06-02-2010, 01:51 PM
Kk, still don't know why you need a weapon depot lol ;D
Top one - Forgetlatios Keep,
Lower one - Bamboori Keep.[/spoiler]
Also:
Overview:
Bamboori, it's your turn. You've got 4 resources and 3 peasants.
Map (Click to View)
What does color mean? (Click to View)
Lower one - Bamboori Keep.
Units (Click to View)
All units (except Special Barracks units) requires one (or two) peasants to be created, and, obviously - some resources
Here you will take a look at all barracks' units
Almost all units can only attack once (means, they make the all damage they can, and kill only one unit if they can), but some units can kill more than one, if for example, enemy has 100 units, all with only 1 lifepoint, then your certain unit, (with the ability mentioned) with 8 points of attack can kill 8 enemy units.
Another thing - if you want to attack and move in the same time with one or more units, your unit/s speed then changes to 1 that turn (example, you can move one box and then shoot with longbowman, not 5 boxes and then shoot), though some units can move while they shoot, or when they kill someone, etc.
Archers can only attack buildings in melee mode, means they need to get closer to it. (with exceptions)
All units that can dig water will be marked with '+' near their number. (units with one + digs two boxes of water, standing near the path where you want to dig; with two + digs three boxes of water, standing near the path where you want to dig
Here you will take a look at all barracks' units
Almost all units can only attack once (means, they make the all damage they can, and kill only one unit if they can), but some units can kill more than one, if for example, enemy has 100 units, all with only 1 lifepoint, then your certain unit, (with the ability mentioned) with 8 points of attack can kill 8 enemy units.
Another thing - if you want to attack and move in the same time with one or more units, your unit/s speed then changes to 1 that turn (example, you can move one box and then shoot with longbowman, not 5 boxes and then shoot), though some units can move while they shoot, or when they kill someone, etc.
Archers can only attack buildings in melee mode, means they need to get closer to it. (with exceptions)
All units that can dig water will be marked with '+' near their number. (units with one + digs two boxes of water, standing near the path where you want to dig; with two + digs three boxes of water, standing near the path where you want to dig
Stone Barracks (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1.+* Pikeman ( P M ) : C - 4; H - 5; S - 2; AU - 4; AB - 8; (very good in destroying buildings, average against units, slow)
2. Heavy Swordman ( H S ) : C - 6; H - 12; S - 1; AU - 6; AB - 6; (slow, but totally a killing machine)
3.+* Spearman ( S M ) : C - 1; H - 2; S - 4; AU - 1; AB - 2; (weak, but fast primary infantry unit)
4.+* Longbowman ( L B M ) : C - 1; H - 1; S - 5; AU - 2; AB - 1; R - 7; (has a very long range, but weak)
5. Crossbowman ( C B M ) : C - 2; H - 3; S - 3; AU - 3; AB - 1; R - 6; (slow, but huge attack to units)
6. Poisonman ( P M ) : C - 2; H - 3; S - 3; AU - 1; AB - 1; R - 4; (slow, and weak attack, but average lifepoints)(makes splash damage (3x3 boxes))
7. Knight ( K ) : C - 8; H - 3; S - 6; AU - 6; AB - 5; (fast cavalry unit)(when it dies, Heavy Swordman appears at the same spot) (needs two peasants)
8.+ Maceman ( M M ) : C - 2; H - 2; S - 6; AU - 4; AB - 4; (fast unit, that can deal alot of damage, but die fast)
9.+ Scout ( S ) : C - 3; H - 2; S - 5; AU - 2; AB - 2; (small damage comparing with cost, weak, but fast)(all rangers which are 1 box around Scout gains +1 Range distance)
10. Firethrower ( F T ) : C - 3; H - 1; S - 3; AU - 9; AB - 1; R - 3; (huge damage, but slow and weak unit)(deals around 2x2 boxes (not really a square - random 4 boxes) splash-fire damage. Also burns buildings)
1.+* Pikeman ( P M ) : C - 4; H - 5; S - 2; AU - 4; AB - 8; (very good in destroying buildings, average against units, slow)
2. Heavy Swordman ( H S ) : C - 6; H - 12; S - 1; AU - 6; AB - 6; (slow, but totally a killing machine)
3.+* Spearman ( S M ) : C - 1; H - 2; S - 4; AU - 1; AB - 2; (weak, but fast primary infantry unit)
4.+* Longbowman ( L B M ) : C - 1; H - 1; S - 5; AU - 2; AB - 1; R - 7; (has a very long range, but weak)
5. Crossbowman ( C B M ) : C - 2; H - 3; S - 3; AU - 3; AB - 1; R - 6; (slow, but huge attack to units)
6. Poisonman ( P M ) : C - 2; H - 3; S - 3; AU - 1; AB - 1; R - 4; (slow, and weak attack, but average lifepoints)(makes splash damage (3x3 boxes))
7. Knight ( K ) : C - 8; H - 3; S - 6; AU - 6; AB - 5; (fast cavalry unit)(when it dies, Heavy Swordman appears at the same spot) (needs two peasants)
8.+ Maceman ( M M ) : C - 2; H - 2; S - 6; AU - 4; AB - 4; (fast unit, that can deal alot of damage, but die fast)
9.+ Scout ( S ) : C - 3; H - 2; S - 5; AU - 2; AB - 2; (small damage comparing with cost, weak, but fast)(all rangers which are 1 box around Scout gains +1 Range distance)
10. Firethrower ( F T ) : C - 3; H - 1; S - 3; AU - 9; AB - 1; R - 3; (huge damage, but slow and weak unit)(deals around 2x2 boxes (not really a square - random 4 boxes) splash-fire damage. Also burns buildings)
Mercenary Post (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1.+* Quickbowman ( Q B M ) : C - 1; H - 1; S - 3; AU - 1; AB - 1; R - 6; (weak, and slow ranged unit)(can shoot twice (you can choose two targets if you want)
2. Bowman ( B M ) : C - 1; H - 2; S - 6; AU - 2; AB - 1; R - 6; (average attack, range, hp; fast)
3. Assasin ( A S S ) : C - 1.5; H - 2; S - 4; AU - 4; AB - 2; (weak, but deals a nice attack to units)(is invisible, enemy only notices assasin when it is 2 boxes near enemy's unit or building) (can climb walls (not towers), takes one turn to climb (same as attack, you can only move 1 box and then climb)
4.* Stonethrower ( S T ) : C - 1.5; H - 2; S - 6; AU - 3; AB - 1; R - 4; (fast, huge damage, but small range distance)
5. Horse Archer ( H A ) : C - 2; H - 3; S - 6; AU - 2; AB - 1; R - 6; (fast, but makes small damage, best against slow and powerful infantry units)(can shoot while moves (means, can move 6 boxes and then shoot; but - move 3 boxes, shoot, and then end of this unit turn))
6.+* Jumper ( J P ) : C - 1; H - 2; S - 5; AU - 1; AB - 1; (fast, and weak primary infantry unit)(if it kills something, can move another 4 boxes (can't attack))
7. Swordman ( S W ) : C - 3; H - 5; S - 2; AU - 6; AB - 1; (slow, but very good against units, thus bad against buildings)
8.+ Fireman ( F M ) : C - 0.3 (three cost 1 resource); H - 0.5; S - 6; AU - 1; AB - 2; (fast but very weak unit)(there's a chance of setting a fire on a building, which Fireman/s is attacking)
9. Firethrower ( F T ) : C - 3; H - 1; S - 3; AU - 9; AB - 1; R - 3; (huge damage, but slow and weak unit)(deals around 2x2 boxes (not really a square - random 4 boxes) splash-fire damage. Also burns buildings)
1.+* Quickbowman ( Q B M ) : C - 1; H - 1; S - 3; AU - 1; AB - 1; R - 6; (weak, and slow ranged unit)(can shoot twice (you can choose two targets if you want)
2. Bowman ( B M ) : C - 1; H - 2; S - 6; AU - 2; AB - 1; R - 6; (average attack, range, hp; fast)
3. Assasin ( A S S ) : C - 1.5; H - 2; S - 4; AU - 4; AB - 2; (weak, but deals a nice attack to units)(is invisible, enemy only notices assasin when it is 2 boxes near enemy's unit or building) (can climb walls (not towers), takes one turn to climb (same as attack, you can only move 1 box and then climb)
4.* Stonethrower ( S T ) : C - 1.5; H - 2; S - 6; AU - 3; AB - 1; R - 4; (fast, huge damage, but small range distance)
5. Horse Archer ( H A ) : C - 2; H - 3; S - 6; AU - 2; AB - 1; R - 6; (fast, but makes small damage, best against slow and powerful infantry units)(can shoot while moves (means, can move 6 boxes and then shoot; but - move 3 boxes, shoot, and then end of this unit turn))
6.+* Jumper ( J P ) : C - 1; H - 2; S - 5; AU - 1; AB - 1; (fast, and weak primary infantry unit)(if it kills something, can move another 4 boxes (can't attack))
7. Swordman ( S W ) : C - 3; H - 5; S - 2; AU - 6; AB - 1; (slow, but very good against units, thus bad against buildings)
8.+ Fireman ( F M ) : C - 0.3 (three cost 1 resource); H - 0.5; S - 6; AU - 1; AB - 2; (fast but very weak unit)(there's a chance of setting a fire on a building, which Fireman/s is attacking)
9. Firethrower ( F T ) : C - 3; H - 1; S - 3; AU - 9; AB - 1; R - 3; (huge damage, but slow and weak unit)(deals around 2x2 boxes (not really a square - random 4 boxes) splash-fire damage. Also burns buildings)
Woodcutter (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1. *Woodies ( W D ) : C - 1; H - 0.5; S - 4; AU - 9; AB - 2; (skilled in dealing damage to units, but has very less lifepoints)(three Woodies can stand near tree, and move it (S - 1)
1. *Woodies ( W D ) : C - 1; H - 0.5; S - 4; AU - 9; AB - 2; (skilled in dealing damage to units, but has very less lifepoints)(three Woodies can stand near tree, and move it (S - 1)
Engineering Guild (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1. ++Engineer ( E N G ) : C - 1; H - 1; S - 4; AU - 0; AB - 0; (skilled in engineering and digging water)
2. Ladderman ( L A D ) : C - 0.25 (four cost 1 resource); H - 0.1; S - 6; AU - 0; AB - 0; (fast but very weak tactical unit)(all units that have * near their number can climb up walls, while ladderman is standing near it (can walk like there's no wall at all; means, there's no one-box stopping like for assasin)
3. Ballista ( B A L ) : C - 5; H - 5; S - 3; AU - 4; AB - 2; R - 6; (slow vehicle, needs two engineers)(there's a chance of setting a fire on a building, which Ballista/s is attacking)
4. Ballista on tower ( B O T ) : C - 5; H - 3; S - 0; AU - 4; AB - 0; R - 13; (can only be placed on tower, and has very big attack range; needs two engineers)
5. Catapult ( C A T ) : C - 6; H - 3; S - 3; AU - 9; AB - 9; R - 9; (quick tactical attacker on walls and buildings, is inaccurate; needs two engineers)
6. Mangonel ( M G L ) : C - 5; H - 3; S - 0; AU - 9; AB - 3; R - 10; (can only be placed on tower, and has a very big attack range; needs two engineers)(because of it's very low accurate, it can shoot 5 times(though, VERY randomly(emphasis on VERY)))
7. Ram ( R A M ) : C - 10; H - 8; S - 4; AU - 0; AB - 20; (fast vehicle that is very good in crushing enemy's base, needs four engineers)
8. Trebuchet ( T B C ) : C - 15; H - 8; S - 0; AU - 20; AB - 20; R - 18; (cannot move, very great wall and tower crusher, not quite accurate, needs three engineers)
9. Coverer ( C V R ) : C - 2; H - 3; S - 6; AU - 0; AB - 0; (fast tactical coverer, needs one engineer)(all units which are 1 box around Coverer gains +1 Def from range arrows)
1. ++Engineer ( E N G ) : C - 1; H - 1; S - 4; AU - 0; AB - 0; (skilled in engineering and digging water)
2. Ladderman ( L A D ) : C - 0.25 (four cost 1 resource); H - 0.1; S - 6; AU - 0; AB - 0; (fast but very weak tactical unit)(all units that have * near their number can climb up walls, while ladderman is standing near it (can walk like there's no wall at all; means, there's no one-box stopping like for assasin)
3. Ballista ( B A L ) : C - 5; H - 5; S - 3; AU - 4; AB - 2; R - 6; (slow vehicle, needs two engineers)(there's a chance of setting a fire on a building, which Ballista/s is attacking)
4. Ballista on tower ( B O T ) : C - 5; H - 3; S - 0; AU - 4; AB - 0; R - 13; (can only be placed on tower, and has very big attack range; needs two engineers)
5. Catapult ( C A T ) : C - 6; H - 3; S - 3; AU - 9; AB - 9; R - 9; (quick tactical attacker on walls and buildings, is inaccurate; needs two engineers)
6. Mangonel ( M G L ) : C - 5; H - 3; S - 0; AU - 9; AB - 3; R - 10; (can only be placed on tower, and has a very big attack range; needs two engineers)(because of it's very low accurate, it can shoot 5 times(though, VERY randomly(emphasis on VERY)))
7. Ram ( R A M ) : C - 10; H - 8; S - 4; AU - 0; AB - 20; (fast vehicle that is very good in crushing enemy's base, needs four engineers)
8. Trebuchet ( T B C ) : C - 15; H - 8; S - 0; AU - 20; AB - 20; R - 18; (cannot move, very great wall and tower crusher, not quite accurate, needs three engineers)
9. Coverer ( C V R ) : C - 2; H - 3; S - 6; AU - 0; AB - 0; (fast tactical coverer, needs one engineer)(all units which are 1 box around Coverer gains +1 Def from range arrows)
Secret Tent (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1. Spy ( S P Y ) : C - 10; H - 5; S - 4; AU - 2; AB - 1; R - 10; (long ranged shooter)(you can only have 3 of them, but when you do, you can start doing a Plan)
[spoilerlans]When you collected 3 Spies, and have a Secret Tent, you can start doing a plan. There're three types of plans, each one is better than previous one.
If you succeed on finishing it, your enemy simply dies, or takes very big damage to his whole army and buildings.
If you do not succeed, you just loose very much resources.
You can only make ONE Plan at a game.
Plans:
1. Begginer (5%) - Costs 50 resources.
2. Advanced (50%) - Costs 450 resources
3. Atomic Bomb (90%) - Costs 900 resources (even if you do not succeed on this one, enemy will take damage anyways)
1. Spy ( S P Y ) : C - 10; H - 5; S - 4; AU - 2; AB - 1; R - 10; (long ranged shooter)(you can only have 3 of them, but when you do, you can start doing a Plan)
[spoilerlans]When you collected 3 Spies, and have a Secret Tent, you can start doing a plan. There're three types of plans, each one is better than previous one.
If you succeed on finishing it, your enemy simply dies, or takes very big damage to his whole army and buildings.
If you do not succeed, you just loose very much resources.
You can only make ONE Plan at a game.
Plans:
1. Begginer (5%) - Costs 50 resources.
2. Advanced (50%) - Costs 450 resources
3. Atomic Bomb (90%) - Costs 900 resources (even if you do not succeed on this one, enemy will take damage anyways)
Special Barracks (Click to View)
C - how much costs. H - how much lifepoints. S - how much boxes per turn it can go. AU - attack points on units. AB - attack points on buildings. R - how much boxes around they can shoot (range distance)
1. Second Boss ( B O S ) : C - 20; H - 10; S - 3; AU - 10; AB - 10; (make the game for enemy even more harder - force him to kill TWO bosses, instead of one!! Or maybe even start attacking your enemy with boss and big army?? Up to you!)(can only have one at a game (means, you can only have two bosses, not more))(have the ability to kill as much units as his damage lets him
2. Giant ( G I A ) : C - 50; H - 45; S - 6; AU - 10; AB - 5; (fast, but big (takes 2x2 boxes), totally'll make your enemy PAY!!)(you can have as much giants as you want) (Has a AN UBER CHARGE attack. Costs - 20 resources, but everything that is 1 box near Giant dies/is destroyed (even your own units) Can only use once in a turn (per one Giant).
3. Fire Mage ( F M A ) : C - 50; H - 5; S - 3; AU - 12; AB - 1; R - 10; (wanna start totally a crushing long-ranged fire'd attack on your enemy?! Then this unit is just for you!)(has a very big chance of setting buildings on fire (even our own)) (deals a splash damage in 9x9 boxes)
1. Second Boss ( B O S ) : C - 20; H - 10; S - 3; AU - 10; AB - 10; (make the game for enemy even more harder - force him to kill TWO bosses, instead of one!! Or maybe even start attacking your enemy with boss and big army?? Up to you!)(can only have one at a game (means, you can only have two bosses, not more))(have the ability to kill as much units as his damage lets him
2. Giant ( G I A ) : C - 50; H - 45; S - 6; AU - 10; AB - 5; (fast, but big (takes 2x2 boxes), totally'll make your enemy PAY!!)(you can have as much giants as you want) (Has a AN UBER CHARGE attack. Costs - 20 resources, but everything that is 1 box near Giant dies/is destroyed (even your own units) Can only use once in a turn (per one Giant).
3. Fire Mage ( F M A ) : C - 50; H - 5; S - 3; AU - 12; AB - 1; R - 10; (wanna start totally a crushing long-ranged fire'd attack on your enemy?! Then this unit is just for you!)(has a very big chance of setting buildings on fire (even our own)) (deals a splash damage in 9x9 boxes)
Also:
Buildings: (Click to View)
This is the list of all buildings you can build, and their shortnames (font in the boxes).
C - how much costs. H - how much lifepoints. +H - how much lifepoints units gain when they stand on this building ( / when can't stand on it)
Keep ( K )
C - 0, H - infinity, +H - 1
(this is the main building you get when the game starts, together with boss on it. Red boxes show where you cannot build anything, brighter one brown box shows where's the entrance of the Keep. (it's always in the campfire side center)
(Near keep, campire shows how much unused peasants you've got. If enemy's units are near campire they begin to kill your peasants)
Can hold 9 units standing on it.
Woodcutter ( w )
C - 2, H - 1, +H - /
(this is the best way to gather recources. Place it near 'tree' and you will gain 2 recources in turn per one woodcutter. Though, you can only have 5 woodcutters in the game)
(can also make units from Woodcutter)
Cannot hold any units.
Need one peasant to work.
Stone Makers ( s m )
C - 10, H - 4, +H - /
(most complicated way to gain recources. One Stone Makers can handle three Stone Gatherers. For first one you will get 5 resources a turn, for second one you will get +2 (7) resources a turn, and for third you will get +1 (8) resources a turn. Examples:
1 Stone Makers + 2 Stone Gatherers = 5+2 = 7 resources a turn. 2 Stone Makers + 3 Stone Gatherers = 5+5+2 = 12 resources a turn. 3 Stone Makers + 9 Stone Gatherers = 5+5+5+2+2+2+1+1+1 = 24 resources a turn.)
Can only be placed on Stone Fields.
Cannot hold any units.
Need two peasants to work.
Stone Gatherer ( s g )
C - 2, H - 1, +H - /
(gathers stone, from Stone Makers. Read above for more information)
Cannot hold any units.
Need one peasant to work.
Iron ( i )
C - 10, H - 1, +H - /
(Per one Iron, you gain 5 recources a turn)
Can only be placed on Iron Field.
Cannot hold any units.
Need two peasants to work.
House ( h )
C - 5, H - 1, +H - /
(You gain two peasants on your campfire.)
(You can create one peasant, if you have at least one house, without building a new house. Costs - 2 resources)
Cannot hold any units.
Fortification ( F )
C - 0.5 per box, H - 2 of box, +H - 0
(You can only buy one 2-box wall (costs 1 resource), or two 3-box walls (costs 3 resources). Also, you can rotate the wall how you want)
(Note, that there're no 1-box walls of fortification (except if enemy attacks and destroys one box of fortification, then it one box to repair costs 0.5 resources)
Can hold one unit per one box.
Shortwall ( s )
C - 0.3 per block, H - 1 of block, +H - 0
(there're three types of shortwall blocks, but all of them costs the same. Three shortwall blocks costs 1 resource, no matter their size)
(if one box of 2x, 3x or 4x shortwall is destroyed, all the 2x, 3x or 4x block will be destroyed)
Can hold one unit per one 2x, 3x or 4x block, to make units shoot or attack.
Can hold one unit per one box, but units on that block won't shoot or attack.
Stone Barracks ( S B )
C - 5, H - 3, +H - /
(these barracks, together with weapons depot, let you build units from stone barracks.)
(red boxes mean that you cannot build anything there)
Must have Weapons Depot to start units production.
Cannot hold any units.
Mercenary Post ( M P )
C - 3, H - 3, +H - /
(these barracks let you build units from mercenary post.)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Weapons Depot ( W D )
C - 3, H - 2, +H - /
(needed for Stone Barracks, to start units production)
Cannot hold any units.
Swords Workshop ( s w )
C - 5, H - 2, +H - /
(Makes one Sword per turn)
(With sword, weapons depot, and stone barracks, you can create one melee unit without using peasant)
Decreases ammount of peasant for melee fighter in stone barracks by one.
Cannot hold any units.
Need one peasant to work.
Bow Workshop ( b w )
C - 5, H - 2, +H - /
(Makes one Bow per turn)
(With bow, weapons depot, and stone barracks, you can create one ranged unit without using peasant)
Decreases ammount of peasant for ranged fighter in stone barracks by one.
Cannot hold any units.
Need one peasant to work.
Engineering Guild ( E G )
C - 10, H - 4, +H - /
(with this building you can start the production of Engineering Guild units and vehicles)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Granary ( G )
C - 3, H - 2, +H - /
(without this building functioning you will start loosing units and peasants randomly each turn)
(must be a path from campfire and sword/bow workshops to granary (means, you shall not block the way from campfire and sword/bow workshops to granary in any way, or else, granary will stop functioning.))
(must be placed near Keep, from right or left side (you can choose))
Cannot hold any units.
Secret Tent ( S T )
C - 20, H - 1, +H - /
(can only be placed near wall (fortification, or shortwall), when it is destroyed it makes a big (9x9) boxes fire explosion.)
(this building creates units from Secret Tent)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Special Barracks ( +S+B+ )
C - 45, H - 2, +H - /
(this building creates units from Special Barracks)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Trap ( t )
C - 5, H - 0, +H - /
(when enemy unit steps on it, his lifepoints decreases by 10 (kills if unit has less than 10 lifepoints))
Cannot hold any units.
Gallows ( g )
C - 1(3), H - 1, +H - /
(can only have two at game)
(have an ability to kill enemy one peasant (one for each gallows) by paying 3 resources)
Cannot hold any units.
Stairs ( s t )
C - 0.5 per one box, H - 1 per one box, +H - 0
(helps units to climb on walls and towers)
(the start of stairs is a bit smaller in size)
Can hold 1 unit on one box.
Small Gates ( S G )
C - 1, H - 3, +H - 0
(the gate lets your units to walk through, but stops enemy units.)
(also has the same function as stairs - units can use gates to climb on walls or towers)
(you can rotate these gates in the direction you want)
Can hold 2 units.
Big Gates ( B G )
C - 5, H - 5, +H - 1
(the gate lets your units to walk through, but stops enemy units.)
(also has the same function as stairs - units can use gates to climb on walls or towers)
(you can rotate these gates in the direction you want, plus you can move last two boxes from gate sides (like in example) in the direction you want)
Can hold 5 units. (showed in brighter-brown where)
Tower 1 ( T 1 )
C - 4, H - 8, +H - 2
(tower 1 - has 4 slots, average hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 4 units. (or 1 tower-ballista/mangonel and 2 units)
Tower 2 ( T 2 )
C - 2, H - 5, +H - 1
(tower 2 - has 2 slots, little hp, and gives a small ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 3 ( T 3 )
C - 3, H - 3, +H - 1
(tower 3 - can only be placed on wall, so when this tower is destroyed there's still some wall left for enemies to destroy; has 2 slots, average hp, and gives a small ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 4 ( T 4 )
C - 6, H - 12, +H - 2
(tower 4 - has 2 slots, many hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 5 ( T 5 )
C - 8, H - 16, +H - 2
(tower 5 - has 4 slots, tons of hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 4 units. (or 1 tower-ballista/mangonel and 2 units)
Tower 6 ( T 6 )
C - 3, H - 2, +H - 3
(tower 6 - has 1 slot, little hp, and gives huge ammount of lifepoints to the unit that is on this tower)
Can hold 1 unit.
Water ( W )
C - 0, H - 0, +H - /
(this is like an unwalkable land, however you enemy units can dig it (erase the water), but it's still free for you to dig it)
Cannot hold any units.
C - how much costs. H - how much lifepoints. +H - how much lifepoints units gain when they stand on this building ( / when can't stand on it)
Keep ( K )
C - 0, H - infinity, +H - 1
(this is the main building you get when the game starts, together with boss on it. Red boxes show where you cannot build anything, brighter one brown box shows where's the entrance of the Keep. (it's always in the campfire side center)
(Near keep, campire shows how much unused peasants you've got. If enemy's units are near campire they begin to kill your peasants)
Can hold 9 units standing on it.
Woodcutter ( w )
C - 2, H - 1, +H - /
(this is the best way to gather recources. Place it near 'tree' and you will gain 2 recources in turn per one woodcutter. Though, you can only have 5 woodcutters in the game)
(can also make units from Woodcutter)
Cannot hold any units.
Need one peasant to work.
Stone Makers ( s m )
C - 10, H - 4, +H - /
(most complicated way to gain recources. One Stone Makers can handle three Stone Gatherers. For first one you will get 5 resources a turn, for second one you will get +2 (7) resources a turn, and for third you will get +1 (8) resources a turn. Examples:
1 Stone Makers + 2 Stone Gatherers = 5+2 = 7 resources a turn. 2 Stone Makers + 3 Stone Gatherers = 5+5+2 = 12 resources a turn. 3 Stone Makers + 9 Stone Gatherers = 5+5+5+2+2+2+1+1+1 = 24 resources a turn.)
Can only be placed on Stone Fields.
Cannot hold any units.
Need two peasants to work.
Stone Gatherer ( s g )
C - 2, H - 1, +H - /
(gathers stone, from Stone Makers. Read above for more information)
Cannot hold any units.
Need one peasant to work.
Iron ( i )
C - 10, H - 1, +H - /
(Per one Iron, you gain 5 recources a turn)
Can only be placed on Iron Field.
Cannot hold any units.
Need two peasants to work.
House ( h )
C - 5, H - 1, +H - /
(You gain two peasants on your campfire.)
(You can create one peasant, if you have at least one house, without building a new house. Costs - 2 resources)
Cannot hold any units.
Fortification ( F )
C - 0.5 per box, H - 2 of box, +H - 0
(You can only buy one 2-box wall (costs 1 resource), or two 3-box walls (costs 3 resources). Also, you can rotate the wall how you want)
(Note, that there're no 1-box walls of fortification (except if enemy attacks and destroys one box of fortification, then it one box to repair costs 0.5 resources)
Can hold one unit per one box.
Shortwall ( s )
C - 0.3 per block, H - 1 of block, +H - 0
(there're three types of shortwall blocks, but all of them costs the same. Three shortwall blocks costs 1 resource, no matter their size)
(if one box of 2x, 3x or 4x shortwall is destroyed, all the 2x, 3x or 4x block will be destroyed)
Can hold one unit per one 2x, 3x or 4x block, to make units shoot or attack.
Can hold one unit per one box, but units on that block won't shoot or attack.
Stone Barracks ( S B )
C - 5, H - 3, +H - /
(these barracks, together with weapons depot, let you build units from stone barracks.)
(red boxes mean that you cannot build anything there)
Must have Weapons Depot to start units production.
Cannot hold any units.
Mercenary Post ( M P )
C - 3, H - 3, +H - /
(these barracks let you build units from mercenary post.)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Weapons Depot ( W D )
C - 3, H - 2, +H - /
(needed for Stone Barracks, to start units production)
Cannot hold any units.
Swords Workshop ( s w )
C - 5, H - 2, +H - /
(Makes one Sword per turn)
(With sword, weapons depot, and stone barracks, you can create one melee unit without using peasant)
Decreases ammount of peasant for melee fighter in stone barracks by one.
Cannot hold any units.
Need one peasant to work.
Bow Workshop ( b w )
C - 5, H - 2, +H - /
(Makes one Bow per turn)
(With bow, weapons depot, and stone barracks, you can create one ranged unit without using peasant)
Decreases ammount of peasant for ranged fighter in stone barracks by one.
Cannot hold any units.
Need one peasant to work.
Engineering Guild ( E G )
C - 10, H - 4, +H - /
(with this building you can start the production of Engineering Guild units and vehicles)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Granary ( G )
C - 3, H - 2, +H - /
(without this building functioning you will start loosing units and peasants randomly each turn)
(must be a path from campfire and sword/bow workshops to granary (means, you shall not block the way from campfire and sword/bow workshops to granary in any way, or else, granary will stop functioning.))
(must be placed near Keep, from right or left side (you can choose))
Cannot hold any units.
Secret Tent ( S T )
C - 20, H - 1, +H - /
(can only be placed near wall (fortification, or shortwall), when it is destroyed it makes a big (9x9) boxes fire explosion.)
(this building creates units from Secret Tent)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Special Barracks ( +S+B+ )
C - 45, H - 2, +H - /
(this building creates units from Special Barracks)
(red boxes mean that you cannot build anything there)
Cannot hold any units.
Trap ( t )
C - 5, H - 0, +H - /
(when enemy unit steps on it, his lifepoints decreases by 10 (kills if unit has less than 10 lifepoints))
Cannot hold any units.
Gallows ( g )
C - 1(3), H - 1, +H - /
(can only have two at game)
(have an ability to kill enemy one peasant (one for each gallows) by paying 3 resources)
Cannot hold any units.
Stairs ( s t )
C - 0.5 per one box, H - 1 per one box, +H - 0
(helps units to climb on walls and towers)
(the start of stairs is a bit smaller in size)
Can hold 1 unit on one box.
Small Gates ( S G )
C - 1, H - 3, +H - 0
(the gate lets your units to walk through, but stops enemy units.)
(also has the same function as stairs - units can use gates to climb on walls or towers)
(you can rotate these gates in the direction you want)
Can hold 2 units.
Big Gates ( B G )
C - 5, H - 5, +H - 1
(the gate lets your units to walk through, but stops enemy units.)
(also has the same function as stairs - units can use gates to climb on walls or towers)
(you can rotate these gates in the direction you want, plus you can move last two boxes from gate sides (like in example) in the direction you want)
Can hold 5 units. (showed in brighter-brown where)
Tower 1 ( T 1 )
C - 4, H - 8, +H - 2
(tower 1 - has 4 slots, average hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 4 units. (or 1 tower-ballista/mangonel and 2 units)
Tower 2 ( T 2 )
C - 2, H - 5, +H - 1
(tower 2 - has 2 slots, little hp, and gives a small ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 3 ( T 3 )
C - 3, H - 3, +H - 1
(tower 3 - can only be placed on wall, so when this tower is destroyed there's still some wall left for enemies to destroy; has 2 slots, average hp, and gives a small ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 4 ( T 4 )
C - 6, H - 12, +H - 2
(tower 4 - has 2 slots, many hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 2 units. (or 1 tower-ballista/mangonel and 1 unit)
Tower 5 ( T 5 )
C - 8, H - 16, +H - 2
(tower 5 - has 4 slots, tons of hp, and gives average ammount of lifepoints to the units that are on this tower)
Can hold 4 units. (or 1 tower-ballista/mangonel and 2 units)
Tower 6 ( T 6 )
C - 3, H - 2, +H - 3
(tower 6 - has 1 slot, little hp, and gives huge ammount of lifepoints to the unit that is on this tower)
Can hold 1 unit.
Water ( W )
C - 0, H - 0, +H - /
(this is like an unwalkable land, however you enemy units can dig it (erase the water), but it's still free for you to dig it)
Cannot hold any units.
Overview:
- Bamboori:
Resources: (+4)
4.
Units:
4 Assasins.
Buildings:
1 Granary; 2 Houses; 2 Woodcutteries (3 remaining); 1 Mercenary Post.
- forgetlatios:
Resources: (+4)
2.
Units:
2 Spearmen; 1 Longbowman; 2 Assasins.
Buildings:
1 Granary; 2 Houses; 2 Woodcutteries (3 remaining); 1 Weapons Depot; 1 Mercenary Post.
Bamboori, it's your turn. You've got 4 resources and 3 peasants.