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Les Terre sauvage sont des régions non contrôlées sur la carte, et peuvent être collines, montagnes, lacs, etc conquête de ces régions permettront d'améliorer la production de la ressource pertinente. Combien votre production est augmentée dépend du niveau de la région (niveau 1 vous donnera 5% et le niveau 10 vous donnera 50% de plus de ressources, chaque niveau vous donne 5% de plus - niveau x 5 ... par exemple lvl3 sauvages x 5 à 15%). Le niveau de la région impacts à quel point la région est de conquérir et combien de troupes vous aurez besoin. Vous pouvez scouts avant d'essayer de conquérir la région à avoir une idée de quel genre de troupes que vous aurez besoin. Dans le désert les régions de niveau 5 à 10, vous pouvez trouver des crêtes, mais il est très aléatoire

ClassementsModifier

Unité dans les Terres sauvages Ce graphique indique le nombre de troupes que vous pourrez rencontrer dans une terre sauvage:

niveau Unité de
Ravitaillement
Milicien Eclaireur Fantassin Paladin Archer Cavalerie Cavalerie lourde Baliste Bélier Catapulte Piege
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


Pièges régénérer 10% de ce niveau toutes les 5 minutes.

Forces Wilderness Défait repeupler 10% de ce niveau toutes les 5 minutes.

Combat dans les Terres sauvagesModifier

Notez que l'efficacité de vos troupes Les troupes dans la bataille est déterminée par le niveau de votre chevalier et votre niveau dans les empennages, les alliages métalliques, empoisonné bord et des potions de guérison.

Avec l'ajout de Pièges dans le patch de Notes 25. Février, il n'est plus possible de conquérir un niveau 2 en milieu sauvage et surtout sans aucune <losses / u> ..



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: Make your 2nd wave marches immediately after the 1st suicide run wave within 14 seconds. Wave 2 Main attack must be done as quickly as possible, traps will re-spawn and kill your fighting troops in Wave 2 in 15-30 seconds. By the time you're hitting a Level 5 Wilderness hopefully you've researched Featherweight Powder at least to Level 2 so that each Supply Troop can carry 240 Resource units. At Level 5, the respawning rate of the traps are instant. In 15 seconds the 50 traps will kill 50 Archers of your second wave. On level 8 to 10 wilderness add 1 ballista to militia wave to make timer similar.

The point of this chart is to give you the lowest loss scenario. Loosing 20k militia for 1 wild is NOT efficient when you can do it by losing per say 50 catas. Stop messing with the low level wilds and adding 20 different wave setups for 9-10. Go to Wilderness Research to put up your research data. This table below is ONLY for the lowest cost loss or the easiest.

Multi-wave AttacksModifier

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(you can send balista if you don't have archer it work as good as if they where archer) arrive 1-15 seconds after the Militiamen. 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 immediatly and send the required supply troops with the archers. This slows the archers to the marching speed of the 1st wave of supply troops and avoids an overtaking situation. 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.

Better still, use two tabs in your browser both loaded with the map and create each wave in a separate tab, that way you can launch waves in a few seconds of each other.

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)

Crests in the WildernessModifier

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.

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.

Contributors Other Links

Wilderness


Level

Resource

Bonus

Vague 1 -

Vague de suicide

pour aller dans les pièges

Vague 2 - Attaque principal

Troupe

perdu

Minimum

Fletching

Rally

Point

Level

Comments
1 5% n/a 300 Archers None 6+

1+

OK
1 5% n/a

50 Swordsmen

None

.

1+

Does not secure,
but does conquer
without troop losses.


Needs 60 to secure

2

10%

5 militia/supply tr.

150 Archers & 1 Supply*

5 Supply

2+

2+

OK
3

15%

10 militia/supply tr.

300 Archers

1st Wave

3+

2+

OK
4

20%

20 militia/supply tr.

1,000 Archers

1st Wave

4+

2+

OK
5

25%

50 militia/supply tr.

2,500 Archers

1st Wave

6+

2+

OK
6 30% 100 militia/supply tr.

4,200 Archers

1st Wave

7+

2+

OK
7 35%

150 militia/supply tr.

6,000 Archers

1st Wave

8+

2+

OK
7 35%

150 militia/supply tr.

5,000 Archers

1st Wave

9+

2+

OK
8 40%

299 Militia/Supply Tr.

+ 1 Ballista**

10k Archers

+ 10 Swordsman
+ 800 Ballista


1st Wave



9+


2+


OK

8 40%

299 Militia/Supply Tr.

+ 1 Ballista**

10k Archers
+ 800 Ballista
299 Militia, 1 Archer &
1 Ballista
9+ 2+ OK
8 40%

299 Militia/Supply Tr.

+ 1 Balista**

10k Archers

+ 1600 Balista

1st Wave 9+ 2+ OK
8 40%

299 Militia/Supply Tr.

+ 1 Balista**

12k Archers


+ 800 Balliste

1st Wave 1 Archer 9 9 OK
9 45%

599 Militia/Supply Tr.

+ 1 Ballista**

12k Swords

+ 30k Archers

+ 1200 Ballista

1st Wave + 1 swordman & 100 Ballista 9 5+ OK
9 45%

599 Militia/Supply Tr.

+ 1 Ballista**

35k Archers

+ 3000 Ballista

1st Wave + 1 Archer 10 9 OK
9 45%

599 Militia/Supply Tr.

+1 Ballista**

40k Archers

1000 Ballista

1st Wave + 3 Archers & 100 Ballista 9 5+ OK
9 45% 600 Militia

43,425 Archers

1st Wave + 1,063 Archers 9 5+ OK
9 45% 599 Militia + 1 Ballista 40k Archers+ 10k Swords + 1200 Ballista 1st Wave + 1 Sword 10 2+ OK
9 45% 599 Militia + 1 Ballista 75k archers
+1000 balli
1st Wave + 83 archers + 100 ballista 9 7+ OK
10 50% 1199 + 1 Ballista

54,000 Archers + 2400 Ballista

1st wave + 1006 Archers +

450 Ballista

9 9 OK
10

50%

1199 Militia + 1 Catapult

30k Archers + 2500 Catapults

1st Wave + 6 Archers, & 50 Catapults

10

9

OK

10 50%

1200 Militia/Supply Tr.
+ 1 Ballista**

10k Swords

+ 70k Archers

+ 2840 Ballista

1st Wave + 1000 Archers & 400 Ballista

10 9 OK
10 50%

1200 Militia/Supply Tr.

80k Archers

+ 1 Militia

1st Wave + 2126 Archers

10

9

OK

10 50% 1200 Militia/Supply Tr.

82k Archers

+ 4500 Ballistae

+ 3500 Catapults

1st Wave + 5 Archers & 50 Catapults

10

9

OK

10 50% 1200 Militia

90k Archers

+ 10k Catapults

1st Wave + 50 Catapults

10

10

OK
10 50% 1199 MM + 1 Catapult

80k Archers

+ 5000 Ballista

+ 5000 Rams

+ 10k Catapults

1st Wave + 50 Catapults

10

10

OK

10

50%

1199 MM + 1 Ballista

32k Ballistas

1st Wave + 402 Ballistas

10

4+

OK

10

50%

1199 MM + 1 Ballista

65k Archers


+ 25k Ballistas

1st Wave

+ 1006 Archers

+ 350 Ballistas

10

9+

OK

10

50%

1,199MM
+ 1 Ballista

1st Wave
+ 1006 Archers
+ 400 Ballistas
9 7+ OK

Types of WildernessModifier

MountainsModifier

Fichier:Mountains2.jpg
Mountains increase your ore production.

WoodsModifier

Fichier:Woods.jpg
Woods increase your wood production.

HillsModifier

Fichier:Hills.jpg
Hills increase your stone production.

GrasslandsModifier

Fichier:Grasslands lvl1.png

Fichier:Grasslands lvl4.png

Fichier:Grasslands.jpg



Grassladns level 1-3




Grasslands level 4-6




Grasslands level 7-10



Grasslands increase your food production.

LakesModifier

Fichier:Lake.jpg
Lakes increase your food production.

PlainsModifier

Fichier:Plains.jpg
Plains are where you build new cities.

BogsModifier

Fichier:Bog.jpg
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.



Bogs can be successfully attacked with TP.

Owning a Wilderness Modifier

In a city you can own as many wildernesses as high is you Castle level. This doesn't affect the level of wilderness you can own.

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

You can keep attacking wildernesses with all your slots filled but you won't receive its benefits. However, Crests can be found in these wilderness you attack but you don't get to own.



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



For Information on defending your Wildernesses, see Owned_Wilderness_Defenses

Sous-catégories

Cette catégorie comprend la sous-catégorie ci-dessous.

T

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