Basics:
This is a pretty quick tutorial, I may be
making an actual guide in the future, but these are just some basic things
people should know, I've talked about them in shout before. My apologies
for making it so... well, rough. Here goes some building advice:
Army expansion
This basic method is literally older than GW's help site. What you do is,
once you have all your armies maxed (or not, but this is so you can
understand the idea easily), you transport out a bit from every kd in an
area to add new ones, and then you run the kds until armies max again and
repeat. Let's suppose you have a 9x9 plex and all the armies are maxed.
You'd go to the outter kingdom, transport 1.8b of all armies towards the
outside of the plex. Then, you move to the 2nd line and transport 1.6b
armies to the row you just transported from, and then repeat this until
you've reached the last kd (in this example, you'd be moving 200m from the
9th row to the 8th row). The end result in this case would be your 9x9 at
1.8b armies with an additional row or column outside, also at 1.8b army.
You can then walk them up to 2b or close and repeat the process (it takes
~11 runs with 99 kms if I recall correctly, ~9 with 125). This is commonly
called "transporting". It might sound complicated but once you've done it
a couple times, it will be easy as hell (although time consuming).
Expansion seeding
When you want to build a fully maxed plex, simply buying 2b in everything
is NOT a good approach, as it is extremely costly. You can greatly cut the
cost by building a smaller amount of assets and running it up to max
instead. A common amount is 500m (which means it'd cost 8.5b to do armies,
forts, food on 1 kd), though if you're poor and have big plans I suggest
doing 250m, even if it takes forever to run up. The reason? Maybe with 200
kds you don't notice a big difference, but seeding is best used with
larger amounts (like, for example, 1000 kds at a time). In this scenario,
doing 500m instead of 1b would save you 8.5t! That's enough to deposit
1.5b trs and 6 rune the kds (or if you compare it with just "instabuilding"
-this is, maxing out everything with gold- then you'd be looking at saving
enough to do 24 runes and treasury - quite a big difference). It should be
noted that it takes 71 runs to double assets with 99 kingmanship (56 at
125), which means it would be 142 to max the kds if you seed 500m. Be
warned however that seeded kds are weak, and you want to put 1 or 2 runes
in them. You can put treasury and bez them too at your own risk.
Seeding + transporting combined
Seeding alone is most often used when a transport would not be time
efficient. When you have a small plex that you wish to expand, you can use
transporting to add a couple rows of armies, and then split up those rows
into more (for example, if you have 2b army in a new row of kds you can
split it up into 4 pieces of 500m then seed forts and food). This saves
you 4/17 of the assets' cost.
Final notes
Should help to know that 8 runs a day is 56 a week (enough to double
assets at 125 kms; 10 runs a day will do the same at 99). You can use that
as a base number to work on.
When you seed kds, keep in mind that if they don't sustain, you have to
make sure you run them once per 48 hours to keep the moral intact, if you
have to go on vacation for a week or 2 I suggest just doing 99% moral and
not hiring a runner unless he can do a few runs per day, which would be
some progress in the building. The reason? Sustain only takes up to 24% at
a time, in 48 hours. If a kd isn't walked in 10 days, and it doesn't
sustain, then it will lose only 24% of its moral once walked.
EDIT:
Should help to know that 8 runs a day is 56 a week (enough to double
assets at 125 kms; 10 runs a day will do the same at 99)
Rune walls/Even runes
Defensive structures: Rune walls vs. Even
runes
The goal of this guide is to teach the concept behind of Rune walls,
providing enough information for the reader to decide whether it's best
for their plex's defense to use them or not to do so.
Rune walls are a rather old concept in RWK. When runes were first
implemented in the game, they were used mostly in banks, landmarks, and as
a bit of additional defense on the outter borders of kingdoms, which in
itself was an implementation of rune walls. However these became far more
popular later on, when their effectiveness was upgraded, and their cap
removed (previously, the location would not gain any additional defense
past 100 runes). Many kings built their empires by creating a few outter
rows of what would be a medium-big plex (as scepters came out, there was
usually 3 high runed rows, sometimes followed by a weaker fourth), and
then depositing the insides having very weak defenses. My s1 crew built a
relatively small plex back then this way; we had our 3 outter rows 30-50
runed. The strongest row would be the outtermost, with the other 2 either
equally strong or progressively weaker, because even if the attacker has
second scepter (or higher), if all his armies die while hitting the first
location, the 2 behind will not take any damage. Inside, we had kingdoms
with army, fortifications, and treasury (no runes), and the gold made from
the kds went to building up the runes of the whole plex, from outside to
inside (this is to make it more difficult to break in, rather than letting
the attackers break in fast and destroy most of the income with ease).
When tectons came out however, most of these plexes were jeopardized as
you could basically pay 1t to destroy a kingdom in your path, making a
wall much less effective. This strategy can still be used, and it was used
when s2 opened by Alaric and myself, as well as some others, but these
days it might be too risky, specially if you want to build a large plex.
If you attempt this, I suggest you seed your inner kds at least with 500m
armies and 250m forts at least, and run them a lot very quickly, with at
least 1 rune.
After all that reading, you should now know what a rune wall is about, as
well as one of the uses it can have. However, they are also helpful in the
defense of stronger plexes. A common strategy is to use an amount of runes
on all your kds (for example, 20) with a wall to delay enemies trying to
cause income damage (on the same example, this wall could be 4 rows of 40
runes). A wall is not likely to stop an enemy but it can delay them, and
sometimes it will force them to tect the wall itself instead of a rune
bank (should you have one), saving you gold. When defending a plex, it is
also easier if you have a rune wall and the enemy isn't inside the plex
yet, because he is forced to hit the highly runed locations with a
defender online, and a blind monkey can defend 50 runers. Additionally, if
you get nuked while offline, it is very unlikely that the attackers will
try to destroy the whole wall and just go for the insides leaving it
nearly intact, meaning if you can retake your kds and repair the wall,
they have to break it again. This leads to another point, if the attackers
wish to continue damaging your plex later, they will have to build a spike
(a mini plex of very high rune kds) inside it, in an attempt to stop the
defender from taking them back.
Now, even runing. Why do I compare even runing with walls if they're
actually used in a combination? The reason is, sometimes, it's best to
just have the same rune count on all your kds rather than a wall if you
want a higher proportion of "strong" locations, unless you plan to be
online a lot to defend your huge plex with say 10 rows of 40s and 2s
inside. For example, if your plex is a 30x30 with 5 rows of 40 runers on
all sides (500) and 1s inside (400 locations), then someone could give you
a bad day by getting past the 40s and taking the inner 20x20 of 1s, which
could potentially be done with just 1 tecton. Instead, you could use the
gold to 20 rune all of the kds and use the excess for a smaller wall of
40s, then if you wish, 40 rune from outside to inside. Ideally, you'd have
relatively strong insides with a good wall, even if it's not many rows, as
a means to difficult the attacking process.
A couple final notes, some of us decided to use the word "depth" to
describe how many rows the wall goes in (for example, a 4 deep wall of 40s
would be 4 sucessive rows of 40 rune kds). Additionally, some of us had
the idea to build several walls in a plex rather than just an outter few
defensive rows - we'd add another wall in middle of the plex, in a sense
separating two areas, forcing the attackers to break both walls to get
into both of the "weak" areas. This is specially helpful when the
attackers don't bother to look at the whole plex for weak points, as they
may not even realize there is another wall at all until it is too late and
they have to change their strategy.
That should be all the information you need regarding the subject. I've
noticed this is a rather long read, and I will write a shorter guide with
just the most important points if I have enough requests. If you have any
questions, feel free to post here or PM me on the forums (in game PMs can
sometimes be lost due to interest/nuke/etc spam, and I will ignore any
emails).
Improving your kd running
The aim of this rather short guide is to teach you a couple of tricks that
came in handy to my past teams.
7 row running:
For this you need two characters, one with second scepter or higher. What
you do is build in multiples of 7 rows or columns, and hand the middle
(4th) column/row to the 2nd scepter char. You seed all the kds and remove
all trebs from this line, and then every hour you walk that line and use
your 0 or 1 trebs to attack both sides. Since the kingdoms are attacked
they are forced to update and thus get walked (this does NOT work if you
try attacking your own kds from the same character). This leads to a very
fast running, it allows me to finish runs 3 times faster.
4 row running:
Essentially the same as 7 row, with the difference you only build 4
rows/columns, the 2nd scepter char holds one of the edges, and attacks in
only one direction.
A few notes on 4/7 row running:
Something you should keep in mind is the fact the locations will not grow
at the same speed if the two characters have a different level in
kingmanship. Ideally you'd have 125 on both chars. If both of them have
scepters and one of them has 99 kms while the other has 125, then you want
the edge/middle line to be under the char with 99, since this means most
of the locations would grow faster. However other factors should be taken
into account, for example you may prefer to use the char with 125 kms to
hold more interest kds instead, in which case you can do the opposite, and
that is something YOU should decide. Also, remember that the character
that isn't doing any attacks doesn't need any scepters, just kingmanship.
Another thing you must realize, is that the edge/middle row will have 0
trebs once you've maxed all the others. You can do one of 3 things; either
leave it as it is, or transport trebs from the other 3/6 lines, or just
buy trebs. I suggest the second option.
Double character running:
Unless your connection is really fast then you might want to run with 2
characters at once (this is not recommended for small plexes because you
turn around too much). Basically you open both chars and alternate windows
hitting submit every time starting on opposite sides of the plex, turning
around when necessary.
Additionally, when running with just one character, keep in mind once you
click submit it usually stays highlighted, meaning after the first click
you can hold down / press the enter key to continue running, which is less
tiring.
Decisions, decisions
The so delayed and painfully long fifth
guide is here now. Unlike the first four though, this one is more general
and deals more with actual situations rather than planning and theory.
First off, Buldermar made a few questions;
Buldermar wrote:
How many runes should the kd have before 2b food gets more important than
more runes? (the bonus on the food contra the bonus on more runes when
defending)
It is not known how food bonus works on a very precise level, however I
can assure you from past experiences that this 20% difference is quite
considerable. I would personally try to have my food maxed on any kingdoms
with around 10 runes. Higher than that is pretty obvious... for example,
on 20s, if you take off twenty percent you'd be at 16 runes, whereas you
could instead alch two and have 2 bil food and 18 runes, which is a lot
more effective. Again, we do not know the exact calculation for it but
this is probably it, or quite close. The answer is: If you have 20 or more
runes, max food. Under that, I would still personally max food at 10
runes.
Buldermar wrote:
Maybe a setup; What assets seems to work good? (nuking risks, costs,
ammount of runs needed etc.)
This is a very tough question. First off, as far as building goes, I
personally liked to expand 500-1000 kds at a time back when I was a mere
mortal like the rest of you, and I used 250 million assets, getting the
army for free by transporting from a nearby plex whenever applicable (and
when transporting didn't take so long that it made me lose too many
runs... this is something you have to evaluate on an on-case basis). Why
use 250m? When you make too little gold and have too much time, it can be
a good idea to take this approach. If you transport, and buy 250m
food/forts then you will be spending 3.25b per kingdom on seeding assuming
you don't rune them. You would throw in 2 runes in the mix though. I would
personally try to transport in or buy 500m armies, and once armies reach
2b, just treasure the kds at 2 runes if political relationships and
protection are good (ie: no enemies). After that you can transport from
those kingdoms and run up the forts in the process (if you started with a
2:1 army:fort ratio then the forts will be 1b once armies max. Note that
if you do it this way, it is a good idea to seed food as high as army, in
this example 500m). Why not save up for a little longer and seed 500m? You
will have waited the same amount of time in most cases, lost gold that you
could have used to rune with (EXTREMELY important when you're just
building up). In short, if you're lazy, someone who's working harder can
pass you in the same amount of time with the same resources. Remember if
you build 2 runers to save any spare gold you can inbetween expansions to
rune up with, at least to 4s at first. Afterwards, the upgrade to 6 runes
is also very helpful, then you can go for 10 runes eventually. Or you can
just chance 10 runes per kd slowly and have 12s unless you alch the extra
2 runes. Essentially, you want to have 2-4 runers for your first 2k or so
kingdoms, then begin working on runing up while slowing down expansion for
some time. This might not be necessary though if you have good bezzling
jobs. When your own plex only makes about 500b a day, it is not that tough
to find a bez job that matches that income which doubles your runing up
speed or allows you to expand and rune up simultaneously (125 kms, 0%
corruption bezzling yourself you can add 10 runes per kd in approx a month
if focusing only on this). IMPORTANT! If you build more than say 2.5k kds
and they are all badly built, you will need some really good politics if
you want to stay in one piece. Nuke mules, and sometimes kings around your
size, often envy progress and might attempt to extort you, which if they
succeed at, can get the other kings against you for funding them -
something your little 2 hour nuke job plex would most certainly not enjoy.
If you don't really have the time to be running your kds a lot, then it
might be worth it to seed higher - this is simple math though as long as
you know the variables and you should not need my help with it. A good
guideline to follow is not to build more than you can manage to keep up
with; while it's cool to have 10,000 kds ready to be runed whenever you
get the gold to do so, it is far more efficient to add say 2,000 at a time
and actually get gold from them, allowing you for an exponential growth.
If you can manage to build just enough that you will have the gold to have
a desired X amount of runes in them by the time they max, then you're
being l337. In any case, Rome wasn't built in a day and neither were you,
so have patience. Also, if you can find a good runner, try to keep him but
do not pay ridiculous prices; if the sum of all the assets you gain from
the runs is lower than the amount you're paying your runner to do the
whole job, then it is a waste of time, and time is literally gold. The
sooner your kds make gold, the sooner you grow. Keep in mind if your runs
are coming along so slow that it takes you a month to do 2 runs, then you
should probably try a different approach.
As far as "safety" goes, 2-4 runes are good enough for your first 1-2k kds
as mentioned before, as well as for expansions when you're in complete
peace and already have some other decent/half decent kds. 6s are very
annoying to nuke with low stealth, just so you know. I cannot stress
enough the fact that if you build too many weak kingdoms and too few or
none at all well defended, you will have a rough time. No one cares if the
older players built up that way; this is a competitive game and the
scenario is constantly changing, getting harder as time passes by (in some
aspects; it can be argued that you can build a good plex a lot easier now
than when the server started). Unlike unrealistic games, in RWK whoever
has the power and knows how to use it has domination. Back to the defense
subject, 10 runes make for a reasonable count right now. Anyone can nuke
100-150 per hour (Which adds up to up to 300 if they manage to besiege
afterwards and had their attack well planned) but chances are they will
lose as much or more gold than you do if they aren't careful, which they
usually aren't. It takes some skill to actually defend 10s effectively...
sometimes, they are very hardly defendable. As you can do them, 20s are a
good option. When a war is upcoming or when you happen to have some spare
gold, or just don't feel like expanding, 20 runing is always good. Of
course you can also spend some of that hard earned gold you've made so
far, it is entirely up to you to continue expanding and making 10s/20s or
just spending your gold to fulfill your crafting/trading/cybering dreams.
Once you learn how, 20s are relatively easy to defend unless your enemy
has a lot of stealth bonuses on you. The next step would be 30s, they are
more annoying than 20s but not to the point they will stop the enemy on
their own. 40s are good for a delay wall, 50s make for strong defense. âst
that very few people can nuke effectively, 100s are extremely annoying for
instance... but if you're reading this guide you probably don't have over
one quad gold sitting in your northwest hell corner... or do you?
Buldermar wrote:
Perhaps a way to spend 20b on each kds including assets and runes and
such..
You could just throw in 500m per asset, transport armies, and 10 rune/2b
trs. 500m assets take 112 runs to max at 125 kms which isn't catastrophic
but as stated before, you might prefer 250m instead until you have a
decent income going. Then you can spend a month of those kds' income to 20
rune them.
Buldermar wrote:
At what assets/runes count should trs be added if you decide to run your
kds? (considering the cost of nuking kds)
Too relative to have a "right" answer. Questions you should ask yourself
involve: How much longer will they be weak due to low runes/assets? Is my
plex well hidden? Do I have any enemies? Do I have any allies? Obviously,
never treasure 0s, additionally 500m asset 2s are VERY high risk and cheap
to nuke, but it all depends on how close to the edge you want to play. Who
knows, you could pass inadverted for two weeks to a month if you're very
lucky and your plex doesn't draw attention.
Additional notes
Use common sense.
Use common sense.
Buy some more common sense, can never have enough of that.
It is helpful to have several spread out relatively small plexes at first.
People tend to underestimate you and think you have a lot less than you
actually do, and this plays in your advantage in several ways, specially
during war (though it can also do the opposite if they feel confident
enough to hit you and thus start a war, but this is not as common,
specially if you're not seen as a threat). You can later focus on one plex
by building more near to it, or building other plexes and connecting them.
Do not get involved in arguments that might offend the big guys or you
could set them off. Sometimes even a regular discussion can be enough
depending on their temper. If you're being called a retard then you might
actually be doing something stupid and should take this as a wake up call
and see if you're doing something wrong; maybe you're not, but maybe you
are. Ubers can also have bad days like anyone so if you see one of them
specially pissed off try not to make them take it out on you.
More common sense!
If someone just got into a war with whoever you might think is "l337 kr3w"
do not talk smack to them as wars can have funny outcomes. An example
would be peace after 3 days of fight which then puts you in a very
horrible position. Also, unlike real life, you can't permanently kill
someone on RWK, if they have no kds they will be a nuke mule so you should
always be reasonably careful. You do not want to be a push over with
everyone either, this gives you the image of being easy and will get you
nuked in hopes of extortion.
That closes this guide for now. Updates may or may not happen; God may or
may not exist; You may or may nor obey my orders; This may or may not be a
subliminal message of sorts; See ya next guide.
Update: I felt this would be a good place for a little "bonus track",
although it is kind of related to the guide. I suggest that, for your
start, you get a 250b to 500b bezzling job (the more the better though)
and get your kingmanship up to at least 99 (allegiances work, cheaply
bought with part of one pay). If you don't have scepters then you might
want to consider to just bezzle like a madman until you have enough to buy
the ingredients or find someone who has them to hold for you. Bezzlng a
char that doesn't have scepters takes forever and could potentially be a
wate of time. Once you hit an income that you consider very good, and your
kds are where you want them to be, you can drop your bez jobs and become
self sufficient. Maybe even hire your own bezzlers! But remember, without
hard work or a lot of paypal, you're not going to get anywhere.
The Workers
Advantages and disadvantages of hiring bezzlers
While some people don't even think of doing their own bez work, hiring a
bezzler brings several complications that have heavy impact on your
kingdoms in several ways. The obvious advantage of having bezzlers is that
you don't need to be online every 24, 48, 96, or however many hours you
set your bez intervals to, and that you don't need to spend time doing all
that irritating bez work. However, even if you pay for example 25%, the
cost is very likely to actually increase because a good bezzler is
extremely hard to find, and the average guy will miss bezzles or quit
without warning. The more kingdoms you have, the harder it is to find
people to bez them, and having your bezzlers quit/be paid by the enemy to
quit in middle of a war has the potential to turn the tide of it as you
can't war with no income unless you're l337 like me and have hundreds of
trils muled, and it's an unexpected change that can affect your plans. The
other problem is that you may very well be funding your enemy for a war,
directly or indirectly; either your bezzler might work with them (an enemy
or your competition, which can be as bad or even worse) or simply fund
them by selling gold. Most bezzlers want money and they won't think twice
before selling gold to anyone, and what is worse, they are usually stupid
enough to sell below the gold rate and consequently drop the rate (this is
in fact how the gold rate drops, with the other way being sell outs of
large amounts). If you bez yourself, on the other hand, you know where all
of your gold is going, and you might be able to find one time bezzlers
every now and then when you can't get it done. Additionally, it can save
you a lot of gold - when there are plenty of bez jobs around, rates tend
to get ugly and in the long run if nothing changes, RWK history proves
that it can go up to even 35-40%. With all the work it takes to build,
hold, and defend kds, frankly paying 1/3 to 1/2 the income to someone that
takes no risk seems pointloess. The bottom line is, if you can bez
yourself, in my opinion it's in your best interests to do it. You will
have more gold to spend, don't risk paying your enemy indirectly to nuke
you, and ultimately you're contributing to keeping the gold rate at a good
level, unless you're selling your gold regularly.
Kingdom runners
Unlike bezzlers, runners tend to have one time jobs, and a very good
runner (which is equally hard to find... it's almost impossible) can do
more runs a day than the average person can. However running doesn't
require you to be on every 48 hours and is very flexible, as you can for
example get on 20 minutes and do 2 runs if you time it right, granted it's
not a massive amount of kds. From my experience, runners rarely keep doing
their job properly if they are doing 1000 kds per run more than 5 times a
day.
Why hire runners? Perhaps you are able to bez at the same hour every 2
days, but you can't be on at 8 different hours every day to do runs. In
that case, you might want to hire runners and do your own bez. Unless you
treasure seeded kingdoms, not hiring runners can also cost you more in the
long run (no pun intended) as those kingdoms are not making gold for a
longer while if you're slower than a runner would be. Before hiring a
runner, make sure you analyze the possibility of 7 rowing the kingdoms
yourself though.
Common pitfalls when employing KD workers
Perhaps the most common pitfall of all, is the runner/bezzler that says
he can walk 3000 kingdoms per hour 8 times a day. Now, while this sounds
amazing, the average player can't even do 1500 8 times a day and last more
than a day, if that. One common question I ask is how much they are
willing to do, without getting worn out, because it's no use to hire a
permanent bezzler if they will quit the third bez (in this case, often
times they do not even tell you, or make up excuses for not doing it -
keep an eye on your kingdoms at all times).
Another common problem is unreliable workers. Very often you will run
into bezzlers that do fine for a week (or not), and then they will start
leaving bezzles incomplete with some bogus excuse or none at all, and they
will often not even warn you of the situation unless you pressure them.
The classic one is "my grandma/brother/sister/dog/alien pet is in the
hospital/agonizing/broke his back", which sometimes is true, but half the
time is not.
Also to keep an eye out for are fake workers. It is common for someone
who doesn't like you to go on an alternate character, take a job, and then
not do it with the sole purpose of sabotage. Always be careful.
If you hire someone who is not starting immediatly (ie in a week for
example) or who is going on vacation, I suggest you don't count on it
happening unless you already know them. They tend to change their mind/not
come back to the game at all.
Employer's tips and tricks
An easy trick is to tell your newly hired worker to pay attention and
warn you of kingdoms with low moral/tected kingdoms. If they are really
good, they will even make you a list of kds that have no treasure (which
is common in a large plex as you can miss them when depositing).
Don't start with a high pay unless you really have to. If they do a good
job, give them a bonus every now and then, either via an extra payment or
a rise in payout. Also be careful not to pay more to someone who bezzles
2k kds than you do to someone doing 20k, they might get in touch with each
other and your big bezzler could get angry. If you're unlucky he won't
confront you about it... why do I say unlucky? Because that makes them
more likely to betray you when they get the chance. Keep your workers
happy and befriend them, because they can be a valuable asset given the
right circumstances, and besides, this is a game and making friends can be
a good part of it.
Don't pay in advance unless you're familiar with the person and they have
worked with you before.
As mentioned before, keep an eye on your kingdoms to see when they get
bezzled and not. Keeping good track of a runner isn't extremely easy as
they could just randomly run areas of the plex, although a good trick is
to deposit a little bit of gold and then run random kingdoms yourself and
see how much time has elapsed since last run via the interest message.
It's common once you get big enough to just let your bezzlers tell you
what you owe them but at least keep track every once in a while to make
sure you're not getting scammed. Also make sure to corroborate that the
amount bezzled after they're done is close to what it should be (you can
figure this out by multiplying kds by bez amount). It's common to miss a
few kingdoms (though if you're missing out on 100b out of 1t, you should
probably worry and take action. As you work on plexes you will realize 10%
is a lot to lose).
Don't listen to Glitchless. They're communist bastards and that's exactly
what you don't wnat (j/k, although watch out for little tricks they might
pull every now and then. For example when the last corruption update
happened, the whole point of suggesting people to send kingdoms to NOBODY
was probably so new players could come and settle fully built kingdoms.
Ultimately there are some players/clans with mules for bogus kingdoms.
One last comment; hiring a friend to do some work for you can be a good
way to get them started in the game. After all, unless you buy gold,
working for someone is one of the best alternatives to build up even if it
takes a while.
And that's it for this guide. Always make sure you think of the pros and
cons before hiring someone, and remember that you can decide to pay more
later, but if you try to pay less you'll have trouble. Like in real life,
if you need employees, taking good care of them is vital for success.
Comments are appreciated, and you can remind me of any detail I might have
forgotten. If you're feeling curious, I do not hire people to do any of my
kingdom work at this point in time.
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