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Post by Locke Mon Jul 07, 2008 1:19 am

Most of this information is taken from Wikikariam. I find this to be an invaluable site for ikariam information.
http://ikariam.wikia.com/wiki/Main_Page

Advice #1 Special Abilities and Classes

Assault - The unit receives a 30% damage bonus if on the attacking side (attack). So if a swordsman has an 18 attack normally when attacking he has 18*1.3=23.4 which I beleive is rounded up.(can't remember). When defending it stays 18.

Resistance - The unit receives a 30% armor protection bonus if on the defending side (defend). So if a phalanx has a 40 defense normally when defending he has 40*1.3=52

Battering Ram - The unit can damage the town walls, if present (damage to town wall). What it means by damaging the wall is that if it succeeds you get a 10% attack bonus. They don't lose any of their defense bonus. So if your wall level doesn't match your town hall, they can get more attack bonus than you can get defense if they have a bunch of RAM ability units.

Healer - The unit can avoid casualties on their side per battle round (reduce chance of death). Half as effective on machina

Regeneration - Each battle round the unit can give exhausted units their stamina back (restore 1 stamina per round per unit).

Classes
There are two unit classes, Human and Machine. The difference determines the effectiveness of the Doctor's healing ability. Machines receive only 50% of the healing amount provided by the doctor to humans.

Locke

Number of posts : 5
Registration date : 2008-07-06

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Post by Locke Mon Jul 07, 2008 1:22 am

Advice #2 How to cover your Ass while pillaging

The biggest risk of pillaging is bashing, and having your account banned. The rules of bashing are simple. You cannot attack any one city more than 6 times in a 24 hour period, and this does include sea battles. This 24 hour period is considered rolling, which means any 24 hour time frame not from 12:00-12:00, so if your first attack hit at 2:30 your seventh attack cannot come until after 2:30 the next day. This may seem complicated, but luckily there is a nifty tool that makes this simple. It is called the Ikariam attack calculator. Here is the address for it. It has easy to follow instructions

http://ikariam.nfshost.com/calculator/

The second biggest risk is biting off more than you can chew. Make sure you don't pillage people in big alliances, or alliances who are allied with big alliances. Inactives are the easy way to pillage. They don't fight back, and you can hit them 6 times a day for a week or two before they're gone. Actives without alliances, or who are the only one in their alliance are good targets too. Always check the general score before you attack someone active though.

Ever wonder how the battle system works? "BIG fights are "scaled" (each unit's damage reduced by a percent). All fights are played out by each unit choosing one random enemy unit to hit (after scaling). Units that take over their armor value in damage, die. (barring doctor intervention) The others survive (and lose stamina if they were hit but survived)." From Kayi

Luckily there is a tool that lets you wage fake battles, and see the outcome. This is a decent tool if you have a big fight coming, and want to know how to win/survive. This tool tend to be slightly inaccurate. It usually errs in the favor of the defender. I almost always take more losses than it says I should, and I've never been able to wipe out the enemy in a single attack.(no matter how many units I use) The naval battle function is completely crap, and has never given me anything usefull. It still has its uses, but the more battles you fight; the more you see how inaccurate it is. This tool is good for beginners, but the more you fight the less you will use it.

http://ikariam.immortal-nights.com/ikafight/index.php

Side Notes:
You now can pillage an inactive on another island that has ships because you can blockade them.
You can't pillage anyone on another island that has ships until you blockade them. Your troops will just be sent back.

Locke

Number of posts : 5
Registration date : 2008-07-06

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Post by Locke Mon Jul 07, 2008 1:23 am

Advice #3 How to lose a battle and still win

This advice means more to our weaker members who can't defend themselves. Whenever you are being attacked by someone and you can't win there are several things you can do to protect your troops, your resources, and your gold.

Your trading port determines how much they take from you in resources. If you destroy your trading port they won't be able to take more than about 60 resources from you. Trading ports are cheap and easy to rebuild. The resources you save more than make up for the cost to rebuild.

The amount of gold they take is determined by the size of your capital. The exact equation is ((Town Hall Level)*(Town Hall Level-1))/100. This determines the percentage of your total gold they get. If you have a level 12 town hall and 2,000,000 gold, It works like this: (12*11)/100=1.32% So 2,000,000*.0132=26400.

So they will get 26400 gold from you when they win. Unlike the trading port you DO NOT want to destroy your town hall. It is expensive and slow to build. If you don't have much gold and a small town hall it doesn't matter, but if you do; spend as much gold as you can on trading ships to reduce your gold. Gold reserved for offers in the trading post is not protected from pillaging.

If you see the attack coming you can do all these, and move your troops to another town. Nothing pisses off an attacker more than spending more money on an attack than they get in return. You should also keep one ship in your harbor to turn away anybody who tries to attack from another island without sending ships first.

Locke

Number of posts : 5
Registration date : 2008-07-06

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Post by Locke Mon Jul 07, 2008 1:24 am

Advice #4 Spy vs Spy

You can build spies through the hideout. They are relatively inexpensive, and don't cost anything after you've trained them. Spies have many uses. The first would be to spy on others, the second would be to stop people from spying on you.

Spies are a double-edged sword. If you keep them in town they automatically detect and destroy other spies, but if you send them out to spy on others; others can spy on you more easily. The bigger your town is the easier it is for people to spy on you, thus you need more spies in town. A safe number of spies would be the same level as your town, but if you want to do a lot of spying you may want even more than your town level.

Offensively spie have numerous uses. They can see a towns resources, troops, gold, user's online status, research level, who they are talking to, and troop movements.

Several of these are pointless, and a waste. You can see their gold outright through the highscore, you can check their research level score and general score for vague information, and you can send a weak scout to test their defenses. Spies true usefullness comes in not using them once in an enemy town. With one spy in a city you can look at the city and see all the buildings their levels and what's being built just like it was yours.(you can't see in the buildings though). Also when you attack a city that you have spies in they each have a chance to open a gate in the town wall. This works the same as a ram unit, your units get a 10% attack bonus and the enemy loses no defense. The more spies you have in a city the more walls you may be able to open. Spies make ram units obsolete in a lot of situations.

For more information on spies and their uses check these web sites. They include more detail and risk information.
http://ikariam.wikia.com/wiki/Spies
http://ikariam.wikia.com/wiki/Hideout

Locke

Number of posts : 5
Registration date : 2008-07-06

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