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 Hints and Guides

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anto_capone
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Posts : 16415
Join date : 2010-09-11
Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Hints and Guides   Mon Aug 11, 2014 11:46 pm

This will obviously be a work in progress.

Right now, is really not much in way of guides, but over time we can make our own.

Here is the wiki, link is for English google translate:

https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Fwww.marchofhistory.com%2Fen%2Fwiki%2Findex.php%3Ftitle%3DAccueil&edit-text=&act=url

There is a guide for beginners on there, but it's not that great or helpful.

Basics:
1 game year = 1 day. 1 month = 2 hours.

Some good times of note:

Quote :
(All times are EST)

6:00pm = Jan 1 New Year (tax day)
11:15pm = March 21 =  First day of Spring
2:00am = May 1
5:15 = Dec 20 = last day of Fall

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Last edited by anto_capone on Wed Aug 13, 2014 5:18 pm; edited 3 times in total
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anto_capone
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Posts : 16415
Join date : 2010-09-11
Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:24 am

Economy:
At first glance, the economy in the game seems pretty basic. Each year on January 1st, you receive your tax income. There are a few ways to raise this amount.

Without anything, each city will give you .9 gold per citizen. Building a market adds .1, upgrading that adds another .1, and doing another upgrade after that will add another .4. The max seems to be 1.5 gold per citizen if you have 100% political influence. Having only 50% political influence will only bring in 50% of possible tax revenue.

But that's not the only way to make money.

Once you build a market, you can buy and sell to other players, as well as to the game itself. However, selling too much at once to the game (to the locals) will make the selling price less and less. For example, the first time you sell 50 iron to the locals, you will get 10 gold each. The second time, you will get 8. Third gets you 6.4.
The buying price of the locals will rise back to max over time if you stop selling to them for a bit.

You can also research certain technologies, but they are reliant on clicking. Windmills give you 50 gold each 2 hours, but only if you click. The 2 hour timer only starts once you click as well. A windmill can be upgraded and can give you 100 gold every 2 hours.
A seignural court also can give you income each hour, similar to windmills. They give you 60 gold every hour but like windmills, you must click it.

You can also raise and lower your tax levels for the year, which affects your local morale, and costs 1 political point for each adjustment. Lowering the tax 50% will add 1 heart, while raising the tax 20% will lower a heart. The penalty/bonus lasts for 1 year after you click it, and once that time is over, the morale will gradually readjust back to the reference morale.

Food and Population:
Raising your population will directly increase your revenue through more taxable citizenry. By giving out food to your citizens and researching technology, you can obtain a max of 1.05% (needs verification) of population growth each year. More people are always good to have, not only for the money, but also for max soldiers!
Once you build a granary (note: you can only build a granary if you have a field already), you can give away 3 allotments of food to your citizens per year. Each time you give food out, it increases your population growth by .2%.
Fields and ranches can each hold a max of 50 workers each. Wheat gives 100 max food per harvest, and vegetable give 40 max. You can grow your fields through the winter too, if you time it right. Once winter starts, you cannot sow wheat or vegetables, but can still operate your ranches at a much decreased production pace.
Once the timer runs out for your field harvest, the food automatically is given to your granary. If you cannot fit it all, then the excess is lost, so plan ahead if possible.
Ranches are a bit different in this aspect. You can breed cows (50 food), goats (20), and pigs (10). Once the timer runs out, the food remains until you click to slaughter your animals, which might give you some leeway with smaller granaries.
Still, I recommend having too much food in all cases, then always running out of it. Armies are hugely dependent on food, which will be explained more in military.

Production times for livestock are as follows:
Cows: 60 days
Goats: 25 days
Pigs: 10 days
All times are tripled during winter season.

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Posts : 16415
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Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:24 am

Technology:

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anto_capone
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Posts : 16415
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Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:25 am

Military:

The military part of this game is probably where it shines the most, and for some, can be the most problematic because of the time it might consume.


Units:

(ill make this a table someday)
Name of Unit | Cost | Prerequisites  | Morale base  | Monthly Salary  | Combat Factor | Special Feature
Militiamen  |  900 pounds, 1 PP, 10 weapons (small barracks) | 30% | 75 |  1  | none
Infantrymen 1500 books, one political point and 50 weapons small barracks 40% 125 1.5
Pikemen 2000 books, one political point and 50 weapons and 25 units of iron large barracks II 40% 167 2 Replaces infantry fighting factor multiplied by 1.5 against cavalry
Archers 2000 books, one political point , 50 weapons and 50 units of wood small barracks 40% 167 1.5 Factor multiplied by 2 fight in a defensive position during a siege
Longbowmen 5000 books, one political point , 50 weapons and 100 units of wood large barracks II , bow game 60% 417 3 Factor multiplied by 2 fight against cavalry
Arbalétriers 3000 books, one political point , 50 weapons and 50 units of wood large barracks II , Land firing crossbow 60% 250 3 Factor multiplied by 3 fight in a defensive position during a siege
Musketeers 5000 pounds, 2 political points , 50 weapons and 50 units of iron and 100 units of saltpeter large barracks IV 60% 417 4 Factor multiplied by 2 fight against cavalry
Cavaliers 2000 books, one political point , 50 weapons and 25 units of iron barrack 60% 167 2 Vision 2 spaces
Knights 3000 pounds, 2 political points , 50 weapons and 50 units of iron large barracks 80% 250 4
Knights in plate armor 3500 pounds, 2 political points , 100 weapons and 100 units of iron large barracks IV 80% 292 5

Building 1 unit = 1 regiment of 50 troops. You can merge regiments into a single army if one or more units are on the same map square and this territory is yours to control. You can name your army or regiment, and set up supply lines in your army management screen.

Supplies:


On the right of the manage screen is your supply lines. There is a drop down box, and all the allied cities will be listed there. You can add all these cities to your supply line- but if it is not your own city it will have to be confirmed by the person you ask (and is generally not something a stranger is going to do for you ^^). Once you select the amount of monthly supplies the army is to take from the city, you can close the army management screen but don't forget the next step:
You must also confirm all supply lines within the seignory management as well. Go to the city, then go to the army tab. You will now see the are which is requesting supplies. Select the amount you wish to supply, and you're done.
Note: a city that builds the unit will automatically grant a supply line.

Your troops will eat 1 food per 10 soldiers each month. That doesn't sound like a lot, but if you have 2000 troops, that is 200 a month! Armies always have some supplies, but if they run out of food or money the troops will begin deserting and if it continues, they disband. The max reserve any army or regiment will carry is 10 months (20 hours) worth of food.

Your supply line will stay with your troops, no matter how far away from your cities- as long as there is 1 allied territory within 1 city away. Vassals or liege lords alike, if you are at least next to an allied (the map is lit up) city, your supplies will continue to be refreshed each month, from all your cities.

Terrain:


Terrain actually plays a decent part in this game. Mountains and hills are untraversable, meaning no army can pass over or through them. You can set up choke points this way to gain an advantage.
Also, speed of movement varies greatly dependent on terrain. Forests will slow down any army, while roads provide a boost in speed.
Horsemen of course can march over twice the speed as any footmen.

Morale

Every unit starts out with a base morale, listed above in the table. The moral can shift but for a few reasons:

Winning/losing in battle will raise/lower dependent on how many kills/losses;
Running out of supplies/money will lower morale;
Retreating from battle causes a 50% loss in troops, but raise in morale?*need to check*

Morale is used as a combat modifier in battle.


Combat Factor:

Sieges:

Notes, still learning:

It takes 0 siege equipments to siege and assault a city with no walls or wooden walls.
It takes 2 trebs to assault level 2 walls
It takes 6 trebs? To siege level 3 walls?

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Last edited by anto_capone on Thu Oct 09, 2014 11:33 am; edited 2 times in total
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anto_capone
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Posts : 16415
Join date : 2010-09-11
Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:25 am

Political Points:
Each new year you are given an amount of political points based on activated adults in your family. It is therefor important that one of the first things that you do is to activate the max amount of members of your family. You can only activate 5 adults in your family at a time, and the head of your family must be one of them. Certain family members will have traits that could give +1 or -1 political point each year. More about traits will be spoken of in families.

Political points, at first, seem useless. Once you begin to grow though, they can make or break you. A lot of things cost political points to do, so be wise about spending them. Things you can spend political points on:

  • Raising/lowering taxes
  • Declaring war or joining an ally in war
  • Building certain buildings
  • Activating certain technologies
  • Raising political influence of cities
  • Cultivating fields and building mines
  • Flattering individuals to raise their opinion of you
  • more?**


If you run out of political points, you can actually buy them for gold- but they increase in price. There is a 'cool off' period of 7 days after buying one. The first point costs 5000 gold, the second costs 10000 gold, and the third then costs 20000.

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Posts : 16415
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Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:27 am

Treaties:
Treaties in this game are pretty well done, once you understand some simple basic things:

  • You must always name your treaty, or it will stay a draft.
  • When you declare war on someone, 2 treaties (one for each side) are automatically generated. You don't have to use these treaties if you don't want.
  • Trying to make an ally via marriage will only work if both parties getting married are children of the family head (need confirmed).


Otherwise, it is fairly easy to make a treaty. You can make simple text treaties saying hi, or you can make a treaty to donate money or cities to another player, the choice is yours.

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Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:27 am

Families:

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anto_capone
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Posts : 16415
Join date : 2010-09-11
Age : 38
Location : Che cazzo fai?

Character sheet
DDO character: Ranger
RK Profession: Blacksmith

PostSubject: Re: Hints and Guides   Tue Aug 12, 2014 12:39 am

Maps:

Refer to this post.

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