The Greener Blog Block

They said that my bark was worse than my bite. That is... until I bit them.

Wednesday, August 24, 2011

Haypi guide

This has different troop types


Strategy guide

FORTS:

Lvl-# Catapults to occupy
1-250
2-500
3-800
4-1300
5-2000
6-3600
7-6000
8-9000
9-13000
10-18000

Lvl-# Calvary to occupy
1-1504
2-3008
3-6015
4-9775
5-15038
6-26316
7-43610
8-60150
9-97744
10-135338
Tip: You need enough calvary to kill the forts Infantry in one turn. This number is reduced with increased stats. You will also need enough Archers/Catapults to kill the forts Archers/Catapults per turn.

Lvl-# Archers to occupy

CALCULATED (as always) WITH NO ATTRIBUTE/TECHS SO THIS IS THE MAXIMUM U WOULD NEED

ALSO U WILL SUFFER SOME LOSSES

1-5625
2-11250
3-22500
4-36536
5-56250
6-98438
7-163125
8-225000
9-365625
10-506250

====
OASIS:

Lvl - # catapults to occupy
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-500

Lvl-# archers to occupy
1-150
2-150
3-400
4-400
5-800
6-1410
7-2850
8-7100
9-14100
====
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundred" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10000
====
Lvl Req Branch Oases Forts
1 0 0 1 0
2 200 0 1 0
3 630 0 2 0
4 1150 1 2 1
+nugget
5 2k 1 3 1
6 3.6k 1 3 1
7 6.5k 2 4 2
+nug&gem
8 11.5k 2 4 2
9 20k 2 5 2
10 35k 3 5 3
+gem&medal
11 65k 3 6 3
12 115k 3 6 3
13 200k 4 7 4
+med&scepter
14 360k 4 7 4
15 650k 4 8 4
16 1.15M 5 8 5
+3scepter
17 2M 5 9 5
18 3.6M 5 9 5
19 6.5M 6 10 6
+2scep+2crown
20 11.5M 6 10 6
+4scep+4crown
====
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40

Strategy guide 2
Range for catapults
Shooting range Level tech
1100 0
1116 1
1132 2
1148 3
1164 4
1180 5
1196 6
1212 7
1228 8
1244 9
1260 10
1300 Lvl 9 turrets
1350 Lvl 10 turrets
====
Oasis lvl Output
1. 100
2. 200
3. 350
4. 550
5. 850
6. 1250
7. 1900
8. 2700
9. 3700
10. 5000
====
Lvl of Fort Output hour
1. $20
2. $40
3. $60
4. $80
5. $100
6. $120
7. $140
8. $160
9. $180
10. $200
==========================
You get prestige from:
•Winning a war against other players armies. (Your losses, and the level difference lower the prestige gained)
•Upgrading your resources and buildings
•Building defenses
•Training troops
•Having successful hunts
==========================
Tip: When you are not using troops, send them out to hunt. You become a wanted target when people see your prestige out.
==========================
Hunting:
•On hunts send as many troops as possible as your reward will be higher.
•Hunt for 8-12 hours for an optimal hunt.
•Try to rotate where you hunt because if a spot was hunted recently, the hunt may fail and you won\\\'t receive anything.
•Note: the level of the oasis does not matter, nor the distance.
==========================
Forts/oasis:
•Occupying an oasis produces additional resources depending on the oasis.
•Occupying a fort earns you money per hour, but are very heavily manned.
•Forts takes 3 attacks to successful occupy, but each time you attack you will receive resources (first attack is the most), so make sure you have enough overload.
==========================

Enhancement
Lvl / Increase / Cost / Success %
1 2% 4 100%
2 5% 5 95%
3 7% 6 90%
4 10% 8 85%
5 15% 9 80%
6 18% 11 75%
7 22% 13 74%
8 25% 14 72%
9 29% 16 69%
10 33% 18 64%
11 38% 20 57%
12 43% 22 51%
13 48% 24 41%
14 54% 26 34%
15 60% 28 30%
16 67% 30 28%
17 75% 32 26%
18 82% 34 24%
19 91% 36 20%
20 100% 38 18%

If you have enhanced all your items, armor, sword, horse, manual and ring, you will need only the half of cats/archers for taking forts or oasis. Around 9k cats as 18k without any equipment for a lvl 10 fort.

Monday, July 04, 2011

Guide to Fighting on Haypi.

To predict any outcome you need know five things.

1) Field Length, this is easy to find, if you're using cats it'll be 1100+the boost to your cats range from tech, just attack a level 1 oasis to check.

2) Unit Speed, this is crucial when combined with field length.
Cavalry = 300
Infantry = 150
Archers = 125
Catapults = 50
this will always be the same with oases and forts however this may change with players so be careful with players as both tech and attributes affect it.

3) Range, this is easy and only two units are of note with range, cats and archers. Cats have a base range of 800 + 16 for every shooting skill level while archers have a base of 600 + 12 for every shooting skill level. This combines with speed and field length to calculate how many turns you can hit enemy units before they reach you. It it is possible, due to cav having 40 range and inf having 25 for cav to hit inf without retaliation but you have to work it out very carefully using speed, you only have 15 range sweetspot to play with.

4) How many units you can kill per turn, to work out this attack a fort/oases with plenty of the unit you are checking for (or use a small amount of yours instead) and check the war report to see how many eg with 200 cats I killed 407 inf so I can multiply that to find out how many if I change the number of cats, you will only need to check once each time you change your attack.
As a rule, unless you have checked, assume that cats will kill 1.9 inf per cat and 0.4 cav per cat. It will be roughly 1.9 cats/archers per cat due to lower range and health.

5) Max number of enemy units, this can be found out by scouting the enemy, with forts or players with lower scout skill it will tell you exactly (beware of hidden troops when attacking players, by this I mean troops hunting or at an oasis that can be called back right before you hit to stop you withdrawing until it'll cost you 5 coins). With oases and players of higher scout skills you will be given an accurate but vague answer.

"Several" means that enemies number is between 0~9
"One or two dozen" means that enemies number is between 10~24
"Dozens" means that enemies number is between 25~49
"Scores" means that enemies number is between 50~99
"One or two hundred" means that enemies number is between 100~249
"Several hundred" means that enemies number is between 250~499
"Hundreds" means that enemies number is between 500~999
"One or two thousand" means that enemies number is between 1000~2499
"Several thousand" means that enemies number is between 2500~4999
"Thousands" means that enemies number is between 5000~9999
"Over 100 hundred" means that enemies number is between >=10000.

Now you have all the info you need, using 1,2,3 calculate how many turns you can attack each unit type (use 2 to work out when they will come into range, if you are waiting the gap they must cover is 300 for cats, use 1 to work out how long until the units reach you and 3 to work out how long until their cats and archers can attack you) , calculate how many you will kill in that time by doing 4(the fourth point not 4)x[the number of turns you can attack] bearing in mind you can't attack, for example, inf all 7 turns because they aren't in range until 2 and you will be focusing on the fastest unit, cavs until all cavs are dead. Using 5, (take max possible for oases or vague player scouts) work out if you can beat all enemies before any reach you, remember you have inf as a last line of defence to, using higher speed, attack any enemy inf first and defend your cats/archers. Now you've worked out if you can win, if not and to show you an example fight assume I am attacking a level 8 oasis.
My units:
250 cats (Level4 Shooting Skill)
1000 inf
Oasis units:
Max 2499 inf
Max 99 cav
Max 49 archers
Max 99 cats

Turn1: Wait with all units, set cats to hit cav. Result: all enemy cav dead.
Turn2: Leave waiting (do this all fight until I say otherwise) and set to hit inf. This is because, although archers and cats are higher priority there is a gap of 300 between your cats max attack range and enemy starting point so only inf will be in range. Result: approx 500 inf dead, 1999 left (assuming max).
Turn3: Set cats to attack archers. Result: all archers dead. Archers will be able to attack you before any inf or cats due to their 125 speed and 600 range so these are your top priority after cav.
Turn4: Set cats to attack inf. Result: approx 500 inf dead, 1499 left.
Turn5: Set cats to attack inf. Result: approx 500 inf dead, 999 left.
Turn6: Set cats to attack inf. Result: approx 500 inf dead, 499 left
Turn7: Set cats to attack inf. Result: approx 500 inf dead, all inf dead.
Turn8: Now you are probably wondering why I haven't done anything to the enemy cats, simple, the field length is 1164 (remember shooting tech) so the oasis cats (50 speed) won't have my units in range until turn 8 so I can ignore until then. That means on turn 8 I'll use my superior speed to attack the enemy cats. I will hit first. Results: all cats dead. I win 0 losses.
*Note, this was done before I hit a level 8 oasis and my subsequent attack backed up this example.

Turn order. No, I don't mean 1,2,3 etc, I mean how a turn is carried out. A turn is actually carried out by all units moving in order then units attack in order. This means that, for example, a cat will move 300 by turn 6 so although it can't hit you thanks to tech you will hit it turn 6 if you wait as it will move the final 50 needed and then your cats get to attack. However, I would still use turn 6 to attack inf and leave cats until a turn they can hit me, this is because with 4 shooting cats won't reach me until turn 8, the same turn as inf so it's simpler to continue attacking inf until they're gone.

Shooting Tech. There are only four key shooting levels when dealing with oases/forts. These are 0,1,4 and 8. These are the reasons:
0 - At this range cats can hit you on turn 6 and archers at turn 4.
1 - At this range cats become unable to hit you until turn 7 and archers at turn 5.
4 - At this range cats are unable to hit you until turn 8, giving you an extra turn to clear up inf.
8 - This is the highest you will need shooting for oases/forts as this is the last time field length becomes a critical factor. Cats are unable to hit you until turn 9, inf until turn 8, cav until turn 5.

Last but not least: fighting players. The rules change from when fighting forts and oases. Players attributes, tech and hidden forces mean you need to rethink all five points. For field length, if they have a higher shooting skill, the field length will increase, to find this out you need to attack the player, either in the main attack or a sacrificial inf to find out exact troop amount if their scout skill is higher than yours, if they're not commanding then you will also see their speed, something to check carefully in the war report. One thing to be wary of is hidden troops. If you managed to get a detail scout report always check prestige, make sure troop numbers make sense for someone of that prestige. Also look at attributes, if they have a high defence you will kill less per turn and if they have high attack then if they reach you they could cause high casualties.

Turrets and Trap counts:
•Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round
•Lvl 10 Traps Can Kill
120/36/144/40

Sunday, June 12, 2011

Haypi kingdom guide 1

Number of cats needed for forts and oasis:
Forts
1-250
2-500
3-750
4-1000
5-1500
6-3000
7-6000
8-9000
9-13000
10-18000
====
Oasises
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-400
9-500
Scouting
"Several" 0~9
"One or two dozen" 10~24
"Dozens" 25~49
"Scores" 50~99
"One or two hundred" 100~249
"Several hundred" 250~499
"Hundred" 500~999
"One or two thousand" 1000~2499
"Several thousand" 2500~4999
"Thousands" 5000~9999
"Over 100 hundred" >=10000

Thursday, May 12, 2011

On the contest for Aljunied GRC

I listened to Minister George Yeo's rally speech last night.

It was impassioned and it was right. It was well delivered and it got me thinking. It was one of those speeches that make this election campaign worthwhile, amongst others of course.

Those that know me know I support having an alternative voice in Parliament, but I think it would be petty to discredit something purely to keep along partisan lines.

He seemed pretty sincere to me. Of course, there might be hidden agendas. Of course he wants to survive.

But his speech elevated him above others like Wong Kan Seng, Mah Bow Tan and Vivian Balakrishnan. It does seem like the factions in the PAP are going to war with each other. It does seem like Lee Hsieh Long has thrown his lot in with the Goh Chok Tong camp.

Still there are little perfect solutions in life. Unfortunately, George Yeo must now suck it up like the rest of us have been doing.

Friday, May 06, 2011

On the contest for Aljunied GRC

I listened to Minister George Yeo's rally speech last night.

It was impassioned and it was right. It was well delivered and it got me thinking. It was one of those speeches that make this election campaign worthwhile, amongst others of course.

Those that know me know I support having an alternative voice in Parliament, but I think it would be petty to discredit something purely to keep along partisan lines.

He seemed pretty sincere to me. Of course, there might be hidden agendas. Of course he wants to survive.

But his speech elevated him above others like Wong Kan Seng, Mah Bow Tan and Vivian Balakrishnan. It does seem like the factions in the PAP are going to war with each other. It does seem like Lee Hsieh Long has thrown his lot in with the Goh Chok Tong camp.

Still there are little perfect solutions in life. Unfortunately, George Yeo must now suck it up like the rest of us have been doing.

Wednesday, May 04, 2011

On PAP Strategy (or lack thereof)

They seem not to operate under any overarching strategy for this election. Whether due to poor direction and leadership, or a case of too many Indian chiefs, one can only speculate.

The usual fear mongering, failure to come up policies that address the concerns of the electorate, a threadbare manifesto, badly run smear campaigns, unsubstantiated allegations, an unethical policy of disinformation and a steadfast refusal to admit to mistakes.

LHL's lunchtime speech at Boat Quay was probably the smartest speech so far. Then why aren't the others reading from the same script. They should have run with this from the very beginning and that would have given them a better ground. As it is, it is too late, the damage has been done.

Sunday, May 01, 2011

The election and me.

I am glad that my wife is really supportive of my volunteering with the WP. Have so far been able to catch the rallies at Hougang and Serangoon. The guys and gals volunteering have had to put in a lot of work with the few resources available. So my dear Singaporeans. Do the right thing this time and please don't disppoint me.

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