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===Fighting in the Wilderness===
 
===Fighting in the Wilderness===
Note that the effectiveness of your [[Troops|troops]] in battle is determined by the combat skill of your knight and your research levels in fletching, metal alloys, poisoned edge and healing potions. you can also enhance your troops battling by applying some items, such as: blood lust, blood frenzy, barkskin and stoneskin.
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Note that the effectiveness of your [[Troops|troops]] in battle is determined by the combat skill of your knight and your '''research levels''' in fletching, metal alloys, poisoned edge and healing potions. you can also enhance your troops battling by applying some items, such as: blood lust, blood frenzy, barkskin and stoneskin.
   
   
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| style="vertical-align: top;"|Knight level 70+, Not using the 1 Ballista in the first wave will cause losses in the 2nd wave.
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Revision as of 06:22, 22 January 2011

File:Wilderness.jpg

Wilderness are regions on the Map that can be conquered, and may be hills, mountains, lakes, forests, plains or bogs (but bogs cannot be attacked and currently have no function). Conquering these regions will improve production of the relevant resource. How much your production is increased depends on the level of the region (level 1 will give you 5% and level 10 will give you 50% more resources, each level gives you 5 more% -- level x 5 ... e.g. LVL 3 wild x 5 is 15% ). The level of the region determines how hard the region is to conquer and how many troops you will need. You can scout before you try to conquer the region to get an idea of what kind of troops you will need. In Wilderness regions level 5 up to 10 you may find crests but it is very random.

Just Checkin 01:44, January 10, 2011 (UTC)Charts

Units in Wilderness:&nbsp This chart indicates how many troops you will encounter in an unoccupied wilderness:

Level Supply
Troop
Militiamen Scout Pikemen Swordmen Archer Cavalry Heavy
Cavalry
Ballistae Battering
Ram
Catapult Traps Troop Total -w/o traps
1 50 50 100
2 100 100 50 50 5 300
3 200 200 100 100 50 10 650
4 500 500 200 200 100 50 20 1,550
5 1000 1000 500 500 200 100 50 50 3,350
6 1500 1500 1000 1000 500 200 100 100 5,800
7 3000 3000 1500 1500 1000 500 200 50 150 10,750
8 6000 6000 3000 3000 1500 1000 500 100 50 300 21,150
9 12000 12000 6000 6000 3000 1500 1000 200 100 50 600 41,850
10 25000 25000 12000 12000 6000 3000 1500 400 200 100 50 1200 85,250

Traps regenerate 10% of that level every 5 minutes.

Defeated Wilderness Forces repopulate 10% of that level every 5 minutes.

Fighting in the Wilderness

Note that the effectiveness of your troops in battle is determined by the combat skill of your knight and your research levels in fletching, metal alloys, poisoned edge and healing potions. you can also enhance your troops battling by applying some items, such as: blood lust, blood frenzy, barkskin and stoneskin.


Updated Tutorial - May 23, 2010

Send as many militia or supply troops as there are traps in the first wave, and they will all be sacrificed to the traps.

Tip: If you make a mistake with sending second wave too late or too early, you can substitute scouts for the first wave to prevent the loss of more expensive archers or siege.

Crests in the Wilderness

Starting with Tournament of Crests, Crests started dropping in the game. Some of these are also needed to build your third, fourth and fifth city and not to forget the sixth city.

For more information, see crest and Crest_Drop_Research

Newer Released crests : Galahad, Percival And Lancelots crests are meant to be available in wilds now.. They can be found in Lvl 8+ wilds.

Multi-wave Attacks

Your Rally Point must be at least LVL 2 to send two attacks from the same location. You must also have at least 2 idle knights not assigned a role or on a march. You need to time the 2 waves so that the Archers arrive 1-15 seconds after the Militia clear the traps. You need Fletching researched to higher than the level of the wilderness you are attacking to limit your losses. Make your 2nd wave march immediately after the 1st wave as traps will begin to re-spawn with in 15-30 second and kill your troops in Wave 2. To help with coordinating march times, send at least one of the slowest type in the first wave along with the second. On attacks with Ballista add 1 Ballista to the Militia wave to slow down the first wave. The Troop Speed page has a link to a web-based calculator that includes all skill effects, or follow the link here: KoC Troop Speed Calculator.

Here is a basic chart that indicates the troops needed to defeat different levels:

Optimal Situations:

It is possible to completely overwhelm any level wilderness to achieve nearly zero lost troops while conquering wilderness or searching for crests. This will also show practical amounts of troops.

Wilderness
Level
Resource
Bonus
Wave 1 - Suicide Squad
to use up traps
Wave 2 - Main Attack
Troop Losses Minimum
Fletching
Rally
Point
Level
1 5% n/a

60 Swordsmen OR Pikes OR 100 Archers

None

1+

1+

2

10%

5 militia

150 Archers

1st Wave

2+

2+

3

15%

10 militia

300 Archers

1st Wave

3+

2+

4

20%

20 militia

1,750 Archers

1st Wave

4+

2+

5

25%

50 militia

2,500 Archers OR 400 Ballista

1st Wave

6+

2+

6 30% 100 militia

4,500 Archers OR 750 Ballista

1st Wave

7+

2+

7 35%

150 militia/supply tr.

5,750 Archers OR 2,000 Ballista

1st Wave

8+

2+

8 40%

299 Miltia + 1 Ballista

10,000 Archers + 1,000 Ballista + 10 Swordsmen

OR

3,500 Ballista

1st Wave

9+

2+
9 45%

599 Militia + 1 Ballista

15,000 archers + 1,600 Ballista

OR

5,500 Ballista

1st Wave + 2 Archers

10

2+
10

50%

1199 Militia + 1 Catapult

35,000 Archers + 2,500 Catapults

1st Wave +

6 Archers & 50 Catapults

10

3+

   9             45%       600mms            89,999swords+1mm                    1st wave                    0          9+
   9             45%     599mm 1 blista      21000archers+7000 blista            1st waves                   10         2+



  • Note: All combat research such as fletching, metal alloys, poisoned edge, and healing potions should be at least one level above the wilderness level. If it is not then there may be more losses than expected.
  • Note: #'s here do not always work as I encountered back to back ballistae on lv 7 and lv 6 wilds containing 399 and 168 respectively. This resulted in a loss of 2446 and 1101 respectively. In addition the lv 7 lake contained 5000ea of wood, stone, and ore.

Please keep scenarios low. There needn't be 20 different ways to capture a level 10 wilderness. This chart is based on practical situations. Not everyone is going to have enough DI's and food to build 50k catapults, but killing several hundred ballista or several thousand archers is not efficient at all when an intelligent alternative combination is available. Additionally, please stop messing with the low level wilds, as they are well set. If you have a better contribution for more efficient waves, please submit it. Please keep the complexity of marches down, ie. do not send pikemen, swordsmen, or any cavalry, unless it is absolutely necessary. Increased complexity only increases the time needed to configure and send the march and adds risk that traps will regenerate.

Alternatives with Losses:

When circumstances are less than perfect and the player considers some losses as acceptable. Not recommended for crest hunting.

Wilderness Level Resource Bonus Wave 1 Wave 2 Troop Losses Fletching Rally Comments
8 40% 300 MM 30000 Archers + 60 ballista 330 Archers + first wave 8 5+ fletching,poisoned edge,metal alloys at lvl 9
8 40% 11,750 Archers 775 9 2+ Fast Hunting
8 40% 300 MM 1 MM + 11,500 Archers 475 Archers 9 2+
9 45% 600 MM 1 MM + 43,425 Archers 1,063 Archers 9 5+
9 45% 600 MM 1 MM + 65,000 Archers 923 Archers 9 5+
9 45% 599 MM + 1 Ballista 38,000 Archers + 2,000 Ballista 2 Archers + 100 Ballista 9 4+
9 45% 600 MM 1 MM + 27,000 Archers 783 Archers 10 3+
9 45% 599 MM + 1 Ballista 1 MM + 65,000 Archers + 4,000 Ballista 1st Wave, 2nd Wave - No Losses 10 7+ Knight level 70+, Not using the 1 Ballista in the first wave will cause losses in the 2nd wave.
10 50% 1199 MM + 1 Ballista 37,500 Archers + 2,000 Ballista 1,006 Archers + 450 Ballista 9 4+
10 50% 1,199 MM + 1 Ballista 23,000 Ballista 402 Ballista 10 3+ Worst possible method. Archers only is cheaper resource-wise.
10 50% 1,200 MM 1 MM + 89,999 Archers 2,126 Archers 10 9+ Least possible losses without catapults.

As an alternate method to losing a siege weapon (ballista or catapult) in the first wave with your Militia, you can send your second wave first. By doing this you can view the "Troop Activity" tab and then time your second wave of pure militia to hit first. This way you lose one more militia and no siege weapon on the trap clearing.

Example: Level 8 Wilderness suggests "Wave 1: 299 Militia + 1 Ballista and Wave 2: 12000 Archers + 800 Ballista." - You lose 299 Militia and 1 Ballista from the first wave and 1 archer from the second.

Using the alternate method "Wave 1: 12000 Archers + 800 Ballista and Wave 2: 300 Militia" - You lose all of the second wave(Militiamen) and only 1 archer in the first wave.

NOTE: This method REQUIRES you to monitor the march times so you can send the militia marching so they hit 1-30 seconds prior to the first wave. The 2nd wave MUST hit first in this case.

There is a troop marching speed calculator here.

-Types of Wilderness

Mountains

Mountains2
Mountains increase your ore production.

Woods

Woods
Woods increase your wood production.

Hills

Hills
Hills increase your stone production.

Grasslands

Grasslands Grasslands increase your food production
Wild Grassland
.

Lakes

Lake
Lakes increase your food production.

Plains

Plains
Plains are where you build new cities.

Bogs

Bog
Bogs are impenetrable wilds. They cannot be conquered or attacked. They are just there so not every plain in the game can be occupied by a player.


Even though they have no function at this point in the game, the bogs are leveled 1 - 10 just like other wilderness. This may suggest that in a future update the bogs may get a function.

Owning a Wilderness

For each city, you can own one wilderness per level of your Castle. The level of your Castle does not affect the level of wildernesses you can own.

For example, if you have four cities with the four castles to LVL 9, you can own up to 36 wildernesses.

You can keep attacking wildernesses with all your slots filled, but you won't be able to conquer them (ie. you will not recieve the percentage increase in productivity and you will not fulfill a quest). You may be able to win the battle and "secure" the wilderness, but you will not "conquer" it. However, even wilds that you cannot own may contain Crests and do contain small resource deposits, both of which will be claimed after securing the location.

If you conquer a wilderness, your troops will remain in the wilderness to defend it. You must recall them to have them return to your city. If you do not conquer the wilderness, your troops return automatically.

Since July 20th, 2010 you can defend your wildernesses by adding traps or getting Mercenaries.

For Information on defending your Wildernesses, see Owned Wilderness Defenses