Showing posts with label tips & tricks. Show all posts
Showing posts with label tips & tricks. Show all posts

Sunday, September 22, 2024

RtW 2.1 Update: What Will Change? - Pt.1

With the big update coming on Wednesday there are a lot of questions around on what are the changes, how does it affect us and how should we use or change what we have as commanders. How do we prepare? What and when should I do to improve my account? - Let's have a look. 

This article has only few pictures due to the fact that we do not have any pictures of items etc. available nor can I show you "live" screenshots on how to use items etc. - this will only be available once the update has been patched in.

This article includes access to the NEW Lady Death's Commander 2.0 Tool © (v.1.1)


Commander Respect Changes

The main changes are in the lower levels' respect requirements and in the value of respect items after ascension. 

Respect requirements OLD vs NEW

T1  R0 -> R1  400 -> 200
T1  R1 -> R2  400 -> 320
T1  R3 -> R4  560 -> 800
T1  R4 -> R5  600 -> 1,520

T2  R0 -> R1  1,000 -> 500
T2  R0 -> R1  1,000 -> 800

T3  R0 -> R1  3,000 -> 1,500
T3  R0 -> R1  3,000 -> 2,400

Value of Respect Items OLD vs NEW

Legendary Items: before Ascension 100 -> 100
Legendary Items: after Ascension 30 -> 70

Epic Items: before 1st Ascension 40 -> 40
Epic Items: after 1st Ascension 12 -> 40
Epic Items: after 2nd Ascension 12 -> 28

This will lead to a shift in respect levels. You will not get any items back, but instead the amount of total respect that your commanders have will be calculated down to how many items this equates according to the old system and then it will be converted to the output in respect in the new system.

Example: 

Let's assume Haldir Respect like mine: 
This means I have a a total respect of 29,040 + 749 on him. This equates to 2049 + 62 items (and some stray respect) = 2111 items, which will be just shy of Z1 after the update.

So you dont have to calculate all that yourself, I made a spreadsheet where you can simply look it up. 

Here are the three Quality overviews. Please mind that I do not have information on all the higher Zenith levels' requirements. 
The changes are marked with a darker color so you can easier see where there are differences.

Epic Commanders - T1 


Legendary Commanders - T2


Mythic Commanders - T3



Commander Ascension Changes

The devs made Ascension a little bit cheaper and more obtainable by some changes to that system as well. 

OLD

  • Commander respect item of the designated Commander 
    - Original Epic commanders: 50 for ascension to Legendary
    - Original Epic/Legendary commanders: 150 for ascension to Mythic
  • 10 Designated respect item of a T2 commander to ascend to Legendary
  • 40 Designated respect item of a T3 commander to ascend to Mythic

NEW

  • Any Commander respect item of the commander's original rarity: 
    - Original Epic commanders: 30 for ascension to Legendary
    - Original Epic commanders: 150 for ascension to Mythic
    - Original Legendary commanders: 100 for ascension to Mythic
  • Any Legendary respect items: 10 items
  • Any Mythic respect items: 40 items

Level for Ascension

OLD vs NEW

  • Epic commanders to Legendary: R5 -> R4
  • Epic commanders to Mythic: R10 unchanged
  • Legendary commanders to Mythic: R10 unchanged

On commanders which you ascended you will receive the respective amount of respect items back. If you have ascended an Epic commander (t1) to Legendary or Mythic, you will receive 20 items of that commander. If you ascended a Legendary (t2) commander to Mythic, you will receive  50 items of that commander. 


Commander Relic Changes

All Relics will now cost 10 Mithril to unlock them. Originally they cost 40/50/60 Mithril depending on the commander's original rarity.

This means you will receive back the following amount of Mithril:

  • Epic Commander's Relic crafted: 30 Mithril
  • Legendary Commander's Relic crafted: 40 Mithril
  • Mythic Commander's Relic crafted: 50 Mithril
The Mithril costs to upgrade the Relics remain the same as before:

  • Epic Commander's Relics: 40 / 40 / 80 / 80 / 120
  • Legendary Commander's Relics: 50 / 50 / 100 / 100 / 150
  • Mythic Commander's Relics: 60 / 60 / 120 / 120 / 180


Commander Respect Reversion Vouchers

To allow you to adjust your commanders according to the new system and skills, you will receive a certain amount of Respect Reversion Vouchers. Requirement for these vouchers are that the commander is at least Respect Level 5 AND at least Legendary. This means you will not receive any vouchers for Purple Respect 5 Commanders.

Every Voucher you receive allows you to pull out up to 10 Respect Items out of the commander that you use it on. You cannot draw more respect than down to Respect level 4.

You will receive the vouchers via in game mail and they are valid for 30 days.

CAREFUL!
If using respect vouchers would reduce your R10+ commander far enough, it will also revert the Relic that you might have. It appears that you will get back all Mithril. However, any items used to strengthen the Relic would be returned as Worn-out items instead of the items you used originally.

My advice: Do NOT pull more items on commanders that are R10+ and have a strengthened Relic.


Commander Ascension Material Exchange Vouchers

The wording is a bit awkward for this one, but this is how I read it:
For every Ascension that you performed before the update you will receive a voucher to "exchange" if  required.
With these you can exchange the Designated Respect items that have been consumed during Ascension into Any Respect Items of the same quality.
You can apply 1x Voucher per commander.
e.g. You used Saruman items on Lurtz. You can now exchange these items against a collection of other items like Gil, Gala, Sunind, etc. 

It does NOT sound like you could fully undo the ascension.

You will receive these vouchers via in game mail and they are valid for 30 days.


How to Prepare

To get as many Respect Reset Vouchers as possible you want as many commanders as possible at Respect level 5 & Ascended to Legendary.

But when is it worth it to use items on commanders and when is it a waste?

As we heard above, you get one voucher per each legendary commander with respect 5 that you own. This means you will want to level up some commanders in order to get more tokens. 
*Disclaimer: These are general suggestions. You will always have to evaluate based on your individual account development and spending pattern. 

  • t1 for majority of players worth it including opposite side commanders for RP players (where else do you use your t1 tokens and vouchers?) -> you will need to ascend the commander and here is where you need to be mindful: if you have to use tokens of a commander that is in your main army, you are better advised NOT to do it.
  • t2 depends already a bit on what you're planning to do. It will likely be worth it if you do not need the respect items for other things. 
    As most people would likely use their reset vouchers on t3 commanders, it will often be worth it to level up at least if you are close.
  • t3 is very dependent on situation
    -> if you need 10 or less items to get to r5, definitely do it
    -> if you need more than 10 items, but plan to use that commander in the future anyway, definitely do it now to get the extra tokens
    -> if it requires you to trade other t3 items for this commander, definitely DONT do it as you lose value, not worth it
    -> everything else has to be looked at on a case by case basis
If you are unsure whether or not to level up your commander, ask a friend or trusted member of your team who has a good understanding of the game in general and of the changes to come. Better ask than be sorry.


DO's and DONT's

A few general words of advice:

  • Do NOT trade any respect items at this point. It is a waste of value.
    Gain for trade vs cost for trade at the example of t3 items:
    1x t3 items gets you 16 t3 vouchers
    1x t3 items costs you 40 t3 vouchers
    This means you lose a lot of value if you trade. Especially now with the requirements for Ascension you can make use of ANY item until you have all your commanders ascended to Mythic. Of course some commanders you might never want to ascend, but you get the idea. 
  • Do NOT rush anything after the update
    Make sure to create a solid plan before you make any decisions that you cannot reverse. 
    You can enhance the value of your account by a lot with these changes, but you can also lose a lot of value if you do things rushed and without proper basis of information.
  • Do inform yourself on the new commander stats and suggested army setups.
    There are a lot of theorycrafters and testers and math geniuses out there. Make sure to get input from a multitude of sources BEFORE you do anything irreversible in game.
  • You will get the most value out of the vouchers if you use them on T3 commanders. Don't use them on your lower tier commanders unless you are really sure you need those respect items for another commander of that level.
I can't stress it enough: Take your time. Do not rush anything. You have 30 days time to make your decisions. No need to do anything within the first 10 minutes. You can do it in the last 10 days instead.


Commander Spreadsheet

You have seen some screenshots above from my Commander 2.0 Spreadsheet. This spreadsheet is not yet updated with the new skills and some numbers are missing in the respect table at higher Zenith levels. However, in order to give you the full access to what is there, here the link to it. I hope it helps you when making your decisions and calculations.

 NEW ! Lady Death's Commander 2.0 Tool © (v.1.1)


Summary & Evaluation

Looking at all these changes, overall the game is going back to being more accessible for F2P players and low spenders. A number of changes are being made that will benefit these players and bring them closer en par to "Dolphin" level players, which means they will be enabled to hold their own better in PvP fights.

Another huge thing is the Respect Refund Tokens, which allow you to undo mistakes from the switch to 2.0. This is also why you should definitely take your time. You get the chance to enhance the value of your account by making smart decisions based on your individual situation. Every account is unique. This means that with all the suggestions and tips in this article or on any other source, you always have to apply it to your own situation and make possibly adjustments to these tips. 

Last time to repeat it: don't rush things. Take your time. May the Valar's wisdom guide you in your decisions. 


RtW 2.1 Update: What Will Change? - Pt.2 will include information to further changes on Respect Levels and Skills.

Tuesday, June 25, 2024

Basics: Season Start Guide

We have seen how to level commanders, but let's have a look how to do this effectively during season start and make the most of the stamina we have as well as grow with resources and look at the Ring Trees and other things you need to know. This guide is more of an overview on all aspects you should consider. It might not always give you the one fool-proof recipe, but rather help you guide into making your own decisions based on knowing what options you have.

Disclaimer: Seasonal information is subject to change depending on patches brought out to the game by the developers. If there are any mistakes, please bear with me and let me know on discord where I need to make adjustments. Thank you.


Building Levels

Your Settlement restarts every season at the same basic level - you have to level up all the way up to level 20 respectively depending on the building in your base. Very few buildings require only one level.

General rule to make the most of the resources you have, is to follow the guide by the game that will lead you through 20 chapters to progress at season start. See next big headline "Chapter Progress" below. 

Your buildings will give you access to more resources (some buildings "produce" certain resources) and also to higher level troops, bigger armies and other things you need. Depending on the campaign or season you are playing the buildings might look significantly different in what you have available. 

If you don't need the season/campaign related information, you can skip these paragraphs and jump directly to "Important Buildings".

Season 1

The structure of the buildings looks different to what seasoned players are used to from campaigns and the earlier season 1 servers. We see the connection of buildings to each other a bit more clearly. There are still some level requirements that are not displayed at first sight though.

The buildings are (numbers in parenthesis indicate max level, "?" indicates unknown with best guess from other campaigns)

  • Main Hall (10), then on the left side 
  • Storage (20) that unlocks access to the 
  • Resource Tributes (20), first Wood and Stone, which unlocks then Grain and Ore
  • The tributes unlock the Market (1), which in turn unlocks the 
  • Resource Center (4)
  • Underneath that you have the building Battlements (10?), which unlocks with Main Hall 6, and this will unlock the
  • Bowman Tower (10?)

On the right side you find the buildings 

  • Barracks (20), which unlock the
  • Commander's Chamber (3), which in turn unlocks
  • Training Grounds (10).

On the far right you can see

  • Conscription Post (20), which unlocks the
  • Apothecary (10).

Then you have the Troop Quarters with the respective races' troop buildings. For your main troop you have a t4 building. All quarters go up to level 10 and the troop buildings up to level 6 each.



Season 2

At the time of writing no access to this campaign and no information on what the building tree looks like currently. However, this season is NRP based, so it will probably have an Embassy building to allow you the option to build camps for opposite alignment troops outside your base.

Campaign Rebuilding Glory

The main buildings are: 

  • Main Hall (10)
  • Tier 1: Storage (20), Apothecary (10), Barracks (20)
  • Tier 2: Lumber & Stone Tributes (20), Conscription Post (20)
  • Tier 3: Grain & Ore Tributes (20), Fellowship Hall (5)
  • Tier 4: Market (1), Battlements (
  • Tier 5: Military Embassy (if NRP, 6?), Training Grounds (10), Resource Center (4)
  • Tier 9: Bowman Tower (10)
Then you have the Troop Quarters with the respective races' troop buildings. For your main troop you have a t4 building. All quarters go up to level 10 and the troop buildings up to level 6 each.


Campaign Tactics Evolved

At the time of writing no access to this campaign. It is however available as NRP only and should look similar to Rebuilding Glory with the difference of an Embassy Building to unlock opposite alignment's camps outside the settlement and by levelling this building you enhance the amount of camps you can build.

Campaign Rings of Power: Kings of Men

The main buildings are: 

  • Main Hall (10)
  • Tier 1: Storage (20), Apothecary (10), Barracks (20)
  • Tier 2: Lumber & Stone Tributes (20), Conscription Post (20)
  • Tier 3: Grain & Ore Tributes (20), Fellowship Hall (5)
  • Tier 4: Market (1), Battlements (10)
  • Tier 5: Military Embassy (6?), Training Grounds (10), Resource Center (4)
  • Tier 9: Bowman Tower (10)

Then you have the Men and Evil Men Quarters with the troop buildings. For both types you have a t4 building, which allows you to conscript Swans or War Chariots or both. All quarters go up to level 10 and the troop buildings up to level 6 each.


Important Buildings

Of course, all buildings are needed and give you different value. There are however some that you might need more attention than others at any given time. Here are some examples of the more important buildings, on which you should focus during your start:

  • Main Hall: imperative for overall progress and to unlock higher level troops, which let you take higher level tiles. 
  • Barracks: increases number of formations in your army, number of armies and amount of troops you can own at a time
  • Conscription Post: Conscription Time and Conscription Queues
  • Training Grounds: increases the Command one commander can carry, i.e. it increases the amount of troops in your army
  • Quarters: grant access to building and upgrading the troop buildings, which reduce conscription times of the troop types for which they grant access. The quarters also give additional resource production (one resource type per quarter)

Before you start taking tiles, make sure to build your Apothecary, Conscription Post and Barracks. You do not want any troops to die when instead they could end up wounded and you want to start conscripting more troops immediately. Some players don't start taking tiles before they unlocked the third formation.


Chapter Progress

As mentioned above, the game provides you with a guide on how to develop your settlement. In most cases you want to follow that guide's suggestions - in order to progress and get more  tile space and resources as reward, which will help you proceed, you will have to finish most of them as advised. However, at times you might want to deviate and also focus on some buildings that the game does not particularly suggest to you. 

There are 20 chapters with progressive tasks, which can include building tasks, taking tiles, reach certain levels on commanders, joining a fellowship/warband and others. As mentioned, you will be rewarded with additional tile space and resources (in season 1 you also get other items like gems) to help you progress.

At the end of the day you should still apply common sense and not just follow blindly, but it is a very good guide to follow in general in order to avoid wasting your early game resources unnecessarily on buildings you might not need at that time.


Tiles, Mobs, Special Structures

(*Season 1 & 2 values may differ)

The most important thing to do at season start is to take tiles. This is how you gain ring power, which allows you to unlock ring abilities over time and progress faster. 

Tiles 

Tiles require 20 Stamina and are also needed to gain ring power as well as build a steady income on resources.

  • Level 1: 
    available rss: produces all types of resources, 50/h each, total production 200/h
    (1) army Level 1 defender, (1) formation, t1 troops, ~30 EXP
  • Level 10: 
    available rss: grain, ore; produces 240/h
    (1) army Level 4 defender, (2) formations, t1 troops, ~650 EXP
  • Level 15:
    available rss: wood, stone; produces 280/h
    (1) army Level 7 defender, (2) formations, t1 troops, ~1,200 EXP
  • Level 30:
    available rss: grain, ore; produces 360/h
    (1) army Level 12 defender, (3) formations, t1 troops, ~3,200 EXP
  • Level 40:
    available rss: wood, stone; produces 420/h
    (1) army  Level 15 defender, (3) formations, t1 troops, ~4,000 EXP
  • Level 60: 
    available rss: grain, ore; produces 560/h
    (1) army Level 18 defender, (3) formations, t1 troops, ~7,100 EXP
  • Level 90: 
    available rss: wood, stone; produces 640/h
    (1) army Level 20 defender, (3) formations, t2 troops, ~9,500 EXP
  • Level 130:
    available rss: grain, ore; produces 800/h
    (1) army Level 25 defender, (4) formations, t2 troops, ~18,700 EXP
  • Level 150:
    available rss: wood, stone; produces 880/h
    (1) army Level 28 defender, (4) formations, t2 troops, ~23,000 EXP
  • Level 200:
    available rss: grain, ore, wood, stone; produces 1000/h
    (2) army Level 35 defenders, (4) formations, t3 troops, (2x) ~33,000 EXP
  • Level 230:
    available rss: grain, ore, wood, stone; produces 1200/h
    (2) army Level 40 defenders, (4) formations, t3 troops
  • Level 260:
    available rss: grain, ore, wood, stone; produces 1400/h
    (2) army Level 42 defenders, (4) formations 
  • Level 300:
    available rss: grain, ore, wood, stone; produces 1600/h
    (2) army Level 45 defenders, (4) formations

I do not have any reports of the current level 230/260/300 tiles to provide you with the EXP info, but when you are ready to take them you might already be past level 40 - unless your commanders are quite well developed.

Mobs

Mobs require 10 Stamina and are easier to beat for good EXP with fewer losses, which makes them a good source for your main army once you have gotten over the first stages of growth. On top of saving a lot of stamina you also get some goodies. However, these have been capped per day. Mobs appear in the levels 6, 10, 12, 15, 20, 25, 30, 35 and 40. Compared to tile defenders they are easier at the same/similar level.

With DD commanders you can even go ahead and hit them with 1 troop each. Commanders heal fast and the troop losses are neglectable with such numbers.

Special Structures 

All across the map there are special structures that have defenders on them and almost all of them give you PvE EXP. Keeps are an exception to this and will not gain you any EXP from hitting them.

  • Camps: Some camps are easy and give good Exp. Other camps can be tricky, watch out not to waste too many troops for too little exp. 
    The defenders vary from 2x level 15 (Hobbit Camp, 500 health) to 2x level 50
  • Altars: 2x level 20 defender
  • Springs: 3x level 30 - careful here though, make sure that you don't occupy all Springs around a structure and leave the other teams in your faction out cold. They are needed to build fortresses to occupy structures
  • Neutral or (unguarded) enemy crossings (3x level 30)/tunnels (2x level 20) are fairly easy and depending your level worth it to hit - careful here that you don't hit accidentally a pass, which is much stronger.
  • Defensive Camps: Now, these you can hit only later in game once they have been taken. They do however give you EXP also beyond the confinements of other PVE, which means you can get EXP beyond level 40.


Commander Levels

In all seasons (except season 1) you start with your commanders at level 5 and have to work your way up to max their levels at 50. The levels require increasing amounts of EXP per level. This lets you progress very quickly in the beginning, but requires a bit more "stamina" on your account to see things all the way through.

You gain EXP with PvE up to level 40. Beyond that there is no way to level your commanders other than PvP - fighting with other players' armies. The only exceptions are purple scrolls which can be used until you reached level 45 (do not waste those scrolls before you reached level 40, even if it may be tempting sometimes). The other exceptions are Defensive Camps, which can give you decent amount of EXP also when you are above level 40. For some reason the game counts this as PvP - no guarantee though that they might not change this (secretly).

While levelling, make sure not to aim for too high levels of tiles or mobs. If you keep losing a lot of troops per every hit, you will not be able to sustain that for long and end up being much slower than you would hope for. Aim preferably for slow and steady. 

Try to rotate through your commanders. There are several options to approach the season start. Some say to wait till you have 3 formations available for your army. If you do that, make sure to hit once or twice with your main commanders before you do the real start with the secondary and lower commanders. That way you do not lose Stamina while you wait to be ready to unlock the third slot.

You can use your main gear on the weaker commanders. This will aid you with limiting the troop losses as much as possible. You can then work through your less developed commanders and take tiles in the meantime to get your resource and power production running. Once you reached the point where you can use 3 armies, go ahead and set up two armies for your main army commanders: in each army 2x main commanders + 1x less developed commander. Since you likely used all your commanders already, you can also rotate through on this spot. The advantage is that the higher EXP level on those commanders will also make up a little for lower respect levels and you can comfortably hit higher tiles than just level 10/15. 

Another thing you should consider: Damage Dealer (commanders where the damage comes from the commander itself and not from the troops) do not need a specific amount of troops to deal their damage. It does not scale on the amount of troops. This allows you to load up these commanders with just a single troop and reducing your losses quite significantly.

Again: test a bit and play around to see what you can hit comfortably without losing too many troops. Make sure you can sustain your growth.

For a more detailed explanation on all the different options how to level Commanders, please read the guide "Basics: How to Gain Commander Experience". 


Resources

Resources of course are a basic need. You need them to build and upgrade your buildings as well to conscript and hire troops. You will need Wood, Stone, Ore for buildings and Wood, Ore, Grain for troops. If you are a spender, you can level up your market very quickly and allow for better barter options. When going for tiles, make sure to get a healthy balance on your resources especially in early game. In the screenshot you see that most resources are balanced, but Ore is very low. If you find yourself to be short on one specific resource (in most cases it will be Stone), then try to alleviate this problem by focusing a bit more on those tiles instead. You can always rebalance later on.

I would recommend to use barter (see more on the topic Market further down towards the end of the article) only very scarcely in the beginning as you need every resource you can get and you put in more rss than you gain. If in desperate need, of course it's a solution, but try to do it as a last resort only.


Expansion

In general, expansion is largely dictated by your fellowship or warband. However, you also need to consider your individual expansion for resources. If you ended up in a poor spawn location with a lot of competition, you might want to work with forts to get to more remote areas that are not quite as busy.

When you farm tiles from a fort further away from your base, you will have longer reinforcement times, but you can compensate for that by circling around the gear as mentioned in the paragraph under "Commander Levels" and using all your commanders - maybe on some lower level tiles around your base that you had dropped already or haven't taken yet. With your main commanders you can sweep mobs close to your base while you wait for the reinforcements to arrive.

In general it is a good practice to expand with forts in all major directions right at the start - or rather as soon as your resources allow for forts. This will give you an advantage over people who sleep on that and you can move further on farming further away early on.

What you should not do in most of the cases is to relocate into a different area. Depending on your server and your team's/faction's expansion planning you might be asked to resettle very early on either to expand further or to join the first skirmishes and battles at the front lines. Only relocate early on if you are absolutely sure that you won't have to move again within the next three days.


Troops

You want to unlock t2 and t3 asap. Another focus will be to get to the troop types that you will be using mostly as quickly as you can too. 

Keep in mind: you should always try to use troops that you can sustain conscripting and healing in reasonable amounts based on your resource income. Sometimes this will mean you have to stick to t2 troops rather than t3. 

Often medium sized troops will be superior against tiles as there are a lot of small troops on defenders and if there are medium troops, at least you will not have a direct counter against you. But at times you might not be able to sustain medium troops for early game. In that case it is better to use small troops or a tier lower than you would usually use, which will still allow for taking tiles and sweeping mobs and have a steady progress going for yourself - maybe at tiles one level lower than you might hit with other troops.


Ring Abilities

The ring varies from campaign to campaign slightly as well as from faction to faction. Every faction has a unique ring ability that can be unlocked. All the other abilities are the same as the rest of the server.


There are different approaches on how to set up your ring skills in early game. The main point is that you want to level it up as soon as you can and especially unlock the milestones like level 10 for resources, level 30 for EXP-based and PvE-based skills and lastly for level 50. Don't forget to put always points into "Dominance" (top left tree) whenever you can to open up more tile space. 

Beyond that, I advise against using some of the available skills 

  • "Abundant Wisdom" and "Abundant Might" in early game.
    You will need those in PvP however. 
  • Skills I generally don't use as they are a waste of points in my opinion are "Clairvoyance" (spy - or scout - up to two armies on neutral tiles and structures, not keeps), 
  • "Invigoration" which I usually do not skill at all since it would cost so many AP and get you in the danger of accidentally using it when instead you wanted to use Stamina Potions. 
  • I also do not use "Time out of Time" and 
  • "Extract" if I can help it (opinions on this differ).

"Extract" is a more expensive way to "Gather" resources from a tile you own. In my opinion, the price in AP for Extract is just too high compared to Gather. If you are desperate for resources, you might reconsider that of course You should gather as soon as you can, but don't start on tiles lower than 130/h as it would be a waste of AP.If you decide to Extract, you should do so sparingly as it costs a lot of AP and gains you little. The only thing would be to do it on 90/h Stone tiles if really needed.

Important to keep in mind is that you can reset the ring points. However, this works only for some of the skills. Those that are unlocking a specific skill with just one point as well as the basic tree skills that unlock the dependent skills will remain as is when you reset. You can do the reset once every 24 hours.


Fellowship/Warband (FS/WB)

You want to join a team as soon as possible. Once you built your Fellowship Hall you can help and get help for your buildings to speed things up. 
Note: If you use speed-ups to finish buildings faster, you should wait until you received all available help and only then use the boosts. This way you can save a bit. 

Very important for your team to grow is that you Boost at all times when you have boosters. It costs you only a little bit of Grain, but it will give you contribution points and Coins for the FS/WB Store, which you can use as soon as it unlocks. 

These Boosts will unlock certain very important milestones for your team, like more resource production or unlocking of buildings like Fortress (essential for map movement and structures), Altar (mind sharpen), Well (gather) or Employment Hall (neutral troops). Always make sure to use up all your daily attempts to boost. They refill at one attempt per 30 Minutes.

Make sure to always check the pins and announcements and follow the requested movements in order to be able to keep up with your team and help where help is required.


Market

If you are a spender and can afford it, try to level up your market as soon as possible by as much as possible. You can trade your blue and green gear for Silver and Gold Ingots as well as purple gear for Gold Ingots and Equipment vouchers per item. Make sure not to trade items that you need. You should first lock the ones you want to keep in your inventory (by clicking on the lock on the items you want to keep).

The higher your market the better the daily offers you get and also the better the Barter deal you get (starting from level 8 for 42% up to level 30 for 80%). Levels 31 - 40 will increase the resources obtained from the Merit Store that will open with server progress.

The Silver Ingots are seasonal items, which means they get lost if not used by the end of season. Make sure not to waste any of them.


There are many different play styles and certainly other approaches. For me, keeping the above points in mind, is what worked well so far. The main point is that you have a good plan and understanding on what you want to do in which order and at what time. Then follow up on it and - good luck on your spawn spot!

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.