Showing posts with label new mechanic. Show all posts
Showing posts with label new mechanic. Show all posts

Friday, August 4, 2023

Basics: Campaign "Rings of Power: Kingdom of Men"

In my fellowship UNGO under Phoenix'* leadership we are about to start our first adventure into NRP. To be precise: the campaign "Rings of Power: Kingdom of Men" (I will call it KoM from here on). 

*visit Phoenix' YouTube channel and subscribe/watch our season start streams on Aug 4th

Most of us never played NRP. Some of us may not even particularly like the concept of NRP for various reasons. However, we aim to enter this adventure with an open mind and fresh spirit, excited for the unknown, yet eager to get as much information as possible before the season starts. We don't want to fall into potential traps that might be waiting for us.

To gather the information we needed I conferred with two friends who both have played the season before:

  • Neal13 (aka DaRealDealNeal) from TIME is a very seasoned player with great knowledge of  commander builds and strategy; he played the campaign when it was first released in 2022. 
  • T, a former UNGO member, who is also a very seasoned player and exceptionally good at season starts; he played the campaign just recently with another team.

I bothered both with a lot of questions and hereby want to thank them for their patience and for sharing what they remember and have recollected from their own experiences with this particular campaign. 

The other main sources are in game explanations and patch notes shared by the developers via the official discord.


Larger Map

The map in KoM is significantly bigger than in any of the previous campaigns that had been published. This allows for more space to farm or for more people to play - whichever way it turns out to happen.

In the Northwest you have the region around AnnĂºminas (aqua), which has borders with Orthanc (orange), Dol Guldur (green, not a region you can choose to spawn) and a tiny piece of border with Kineland in the Northeast (light green).

Aside from the short border patch with AnnĂºminas, Kineland shares only borders with Dol Guldur and Madh Ortogh (yellow).

In the center of the map you have Osgiliath (lavender), which borders Dol Amroth in the South (blue). 

Lastly in the far South you have Umbar in the West (grey) and the vast desert lands of Haradabad in the East (red).

As you know, each regions comes with different advantages. Every "Ring" (capital) will give different buffs to its established kingdom.

When the campaign was first released, every kingdom was able to hold up to 5 teams (fellowships/warbands). Very quickly this was reduced to 3 teams maximum per kingdom and just recently this was reduced once again to one kingdom-creating team which can invite one other team into their kingdom - allowing for 2 fellowships/warbands total per kingdom (= 200 players).

But enough on the introduction. Let's have a look at the most pressing questions that we faced from our fellowship members or mechanics that I encountered by talking with friends and checking the patch notes and other informations.


1. Season Start

You start with the option in game to choose the region you spawn in. Usually you would be joining with your fellowship or warband and your leadership will have determined which greater region you will aim for as a team. 

Within these greater regions you are more or less free to choose your regions where you want to spawn. Some regions (controlled by the keeps as you know it) will be unavailable to spawn into and others are free choice.




In our team we aimed to distribute the players roughly evenly in order to avoid early game issues with too many people sitting on top of each other and no one finding enough tiles to farm. How this is organized by your team may be slightly different. However, the most important part is to spawn in the correct region because if you are in a region that counts towards another capital, you will not be able to join your fellowship/warband. 

The game only allows to recruit players who either sit in the greater region where your leader is located, or in a region that was already occupied by your team. As you know it might take a while until some of the keeps can be claimed.

Thus: make sure you follow the announcements of your team's leadership in order to not be left out in the cold.


2. First Day of Grind

After spawn you start your grind as usual. The major difference that you will find is that you start with both Men and Evil Men troops. For the early game chapter progress you only have to pick one of them in order to unlock the next buildings.

Once you reach MH 4 or 5 (we were not sure about that) you can start building the embassies for the races you want to hire (e.g. for dwarfes, elves, or also any of the evil alignment’s troops). With the embassy built you can start building camps outside your base. The camps can be upgraded like the quarter/troop buildings inside your base.

If a camp gets deleted by you or destroyed by an enemy, you can simply rebuild it for relatively cheap resources. It will retain the level you had before = you do not have to start over from fresh. However, if you had queues active for hiring in them, you might only get part of the hired troops (usually for neutrals you get those commands that had been finished). What I personally do is I start shorter queues while I know I am actively playing and just start a new queue every hour or two.

Side note: This is also something I advise for neutral camps in general if you need troops in your base quicker. Hire one type of troops in a number that takes maybe an hour, then instantly "recall" them as soon as they are marching to your base and fill the queue again. Then you don't have to wait 8 hours for a full queue to finish and can use these troops already. The speed recalls should be plenty if you do your swipes of mobs frequently. 


3. Do you have to build all troop buildings?

Easy answer: No.

You pick and choose the troop buildings according to what you need for your own commander line-up. If you have only dwarven commanders and don't use elves on them, no point in building the elven troop buildings. You can save those resources for other buildings and grow faster or you use them for your queues to fill and get your barracks filled.

My advice: Try to make a plan on which troops you will need with your commanders throughout the season. Consider which ones you will need first - likely the focus during very early season will be on PvE. Make a plan on where to spend your resources in order to be able to manage them well. If you make that plan before your season starts, you wont have to figure it out during the grind. 

The troops in your base are trained via the conscription queues, while troops in the camps outside your base have to be hired. However, only neutral troops cost gold, the regular troops (good or evil) do not require gold.


4. T4 Troops

In KoM you have the possibility to get additional t4 troops from the mobs around you. This works with a mechanic called "Conversion", a ring ability. Converting the troops means you convince the mobs near your base to join you as soldiers. 

The ability is in the left upper corner of your ring tree. To activate it you need 1 ring point. 

To convert the mob you click on the mob, pick the option "Ring" and then choose "Conversion" to convert the mobs into your soldiers. This conversion costs 10 AP per activation.


5. Neutrals

There are different ways to obtain neutral troops

  • You take a native camp 
  • Fellowship members obtain native camps and hire 1000 commands -> you can build a camp for yourself as well
  • Fellowship leader unlocks the neutral units in the Employment Hall, which allows you to hire up to 60 command per day in total (across all three types) -- NEW MECHANIC

6. Hiring/Conscription Queues

Once you reached the required level you have 

  • up to 4 conscription queues and 
  • up to 4 hiring queues available

7. Keeps/Regional Control

To take control over a region your team/kingdom has to

  • take over all scout towers/control points within the region
  • take over the keep that controls the region

8. Building a Kingdom

Taking control over a capital/ring will allow your leader to create a kingdom. Your kingdom can then recruit ONE other team as partner within our kingdom. Alternatively you can join another team's kingdom if they invite you.

The Kingdom has the same functionalities as a fellowship. This includes helping others and the contribution by helping them. 

By getting control over a capital, you automatically acquire the ring that belongs to it. These rings come with different buffs: active skills (launched by the king) and passive skills (constant buffs).

Active Skills:

  • Powerful Treatment: choose an adjacent region of your kingdom to activate the buff. Members of the kingdom heal 50% of wounded soldiers after winning a battle in that region. 
  • Resource Power: Members of the kingdom gain resources yield +50%. 

  • Construction Support: Choose a region fully controlled by your kingdom to activate the buff. Members of the kingdom receive construction speed +50% while building forts in the region.

  • Powerful Repression: Choose a region fully controlled by your Kingdom to activate the buff. Members who are not part of your kingdom can't reinforce in this region.

Passive Skills:

  • Kingdom Protection: Tacticians gain buffs including Relocation, Movement Speed +, Quick March, and Kingdom Protection in the regions that are fully controlled by the Kingdom. 
  • Ring Empowerment: All members' personal Ability Point limit receives +1 for each Ring of Power controlled by the kingdom (maximum: +5). All members' personal Ability Point limit receives +5 when the kingdom controls Dol Guldur.


9. Losing the Capital

Losing your capital will cause the kingdom to get destroyed and you lose the buffs that came with the capital. Once you regain control over the capital or another capital, you can re-establish a new kingdom and start over.


10. Territory Protection

In KoM your territory within the main kingdom area has some protection mechanisms. These mechanisms apply to the capital and all regions that are linked to the capital regions. This means a region that does not border to the main area under your control will NOT have these protection mechanisms.


11. Tiles in Enemy RegionsNEW Mechanic since 7/26

If you have tiles in enemy regions, these will receive the status “blocked”. Blocked tiles will have the effect that no one can jump on them. You can move to your own tiles and use them to path further. However, fellowship/kingdom members will NOT be able to path from your blocked tiles.

If you have tiles adjacent to blocked tiles, you can link them with a “land order”. 

As I said, this was implemented on 7/26, which means it is a very new feature and we have not played with it yet. I will test in game and update this article later when we found out the concrete mechanics.

What we do know at this point is that this will give some mild security if there are enemy tiles in regions controlled by you within your own kingdom. On the other hand it will make it harder for you to path through enemy lands as you have to first path to a fellowship member's tile and link your tiles with theirs by using the option "land order".


Kingdom Strategy

As last point I would like to suggest a way on how to approach the season from a leadership point of view. In my personal opinion it is advisable for the registered teams to coordinate their chosen spawn regions. While you can of course just go in with your team and yolo it, it seems to be a fairly good idea to share spawn locations and potentially pivot in case the region would be too crowded.

What would happen if two pairs of kingdom-partners decided to spawn in one region? If all four teams are full teams of 100 players, that is a lot of players and very likely not all will fit. This can result in the teams not getting everyone in. Now, since a fellowship/warband can only recruit members that are located in the same greater region or in a region under control of that team, this would result in members floating around without the option to join your team. It weakens you and your team. It also weakens all the other teams in that region because they would all face the same problem.

Therefore, I think it is the smarter play for all teams to collaborate for a start that is as smooth as possible for all teams. The ultimate goal should be a fun season and you won't have a fun season if you either lose terribly, or struggle getting your pals into your team or even if you steamroll a server. In the latter case you will just be afk most of the season, which is not why we all play the game. 

Of course you have to go with your own strategy and maybe with a smaller server going in the YOLO way may be a viable option and still provide some fun. It definitely will also depend a bit on how well the registration got filled up. 



Wednesday, May 31, 2023

Step-by-Step: New Relocation + General Tips

With the new patch from this week the relocation mechanic changed. In this tutorial with background information and tips as well as a Step-by-Step guide you will find what is new, which rules there are (and have been) and what other things to consider when you relocate in order to optimize your strategy.

Relocation Token
Relocation Token


Why relocate?

You start off in your server with a random spawn spot in the starter region(s) for your faction. Usually that keeps you occupied with the resources available around your location for quite a few days - depending on the overall server/faction population. 

After a while you either run out of resources because there is competition or you simply used it all already, or you want to be closer to war etc.

Almost 1h reinforcementRelatively close proximity
Reinforcement Time & Distance on the Map

Imagine you play in Lindon, spawned in Harlindon and have to fight war against Gundabad. If you want to fight, you need to have your base reasonably close or you will not be able to sustain the battles as reinforcing times will just take way too long. Especially in the beginning when your commanders are still growing and your ring tree is not progressed too much your marches are typically significantly slower than in late game. Moreover, if the enemy destroys your fort, your marches will walk home for hours potentially.

So, let's look into the basics first.


Game Relocation Rules

The rules for relocation as such did not change:

1. Foundation

  • You need a square of 9 tiles, 1x1 each.
  • The tiles have to be arranged in a 3x3 square. 
  • The tiles have to be resource tiles (level 1/h up to 150/h)
  • Any tiles surrounding those 9 tiles cannot be: water, mountain, other settlements, control points or similar, crossings or tunnels
    Allowed are: Fellowship/Warband Fortresses, 2x2 resource tiles, etc.
  • None of the 9 tiles can be in conflict (you will see a timer if a tile is in conflict) or haunted by a grudge (in Path of the Death) 

    One tile distance to water One tile distance to a neighbour
    Two examples to show the requirement of one tile (or more) distance to water and a neighbour. The same rule applies to control points, crossings, tunnels and mountains.

2. Target region restrictions

  • The foundation meets the target region restrictions
  • The region you want to move to is controlled by your own faction
  • It cannot be in Amon Lanc (Dol Guldur region), even if it is owned by your faction

3. Neighbouring Settlements

  • You need to have at least 1 tile distance to other settlements
  • This means: you cannot touch others.

Base surrounded by regular tiles
Base with Buffer Zone


As you can see, a fort (whether your own or another player's) can be directly next to your base. 

Also a 2x2 resource tile has no impact on your relocation.



What is new?

Temporary Camp Costs
Temporary Camp
The new part is that you have to build a Temporary Camp first. This camp occupies the whole foundation. Building the Temporary Camp will cost you:

  • 10,000 Wood
  • 10,000 Ore
  • 20,000 Stone
  • 1 relocation token
  • 2 hours time

Limitation: you can only have one Temporary Camp at a time. 



What do those new rules mean?

It is pretty simple: you cannot just build a foundation as you're used to and directly relocate. You can build the Temporary Camp only in owned regions. This means, you cannot immediately relocate into a region that you just took over from another faction. You have to build your camp first, which will take 2 hours time and in those two hours the faction that was just evicted from the keep might be able to "get in the way" of your plans. 

At the end of the day this means you have to strategize a bit more, regardless on which side of things you are. Make your plans accordingly. 


Relocation Tokens


In seasons 1 and 2 it is fairly easy to get them. You can buy them daily in your Fellowship/Warband Store. They cost 500 Contribution Points, which you get very easily just by taking tiles and helping your team's members.

Warband/Fellowship Store S1
Warband/Fellowship Store S1

Starting in season 3 there are more items in the store and they rotate randomly. This means that it might take a few days (or sometimes more) to get a relocation token. The tokens do not transfer to other seasons, which means you have to buy them every season again.

Relocation Token
Relocation Token
Sometimes it happens that you need to relocate quickly and don't have a token. In that case you can spend 500 gems to buy one. The option shows when you try to relocate (or now to build the Temporary Camp) and you have to confirm the purchase for 500 gems.

Many do not wish to spend gems for relocation. While it is more economic to get them from the store (make sure you keep always 500 Contribution Coins on stock for when a token appears), it might be necessary to spend gems on it regardless. Luckily the game offers free gems frequently (weekly maintenance 200 gems, weekend boss events 400 gems, game progression, red book challenge, other events). If you play in a fairly active group, you might have to prioritize the relocation in order to help your team. However, I recommend to check daily in your team's store to make sure you don't miss the "free" tokens. 


Step-by-Step Guide

  1. You start by laying out your foundation. Take 9 resource tiles that are in a 3x3 pattern. The tiles that work are resource tiles producing power of 1/h up to 150/h.

  2. Click on the center tile to display the menu - you want the option "Build"
    Owned Tile Menu
    Tile Menu

  3. In the build menu you have several options. Depending which server/campaign you play there might be more or less options to choose from. You need the option "Temporary Camp".
    Make sure you have enough resources. This might be an issue in the early game or when you are at war and do not have many resource tiles. 
    Build Menu
    Build Menu

  4. Confirm building the camp and then it's time to occupy yourself with other things. Either take more tiles, go sweep mobs or do the dishes. You have 2 hours to kill. 
    Temporary Camp Building
    Temporary Camp Building

  5. Once the Temporary Camp is finished, you can come back and click on it again. Now you see the option "Relocate" in the menu. 
    Temporary Camp Finished
    Temporary Camp Finished

  6. Oh, look, I can't relocate because not all my armies are at home. Let's quickly amend this. 
    Armies not at Home Summoning Armies
    Armies are out of the base - Summoning the Commanders to come home

  7. Now that all my armies are at home, I can go back and finally do the relocation. 
    Relocation Requirements Fulfilled
    All Requirements Fulfilled

  8. I get another confirmation window. Please take into account that you cannot relocate for another 3 days. You will have a cooldown on it. 
    Confirmation to Relocate
    Confirmation to Relocate

    Furthermore you might want to consider that any protection you might have will disappear (unless they changed that with the new patch).
    Relocation Successful
    Relocation Successful

  9. And we're done. Now I can go fight, sweep better mobs, take fresh tiles, enjoy the new view.

Other Tips and Tricks

When you want to fight in battles, typically you want to be as close as possible to the battle field. However, there are quite a few things to consider in order to have best possible position. 

  1. When you relocate to the front, you might want to choose a spot that is not too exposed. If your enemy uproots you, you will be "out of commission" for up to 3 days until you can relocate again.
    - e.g. good spots for keep defense would be on the other side of the keep. If it is attacked from an enemy from the West, you relocate to the East side to have a buffer between your base and the enemy.
    - Sometimes the map structure offers awesome spots to relocate somewhere safe due to it being on an isle or separated otherwise by geographical structures. If the enemy cannot reach your position, you can keep defending without any worry.

  2. Sometimes the region is rather small, but you want to fit in as many active players as possible to get a good handle.
    In this situation everyone is asked to be very mindful with choosing the position of their landing pads (foundations). Be strategic about where to "park" your base so that you can fit as many as possible into the limited space. 
    Here I have an example which is not ideal. The base blocks out two spots instead of one. Just one row to the South-West (closer to the warband fortress) and one more player's base would have fit between that player and the mountain range. 

    Problematic Relocation with Suggestion to do Better
    The markings show where the base should have gone to make sure to use the space efficiently. The player in the top right corner made sure to have enough space between him and the other base. There is place for one more place.

    Especially in new season 1 or 2 servers it might be helpful if an experienced player guides the players with choosing the perfect positions. Once you are relocated there is no option to "quickly" fix it. 

  3. Timing - Since you will be on cooldown for 72 hours (= 3 days), you want to make sure that you know your team's plan and don't waste a relocation token just to find yourself unable to fight in a meaningful way. 
    In order to help your team you want to be as close to the action lines as possible. Sometimes it pays off to hold out rather than just relocating for relocation's sake.

I hope this guide and explanations gave you a good overview over the relocation rules and strategies to use when relocating your settlement. 
If you have any questions, please let me know in the comments or message me privately.