The first and most
important hint no matter which turn you are in is BUILD
up a strong economy in every ?,5 shire that you control!
If you RECRUIT too much units too early this will affect
your economy badly in the long run. The best thing for
your economy is not to recruit at all during the first
few turns.
A high morale is
very important. The higher the morale in a shire the
faster the rate of population growth and tax income. With
more peasants and more Gold income you can maintain a
bigger army and build or recruit more. Some building
types also can help. To achieve a high morale you have to
set high feed rates and/or low tax rates. But be careful
with high feed rates! Starting out in surroundings that
offer only little food (like Underworld, Astral, Tundra,
Swamps, Vulcanos, etc.) can leave your whole empire
starving to death.
Morale-Modifiers (without
building boni):
TAX RATE:
MORALE EFFECT:
None
+0.40
Low
-0.10
Medium
-0.50
High
-0.75
FEED RATE:
MORALE EFFECT:
0
-1.00
1
+0.10
2
+0.20
3
+0.40
4
+0.65
5
+0.90
Example:
FEED 4 and TAX H => -0.10 Morale modifier
Buildings that increase morale and
that are available in the beginning of the game are:
Church, Inn and Tavern.
The above were hints that should
enable you to build up your economy. But you will not
always be in a position in which you can afford to only
build up your economy. If you meet early opposition in a
game then it will be neccesary to raise an army to defend
yourself or to use a possibility when your neighbour is
sleepy.
If you need to build up an army
then consider that it is more effective to recruit a few
higher quality units then to recruit lots of low qualitiy
units like Militia. Remember that each recruited unit is
one peasant less that can produce, build or create new
peasants... Also remember that there are ways to SUMMON
military units with the help of magic if you have enough
GEMs for them.
However, a good mixture between 'go
anywhere', mounted, ranged and foot units increases your
chance of victory. Relatively cheap foot units may act as
'cannon fodder' units and take away hits that your
enemies might deliver leaving your better or more
expensive units unharmed to strike and this way maximise
the damage your own army can inflict. You will have to
experiment to find your own favoured mixture.
Buildings that should offer you
better military unit types are: Blacksmith, Barracks,
Stables. Other building and building combinations will
also offer new units, but you will have to discover those
yourself.
While building and recruiting do
not forget that DIPLOMACY is one of the most important
factors to win a game. You will very soon notice which 'neighbours'
are reliable.
My personal way to pick out
reliable allies is simply to look how they act. If
someone works hard writing news each turn or has
published a very good blurb then he/she cares for his/her
empire. And wizards who care for their empires most often
are good and reliable allies. There are also other signs.
If -for example- someone controls lots of food producing
regions but does not want to trade food to you then you
definitely are not among his favourite allies... You will
often have to read inbetween the lines. This way you will
also notice earlier when or if someone intends to attack
you.
Hire every hero that you can get.
With the right combat spell set a hero can be worth more
then 20-100 Militia. Heroes also offer the possibility
that you gain 'first strike' which is most often a very
important factor in battles. If your units strike first
then the enemy units might possibly never be able to
strike back leaving your own units unharmed and ready to
strike again or to retaliate. Furthermore heroes can also
EXPLORE special places like graveyards or towers to
aquire magical artifacts and more...
If you intend to explore a special
place then read the discription carefully. Often there
are hints in the description that tell you which of your
heroes might have the best chances to be successful. For
example a 'riddle' most often is explored easier by a
hero with a high intelligence. Read the rules closely for
more hints about what hero is useful at different kinds
of special places.
With the free militia/commoner/peasant-units
you start with you should CONQUER your neighbouring
shires and regions. If you are the first in, then they
are yours. At least till someone else takes them away
from you. In the beginning of the game you can securely
leave you capital region protected by only very few units
(1 militia) because there is no way anyone could attack
them during the first few turns.
Don't fear that your units that
run into enemy units during the start phase of a game
could start a major war. Althought this possibly could
happen, my experience says that the first minor battles
most often are the start of interesting negotiations that
most often lead to alliances. However, you should begin 'to
read between the lines' even (or especially) this early
in the game!
by now you should know your neighbours
(including a first impression of them by 'reading between the
lines') and the region types that surround your capital. You
should also have formed your first alliances.
Your morale should have reached
the 5.00 mark till know (at least in your capital).
Raising the tax rate should be no problem with the table
above and the info you got from the buildings you built.
So you should be able to get those nice extra gold coins
a morale 5.00 shire offers.
Your Alliances should enable you
to TRADE those resources that you need.
When choosing you first 'victim'
for war take a look at your map and think about what
resorces you will need to round up your stock piles. For
example if you need lots of mithril then you should
choose someone within your reach who is controlling e.g.
a vulcano. Also consider who are the active players (News,
frequent mailers) in this games. Wizards who are passive
most often are easier targets because they do not care
very much for their empire. Anyway, this for sure is no
secure sign. I know several very competent players who do
not write News or Blurbs at all. Also be warned that any
experienced or competent player will most probably be
able to counter everything you throw in against him early
in the game because he can easyly recruit lots of units
while yours have to advance and thus do not grow in
numbers. However, a surprise attack gives a certain
advantage and is chosen most often by all players.
Continue to hire heroes and
explore special places with them. Also make sure that you
use their special abilities well!
Continue to BUILD, BUILD and BUILD.
This will bring you advantages in economy and military.
Continue to CONQUER, CONQUER and
CONQUER. Try to get as much land as possible. Shires are
the basis for your future success.
Start to think more about your
magic. Buildings like the Library are a good option to
start with because they also offer an important new unit.
APPs are surely worth every single piece of Gold you
spend for them.
I mentioned earlier that heroes
are able to cast certain kind of spells for you. But what
is the best path to start your research? Most experienced
wizards do not research at all till they found out more
about their surroundings. If you do not want to make any
mistakes then 'neutral' areas like Summoning, Sorcery or
Will are interesting areas to start with. This way you
can decide lateron if you choose the fast dark path to
power or the slower druidical way... Once you chose a way
there is no way back to take the other instead!
Take a look at the rankings page.
Here you can see where you have problems and which of
your neighbours should be easier victims. This early in
the game the economical and magical rankings represent
best which wizard is powerful.
Important resources are: (Food),
Wood, Stone. From now on Iron, Gems and Mithril will
become more important as the game advances because the
better unit types and more powerful magic get available.
If you don't have enough of one of
the resources to cover your needs and cannot gain them by
tradingor other means then attack your 'weakest'
neighbour who controls this resource. This might sound 'emotionless',
but this a war game and you want to win, or? If you wait
too long then your problems will make you the weak spot
that everyone wants to attack. If you have everything
that you need then you can take yourself a little more
time.
This table gives a good overlook about
the buildings. However, most buildings only get available after
you build others first or researched a set level of magic. Also,
be sure that I left away certain powerful buildings. This is to
leave some exploring fun for yourself. One of the buildings that
I left away is the Sacrificial Altar. I have to mention it here
because it is a dangerous building that will do great damage to
your empires's moral. However, it also offers a big advantage. So
make sure you are prepared to counter the monthly morale decrease.
Minstrels and Jesters are useful units to do this.
This military chart only
contains very few units out of a very long list. I will not
publish everything in order to keep things secret for your own
exploration. I also will not publish detailed stats or costs.
Instead I will estimate some early units seperately with the help
of a self created formula that in my opinion represents the real
combat values very good. The formula that I used is:
Combat Value (CV) = [ 2 *
( OFF + DEF ) ] * [ HIT + 1 ] * [ ATT + 1 ]
Note that each type of
unit has to be kept seperatly because each type has its own
benefits (like an earlier strike or behind units only striking
when everything else is dead) that are not represented by this
easy CV - formula. Even units in one category might differ in
your eyes because e.g. they could have different movement rates.
As said above the formula does not represent the cost which
always is a very important factor. However, the formula
represents the usefulness of a unit quite well once a battle
began. Of course other wizards might have totally different
points of view...
A last thing that is
interesting to know before studying the charts is that one of the
top units, a Dark Lord, has a CV of approx. 80000 which shows
that the formula might give unstable results for units with very
high stats. On the opposite I already saw one Dark Lord
slaughtering 500+ units so it might as well be quit accurate...
Below is a summary of all heroes known
to me with a description which had to be short in order to keep
something hidden for you to discover. Also, the list must not be
complete...
HERO SUMMARY
HERO
TYPE
DESCRIPTION
Admiral
leader
who especially likes the oceans
Assassin
killer
that hunts other heroes
Barbarian
brutal
army leader
Bard
entertains
peasants
Beastmaster
master of
monsters
Bishop
mage and combat healer
Diplomat
keeps peace upon your heroes
Friar
a Bishop's scholar
Knight
leader of mounted armies
Lich Lord
master of the undead
Magician
mage and researcher
Marksman
leader of ranged units
Master Builder
makes frequent use of the 'whip'
Merchant
often deals with caravans
Paladin
healer and leader of behind
units
Ranger
is at home in forests
Rogue
sees and hears a lot
Saboteur
boom
Scribe
a magician's scholar
Seer
mage and can see very far
Spy
rarely seen in your own shires
Thief
Mr. Longfinger
Trader
you search for trading
partners?
Tribesman
his home is the jungle
Warlock
the multitalent
The Maintenance of a hero is related to
his/her level and base cost. You can use this formula: Maintenace
Cost = 0.1*base*(level-1)²+base
HERO MAINTENACE
BASE COST
100
120
150
170
Level 1
100
120
150
170
Level 2
110
132
165
187
Level 3
140
168
210
238
Level 4
190
228
285
323
Level 5
260
312
390
442
Level 6
350
420
525
595
Level 7
460
552
690
782
Level 8
590
708
885
1003
Level 9
740
888
1110
1258
Level 10
910
1092
1365
1547
Level 11
1100
1320
1650
1870
Level 12
1310
1572
1965
2227
Level 13
1540
1848
2310
2618
Level 14
1790
2148
2685
3043
Level 15
2060
2472
3090
3502
...
...
...
...
...
Your heroes will advance in level when
having gained enough experience. A hero gets experience for
moving arond, duelling, exploring special places and leading
armies into combat. To see when your hero will advance in level
the next time you can use the table below:
HEROES LEVEL
ADVANCEMENT
HERO LEVEL
EXPERIENCE
0
0
1
1-100
2
101-300
3
301-600
4
601-1000
5
1001-1500
6
1501-2100
7
2101-2800
8
2801-3600
9
3601-4300
10
4301-5100
11
5101-6000
12
6001-7000
13
7001-8100
14
8101-9300
15
9301-10600
...
...
Each level achieved adds 10% to the
hero's adventuring attributes. e.g. a Magician has a base
intelligence of 10 at level 0. At level 1 he has (0.1*10)+10=11.
At level 2 he has (0.1*11)+11=12 and so on. Fractions are always
rounded down. Non-adventring attributes do not rise with
experience (unit bonuses for type/terrain and special abilities).
I created this FAQ using
questions out of the WOW_HELP discussion forum, questions that
were sent to me privately and partially with the help of the 'old'
FAQ by 'Sloth the Devourer':
(Q):
What does the 300(61) mean in my turn report?
(A):
The number in brackets (61) is the maximum number of
peasants that you can recruit in this shire. The number
300 represents the total abount of peasants living in the
shire. In other words: you have 300 peasants of which you
can recruit 61. If you recruit all 61 peasants then 239
peasants would remain to produce _or_ to build. They
cannot produce _and_ build!
(Q):
How does 'fishing' work?
(A):
You need to place a ship in an ocean shire that has a
food resource. If you control this shire (either by
AUTOCONTROL YES or by CONTROL YES orders) then the ship
will automatically produce food. Example: A fishing Skiff
with FIS:10 in a FOOD:3 shire that you control would
automatically produce 30 units of Food. BTW, all fishing
ships are able to control a shire without the help of
other warships or units onboard a transport ship.
(Q):
Could I get proper abbreviations for all the resources?
(A):
Gold = GLD, Food = FOD, Wood = WOD, Stone = STN, Iron =
IRN, Gems = GEM and Mithril = MIT. It is not important if
you use capital letters or not.
(Q):
How can I draw a map about the world I play in?
(A):
Depends. A border battle will only occur when two armies
of wizards that are at war with each other travel in
excactly opposite directions from shires that have a
common border. Example: 'A' sends an army from shire 1,1
to shire 1,2. In the same turn 'B' sends an army from
shire 1,2 to shire 1,1. Only in such a situation there is
a _chance_ that a border battle will take place. _Chance_
means that it is no sure thing that the border battle
will occur. I made the experience that Scouts, the total
number of units and the number of heroes involved tend to
increase the chance of a border battle. After the border
battle is ended the winning army will try to reach its
final destination (only next shire and then stop) and if
there are enemies present then another battle will occur.
(Q):
Are there spelsl or artifacts that allow standard units
to tunnel, fly or water move?
(A):
Yes, however you need both spell and artifact to do each
of the moves above. The spells are druid only.
(Q):
If I AUTOCONTROL YES shires, can I still CONTROL NO
specific shires?
(A):
Yes. Transferring control between players also works
perfectly this way.
(Q):
Does the INFO command work with buildings that you can
build (listed as available to build in the turn report)
or just buildings you have completed?
(A):
The command works with every building. You just have to
know the name or the abbreviation. However, you will get
more detailed information about buildings that you
already completed. Also, after completing a building you
will get an auto - information telling you all details
about the building.
(Q):
I am playing Game 15 on the world 'Shadowmoth' and I
noticed that Game 12 is also on Shadowmoth. Will I meet
any players from G12 in G15?
(A):
Yes an No. First, the games are not connected in any way.
They just use the same map. But you could meet some
players who are playing wizards in both games. But they
cannot 'transfer' help from one game to the other e.g.
transferring units from game 12 to game 15. However,
players who played a map in an earlier game will have
knowledge of the map whih is a big advantage.
(Q):
I know DFS will keep you from TEL/SJU into a shire. But
will it also hinder you to TEL/SJU out of a shire?
(A):
No.
(Q):
Is it possible to move a 'move 6' hero 4 spaces and then
board him on a ship and move the ship away in the same
turn?
(A):
No. You would have to use the following timeline: Turn 1
- move hero 4 spaces to shore where the ship is waiting.
Turn 2 - transfer hero to ship and move the ship to its
destination coastal shire. Turn 3 - transfer the hero off
the ship and move him up to 6 spaces.
(Q):
Will undercover heroes be visible on board a ship.
(A):
Yes. Your enemies will notice them with both SCR or
simple sight.
(Q):
Is it possible to transfer a hero and his army to a ship?
(A):
Yes. However the program will seperate the army and the
hero on board the ship. This means you will have to
reunite the army and your hero afterwards.
(Q):
Will units and heroes fight in battles when onboard a
ship.
(A):
Depends. In a battle that takes place on the ocean normal
heroes and units will not be mentioned in battles. If the
ship they are on sinks then they will simply drown.
Heroes will not cast spells in this kind of battle! Only
Admiral and Pirate heroes add their special abilities in
those battles. If the battle takes place in an coastal
shire then all heroes and units on board the ships will
participate in the battle as normal.
(Q):
What happens with the heroes' army bonuses in those
coastal battles when they are on board of a ship?
(A):
Because the hero and army are seperated by the program
when entering a ship the units will not get the heroes'
army bonuses if the ships they are on enter a combat
after sailing into a coastal shire. Ships never get
bonuses except by Prirates or Admirals.
(Q):
What is a coastal shire?
(A):
Coastal shires are all shires into which you could
CONSTRUCT ships into if you controlled the ?,5 shire. In
other words all ground shires that are not ocean, but
have a direct link/exit to an ocean shire.
(Q):
Lets say I have a FEED 5. But I have not enough Food to
feed everyone im my empire. What will happen?
(A):
The program calculates the feed event as following: First,
every shire with feed rate 1 or higher will be fed 1 food.
If you have not enough food then there is random
starvation. -> Every shire with feed rate 2 or higher
will be fed one more food if possible -> Every shire
with feed rate 3 or higher will be fed one more food if
possible -> Every shire with feed rate 4 or higher
will be fed one more food if possible -> Every shire
with feed rate 5 will be fed one more food if possible.
(Q):
I have 10 'move 1' units in 1,1 attacking shire 1,5. I
also have a hero in 2,2 attacking into 1,4 then into 1,5.
Will my units 'merge' with the hero fighting as one? What
about the hero's army bonuses?
(A):
Depends. There could be a border battle between 1,5 and 1,1
if your enemy moves units from 1,1 to 1,5 (see above for
details about border battles). Another alternative is
that your hero gets blocked by a combat on his long way
to 1,5. If your enemy successful catches the hero in a
battle then the hero would stop moving immediatly in the
shire of this battle. But even if your hero is able to
reach 1,5 and fights together with your other 10 units
then those units will not get any kind of bonus (except a
possible first strike) by the hero. Only units inside a
hero's army get the hero's bonuses. In other words you
have to TRANSFER units into the hero's army to get the
hero's army bonus.
(Q):
How to write multiple movements?
(A):
Example: MOVE 123 HERO 1,1 1,5 1,3 2,1 2,4 ... Your hero
or unit will automatically stop movement at the
destination where he/she/it runs out of movement points.
(Q):
Can I recruit units, hire a hero, transfer the units to
the hero's army and move the hero and his army around in
one turn?
(A):
Yes.
(Q):
I have a magician on the astral plane. The description
says that the hero gives +2.00 to offence and defence for
summoned units plus a land offence bonus of +1.50. So if
I had 5 Sprites and 5 Swordsmen in the hero's army, what
would their stats look like in a battle?
(A):
Sprite -> OFF:4.50 / DEF:4.00, Swordsman -> OFF:3.50
DEF:2.00. If defending a shire the units additionally
would get the region type defence bonus. Special
artifacts the hero carries could also enhance the stats
of the units in his army. Notes: all bonuses are added (not
multiplicated). You get the information about the height
of terrain defence or other bonuses with the help of the
INFO command.
(Q):
When will a multi HP unit be allowed to retaliate?
(A):
A unit retaliates after it got attacked before. If the
unit gets hit by the initial attack then it will only
retaliate if it has at least one hit point left. If the
unit's hits got reduced to zero by the initial attack
then the unit dies without retaliating. If the initial
attack does no harm then even a one hit point unit will
retaliate. Note: a unit will retalliate up to the total
number of it's attacks per combat turn, but only once
after each seperate time it was attacked.
(Q):
Can you have two people, both allied, fishing in the same
shire?
(A):
No, only the controller of the shire is allowed to do
fishing there.
(Q):
Do 'region' buildings affect all shires of the region it
is built in?
(A):
Yes and No. It will affect all shires in the region it is
build in, except those shires that are controlled by a
not allied wizard.
(Q):
Do 'global' buildings affect allies.
(A):
No. Only shires that are controlled by yourself.
(Q):
Is there a maximum of fishing ships that can be placed
into one ocean shire?
(A):
No. However, placing all in one shire is dangerous
because one Warship could kill all of them without
problem.
(Q):
When I look at the rankings page I notice several player
numbers that have a 'wow' behind...
(A):
These players have dropped. This means they have not sent
in orders for 3+ turns.
(Q):
What is the use of a behind unit that has a ranged
offence value like APPs.
(A):
This units have the advantage that they can attack with
their ranged attack in combat turn 1, but will only be
attacked if all non behind units on their side of the
battlefield are killed before.
(Q):
Can you TRADE with the help of BOATS?
(A):
Yes.
(Q):
For Wizards, can spellcraft be used twice? I mean, can
you use all your wizard's SC before combat and then use
it again in combat (in the capital)?
(A):
Yes.
(Q):
Do TEL/SJU and TOR occur in the same phase of the orders
being processed?
(A):
Yes. If you are lucky, you can teleport you army away.
(Q):
Will undercover heroes enter a combat?
(A):
Undercover heroes will only enter a combat if they have a
unit in the hero's army (this makes them switch from
undercover to visible). If they are undercover (without a
unit in their army) then they will only enter a combat if
they are discovered by enemy heroes. The chance that your
undercover hero is discovered depends upon his stealth
and the total number of awareness of enemies heroes in
the shire.
(Q):
Is TRADING or GIVING possible with heroes?
(A):
Only if the hero is not undercover. The only undercover
hero that is allowed to TRADE is the Trader. This
includes standard TRADE, TRADE ARTIFACT and GIVE commands.
(Q):
If I have 999 Wood and try to trade away 1000 Wood what
will happen?
(A):
The program will self adjust the number to the maximum
that is still possible. In your case it would trade 999
Wood to your trade partner. The program will always try
to adjust incorrect numbers in a similar way if this is
possible.
(Q):
When will I be able to research my first spell?
(A):
Your Wizard will give you 8 Research Points per turn. The
first level that you could research costs 30 RP and some
resources. So if you do not find another way to increase
your RPs then you will be able to research your first
spell in Turn 4 (30/8=3.75 (rounded up)).
The complete spell list
with all dark, druidic and neutral spells including costs,
detailed descriptions and magical levels required:
You think me are a
madman??? Me no stupid Orc. Me know when me telling you this then
you could easyly kill me. Me sly one! Better you come visiting me
on one of the great WoW worlds instead and find out yourself what
you can do with this nice little spells. But be prepared to be
armageddoned... Me surely no stupid Orc! Ha!