Monday, 8 April 2013

The Art of War




Sun Tzu, a famous high ranking military general, strategist and tactitian said that war is like fire. People who do not lay down their arms, will die by their arms. The war should be fought swiftly to avoid economic losses. Sun Tzu emphasized the importance of positioning in military strategy. 

The art of war is an ancient Chinese military treatise attributed to SunTzu, divided into 13 chapters. I know this might get boring in the first place, but keep on reading. it will get better soon when we can correlate The Art of War with Clan War in Age of Legends ^^


The 13 Chapters of The Art of War are :


Laying Plans / The Calculations explores the fundamental factors. In Sun Tzu's Art of War, there are 5 fundamental factors such as way, seasons, terrain, leadership and management that will determine the outcome of a war. Just like in Age of Legends, there are many factors that will determine the result of a war. To me, mostly knowledge of our own strength and weakness as a team and individually so we can compose the perfect strategy, management, and leadership. 5 soldiers with a good head can win against 10 soldiers without one. 

Waging War / The Challenge explains how to understand the economy of warfare and how success requires winning decisive engagements quickly. The success of military campaigns require limiting the cost of competition and conflicts.
That is why, we need to build our income starts from early level. A high income can maintain a high upkeep, which means better companions and better weapons. Stash your Valor Points from tournaments and quest or boss hunt until there's a sale. Spent those Valor Points wisely. 

Attack by Stratagem/The Plan of Attack defines the source of strength. Unity, not size, and discuss all the factors that needed to suceed in a war. Those are Attack, Strategy, Alliances, Army and Cities.
In Age of Legends, size does matter. In numbers there is strength. Strategy and upkeep also held an important part of winning a war, not to mention other personal stats like HP, Stamina and the total attack and defense from the guild. It all supports one and another.

Tactical Dispositions / Positioning explain the importance of defending existing positions until a commander is capable of advancing from those positions in safety. Recognize the strategic opportunities, and not to create opportunities to the enemy.
In Clan War, knowledge about the war and strategy is very important. Never give a chance for the opponents to gain points form your death for example. Heal even before you're injured. If you kept getting injured or die to often, better stay dead because your enemy will harvest points from our death. Or do not rush at the beginning of war, or waste stamina in hitting a tanker..things like that and many more. I will separate this part in the war strategy later on this blog.

Energy/Directing explains the use of creativity and timing in building an army's momentum. Like how to maintain Upkeep and Income, how to equip wisely in daily base so we can fully armed at clan war, how to attack, how to break chain of attacks in war..things like that.

Weak Points & Strong/Illusion and Reality explains how an army's opportunities come from the openings in the environment caused by the relative weakness of the enemy in a given area. To be able to recognize the strength and weakness in a clan is going to raise the percentage of winning. Who's the hitter? Who's the tanker who will hold their ground no matter what? Who's the weakest link and how to cover that? Who has the most stamina? The biggest damage? The most defensive player? Because in war, it's always about sword and shield ;)

Maneuvering/Engaging The Force explains the dangers of direct conflict and how to win those confrontations when they are forced upon the commander.  Usualy, a hero with the biggest damage and highest stamina got the tendency to attack simultaneously to the opponents hitter and the rest of the opponents team. I did not say that this is wrong. Focus on the stamina. Just hit the strongest and leave the lesser opponents to the rest of the team. It's clan war, right? Not a man to man battle. Trust your team, trust your leader. If the hero is not strong, NEVER ATTACK OPPONENT'S STRONGEST MEMBER that will cause you to splat. It will definately give them points. Every clan member are important. Use your stamina wisely by picking the right opponents and STAY ALIVE or know when to stay dead.

Variation in Tactics/The Nine Variations focuses on the need for flexibility in an army's responses. It explains how to respond to shifting circumstances successfully.

The Army on the March/Moving The Force describes the different situations in which an army finds itself as it moves through new enemy territories, and how to respond to these situations. Much of this section focuses on evaluating the intentions of others.

Terrain/Situational Positioning looks at the three general areas of resistance (distance, dangers and barriers) and the six types of ground positions that arise from them. Each of these six field positions offer certain advantages and disadvantages.

The Nine Situations/Nine Terrains describes the nine common situations (or stages) in a campaign, from scattering to deadly, and the specific focus that a commander will need in order to successfully navigate them.

The Attack by Fire/Fiery Attack explains the general use of weapons and the specific use of the environment as a weapon. This section examines the five targets for attack, the five types of environmental attack and the appropriate responses to such attacks.

The Use of Spies/The Use of Intelligence focuses on the importance of developing good information sources, and specifies the five types of intelligence sources and how to best manage each of them.

I copied most of it from id.wikipedia.org. Because i think this is important. Every clan member should have a knowledge about clan war and war itself , so every clan member can give the best to win their clan. And like a friend always told me, experience is the best teacher, so..happy warring, heroes ^^

Saturday, 6 April 2013

The Land and Structure Guide



Lands and Structures are essential in Age of Legends. It provide cash for the player to buy weapons and companions. it is suggested to collect income every 24 hour. The upkeep must stay below the income, so players don't have a negative cash flow. The price of this items rise after every purchase, so i suggest you buy 10 at a time to get maximum result. if a 24 hour income can't buy 10 lands and structures at the same time, i suggest you stash it. It's better to pay the 10% bank fee, than being poached by savages who hunt green dots on purpose.

The Lands, and their base price

Rocky Coast - Income $500 - Base Cost : $ 50.000
Fertile Valley - Income $3.000 - Base Cost : $ 500.000
Rustic Forrest - Income $20.000 - Base Cost : $ 10.000.000
Ancient Highlands - Income $50.000 - Base Cost : $100.000.000

The Structures and  their base price( a structure will take a land )

Farm ( Level 1 )
Land used : Rocky Coast
Income :$ 3.000 - Base Cost : $ 100.000

Store  House ( Level 5 ) 
Land used : Rocky Coast
Income : $ 10.000 - Base Cost : $ 500.000

Ore Mine ( Level 10 )
Land used : Fertile Valley
Income : $ 35.000 - Base Cost : $ 2.000.000

Gold Mine ( Level 15 )
Land used : Fertile Valley 
Income : $ 115.000 - Base Cost : $ 10.000.000

Lumber Mill ( Level 20 )
Land used : Fertile Valley
Income : $ 500.000 - Base Cost $ 50.000.000

Foundry ( Level 25 )
Land used : Rustic Forrest 
Income : $ 1.500.000 - Base Cost : $ 160.000.000

Workshop ( Level 30 )
Land used : Rustic Forest
Income : $ 2.000.000 - Base Cost : $ 240.000.000

Barracks ( Level 35 )
Land used : Rustic Forest
Income : $ 3.000.000 - Base Cost : $ 400.000.000

Blacksmith ( Level 40 )
Land used : Rustic Forest
Income : $ 4.000.000 - Base Cost ; $ 600.000.000

King's Altar
Land used : Ancient Highlands
Income : $ 6.000.000 - Base Cost : $ 1.000.000.000

Temple  ( Level 60 )
Land used : Ancient HIghlands
Income : $ 8.000.000 - Base Cost : $ 1.500.000.000

Castle ( Level 70 )
Land used : Ancient Highlands
Income : $ 12.000.000 - Base Cost $ 2.500.000.000

Fortress ( Level 80 )
Land used : Ancient HIghlands
Income : $ 20.000.000 - Base Cost : $ 5.000.000.000

Being on Income Mode ( defense mode, actually ) is not only about gaining money. True, if we sell all our weapon and companion, we'll get more money, but i think we will get bored easily..i know i will :p. A friendly tip is to go to income mode with weapons and companions as effective as it can be, so we can still enjoy the game by hunting bounties, battle and facing an invasion.

Ever seen a low level Heroes ( below level 20 ) or medium level Heroes ( below level 40 ) that have an amazing bounty cost ? Usually they developed their income from the early level. Those heroes tries not to level up so fast, so their income can be strongly build. Hunt bounties in lower level are easy, since most of them are cheap, and don't need weapons of high maintenance. Every time their level is almost up, they splat to stronger heroes. These kind of heroes usually developed to be a strong one, sometimes stronger than those with 30 level gap.

I personally leveled up too fast, so I have to start to build my income on this level, and it's kinda hard. The hardest part is to surpress my ego to level up fast and participate in wars.  Because at my level now, the weapons are expensive, the opponents are stronger, but i won't back down. Some says it's better to level up fast, open many quest to gain massive VP and so on, and some says better to camp at a certain level and build a very strong income by hunting bounties and splat when almost level up. But for me, it's a matter of taste, and a matter of what type of player the person is.

We can not go back to create a new beginning ( except to reset a character ) 
But we can always make a new ending
because a lot like in life, a game is always about choices.

Happy gaming, everyone ^^


Thursday, 4 April 2013

The Achievements

MOST WANTED
Level  1: 1 time posted
Level 2 : 10 times posted
Level 3 : 50 times posted
Level 4 : 200 times posted
Level 5 : 500 times posted


INDESTRUCTIBLE
Level  1: Last 2 minutes on the bounty list
Level 2 : Last 5 minutes on the bounty list
Level 3 : Last 30 minutes on the bounty list
Level 4 : Last 60 minutes on the bounty list
Level 5 : Last 96 minutes on the bounty list

BOUNTY HUNTER
Level  1: 1 bounty claimed
Level 2 : 5 bounties claimed
Level 3 : 20 bounties claimed
Level 4 : 100 bounties claimed
Level 5 : 300 bounties claimed
tips : it's easier to claim a bounty when you're in early levels ( level 10 - 30). Because majority of those who appear on this bounty list is from lower level since it's easier and cheaper. Watch the XP bar, if you're almost leveled up, i suggest you splat to die to stronger bounty, and then starts from the beginning. Campers called this bounty farming. I didn't realize it at first, so don't tell me i didn't warn you ^^.

SHOT CALLER
Level  1: posted 1 bounty
Level 2 : posted 10 bounties
Level 3 : posted 50 bounties
Level 4 : posted 200 bounties
Level 5 : posted 500 bounties
tips : it's also easier to do in early levels, since the bounties at their range is usually cheap .

MAD CONNECTIONS
Level  1: 3 allies
Level 2 : 10 allies
Level 3 : 50 allies
Level 4 : 250 allies
Level 5 : 1000 allies


ENERGIZER BUNNY
Level  1: 250 energy spent in quest
Level 2 : 1000 energy spent in quest
Level 3 : 5000 energy spent in quest
Level 4 : 20.000 energy spent in quest
Level 5 : 50.000 energy spent in quest


OUTNUMBERED
Level  1: 1 wins vs hero with 10 guilds higher
Level 2 : 10 wins vs hero with 10 guilds higher
Level 3 : 50 wins vs hero with 10 guilds higher
Level 4 : 200 wins vs hero with 10 guilds higher
Level 5 : 500 wins vs hero with 10 guilds higher

UNDERDOG
Level  1: 1 win against hero 5 level higher
Level 2 : 10 wins against hero 5 level higher
Level 3 : 50 wins against hero 5 level higher
Level 4 : 200 wins against hero 5 level higher
Level 5 : 500 wins against hero 5 level higher

KILLJOY
Level  1: claim 1 higher bounty
Level 2 : claim 5 higher bounty
Level 3 : claim 10 higher bounty
Level 4 : claim 25 higher bounty
Level 5 : claim 50 higher bounty


CASH COW
Level  1: generate $100.000 income
Level 2 : generate $1.000.000 income
Level 3 : generate $10.000.000 income
Level 4 : generate $50.000.000 income
Level 5 : generate $500.000.000 income
Tips : suggestion, if you're about level 50s it should be aroud $1.000.000.000/hour, Level 60s should be around $ 3.000.000.000/hour, Level 70s should be around $4.000.000.000/hour. It should be enough to maintain a decent upkeep at those levels. Some even managed to reach $1.000.000.000/hour at their 20s.


HIGH MAINTENACE
Level  1: $50.000 upkeep
Level 2 : $100.000 upkeep
Level 3 : $250.000 upkeep
Level 4 : $1.000.000 upkeep
Level 5 : $1.000.000.000 upkeep


CHAMPION
Level  1: top 1000
Level 2 : top 750
Level 3 : top 500
Level 4 : top 250
Level 5 : top 50

WINNING SPREE
Level  1: 5 consecutive wins
Level 2 : 10 consecutive wins
Level 3 : 15 consecutive wins
Level 4 : 25 consecutive wins
Level 5 : 50 consecutive wins

note : thanks a lot -kirana- for reminding me that these achievements are important. Happy gaming, everyone ^^














The Types of Player in Age of Legends

Attacker
    Attack : High ; Defense : Low; Energy : Low ; Health : Medium ; Stamina : Medium
    Skills : Skill 1 & 3 ( before Level 80 )
               Skill 3 & 7 ( after Level 80 ) 
    (+) good for war, bounty hunting, boss sniper and pvp tourney.
    (-) weak when attacked


Defensive 
    Attack : Low ; Defense : High; Energy : Low ; Health : High ; Stamina : Medium
    Skills : Skill 1 & 3 ( before Level 80 )
               Skill 3 & 7 ( after Level 80 ) 
    (+) very strong at defense, good to ride in bounty. 
          an anchor player at clan war.
    (-) passive player, easily bored.
         will find difficulties in pvp and invasion tourney.


Quester
    Attack : Low ; Defense : Medium; Energy : High ; Stamina : Low
    Skills : not effecting quest
    (+) fast at completing quest till the end
          quick level up
    (-) quest only, don't play other features of this game


Boss Hunter
    Attack : Medium-High ; Defense : Low; Energy : Low ; Health : High ; Stamina : High
    Skills : Skill 1  ( before Level 50)
               Skill 1 & 6 ( after Level 50 ) 
               Skill 6&7 ( after Level 80 )
    (+) Good for gaining VP to buy Mercenaries, Skill and Weapons.
    (-)  in early stages will be a weak player, 
          but later would be a strong player with high attack and defense.
          Must be an active player.

Special thanks to every hero i met for the insight ^_^