. This will save maximum time. Therefore, you must have, as soon as possible and does not interfere too much with Resource Field upgrades, a level 1 Command Centre, a level 3 Barrack and a level 5 Drill Ground. These are the prerequisites for the Builder's Guild. It is also necessary, before fully upgrading the Guild, to have at least a level 3 Granary and level 8 Warehouse, in order to store all of the necessary resources. I recommend building the Warehouse and Guild in concert, which will save you some building time on the former.



If this is not all done before the Beginner's Protection period ends, do not worry. We will return to it. In fact, a level 20 Builder's Guild is, to my knowledge, impossible to complete before Beginner's Protection ends. I will elaborate further in a moment.




Step 3: League



You may not think that joining a league has much to do with building, but it does. You absolutely must join the right league before Beginner's Protection ends. Seeing that you are part of a league, other players will be hesitant to plunder you, fearing reprisal. This frees up your non-stolen resources to continue building. To find the right league for you, check your messages. There should be a "Recommended Leagues" message. Check all of these. They are all potential candidates. Now, search the Map of the surrounding area like so:



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Red is your city. Blue is 3 fields in every direction, green is 5 in every direction. You want to search from 3 to 5 fields (7x7 areas) in every direction for the leagues that have the most members in your area. They will be the best able to protect you. It is good, but not necessary, for them to have many members in other states also. This can be taken care of later however. If at any point you notice that the league you choose tends not to move to help its members, it is a good idea to change. Back to leagues later. Now that you have one, there are other matters to attend to.




Step 4: City and Deployment



Your Beginner's Protection is over now. You should have, at least but not limited to: level 5-7 Resource Fields - ALL OF THEM!, a level 1 Command Centre (ComC), a level 3 Barrack (BK), a level 5 Drill Ground (DG), a level 5 Builder's Guild (BG), level 5 Warehouse (W) and Granary (G), Career Centre (CarC) with the capacity for 2 heroes, and a level 3-5 market (M). Now, this is the absolute minimum. You want to have at least this much, but if you have more, good. A Stable (S) and Scout Camp (SC) come to mind.



Your next step is to research your fastest cavalry unit. For Wu, this is Female Cavalry; for Wei, it is Light Cavalry, and for Shu, it is the Lancer. Your task is to recruit one or several raiding parties, based on what you can afford, as well as messengers to lead them. I would recommend a maximum of 3, but it is your choice.



The job of these is to increase your resources by plundering nearby safe cities. A safe city is a city with less than 70 residents. With this number of residents, it is reasonably certain that there will be little to no defenses. Less than thirty practically guarantees it. The first few raids might be conducted by heroes, so as to minimize the effect of those from the opposing army. For cities of 0 residents, I recommend parties able to carry 200 resources twice a day, or 300-400 once a day. This supplies a steady, reliable income of resources. This is, of course, assuming few other active players in the area. If there are, it might be better to strip them of everything they have all at once, before anyone else can (0 resident cities have 800 resource stores, total). This will dramatically increase your available resources.




Step 5: Construction



Once you have the raiding parties going, it is time to continue building. Whether your priority is attack or defense, the first step is a Builder's Guild of at least level 10, but preferably level 15 or even a full 20. This will drastically reduce your building times - at BG 20, all construction in the city takes 50% the time it would take otherwise. If you like, you can alternate upgrading it with upgrading your other structures. Drill Ground and Barrack/Stable for offense, or Drill Ground and City Wall (CW)/Tower (T)/Scout Camp for defense.




Step 6: Unit Choice



Once you reach BG 15-20, you want to research all the units needed for your type of game. For defensive players, this means archers and high defense units - Heavy and Guard Cavalry for Wu, Qing Cavalry for Wei and Lancer and Imperial Guard for Shu. Note that I really do not recommend a defensive stance for Shu players. You will also need a high-level wall, blindages included. This means S/SC 10-15 and CW 15, as well as T 5-10.



Offensive players will want more offensive units - Sword Infantry and Female Cavalry for Wu, Guardsman and Light/Qing Cavalry for Wei, and Glaiveman/Imperial Guard for Shu. This requires BK/S 10-15. You may also want to upgrade your warehouse and granary to accommodate all the farming you will undoubtedly be doing. Eventually you will work your way up to an Ironworks, and start using Rams and Demolishers.



Note that all armies will be composed primarily of cheap and easy-to-produce infantry, reinforced with expensive but strong cavalry. Archers may be used for attack, but I personally prefer them in a tower where the enemy cannot see them. It is your choice, and you may end up doing both.




Step 7: Familiarizing Yourself With Other Structures



The market is fairly essential to keep a balance of resources. If you have not noticed this and upgraded yours already, do so now. While it is true that you are conveniencing other players here, and not only yourself, you can destroy them later. You are building an Empire, after all.



The Library is useful for researching upgrades, but you may want to hold off on using it until you have established yourself as a power in your area. Deploy codes allow you to get up to 30 messengers to order your ever-growing army. There are transport upgrades and upgrades unique to each faction here as well.



The Theatre is useful only once you have a sub-city or two. For every 250 000 resources inputted, it increases commercial value a measly 5000 points. That is worth it in the long run, but takes a long time to build up to.



The Monitor's Office is useful for heavily defensive types. Increases the durability of your buildings. Just remember that you can't defend forever. A game bug allows it to be built only in a city with a mansion, not an annexe.



The Governor's House can upgrade to level 5, but costs an atrocious amount of resources to do so, in return for two functions: at level 3 you can command a Curfew, which negates Lobbyists for 24 hours, but costs you 20 loyalty. At level 5, you can enter War Mode: 5 hours of double food output, followed by 24 hours of no food output. I recommend never using it.



The Mansion and Annexe will be extensively explained during Stage 2: Expansion, as well as the League Flag.



End Stage 1
Go to Stage 2



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