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Here are some advices:
- Although, not necessary on island one, the fastest way to start up something, is, by immediately using up coins to create 2 archers of the hobos you find at the camp, then run to the next camp and recruit those, maybe get a deer or 2 and trick them to run into your archers. By this point, they should have gathered enough money for you to make a builder and 2 walls.
- Start with 1 builder and 2 archers. Then, make a 2nd builder and like 8 archers. As soon as you get catapults, make 4 builders in total. The rest is archers.
- The direction, the ship is looking into, is always the seaside. This is always the side you want to clear out (portal-wise), because otherwise, the ship will be attacked. This ofc is not necessary on island 1. However, if the boat is on the portal side, especially if far off, I usually try to build walls around it, so workers are protected while building.
- You can't build walls (or towers, or watermills) in the forest. If you want to expand, you need to cut down the trees surrounding the position you want to build the wall in.
- Don't waste money on the ship early on. Surviving comes first. Once you've stabilized your situation, consider construction.
- Archers make money from rabbit dents (flower field) - they only appear when there is grass (not moss, rabbits wont appear in forests). This means, you should cut enogh trees to create some hunting space. However, don't remove trees around hobo camps (1 tree on each side of the camp min. is required for it to remain active), otherwise it vanishes, which means no more recruiting.
- Only extend (building new walls) if you really need to. Fe. the left side to enclose the catapult station, to the right to enclose the farmer station. Otherwise, the further you expand, the more time you need to traverse. Same goes for your archers. They keep switching sides automatically. If they have to run a lot, you waste their potential. Also, a destroyed catapult needs to be transported again, which takes ages if the wall is far away.
- Also, don't cut the trees around the merchant camp, or he dissappears.
- Walls are more important than towers. Towers imho are pretty pointless, until you get hermits to enhance them.
- You can survive the first red moon easily with only wooden walls, however, try to find and build the shrine asap (somewhere in the forest, allows you to build stone walls). Make catapults, and always try to locate the archer temple. Later on, blood moons without an archer temple are barely survivable.
- Use the first 2 days after a blood moon to scout. You can survive the night outside the castle if you keep some coins on you, by feeding off the ~2 greed that will appear. Always do this as soon as possible, because some information is extremely important (archer temple location, shrine, etc.)
- Don't create knights until you need them (for attacking portals). Knights need tons of money (it increases their defense), and use up 6 archers. Those archers will stop hunting, once they have a knight. This means, if you don't have enough archers, you wont have any income.
- Later on (island 3+), farmers become a viable source of income. However, I highly recommend to build watermills INSIDE the walls, or they will die. Also, fully upgrade the watermill, or they take way too long to farm, and if the crop is too far away from the castle, it will rot (unless it's fully upgraded, because in this case, farmers stay at the watermill instead of running back to the castle every night).
Around day 10 I'm running around with fully upgraded stone walls and my coin purse overflowing to the point of losing coins and the only bottleneck seems to be the 1-per-day-per-camp vagabond spawn rate. I think my biggest issue is the amount of time traveling between the two camps on either side of my castle while also avoiding the almost-every-night attacking and constantly wondering if I'm gonna return to the portal side to find a bunch of vagabonds and ruins because 8/10 of my archers who aren't in a tower are sitting on the non-portal side of the map twiddling their thumbs at night. I've already figured out that building walls or towers outside of a narrow area is a waste and more detrimental than beneficial, and the same goes for the knights, and more than 2 or 3 farmers.
I guess I just expected more engaging kingdom building and gameplay in such a positively reviewed game. Guess it's just not for me.
Also, a few updates ago, archers learned how to spread out equally on both sides of the walls. There is no way 8/10th of them are on the wrong side, unless you keep losing them to the enemy (which shouldn't happen, they should always return behind the walls at night, only exception is if you cut too many trees and they spread out too far while hunting).
Archers also wont use towers if you don't build them. There are only 2 towers you can't prevent from being built, which are in the main camp. Same goes for the ship, as long as you wont finish it, archers wont board it. Also on a sidenote - the archers, builders and knights who board the ship are always from the seaside (which in island 1 is the portal-less side), also those will be the units who accompany you to the next island (which is why I suggest making 2 knights on seaside before leaving, and sending them out).
Btw something I forgot to mention:
- You can upgrade your horse (white/ black is better than brown, I'm not entirely sure though if this upgrade is available from the beginning). Also, eating grass (stand still on plains) refills horse stamina.
- If you're having really bad luck with the map (ship on the wrong side, far off and hard to protect / camp in front of the portal), just reroll the map, you wont lose anything if it's just island 1.