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gfxNewbie World Order  |  Kingdoms of Camelot - Facebook  |  Kingdoms of Camelot - Wildernessgfx
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by Flintridge on July 03, 2010, 06:45:00 AM
9861 Views | 0 Comments | Rating: (0 rates)
Charts

Units in Wilderness

This chart indicates how many troops you will encounter in an unoccupied wilderness:

Level Supply
Troop
Militiamen Scout Pikemen Swordmen Archer Cavalry Heavy
Cavalry
Ballista Battering
Ram
Catapult Traps
1 50 50                    
2 100 100 50 50               5
3 200 200 100 100 50             10
4 500 500 200 200 100 50           20
5 1000 1000 500 500 200 100 50         50
6 1500 1500 1000 1000 500 200 100         100
7 3000 3000 1500 1500 1000 500 200 50       150
8 6000 6000 3000 3000 1500 1000 500 100 50     300
9 12000 12000 6000 6000 3000 1500 1000 200 100 50   600
10 25000 25000 12000 12000 6000 3000 1500 400 200 100 50 1200


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 level of your knight and your levels in fletching, metal alloys, poisoned edge and healing potions.

With the addition of Traps in the patch of 25. February, it is no longer possible to conquer a Wilderness level 2 and above without any losses.



Updated Tutorial - May 23, 2010

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

Note: Supply troops are slower than militia however, ballistaes are even slower than both, so, for lv 8+ wilds, it can be more economical to use supply troops as sacrifices.


Here is a basic chart that indicates the properties of different levels:

*(On level 2 to 7 wilderness you can add 1 millitia to the second wave 
   that's to slow down the archers, to make sure they dont overtake the first wave of attack.)
**(On level 8 to 10 wilderness add 1 ballista to militia wave to make timer similar.)
*** Make sure your 2nd wave hits the wild as as soon as possible after 1st wave, all traps will 
   regen within 5 minutes.
**** Please also make sure your fletching lvl matches the ones given below for desired results.


Level

Resource

Bonus

Wave 1 -

clear

traps

Wave 2 - main attack

Troop

Losses

Minimum

Fletching

Rally

Point

Level

Comments
1 5% n/a 11 Swordsmen

0

.

1+

OK

2

10%

5 Militia

150 Archers *

5 Militia

2+

2+

OK

3

15%

10 Militia

300 Archers *

10 Militia

3+

2+

OK

4

20%

20 Militia

1,000 Archers *

20 Militia

4+

2+

OK

5

25%

50 Militia

2,500 Archer *

50 Militia

5+

2+

OK

6

30% 100 Militia

4,200 Archers *

100 Militia

7+

2+

OK

7

35%

150 Militia

6,000 Archers *

150 Militia

8+

2+

OK
8 40% 300 Militia/Supply Tr. 18k Archers

300 Supply Tr./Militia &

475 Archers

8+ 2+ OK
8 40%

299 Militia/Supply Tr.

+ 1 Ballistae**

10k Archers
+ 800 Ballistae
299 Militia, 1 Archer &
1 Ballista
9+ 2+ OK
9 45%

599 Militia/Supply Tr.

+ 1 Ballistae**

40k Archers
+ 2,500 Ballistae

599 Militia, 1 Archer &
101 Ballistae

9

3+ OK
9 45%

599 Militia/Supply Tr.

+ 1 Ballistae**

12k Swords

+ 30k Archers

+ 1200 Ballistae

599 Militia & 1 swordman & 101 Ballistae 9 3+ OK
9 45% 599 Militia + 1 Ballista 10k Archers + 2500 Ballista 599 Militia, 2 Archers, & 1 Ballista 10 2+ OK
9 45% 600 Militia 54,000 Archers + 1 Militia 600 Militia & 1,063 Archers 9 6+  
9 45% 600 Militia

43,425 Archers

600 Militia & 1,063 Archers 9 5+ OK
10 50%

1199 Militia/Supply Tr. + 1 Ballistae**

54k Archers

+ 2,400 Ballistae

1199 Militia, 1006 Archers & 401 Ballistae 9 6+  

10

50%

1199 Militia + 1 Catapult

30k Archers + 2500 Catapults

1199 Militia, 6 Archers, & 51 Catapults

10

9

OK

10 50%

1200 Militia/Supply Tr.
+ 1 Ballistae**

10k Swords

+ 70k Archers

+ 2840 Ballistae

1200 Militia, 1000 Archers & 401 Ballistae

10 9 OK

10

50%

1200 Militia/Supply Tr.

80k Archers

+ 1 Militia

1200 Militia, 2126 Archers 10 9

OK

10 50% 1200 Militia/Supply Tr.

82k Archers

4500 Ballistae

3500 Catapults

1200 Militia, 5 Archers & 50 Catapults 10 9

OK


Contributors

  • Lord AP0LL0

  • Updated Rows and Table style Desero 21:42, May 27, 2010 (UTC)

--- the point of this chart is only militiamen losses. I am not jacking everything up, just fixing it so that you only have militiamen loss. Why attack a wild and have archer and ballista loss when you can just lose some militiamen?

Other Links

Multi-wave Attacks

Your Rally Point must be at least Lvl. 2 to send two attacks from the same location. You must also have 2 knights available (not assigned a current role.)

You need to time the 2 waves so that the Archers arrive 1-15 seconds after the Militiamen. (Edit: If you want to play it safe, just send along a few more Militamen with the second wave, they will die off before the Archers.) You need Fletching researched to the level of the wilderness you are attacking.

To help with coordinating march times, go back into the march screen imediatly and send a couple militia with the archers. This slows the archers to the march speed of militia and leaves you no math to do.

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 an Excel table that will help with march timing Marching Calculator (provided by Darkfeather1)

Don't allow the second wave to overtake the first - send at least one of the slowest type of the first wave along with the second.

When attacking with heavy artillery, such as Ballistae, they are slow enough that you no longer need to send along one Militiaman with the second wave.

Crests in the Wilderness

Starting with Tournament of Crests, Crests started dropping in the game. Some of these are also needed to build both your third City and fourth City.

Level Sir Bor's Crest Sir Ector's Crest Sir Kay's Crest Sir Bedivere's Crest Sir Gawain's Crest Sir Percival's Crest Sir Galahad's Crest Sir Lancelot's Crest King Arthur's Crest
5 X X              
6 X X              
7 X X X            
8 X X X X          
9 X X X X X        
10 X X X X X        

Types of Wilderness

Mountains

Mountains increase your ore production.

Woods

Woods increase your wood production.

Hills

Hills increase your stone production.

Grasslands

Grasslands increase your food production.

Lakes

Lakes increase your food production.

Plains

Plains are where you build new cities.

Bogs

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.

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