Showing posts with label haypi forum guides. Show all posts
Showing posts with label haypi forum guides. Show all posts

Monday, September 19, 2011

Basic guide

Save this to your device. Come to alliance chat with your questions.

Basic guide

Never leave your troops out! Not even for a minute. You will be attacked! Hunt your troops at all times.

Use the timer on your device to remember attack times.

Please keep this letter in the alliance. Don\'t share it on this server.

Everyone should Try to say hello on alliance chat each time they log in. stay active and share information.

Remember that each unit can carry a certain amount if resources per unit, this is called overload in the specs.
Inf 80, cav 100, arch 40, cat 40

So if you need to transport 800 pof each resource that is 3200 total to move. To do this will require 40 inf or 32 cav or 80 arc or cats.

Oasis
Lvl - number of catapults needed (remember that this number changes depending on ur shooting skill level and ur stats but these are tha general numbers. U may require a few more or a few less)

1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-300
9-500
===
Forts
Lvl- cats- resources -infantry-*has cats
1-   215  -  50k/each  - 2000
2-   428 -  60k/each. - 3000
3-   855 -  80k/each. - 4000
4-  1410 - 100k/each - 5000
5-  2170 - 130k/each - 6500
6-3782 - 160k/each - 8000 *has 20
7-6255 - 200k/each -10000 *has 50
8-8708- 300k/each - 15000 *has 80
9-14115- 400k/each - 20000 *has 150
10-19830-500k/each - 25000*has 300

Scouting is a very important tech to upgrade. If your enemy has a higher or equal scout level, you will not see the details of their city. However, if your scouting level is higher you will see all your enemy\\'s details, like warehouse contents, exact troop counts, skill points and prestige. That is a powerful tool for finding good targets. Keep upgrading until you can scout the contents of a fort.

Here is how to read the scouting report when your scouting skill is too weak:

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 Oasises Forts
1        0                     0         1         0
2        200                 0         1          0    
3       630                  0          2         0
4    1150-nugget        1          2         1
5        2k                   1          3         1
6        3.6k                1          3         1
7   6.5k-nug-gem       2          4         2
8       11.5k               2          4         2                          
9       20k                  2          5         2
10   35k-gem-med     3          5         3
11        65k               3          6         3
12       115k              3          6         3
13   200k-med-scep   4          7         4
14       360k              4          7         4
15       650k              4          8         4
16    1.15M-s3cep     5          8         5
17         2M              5           9        5
18        3.6M             5           9        5
19  6.5M-2scp-2crwn 6          10       6
20  11.5M-4scp-4Crn 6          10       6        

CITIES:

Max warehouse and main first

Barracks is meh (longer build time= less hectic if you are worried about attacks from building drops. I max barracks last)

Turrets are crap until level 9 (@ 9 they eat cats.

TECHS:

Max out speed and shooting first!!! do not put any money into digging unless you have lots of cash. stone will become the most non valuable resource.  

YOUR GENERAL:

max speed! (when attacking somebody with lesser speed, you will own them. However: speed means shit while a troop is paused)

If Cav army: add points to defense

If cats army: add points to attack

Fortune is good for sweet hunts and lucky double etc. Attacks for arch and cat

TREASURE:

Absolutely if you have nothing else, equip max manual and horse. Higher level sword if you favor cats/get attacked a lot. If you are an attacking machine, equip high level armor. ring is a MUST for hunts and cat army.

GETTING MONEY/COINS

Check the shop/earn free coins every day. Save all coins for leveling up.

NEVER EVER SPEND COIN ON MONEY!!!!

Always watch the market. treasure is best way to make a profit.
====
Lvl 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40 per trap per round

Oasises
Here is the output from lvl 0 to lvl 10, please check it.
0
100
200
350
550
850
1250
1900
2700
3700
5000

Being safe

Use your head

Tips to keep it fun and you moving up.

1) Hunt your troops at all times or you will be attacked.

2) Use your device timer when attacking forts. You will forget and troops will be lost if you don't.

3) Write down the location of the forts you will farm at each base. Example- 130,130-4/4.3 location/fort lvl/distance to fort.

4) Hunt your troops at all times or you will be attacked.

5) Come to alliance chat when you have a questions or want to say hello. You might be able to help a fellow member as well.

6) keep your head down and don't  get noticed unless you are ready to fight. Don't talk on WC unless your troops are hunted. You will be scouted and attacked.

7) Hunt your troops at all times or you will be attacked.

8) If attacked by another player because your troops out don't get mad, It's your fault. If they attack you when no troops are out you are being farmed for resources. This is not cool and they should be punished. The other reason is they might think you are Inactive. Send them a polite letter requesting that they farm a fort or be crushed ;D

9) Hunt your troops at all times or you will be attacked.

10) Increase your crop tech and crop resources at each base to the max lvl. Once you start building an army you will need a lot of food. Once you get to a   - 35k crop drain you will have to feed them often. Spread troops out between your bases to reduce crop drain. Good players with higher scout tech will look for high crop drain and attack you. 1st attack to reduce crop 2nd attack to reduce crop further which will recall your troops 3rd attack to kill your troops and take all of your hard earned prestige.

The most important thing is...hunt your troops at all times or you will be attacked.

Under attack?

The game is underway, alliances have formed and war is coming. First rule always hunt your troops! Even when you're online keep those troops hunting, you're enemies are constantly scouting you and looking for a chance to gain prestige.

When you are attacked, first thing to do is get your troops out of the city. You can either hunt them or dispatch to another location. Your troops will stay out as long as there are crops in your warehouse.

Next thing minimize your enemy's spoils. When under attack you can no longer transport res to the market ( you can still buy, just not sell).
Train troops to use up those resources.
If you have equal amounts of wood and iron, train archers.
If you have more wood than iron train cats.
If more iron than wood train inf or cav.

Now what to do once it starts. Keep an eye on those crop levels. If they get low you can buy more from the market or transport in from another city.

A little preparation now can make things easier when an attack comes.
You can upgrade your cranny to help protect the resources you have.
You can also use the market as a bank for resources. If you have extra crops you can post them at the market for a very high price and unless someone is willing to pay a huge price. they will  stay there until you cancel the transaction, returning the resource to the city it was originally posted from.

When starting out you may choose to set traps and turrets around your city walls. The traps are a good when you're starting out, but are easily defeated by enemy infantry. Turrets are your second choice, but they aren't effective against cats until they have been upgraded to lvl 9.
Having high scout tech is a great defensive tool as well. If your tech is higher than your enemy's they will not be able to see into your city. Once you've maxed this tech at lvl 10 no one can scout you.
It is strongly recommend to upgrade this ability early on, not only for its defensive application, but for its offensive ability in helping you choose viable targets when you choose to be the aggressor.  

When logging off for the day make sure to leave as little in your warehouse as possible.  If an enemy can see res in your warehouse they will come and steal it, if it's there night after night, they'll keep coming back for easy hits and ALWAYS HUNT YOUR ARMIES.

Haypi Tome

The following is a collection of Haypi Knowledge, Experiences, and Secrets contributed by players from all over every Server. The Elite, refer to this as "The Tome", use it wisely, for contained within is everything you\'ll ever need to know about Haypi Gameplay... Good luck brave Generals. Godspeed...
============================
>>>>>>>>>>>THE TOME<<<<<<<
============================

Section 1: BASICS & NEWBIE ADVICE

=======================
The aim of Haypi Kingdom is to get as many prestige points as possible, and level up. To get prestige, You can:
Upgrade Buildings
Make Troops
Kill enemy troops. (This doesn\'t include NPC troops e.g. fort troops, oasis troops)

On the other hand, you can LOSE prestige points by losing your troops if they have been left out overnight for example. Someone will come and attack them and take all the prestige. ALWAYS send troops on a hunt before going offline.
==================
You may notice that your Crop output drops into negative numbers when you get a reasonably large army. This is because troops EAT crops. It is their food. Heres a small table:-

Each infantry consumes 1 crop
Each cavalry consumes 4 crop
Each archer consumes 2 crop
And Each catapult consumes 10 crop.

Resolve this issue by upgrading your cropland or taking a crop oasis. This will generally increase the crop output. If your crop number (On the homescreen) reaches 0, then your troops will starve until your crop number breaks even.
========
Haypi Achievements

to use haypi achievements, you must be logged into gamecenter. gamecenter is only available to apple devices with OS 4.1 or higher. updates are done via computer. gamecenter is the square icon that is seperated into four segments similarly to . log into gamecenter with your itunes account and password. if u log into game center, u can go into haypi and click the achievement bar. different achievements are worth a diff amount of points, e.g. upgrading to rank 3 is 10 points but getting top 100 in pvp is 100 points. the number u see in "achievement" under the ranking tab is this total.
========
Get the daily gift every day from the task menu. This gift can range from money to treasures. It helps alot when you are trying to save up for a treasure.
========
Techs - The techs are a very useful and clever part of the game. The best techs to upgrade are the crop output one, shooting skill, traps and turrets. The max level for techs is 10.
===========
Leveling - There is 20 levels to go through in Haypi kingdom. These are:

3rd Civilian (level 1)
2nd Civilian (level 2)
1st Civilian (Level 3)
3rd Baron (Level 4)
2nd Baron (Level 5)
1st Baron (Level 6)
3rd Viscount (Level 7)
2nd Viscount (Level 8)
1st Viscount (Level 9)
3rd Earl (Level 10)
2nd Earl (Level 11)
1st Earl (Level 12)
3rd Marquis (Level 13)
2nd Marquis (Level 14)
1st Marquis (Level 15)
3rd Duke (Level 16)
2nd Duke (Level 17)
1st Duke (Level 18)
King (Level 19)
King of Kings (Level 20).

To get to each level, you need a certain amount of prestige. And also when you change title (Civilian, Baron etc. ) You will need a treasure such as a nugget.

Lvl      Req         Branch/Oasises/Forts
1        0                      0     1      0
2        200                  0     1      0    
3       630                   0     2      0
4    1150-nugget         1     2      1
5        2k                     1     3      1
6        3.6k                  1      3      1
7   6.5k-nug-gem          2      4      2
8       11.5k                 2      4      2                                      
9       20k                    2      5      2
10   35k-gem-med        3      5      3
11        65k                 3      6      3
12       115k                3      6      3
13   200k-med-scep      4      7      4
14       360k                4      7      4
15       650k                4      8      4
16    1.15M-3scep        5     8       5

17         2M                 5     9       5
18        3.6M               5     9       5
19  6.5M-2scp-2crwn  6      10     6
20  11.5M-4scp-4Crn  6      10     6
========
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Building towers
•Training troops
•Having successful hunts
=======
Fortified Points- Fortified Points (Forts) Were created to get a money output per hour. These forts are hard to get, as you need alot of catapults.
Most people only use forts for the resources though. This term is \'fort farming\'.

Loyalty- The loyalty of a sub city or a fort is basically how much life it has left. It takes 3 attacks to take a fort because the loyalty goes down by 40 each attack. On subs however, you need a partner because the loyalty only goes down 10 at a time and you can only attack 5 times a day. Make sure you are the last attacker to take the city!
=============
Number of cats needed for forts and oasis:

FORTS
Lvl- cats- resources -infantry-*has cats
1  -   215  -  50k/each  - 2000
2  -   428  -  60k/each  - 4000
3  -   855  -  80k/each  - 8000
4  -  1410 - 100k/each - 13000
5  -  2170 - 130k/each - 20000
6  -  3782 - 160k/each - 35000 *has 20
7  -  6255 - 200k/each - 58000 *has 50
8  -  8708 - 300k/each - 80000 *has 80
9  - 14115 - 400k/each - 130000 *has 150
10- 19830 - 500k/each - 180000
*has 300
=========
Oasis
Lvl - number of catapults needed
1-5
2-10
3-25
4-50
5-75
6-100
7-200
8-300
9-500 (with shooting tech level 8+)
10-650 (with shooting tech level 1+)
============
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
========
Oasis lvl        Output
1.                 100
2.                 200
3.                 350
4.                 550
5.                 850
6.                 1250
7.                 1900
8.                 2700
9.                 3700
10.               5000
============
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 10 Turrets Can Kill
255/76/306/85 per turret per round

Lvl 10 Traps Can Kill
120/36/144/40 per trap per round
======
===============
HAYPI TERMS:

CITY DROP- the action of moving a city and "dropping" it nearby an enemy. Then attacking with the army that you broguht with the city. The main reasons for this are:
A. Reduce enemy reaction time
B. Reduce travel time for attack
Example:
"Awww man! I just got City Dropped and I lost a whole bunch of prestige!"
Or
"His city is too far away for me to wait so long, I\'m going to City Drop him"

CROP JACKING- the action of capturing an enemy Crop Oasis (also works for other types of oasis as "Oasis Jacking") in order to starve, agrivate, or other reasons.
Example:
"Dude! I just got Crop Jacked!"
Or
"I\'m gonna Jack this guys Crops"

{Alternate names for this term include: CROPPING, CROP STEALING, STARVING, CROP SWAP}

CITY LOCKING- The action of attacking an enemy city without the intention of victory, usually with a single Catapult or other troop. This action makes it impposible for the enemy to move his/her city until the attack is over.
Example:
"Enemy city near my base! Lock it down, coordinates 0,0!!"
Or
"I can\'t move my city because someone has Locked it"

SUBS (AKA Sub-Cities)- Slang term used to refer to a Sub-City.
Example:
"give me the information I want or I\'ll take your Subs"
Or
"anyone know a good place to build my new Sub?"
====
You get prestige from:
•Winning a war when others have troops
•Upgrading your resources and buildings
•Building traps
•Building towers
•Training troops
•Having successful hunts
=======

Section 2: BATTLE AND WAR

Troop Analysis

- Sword: These guys will be mostly fodder for cats and cav, but they are cheap so losses will not hurt as much.  While they are cheap to make, more important than that, they are cheap to maintain since they consume just one crop each.
- Cav: These guys pack a serious punch.  They are extremely fast, and will be able to raid much higher numbers than other units.
- Bow: Not the most valuable unit in the game, but they are great for armies that are starting out.  They will give great support to your Swords while you get more Cats.
- Cat: The nastiest unit of them all.  It has incredible range, and power that cannot be matched by any other unit.  It is very expensive to build and maintain, though.

No one unit will be the best in the game.  They all have strength\'s as well as weaknesses.  We will touch those in the next section. Army Builds
These are the more common effective army builds you might encounter as you wage war across haypi.
- Catapults: There are a good number of reasons why Cats make for such a great army to build.  Their extreme range and superb attack will be able to obliterate any other unit before it reaches their lines.

However, there are a few key elements to consider.  First, they are slow.  Very, very slow.  This means that they will fire after the oponent\'s units move.  If they have a good number of Bows, which are much faster than cats, they will start killing your precious Cats before they get a chance to strike back.  The only way you can fix this deficit is by making Speed your primary attibute.  Max it, max the tech, and get the lvl 15 Horse and Manual treasures as soon as possible.

Attack is also very important.  Since the longer the oponent units take to reach your Cats, the more damage they will take, many players choose to build Cav armies to counter the popular Cats.  If they built their army right, they will reach the other side of the battlefield in two turns...ouch!  The only real way to counter that counter is to have LOTS of attack power to kill as many, or all, the oponent\'s Cav in that one turn you will have to make a difference.

So if you like Cats, and you and you want to build an army of that alone, then you MUST max Speed and work Attack next.  You may wish to work Fortune instead for Power-Strikes, but these are unreliable.  The only real excuse to make a Speed/Fortune build is because you want to do lots of hunts for treasure, but even then, you should probably switch to attack once you get all lvl 15s. Advanced strategy
To determine shooting distance, take the distance of the field then subtract 300, lvl ten tech shooting with catapults will give you a 1260 field length, -300 means the cats can shoot 960, the lvl 10 turrets can shoot 1050.
=========
This is useful when determining if you will be able to take out enemy turrets or catapults when you are attacking or being attacked, if your shooting tech is lvl 5 your field length will be 1180 when you\'re attacking with catapults, if the field length that you are attacking is higher than 1180(your number) then you know the enemy will hit you at a farther distance then you can attack from. You can tell the enemy turrets or catapult attack distance by the field length but only if it\'s greater than your field length.First thing you need to learn quickly is what attributes do, and how they affect your troops.
- Attack: Each point you have in attack will add 0.5% to each unit\'s own attack.  That means that your Sword\'s 75 base attack is really +10% more from your default Attack value of 20, totaling  82.5 per Sword instead.  That means that Attack will be very important for all units.
- Defense: Works the same as Attack for a unit\'s Defense value.  This too will be important for your entire army, but might need to be adjusted for different tactics.  I will explain a bit later.
Speed: This is arguably THE most important attribute for the entire game.  Each point will add 1% to your unit\'s Speed stat.  This stat lowers your army\'s time to reach their target, increases their speed to run across the battlefield to reach enemy lines faster, and determines whether they strike first in combat or not.  All army builds will benefit greatly from this attribute.
- Fortune: I do not know the exact math behind this stat, but I know it increases the chances of your units getting a lucky Power-Strike, which doubles their Attack.

That about sums it up for the effect of attributes to your army.  These need to be kept in mind when building your units as some stats will benefit the tactics of a particular unit more than others.


          catapults
Field length   Level  shooting
1100                 0         800
1116                 1.        816
1132                 2.        832
1148                 3.        848
1164                 4.        864
1180                 5.        880
1196                 6.        896
1212                 7.        921
1228                 8.        928
1244                 9.        944
1260                 10.      960
           Turrets
Field length   Level shooting
900                   1       600
950                   2       650
1000                 3       700
1050                 4       750
1100                 5       800
1150                 6       850
1200                 7       900
1250                 8       950
1300                 9       1000
1350                 10     1050

====
First, let\'s cover the basics of Troop Types...

INFANTRY: Cheapest unit to train, trains extremely quickly and costs next to nothing to maintain. Only problem is it\'s strength, look at it\'s stats and you\'ll see it\'s attack, defense, and life, leave alot to be desired. However what these units lack in strength, they make up for in numbers. Most strategies employ large quantities at a time, in excess of 20,000.

CAVALRY: in a nutshell, these are simply glorified infantry. Costs are slightly higher, maintanence is slightly more difficult, but the expenses are shunned by it\'s unit strength. Keeping a ton of these in one place can be quite beneficial. Their speed makes them a force to be reckoned with, as they can traverse an entire feild in 2-3 rounds. Even still their attack is higher, so they can put to shame all other units at close range. Get within striking distance of these in a large amount and the battle is over for you. However they do have a weakness. Their defense leaves them vulnerable to Catapult and Archer attacks. Simply put, they cannot defend themselves from far away, so a catapult would easily kill a cavalry. Consider this when forming your army

ARCHERS: Similar to Catapults, but weaker and alot less expensive. Their range makes them a valuable asset against cavalry and infantry, and thier speed rate allows for greater manueverability. Command in large numbers with support of melée units, and you can take out most conventional armies with ease. However they are not catapults, and would definitley be unable to stand up to one.

CATAPULT: the crowned jewel of the Haypi Troop types, expensive to build, extremely difficult to maintain, and slow is too fast. They are snails at best. But, their attack stat is maxed, defense is formidable, life span is decent, and their range makes them the most destructive unit ever... Command a large army and you will dominate all battles. However, they are slow, and most victims manage to put their troops on hunt in time because of their low speed.. Be careful when attacking with catapults

Okay, we\'ve covered the basic building blocks of the army, now let\'s talk about different combinations that form unique battle strategies...
••••••••••••••
Everyone is different, everyone is unique, and everyone employs a unique tactic of Commanding Troops. Some prefer Speed, some prefer Strength, others Defense. No matter what strategy one employs, it is most important to find one that works for you...
I suggest a Base Code, when you build troops build them in sequences of 4/2/3/1 and keep building in equal or larger amounts. Test them on level 6 oasis and play with the configuration until you find a troop count and strategy that works for you..
Here are some basic tactics that work for alot of people.
•••••••••••••••
BALANCE BLOCKER:
Uses massive amounts of catapults, making it almost impossible to kill. And the other units are simply sheilding, allowing a cavalry to jump to the front line when a catapult is in danger, deflects the blast from the catapult to the Cavalry. Same goes for infantry and archers. Employ small amounts, 20-100 of each type, and a massive amount of catapults for this strategy.
••••••••••••••
COMRADE UNITY:
Employs almost equal amounts of all units, leaving room for growth and development. Having 1,000 of all four types throws stats out the window, and you can rely on simple in battle tactics. I do not recomend this Battle Strategy to those who cannot command well...
••••••••••••••
THE JUGGERNAUT:
employs MASSIVE amounts of each type. Making it simply a larger version of COMRADE UNITY. however, since it\'s in larger numbers it throws the need for command out the window, and you can rely on both tactics and sheer numbers. I Highly revomend this strategy.
•••••••••••••
SPEED DEMON:
using only cavalry in exess of 25,000. You don\'t need to command, only send them to battle. If you have high enough numbers to outlast the barrage of enemy catapult and archer fire, then the many that survive at the end will easily overtake the enemy forces
•••••••••••••
STUDDED SHEILD AND LONGSWORD:
Uses a massive amount of catapults, and a slightly lesser amount of cavalry. Cavalry will most likely die but in larger amounts they take alot of the enemy with them, especialy when using them as a blocker. And then whatever left is easy prey for your catapults.
•••••••••••••
DEMOLITION MAN:
large amounts of catapults for enemy troops as well as turrets. And infantry for enemy traps and useful as blockers. This Battle strategy is custom built for raiding, and removing city defenses with minimal loss.
 ======================
Haypi Archer Info
Cost Comparison

Assumptions:
Wood - $0.02
Stone - $0.01
Iron - $0.04
Crop - $0.02

Archers - 435240/351000/449280/112320
Builds 1404 Archers
Rough Pres Gained - 1947
Rough Time Build - 13:39:00
Total Cost - $32,432.40
Cost/Pres = $11.55

Cats - 448200/194220/246510/62250
Builds 249 Catapults
Rough Pres Gained - 1374
Rough Time Build - 04:50:30
Total Cost - $22,011.60
Cost/Pres = $8.84

Advantage Cats

Speed Comparison

Max March Tech = +30%
Max Base Speed = +100%
Max Items = +45%

Cat Base - 50
Max Speed - 137

Archer Base - 125
Max Speed - 343

Advantage Archers

Range Comparison

Max Shooting Tech = +20%

Cat Base - 800
Max Range - 912

Archer Base - 600
Max Range - 720

Advantage Cats

Battle:
Assumed Both parties have Max Range and Max Speed:

It will always take Cats 3 turns to be able to attack the Back Line.
Assuming there are Cats in the enemy army, it will always take the archers 2 turns to attack the back line.
If the Field Length is less than 1350, Cats will ALWAYS get first strike on Archers if the cats wait. If the cats are on a death march, then the archers can get first strike on the cats if the archers wait 2 turns and move forward and attack on turn 3. That gives the archers 2 turns to clear out the cavs coming at them.
If the field Length is 1350, Archers can get first strike on the cats in 2 ways.If the Cats Wait, Simply Charge forward and the Archers will get first strike on the Cats. If the Cats are on a death march, wait 2 turns and move forward and attack on third turn

Forts:
Cats have a clear advantage here because archers do 0.77 their regular damage to Infantry. Therefore, it takes more than 10x the archers to attack a fort as it does cats.

If used correctly, a large archer army could be a real threat in battle.
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Remember that each unit can carry a certain amount of resources per unit. This is called overload in the specs.
Infantry   80
Cavalry  100
Archer     40
Catapult   40

So if you need to transport 800 of each resource, there is 3200 total to move. To do this you will require 40 inf or 32 cav or 80 arc/cats.
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Section 3: SECRETS AND EQUATIONS
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This is an extremely easy way to get awesome treasures! Some for leveling up! I got this tip from support3!

Hunts:
Nugget: 5000 infantry for 90 hours
Gemstone: 10000 infantry for 90 hours
Medalian: 30000 infantry for 90 hours
Scepter: 100000 infantry for 90 hours
Crown: 250000 infantry for 90 hours

Level 15 sword: 50000 infantry for 90 hours
Level 15 armor: 50000 infantry for 90 hours
Level 15 horse: 50000 infantry for 90 hours
Level 15 manual: 100000 infantry for 90 hours
Level 10 ring: 20000 infantry for 60 hours

Level 10 chest/key: 125000 infantry for 90 hours.

Must be hunted in a level 9 wood oasis not recently hunted to get the items!!
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This is a hunting secret
People always want to know how to get a better hunt,here\'s what I found which may help you.

Oasis Level
Value
0
400, 000

1
388, 888

2
366, 666

3
344, 444

4
322, 222

5
300, 000

6
288, 888

7
266, 666

8
244, 444

9
222, 222


The money you get from a hunt is
(cav no. x 300,  inf no. x 150, x archer no. x 125, cat no. x 50) x total second hunted / oasis value

This equation only worked if your hunt is determine as successful by system and I don\'t know how does it determine it. Once your hunt is success the money you get should be equal to the equation output. There is a limit of the equation that is the maximum value must not greater than troop no. x troop speed/30

Fortune gives the power to convert money into treasure and unrelated to the money you get. The treasure you get is approximately the max. Price of the hunt.
So if you want to hunt a nugget you need 50,000 in the equation and some luck to convert it to a nugget but not alv5 ring. Any output over 25,000 will be automaticallyconverted to a treasure so you can never hunt more than 25,000 money.


Now remember before asking me try the math, basically you can get a nugget with about 20,000 inf. Just work on it
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How to get the most prestige out of a battle

When a battle is over, the winning party gains war prestige (>=0), and the losing party loses war prestige (<=0).
When war prestige drops to the lowest number of your title, it won\'t drop any more.

Ware prestige=A-R x B
A - stands for the losing party\'s loss
B - stands for the winning party\'s loss
R - stands for a weighting coefficient. The coefficient is included in calculating battle losses when one party is of much stronger than the other in a battle.

Considering the battle may be easier for the stronger party and tougher for the other party, each party\'s prestige will be adjusted by a coefficient so that the stronger partycannot take full advantage of the one-sided battle and the other party won\'t suffer from sheer defeat. If both parties are of the same level, the coefficient is 1. In doing so, Haypi Kingdom encourages the weaker party challenging the stronger and avoids the stronger monopolizing.
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How Forts Work
2000 resources per hour per level.
Odd 100 infantry times level.
100 infantry per hour on level 1. 300 infantry per hour for level 2. 500 infantry per hour for level 3 and so on.
2k resources per hour for lv 1. 4k resources for lv 2 and so on.
The hour of completion is different for each fort and turrets/traps only regenerate when they\'re resigned or when the system is under maintenance. Use that to your advantage.
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Techs and their costs
•••••••••••
Scout Skill

The higher level your scout skill is, the higher scout precision you will get. When your scout skill level is higher than that of the enemy, you can get accurate amounts of the enemy\\'s troops and resources.


Marching Skill

If the marching skill is upgraded to a higher level, the marching speed of your troops increases by 3%.

Attack Skill

If the attack skill is upgraded to a higher level, your troops\\' attack ability increases by 2%.

Defense Skill

If the defense skill is upgraded to a higher level, your troops\\' defense ability increases by 2%.

Level--costs
Lvl 1: 1000
Lvl 2: 1800
Lvl 3: 3200
Lvl 4: 5800
Lvl 5: 10500
Lvl 6: 18900
Lvl 7: 34000
Lvl 8: 61200
Lvl 9 110200
Lvl 10: 198400
•••••••••••
Wood Cutting

Wood cutting tech enhances the production of Lumber Mill. Wood production increases by 5% as the wood cutting tech is upgraded to a higher level.

Stone Digging
Say you have 2 cities; one at 600,600 (B) and one at 0,0 (A). If all your troops are in 0,0 and you wish to get them to 600,600 go dispatch your troops to city B and then take the oasis at say 1.1 with city B. Then you dispatch troops back to city A and take the oasis at 599,599 with city A. Now you can move troops back and forth with relatively no effort until that oasis dries up. Once it hits level one you just warp troops there and take another.

Yes it does take time to set up but once you have it you have it for good and it helps SEVERELY. I was attacked by a guy 5 mins away and pulled together my whole army from all map corners to fight him off.

Since you are limited in the number of oasis you can have employ a skip system. To do this you take oasis near city C with city A, and an oasis near city A with city C. Then you can move troops from C to A, and then from A to B. It still should take you less than one minute. A great strategy is to have all your cats in your city that is most attack-prone. This cuts down on the time it takes to get from oasis to oasis by almost 6. You can then get your troops back to C by going from B to A, and then back to C.
-Jombachili
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TACTICS-FEEDING

One of the top questions I get is how do you feed so many troops

So here\\\'s how it works..

You load balance feeding across your cities. Park them touching or very close together for fast dispatching

EA: city with 15crops and no oasis has 5,120 crop production
Every level of plant tech increases that by 10% so lvl 10 is 10,240 crop
Now enhance is another 50% on top of that now your 15,360

That\\\'s per city with no oasis and no extra feeding at all

Your warehouse carries 449300 crops

If you have -44,000 crops you now have 10hrs of food

That\\\'s roughly 6,000 cats per city if you choose to feed every 10 hours

So at level 16 I have 6 cities now I can support 36,000 cats with a 10hr window

Wait we still have oasis
Ea lvl 9 oasis adds 3,700 + 100% crop tech and 50% enhanced = 11100

So now you can add another 1110 cats
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%
Hints n Tips Part 1

If you haven\\\'t already been doing so, now is the time to upgrade your main. It\\\'ll give you tons of prestige. Just upgrading your main in itself can push you to nearly lv4. You\\\'ll need to upgrade your warehouse so you can get te resources for this.

Damage rounds. This said, the minimum number of units you can kill will always be 1. That also said, 1 archer will kill 1 cav, inf, and even 1 cat if played right. Lv 1 oasis\\\'s are easier to get than you think. So getting 1 cat, 1 archer, and 3 cavs is enough for a lv1 oasis.

Remember that main bldg decreases time to upgrade. INCLUDING techs!!!!!!!!

If your main and warehouse are sufficient for you or going really slow, barracks decrease troop train time by 4% per level. You may not think that\\\'s important, but that adds up to 80% at max.

You get prestige for hunting, building resources, and building traps/turrets, but none of those are enough to build prestige significantly. Traps/turrets at high levels can be.

Prestige only rounds with the final number. Meaning say training 1 troop you get 2.9 prestige, that\\\'ll round to 3, but training several will only round up the final number. That .1 will add up. Especially if it\\\'s multiplied say 599 times or 249 times.

You can scout higher levels f your scout is of higher level.

Putting nickel and dime points in attack won\\\'t help you much. You only get a .5% bonus per point. Speed is 1%. so for each point, cavalry get 3 points of speed.

Everything goes by speed, but not necessarily the players speed. A catapult will NEVER attack before a cavalry.

People like to ask what the best setup to build is....each one has a big advantage and disadvantage....

-Cats are powerful, but slower than molasses eaten by a half dead snail in a freezer. They have a 50% disadvantage against cavalry.

-Archers are fast and cheap with range, but aren\\\'t powerful and could get slaughtered by yarn... If an archer oversteps a catapult or turrets range advantage on them(where the archer can now hit them), the archer will attack first. Making them HIGHLY useful against turrets. In large numbers of course. Turrets aren\\\'t going to be highly used in pvp except by paying customers.

-Cavs have tons of badass stats, highest health, highest defense, highest speed, second highest attack. However, if ranged units can delay your movement enough to move forward a few, they can retreat right before impact and the cavs won\\\'t be able to hit them until the back row bc of their horrible range.

-infantry are used for hunting, blocking for ranged, and running into traps.

Even though traps do speed damage, cavalry are worth 4 while infantry only 1, you\\\'ll lose double the prestige using cav to knockout traps. Against lower levels, this will soak up a ton of your prestige gain. The lower their level, the more likely you should bring infantry for traps. If they\\\'re a higher level and you\\\'re not sure if they\\\'re offline, cavs are better if you\\\'re using cav army. If you\\\'re using a cat army, use infantry only for traps.

Forts recover 2000 resources times fort level of resources per hour. They also gains an odd hundred per lv of infantry per hour. Ex. 100 inf/hr for lv1 and 300inf/hr for lv2. I haven\\\'t tested that completely, but nobody has countered this idea. Traps/ turrets for forts only come back during server maintenance and when players resign them.

For those coming out of protection...

To prevent farming. Max your cranny, make sure your crop oasis\\\'s are either really close or really spread out. I like to put a cat or two in my oasis\\\'s during pvp so that I gain prestige. ALWAYS keep troops on hunt unless you\\\'re about to attack. Keep your resources under your cranny when you go offline. In addition, if you keep making turrets/traps for each time they return and they don\\\'t get resources, they\\\'ll only lose troops to do nothing to you. Traps are best if you\\\'re getting cleared a lot as low lv traps will NOT help... Keep track of which city has which oasis.