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Race Conflicts Complete Manual

 
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j0hn_c3na
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PostPosted: Tue Jun 16, 2009 3:30 pm    Post subject: Race Conflicts Complete Manual Reply with quote

* 1 Getting started
* 2 Choosing your race and hero
* 3 Time, Years, Seasons & Weather
. . . . 3.1 Time
. . . . 3.2 Years
. . . . 3.3 Seasons
. . . . 3.4 Weather
* 4 Nobility Titles
* 5 Research
* 6 Spying
* 7 Health, Religion and Unrest
. . . . 7.1 Health
. . . . 7.2 Religion
. . . . 7.3 Unrest
* 8 Attacking
. . . . 8.1 Attacking Kingdoms
. . . . 8.2 Attacking Monsters

To improve easiness of gameplay in the beginning of the game, some features were disabled until a certain level was reached.

Research - Available from level 5
Spying - Available from level 7
Health - Available from level 12
Religion - Available from level 17
Unrest - Available from level 22

Getting Started

To play Race Conflicts you are required to create an account. You can create an account easily by clicking the Register Button on the main page.

1.1. Step 1
You are next required to enter a username, valid e-mail address, and a password. Your username is the name under which the players of the Race Conflicts will recognize you. The e-mail address is required for registering, and within the next 30 min after registering you will receive a message that will announce that your account has been created. You will also recieve a link to activate your account before starting to play. The password is for securing your account so no one will access the account but you.

1.2. Step 2
Next you must fill the required fields with your name, gender, birth date and country, this information is for statistic purposes only.

1.3. Step 3
If you are to play the game you MUST agree to the Rules Of Conduct and the Terms Of Service. Please read them before you start playing.

1.4. Step 4
Your membership information will be mailed to the e-mail address you provided.
Check it and follow the directions so you can activate your account.


Choosing Your Race And Hero

Race Conflicts provides you with 8 types of races to choose from. The only thing that defers between races is the maximum stats that your hero can have.

The Maximum Hero Stats of each race are as follows:

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Human: As one of the first races, humans decided to develop their skills in equal measure, not knowing what the future holds for them. Although overall balanced, humans developed instinctively very good communication skills, both between humans, as well as their neighbors. The human hero is a versatile opponent, or a good ally.

Maximum stats they can reach:
ST:10 | IN:10 | AG:10 | EN:10 | PE:10 | CH:10 | LK:10

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Dwarf: The dwarves, mocked by all races due to their nature, fled to the depths of ground, in caves they found or dug themselves. As ages passed by, they became aggressive, capricious and untrustworthy. Yet, forced by situation, became excellent craftsmen and are well-known for their forging skills.

Maximum stats they can reach:
ST:15 | IN:7 | AG:5 | EN:25 | PE:8 | CH:5 | LK:5

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Elf: It is said that elves are the embodiment of nature. Their philosophy, conduct, behavior are an extent of the everlasting forests. Kind to those that mind the life, they are ruthless to those who cross them, excellent warriors, sharpshooters, but mostly stealthy creatures, the guardians of green life are a breed onto themselves, and few lived to tale their combative spirit.

Maximum stats they can reach:
ST:6 | IN:12 | AG:12 | EN:6 | PE:12 | CH:12 | LK:10

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NightElf: The nightelves started out as banned warriors from among the Mighty Elves, but grew in number, as their thirst for battle is well-known. Some say that if they have no quarrel, they will make one. Warriors of the shadow, they strike silent and deep, with mystic weapons, imbued with, ones say, dark magic.

Maximum stats they can reach:
ST:10 | IN:12 | AG:12 | EN:8 | PE:10 | CH:10 | LK:8

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Orc: A race of immemorial times, they are sworn enemies of humanity, but will take up on anyone just as well. They are brutal beasts, and what they lack in pacific skills, they compensate by raw strength, as they are said to live only for a worthy death in battle. Their most treasured prize is the skulls of their enemies, which they proudly wear and display.

Maximum stats they can reach:
ST:17 | IN:8 | AG:6 | EN:17 | PE:7 | CH:5 | LK:10

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Goblin: If someone would be a great inventor and vicious merchant, you would be looking at a goblin. The goblins are as inventive as mean, as playful as competitive. They are no true warriors, as they hire others to fight their battles. But have no equal in number of skills, and if there is anything you desire, anything at all, you should see a goblin's shop.

Maximum stats they can reach:
ST:5 | IN:17 | AG:17 | EN:5 | PE:9 | CH:5 | LK:12

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Undead: It is said that great warriors are great even in death. Some are even after death. From beyond the grave, the dark armies arouse to end all life, and there is little you can do to stop them. How do you kill someone who is already dead?!?! Not to mention the horror countless walking bones bring to the hearts of even the bravest soldier...

Maximum stats they can reach:
ST:15 | IN:9 | AG:7 | EN:17 | PE:9 | CH:5 | LK:9

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Demon: All chaos' might and power was not enough to hold within the burning legion of the demons. Bringing death and destruction, the demons scorch everything in their way, the perfect army, with sole purpose to conquer world after world at all costs. And they arrived in to this world as well. If they will be stopped or not, is a question nobody has an answer to.

Maximum stats they can reach: ST:19 | IN:5 | AG:9 | EN:19 | PE:5 | CH:5 | LK:5

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Time, Years, Seasons & Weather

Time

Time has a very important role in the game.
4 in game-days means one real day so one in game day lasts 6 real hours.
One day has a day period and a night period.
The day and night duration varies with the seasons, so longer days are in the summer and shorter days are in the winter.

Below is a table with day - night duration:
Winter: 7:00-17:00 (10h day - 14h night)
Spring: 7:00-19:00 (12h day - 12h night)
Summer: 6:00-20:00 (14h day - 10h night)
Autumn: 6:00-18:00(12h day - 12h night)

Years

One year has 12 months, from month 1 to month 12.
Each year gives various bonuses.

Year of the Snake: +50% spy offence
Year of the Boar: +50% food bonus
Year of the Rabbit: +50% population per turn
Year of the Horse: +50% wood bonus, +50% stone bonus
Year of the Rat: -30% health, +50% spy defence
Year of the Cat: +50% health
Year of the Ox: +50% income, +50% trade
Year of the Ant: -50% weapon price, -50% building cost
Year of the Tiger: +50% offence
Year of the Turtle: +50% defence
Year of the Fox: +50% more experience
Year of the Pig: -50% soldier price, -50% mercenary price, -30% mercenary payments

Seasons

Each year has 4 seasons and they give smaller bonuses in various aspects:

Spring: -10% offence, +20% population bonus, +20% stone mining
Summer: +10% food, -10% health, +10% trade
Autumn: +30% income, +30% food, +30% trade, +20% spy offence
Winter: -20% offence, +20% defence, -10% income, -20% food, +30% health, -20% trade, -20% population per turn, +10% wood bonus, -10% stone mining, +10 spy offence, -10% spy defence

Weather

Each day can have different weather from calm days to windy days and even storms and blizzards.

Clear Day - It's a good day for battle (no penalties)
Stormy Day - Archers cannot aim properly because of the wind (-50% offence and defence of all archers, -30% to crossbowman)
Windy - Archers cannot aim properly because of the wind (-20% to all archers)
Cold - All soldiers except spearman, skirmisher, pikeman have reduced damage (-20% offence and defence)
Blizzard - This is not a good day for battle. Mercenaries refuse to even go out on the battlefield (all soldiers have -50% offence and defence, mercenaries have -80% offence and defence)
Hot Day - Heavy armored soldiers can't even breathe in their tank armor (pikeman, two handed swordman, champion, knight can't fight well because of the heat)

Nobility Titles

You can have one of these six titles: Knight, Baron, Duke, Lord, Count, Taioseach and each gives permanent bonuses to various aspects of your kingdom.
The nobility of a person must be achieved by merit, you can only reach such prestiged titles by completing a certain set of requirements.

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Knight - Knighthood is a recognition of achievements, for those who have proved themselves loyal to the kingdom, by their actions raising the kingdom's status and earning appreciation from it's realm.

Requirements:
- Level 8 or above
- 5 level 9 researches
- 300 battle wins
- 9 beasts slain
- 50 extra houses
- 3 hero skills above 50
- Investment festivities will cost: 4 mil gold, 1.000 wood, and 500 stone

Bonuses: income +10%, food +10%, stone +30%, wood +30%, pop per turn +10%, trade transactions +10%

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Baron - First step raising from the crowds, passionate of kind and beauty, aspiring for better.

- Level 22 or above
- Have at least 7 researches of level 21
- 1300 battle wins
- 50 battles won against another Knight or above
- Win at least 10 battles against each 5 different Knights or above.
- 32 beasts slain
- 120 extra houses
- 3 hero skills above 65
- Sneak or Sentinel hero skill above 30
- Spy commander of level 6 or above
- Investment festivities will cost: 100 mil gold, 100.000 wood, 50.000 stone and 10 ancient coins

Bonuses: income +20%, food +10%, stone +40%, wood +40%, pop per turn +10%, trade transactions +10%, soldier price -10%

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Duke - Consequent in actions, bold and intelligent, the duke is someone admired by local rulers, favored by priests and respected by military councils.

Bonuses: spy offence +10%, spy defence +10%, income +30%, food +20%, stone +50%, wood +50%, pop per turn +20%, trade transactions +20%, building price -10%, weapon price -10%, soldier price -10%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +10%

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Lord - The Lord is a title achieved by those who prove outstanding valor, untainted judgement, and compassion for all living creatures, as well as their rights and possessions.

Bonuses: offence +10%, defence +10%, spy offence +15%, spy defence +15%, income +40%, food +30%, stone +60%, wood +60%, pop per turn +30%, trade transactions +20%, health +10%, building price -10%, weapon price -10%, soldier price -10%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +20%

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Count - As years go by, one's actions and words become more and more appreciated, and power no longer is measured in strength of body but in strength of mind.

Bonuses: offence +20%, defence +20%, spy offence +15%, spy defence +15%, income +50%, food +40%, stone +80%, wood +80%, pop per turn +40%, trade transactions +30%, health +15%, building price -15%, weapon price -15%, soldier price -15%, mercenary price -10%, mercenary maintainance -10%, number of spy missions +25%

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Taioseach - It is said that the rulers of this world, and many others, left behind instructions and knowledge to a few wise men. Since then, they are respected throughout the world, and only few of the elders become such governors.

Bonuses: offence +30%, defence +30%, spy offence +20%, spy defence +20%, income +60%, food +50%, stone +100%, wood +100%, pop per turn +50%, trade transactions +50%, health +20%, building price -20%, weapon price -20%, soldier price -20%, mercenary price -20%, mercenary maintainance -20%, number of spy missions +50%

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Research

Available from level 5

What To Do:
First you need to hire some scientists. Each scientist will cost 1000 gp. Each scientist will bring you research points every turn. The higher your level, the more efficient the scientists will be. You can have only a limited amount of scientists (a percentage of your current maximum population). To increase this limit buy the next level of your research center. Your research center's maximum level is 3.

Research Center - There are 3 levels available - each one will increase the maximum limit of your scientists

Level 0 - 10% of your maximum population can be hired as scientists
Level 1 - 20% of your maximum population can be hired as scientists
Level 2 - 30% of your maximum population can be hired as scientists
Level 3 - 40% of your maximum population can be hired as scientists

Scientists
Each scientist will cost you 1000gp to hire and will provide research points according to your hero level. Every scientest must be paid with a certain amount of gold per turn. The scientests will be paid every turn with 5 gold X your hero level. You don't have to pay them the sum they ask but they will work less efficiently. To pay with the maximum amount of money you can afford click the SET MAX button.

The more scientists you have, the more research points per turn you get and the faster the research will be completed.

You need to have unworking people available to hire them.

Researches

Each research costs gold, wood, stone, and research points. This cost has a direct connection to your research level and NOT with your hero level, so no matter what hero level you are all researches will cost the same.

If you are level 5 it is theoretically possible to have a research level 60 but it will take you years to research one.

Research Queue

You can put a max of 2 researches in the research queue. You must pay the money in advance for the researches in the moment you put them in the queue. If you want to cancel a research from the queue that hasn't started yet, you wil get all your money back and it will be put directly into the bank.


Spy Missions That Influence Research:
Tech Sabotage - Will destroy a part of the target's curent research. If the enemy isn't doing any research, then you won't have anything to destroy.

Tech Agent - Acquire top secret information about enemy research. It will tell you what technology your enemy is researching in that moment, and what researches he already has.

Tech Raid - You can steal a technology from somebody only if that person has that technology at a higher level then yours. (You can see this information with the "Tech Agent" spy mission). To steal a part of that technology you must first begin that research. Then you do the Tech Raid mission and you might steal a part of that technology. You can also steal an entire technology, but it is very hard, and depends on the specialization and level of your commander.

Spying

Available from level 7.
Players between levels 1-6 can't be spied.

Spy Commander
You can hire 3 spy commanders. Every comander has a specialization that gives an extra bonus in the spy missions. To execute a spy mission you need at least 1 spy commander. That commander must be at least the same level as the difficulty of the spy mission which you want to attempt.
For each successful mission your spy commander will gain exp and will get levels(level 10 is the maximum level but your commander will still gain exp after that).
The thresholds for levels are:
1.1500XP, 2.6000XP, 3.18000XP, 4.24000XP, 5.37500XP, 6.54000XP, 7.73500XP, 8.96000XP, 9.121500XP, 10.150000XP

Spies
To execute a spy mission you also need at least the number of spies that the mission requires (between 15 and 75). If you have more spies you have a higher chance of a successful mission. A mission can fail even if you have more spies than your enemies senteniels. To reduce the cost of spies you can improve your Hero's skill "Mercenary".

Spy Missions
You can spy every enemy 10 times every 24 hours. Your spy missions per turn are equal to the number of players in your range X 0.10. To get more spy missions you can research "Spy Missions Research". Your maximum spy missions is equal to your spy missions per turn X 10. You can only spy on the players that are in your range (6 levels below or above you). At the spy menu you can find descriptions of all the spy missions.

Success / Failure Ratio
The success of your mission is influenced by many factors. It is influenced directly by the difference between your Spy Offense Research and the enemy Spy Defense Research, the difference between your hero skills (Sneak) and the enemy hero skills (Sentinel) and difference between your commander's experience and the enemy's best commander's experience. Of course you still need to have higher Spy Offense then the enemy Spy Defense.

Having a spy offense higher then the enemy spy defense isn't enough to win (you can still win but it's harder) You also need to have higher Spy Offense Research than the Spy Defense Research of the enemy, a higher hero skill than the enemy and a better commander.

Having thousands of spies will provide a high spy offense, maybe higher than the enemy's but the quality of your spies matters too. If enemy sentinels are of better quality (High level of Spy Defense Research, High Sentinel hero skill) and yours are lower, your high number of spies won't help you much even though your spy offense is higher than your enemy's spy defense.

Health, Religion and Unrest

Health - Available from level 12
Religion - Available from level 17
Unrest - Available from level 22

Health

Important: You will have access to health screen only at level 5 to make your kingdom cleaner and healthier. Only at level 12 will your kingdom suffer because of low health so get prepared until then.

Low health can bring diseases to your kingdom. There are 2 diseases: weakness and plague.

* Weakness - All soldiers will feel too weak to fight (-50% offence and defence). You need to have under 70% health to have a chance to get weakness.
* Plague - Dead animals and corpses lie everywhere. People are dying in the streets (20% of your population will die). You need to have under 35% health to have a chance of getting plague.

What To Do:

First you need to build some buildings. There is no limit to how many buildings you can have but their cost will rise every time a new building of the same type is built.
To reduce their cost you need to increase your Build hero skill (this reduction is applied to the already increased price so the price will not necesary be lower but will certainly be lower then what it would have been without this skill).
You will notice "built:20/6": this means you have 20 buildings but only 6 are enough to reach maximum efficency so the other 14 have no point.
After your structures are built you need to hire some employees. Your goal is to have efficency:100% for each type of building. Even having efficency = 100% this doesn't mean that your overall health must be 100%. It will most likely be less then 100% because there are other factors that will influence health like seasons, years and not all of your population will have access to these facilities no matter how hard you try.


Religion

There are 4 gods:

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God of War

- Permanent bonus to offence and defence.
- Bless & Curse - Doesn't give any blesses or curses.

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Goddess of Love

- Permanent bonus to population per turn.
- Bless & Curse - Gives or takes population or gives extra houses.

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God of Craftsmen

- Permanent bonus to weapons price.
- Bless & Curse - Gives or takes weapons.

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God of Wealth

- Permanent bonus to income.
- Bless & Curse - Gives or takes money or land. (the money goes directly in the bank)

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The gods can be : angry( -10% ) , upset ( -5% ) , neglected ( -2% ), content ( 0% ) , pleased ( +2% ) , happy ( +5% ) , joyful ( +7% ), exalted ( +10% ) An exalted god will give a 10% bonus to his domain but an angry god will cripple you with -10%.

The gods give blesses only if they are exalted, and give curses only if they are angry. To get the gods exalted you can hold festivals or sacrifice people. A sacrifice of 120 people is equal to a grand festival.

You wil need 1 temple for every 4000 people . After you build some temples you need to hire some priests to serve your people. Depending on your temple efficiency the gods mood will deteriorate faster:

100% efficiency - A god will need 100 turns to change his mood and he will never get below content.

0% efficency - A god's mood will deteriorate quicker, only 10 turns will be needed.

Unrest

A crowded kingdom, high unemployment, bad wages, misery, and furious gods will make your people very upset. Thieves and criminals will walk your streets doing anything for some coins. Riots may occur, with people mad about your leadership.
You can improve your kingdom's living conditions and make your people happier. But why to do that when you have your soldiers. You can always rule with an iron fist.

Unrest is influenced by many factors:
1. Health
2. Religion
3. Your people (unemployed people especially, but also employeed people depending on what type of job they have)
4. Soldiers in your city (the more the better)

In perfect conditions (clean city, happy gods) you still need 20 elite soldiers for every 1000 people to maintain order.

Unrest won't get better instantly, it will get better or worse over time.

Attacking

Army
To get involved in battles you will need an Army.
Your Army is composed of soldiers and Mercenaries. Mercenaries are easier to recruit, they only cost money per turn, they do not get counted as your citizens in your kingdom but they are much weaker than your soldiers.
Soldiers are citizens hired in military service, they do not get paid over turn like mercenaries, they are stronger but they require food and some weapons.

Archer - requires: Short Bow. Defensive unit, recommended for early stages of a player development.
Lonbowman - requires: Battle Bow, Leather Armor.
Elite Archer - requires: Short Bow, Quilted Armor.
Spearman - requires: Bardiche, Leather Armor.
Skirmisher - requires: Voulge, Quilted Armor.
Pikeman - requires: Pike, Curiass, Small Shield.
SwordMan - requires: Short Sword, Leather Armor.
Two Handed SwordMan - requires: Battle Sword, Curiass.
Champion - requires: War Sword, Curiass, Large Shield.




Attacking Kingdoms

To attack a kingdom you need at least 6 soldiers.

You can attack any kingdom that is in your range (maximum of 6 levels above or below you).

To create a type of unit you must have:

The type of unit's requested armor and weapon
1 unnemployed peasant
Enough gold to buy the type of unit you want

When you disband a type of unit you will keep that type of unit's armor and weapon, lose that soldier but gain 1 unnemployed peasant.
If you want to recruit that peasant as a soldier again, you will only have to confirm you have the requirements above mentioned.


From every attack you can get money, land and experience. The money you win in a fight is influenced by the difference between your offence and your enemy's defence. For example, if your offence is 5 times bigger then your enemy's defence it is very probable that after the attack you will steal 80% of his/her gold. But if the difference is very little then you will get only a small portion of money.

Fatigue and Morale

Your maximum number of attacks are influenced by your fatigue. When you reach a fatigue of -100 your soldiers will be too tired to attack. Also, you can't attack when you have less then -75 fatigue and less then -50 morale.

Your fatigue and your morale are influenced only by the results of battles in this way:

- If you win when attacking you will gain 2 morale and lose 2 fatigue.
- If you lose when attacking you will lose 3 morale and 3 fatigue.
- If you win when defending you will gain 1 morale and lose 1 fatigue.
- If you lose when defending you will lose 1 morale and 1 fatigue.

Also, your fatigue and morale have a big influence on the bonus to your attack and defense. If you have a fatigue of 100, then you will have a +20% bonus, but if your soldiers have a fatigue of -100, then you will have a -20% bonus.
In the same way, if you have a morale of 100, then you will have a +20% bonus, but if your morale is 0 you will have a -20% bonus.

Experience

There are 2 methods to gain experience:

1. Attacking Kingdoms - You will gain experience for every attack won. The experience you win in a fight is influenced by the number of soldiers you have, for instance you will win more experience if you have more soldiers. This is no longer true for mercenaries.

2. Experience per turn - If you have a small army, a big economy and many researches, you will have high experience per turn. A large number of mercenaries will drastically reduce your experience per turn. You can't advance a level with the experience per turn, however. When you reach 1 experience to level up, then you will have to attack somebody to advance to the next level. Also you can't advance a level with a defensive victory.

Advantages of Gaining Experience:

With the experience you gain, you can advance levels. Any level you advance gives you:

- The ability to build 3 more houses, population upgrades, 1 Woodcutter and 1 Quarry
- 15 hero points
- Access to various features and/or upgrades
- 3 attempts to slay monsters

Attacking Monsters

Monsters will spawn every day (1 per day).

You can only attack 3 monsters per level.

You can't attack a monster more then once because your soldiers will be too afraid to attack him again.

You can't attack a monster that is already dead. (duh)

You can only attack the monsters that are at the same level as you.

You will attack with your offence + defence.

In a victorious attack against the monster you will get money, experience, weapons and 1 or more hero points (depending on the level of the monster).
(Level 1 to 20 - 1 Hero Point | Level 21 to 40 - 2 Hero Points | Level 41 to 60 - 3 Hero Points | And so on...)

If in a attack you don't kill the monster, you will still wound him. However, he will regenerate slowly over time.

To see your chances of defeating a monster you can scout and look at the Scout Report. However, this is only 60% accurate, so the information that the scouts are giving you could be false. To make scouting more correct, you can research the Monster Scouting technology. At level 50, your Monster Scouting will be perfect, and will give you a perfect report.

To be more powerful in fights with monsters you can research Monster Slayer. With this research you will get a random bonus to your attack power vs monsters depending on your research level.

Other useful links:
Race Conflicts F.A.Q.
Wiki Manual
Race Conflicts - Experience Levels (Excel Sheet)

Questions or Suggestions? Send me a PM Wink[/list]
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