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File:Wilderness.jpg
Wildernesses are regions on the map that can be conquered and may be hills, mountains, lakes, forests, plains or bogs/Dark Forests (although bogs can only be attacked when they become a Dark Forest.) Conquering these regions will improve production of the relevant resource. How 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, therefore, how many troops you will need. Before you try to conquer the region, you can scout to get an idea of what kind of troops you will need. In wilderness regions from levels 5 up to 10 you may find crests. They are not random, dropping at a rate of 15%. 100 wilds hit will most likely get you 15 that you find will be random. The higher your attacking knight's skill and loyalty the more likely he will be to find a crest.


Units in Wilderness

This chart indicates how many troops you have to send in an unoccupied wilderness:

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

Traps and troops regenerate at a rate of 100% every minute.[1]

Fighting in the Wilderness

Note that the determined by the combat skill of both 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.

{C}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 the 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 the Tournament of Crests, crests started dropping in the game. These are needed to build your third, fourth, fifth, sixth, and seventh cities.

For more information, see crest and Crest_Drop_Research.

Newer Released crests : Galahad, Percival and King Arthur crests are meant to be available in wilds now; they can be found in Lvl 8+ wilds.

Morgana, Mordred,, Pendragon and Lady of the Lake Seals have also been released. They are found in lvl 8+ wilds and, generally, are harder to find.

New research from confirmed data suggest level 8 has the Highest rate of crest drops for 5th 6th and 7th cities.

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 to a role or on a march. You need to time the 2 waves so that the archers arrive 1-15 seconds after the militia. You need fletching researched to higher than the level of the wilderness you are attacking to limit your losses. Make your immediately after the 1st wave as traps will begin to respawn within 1-2 minutes and will kill your troops in Wave 2. To help with coordinating one of the slowest type in the first wave along with the second. On attacks with ballistae, 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 which includes all skill effects. You can follow the link here: KoC Troop Speed Calculator.


en iyi durumda

It is possible to completely overwhelm any level wilderness to achieve nearly zero lost troops while conquering wildernesses or searching for crests. This also shows practical amounts of troops. Here is a basic chart that indicates the troops needed to defeat different levels:

  • vahşi bölge seviyesi
  • kaynak bonusu
  • birinci dalga tuzakları yok etmek için
  • ikinci dalga ana saldırılar için
  • asker kaybı
  • Minimum
  • Fletching
  • Rally
  • Point {C}Leve
1 5% n/a

160 milita

8 milita 0 1
1 5% n/a 60 swordsmen OR pikes OR 80 archers None 1+ 1+
2

10%

5 militia

500 militia

130 archers

-

1st Wave

127 militia

2+

0

2+ {C}2+

3

15%

10 militia

520 archers

1st Wave

3+

2+

4

20%

20 militia

1,600 archers

1st Wave

4+

2+

5

25%

50 militia

2,200 archers OR 300 ballistae

1st Wave

6+

2+

6 30% 100 militia

3,000 archers OR 700 ballistae

1st Wave

7+

2+

7 35%

150 militia

6,000 archers OR 1,800 ballistae

1st Wave

8+

2+

8 40%

299 miltia + 1 ballista {C OR

  • 300 militia

9,111 archers + 1000 ballistae

OR

3,300 ballistae

OR

  • 48,600 archers-ARCHERS LOST


1st Wave+ 1 archer

OR

1st Wave

9+

2+
9 45%

599 militia + 1 ballista

13,137 archers + 1,700 ballistae

OR

5,500 ballistae

OR

  • 11,250 ballistae

1st Wave

10

2+

10

50%

1st Option 1199 militia + 1 catapult {C}

2nd Option {C}1200 militia

a) 35,000 archers + 2,500 catapults

OR

b) 10,425 catapults

OR

c) 69500 archers + 3000 catapults

2nd Option 1 militia + 99,999 archers

1st Wave +

6 Archers & 50 catapults

OR

1st Wave + 50 catapults

OR

1st wave + 5 archers

2nd Option

1st wave plus 1500 archers

10

8+

10 50% 1199 militia
+
1 catapult

10,425 catapults

1st Wave

11

2+

10 50%

1199 Milita men + 1 Catapult

Second Option: 1200 militia

Third Option :

1199 mm + 1 Catapult

134292 Archers + 11689 Ballista + 4019 Catapults



90k Catapults

4 Archers



1st Wave



No Losses

11





9



11

11+





9



9+

10 50%

1199mm+1Cat

12500 No Loss

fleatching-11

H P-11

P E-11

knight 90+

2+



  • Note: All combat fletching, metal alloys, poisoned edge, and healing potions should be at least one level above the wilderness level. If all are 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 5000 each of wood, stone, and ore.
  • On some domains a handful of wilderness have incorrect troops on them. You may encounter Ballista on lvl 6 and 7 wilds, Catapults on lvl 8 wilds, and a mix of troops meant for lvl 5-7 wilds such as Heavy Cavalry, Archers, and Swordsmen on lvl 1 plains. These wilds should be considered as a bug and avoided during crest hunting.

Note: Please keep attack scenarios low and be practical. Simple and obvious is best. There is no reason for making everyone buy 3 DI's. Low level wilds are fine; don't mess with them. Please, make everything have the lowest complexity possible.

Alternatives with Losses

The table below shows options for when circumstances are less than perfect and the player considers some losses as acceptable. Not recommended for sustainable crest hunting.

Wilderness Level Resource Bonus Wave 1 Wave 2 Troop Losses Fletching Rally Comments
7 35%
  • 85k MM + 5k archers
  • 5k archers
  • 142 MM + 9 archers
  • 150 archers
10 9

Single Wave Crest Hunting


  • Denotes alternative
7 35% 2k MM + 1 Ballista
  • 142 MM + 9 archers
  • 150 archers
10 9
8 40 299MM + 1 Ballista 8000 Archers + 800 Ballistas
  • 1 Wave
  • 4 Archers
  • 50 Billista
8 8

2 wave Cresting

  • Denotes Alternative
8 40%
  • 80k MM + 9k archers + 1k ballistae
  • 96,500 MM + 3,500 ballistae

267 MM + 31 archers + 4 ballistae

  • 290 MM + 11 ballistae
10

9



10

Single Wave Crest Hunting


  • Denotes alternative
8 40% 11,750 archers 775 archers 9 2+ Fast hunting
8 40% 299 MM
  • 1 MM + 11,500 archers
475 archers 9 2+
9 45% 599 MM
  • 1 MM + 43,425 archers
1,063 archers 9 5+ Note equal fletching levels of player and wilderness.
9 45% 599 MM
  • 1 MM + 65,000 archers
923 archers 9 5+ Note equal fletching levels of player and wilderness.
9 45% 599 MM + 1 ballista
  • 20,000 archers + 2,000 ballistae
2 archers + 100 ballistae 9 4+ Note equal fletching levels of player and wilderness.

9

45%

24,000 archers

  • 80k archers +9kmm + 1k ballista

1383 archers

  • 7 ballista 620 archers and 60 mm
10 8+ Fast hunting
9 45% 600 MM 1 MM + 27,000 archers 783 archers 10 3+
10 50% 1199 MM + 1 ballista 37,500 archers + 2,000 ballistae 1,006 Archers + 450 ballistae 9 4+ Take note of lvl 9 Fletching
10 50% 1,199 MM + 1 ballista 23,000 ballistae 402 ballistae 10 3+ Worst possible method. Archers only is cheaper resource-wise.

10

50% 1,200 MM 1 MM + 63,000 archers 2,126 archers 10 7+ Least possible losses without catapults.
10 50%

1200 MM

1 Cata[ult

12000 Ballista +

30000 Cataputls

50 Catapults 10 11

Level 10 Guardian (+20% HP)

Knight with 168 points

10

50%

1199 MM 1 ballista

63,000 archer 10,000 Ballista

1006 archer

400 ballistae

10 8+

Level 9 Guardian,

knight with 99 skill.

10

50%

1199 MM

1 Ballista

63,000 Archer

10,000 Ballista

1005 Archer

300 Ballista

11

10

Level 9 Guardian

Knight 114

10 50% 1199MM 1 catapult

30,000 Ballista / 6,000 Catapult / 300 Ram

First Wave 11 10

L10 Guardian

Second wave knight combat skill 143

10 50% 1199MM 1 catapult

15000 Ballista

5000 Rams

15000 Cats

First Wave Only

No losses

11 10

Level 9 Guardian

Knight 114 Minimum i have done it with EJIZ 42

  • add these to wiki, im not good at source coding. 50k scouts can take only 60 scout losses lvl 4 guardian and lvl 9 healing potions. also, 1000 scouts can have a loss of 125 scouts same losses. very good for quick take for a lvl 1 plain for a far away city

Level 10:(I'm not getting the coding either)25362 pike,11161 swords,29308archer 13981 HC )9188 bals,1000 catapults. Loss 37 HC. Note level 11 fletching,level 11 rally point and level 9 Ore Guardian.


If you abandon a wilderness, it replenishes troops, loot, and crests immediately. It is possible to quickly secure and abandon wildernesses close to a city to reduce marching times and gather crests rather quickly.

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

Example: Level 8 Wilderness suggests "wave 1: 299 militias + 1 ballista and wave 2: 12000 archers + 800 ballistae." - You lose 299 militias and 1 ballista from the first wave and 1 archer from the second.

Using the alternative method "wave 1: 12000 archers + 800 ballistae and wave 2: 300 militias" - You lose all of the second wave (militiamen) and only 1 archer in the first wave.

This method requires you to monitor the march times so you can send the militiamen 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 Wildernesses

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.

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.


Bogs

Bog
Bogs are impenetrable wilds. They cannot be conquered or attacked.

Dark Forests

Dark forest
Dark Forests spawn on Random Bogs every 6 hours.

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 levels of wildernesses you can own. For example, if you have a Lvl 7 castle, you may own up to 7 wildernesses of any type and any level. The exceptions to this are a Lvl 11 castle, in which may own up to 12 wildernesses, and a Lvl 12 castle, in which you may own up to 14 wildernesses.

You can attack a wildernesses with all your slots filled but you won't be able to conquer them (ie. you will not receive 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 very small resource deposits, both of which will be claimed after securing the location.

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

For Information on defending your Wildernesses, see Owned Wilderness Defenses

References

  1. See table 2

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