Kingdoms of Camelot Recommended Building Sequence Guide



Kingdoms of Camelot Recommended Building Sequence Guide by Lord TsungTzu

step one: build embassy to level 1 (city one, other cities lay down in step 10)
step two: Join an alliance that can share resources (first city only obviously)
step three: build a knights Hall
step four: recruit 16 knights
step five: assign 4 knights to roles and upgrade skill points
step six: build Rally and upgrade to level 3
step seven: build one Farm and upgrade to level 5
step eight: build one Mine and upgrade to level 3
step nine: build 5 cottages and upgrade to level 2
step ten: build one each alchemy lab (city one and 2 only) , workshop, Blacksmith, and stable, and an embassy if not allready present.
step eleven: Build one Barrick and upgrade to level 2
step twelve: Build watchtower
step thirteen: fill in all remain slots in city with barricks but two.
step fourteen: upgrade main barrick to level 5 and all others to level 2
step fifteen: upgrade workshop to level 3, then wall to level 4, then castle to level 5, (in 1st city, you may wish to wait at level 4 till your first 5 days have passed, as otherwise you will loose beginner protection. this does not really mean you will lose mist. you WILL still be hidden, but will no longer be under protection, which means you can now possibly be scouted and or attacked, and will be allowed to scout and or attack [at the cost of your mist], and then upgrade to 5. however, the likelihood of you being hit with anything worse than a rouge scout while in mist is very slim. For faster growth you will want to be able to lay down your relief station and your feys tower as soon as possible so you can have all buildings in place to upgrade. therefore I recommend you go ahead and break protection if need be to do the level 5 upgrade to castle as fast as possible, and move on to the next step.)
step sixteen: fill in last 2 slots with relief station and Fey tower
step seventeen: upgrade both towers to level 5
step eighteen: upgrade alchemy to level 5
step nineteen: upgrade stable to level 6
step Twenty: upgrade Blacksmith to level 5
step twenty one: upgrade rally to level 7
step twenty two: upgrade main barrick to level 9, all others to level 5
step twenty three: upgrade watch tower to level 8 and Fey tower to Level 9
step twenty four: upgrade castle and cottages to level 9, wall and workshop to level 8
step twenty five: fill in remaining field slots with mines and upgrade all field to level 5
step twenty six: upgrade tower to level 8
step twenty seven: upgrade stable, then alchemy, then blacksmith, then workshop then wall all to level 9, then upgrade relief station and feys tower to level 9.
step twenty eight: upgrade all field slots to level 9
step twenty nine: upgrade embassy and relief station to level 9
step thirty: upgrade all remaining barrick to level 9

Knights: Dont forget to continue to upgrade knights skill points daily, and add more as you gain gold enough to hire them so they can also be gaining skill. when you get a new city, bo to rally and send 4 waves of troops as reassign consisting of 1 scout and 1 knight that has built up skill to assign to each role in your new city. These old knights in the new cities will be built much higher and thus you will build train, research and produce faster from the start.
one thing to remember is that the Marshal and Politician are most important, and needed in every city for troop training and building speed, the steward is necassary in most if not all cities for resource production, but the alchemist (as well as the Alchemy Lab) are only needed in cities 1 and 2, and useless beyond that.

Fields: Aside from your one farm and one mine per city, prerequisite to build blacksmiths and stables, the rest of fields should all be the same type per city, except for city one where you will want to mix (unless you were smart and got your alliance to send resources from the beginning ). When bigger you will want to reisit first city if you mix and destroy / build until you make them also the same later. you may also destroy and replace farm too when stable is fully upgraded if you wish to do so. you should aim to have one wood city (all sawmills), two stone cities (all quarries) and five ore cities (all mines). The reason for this is Barb raids. Once you can Raid… you will get from those barbarian camps all the food you will need, alot of wood… but less… and very little stone, and least of all ore. even with four ore cities, you can expect to have to farm other peoples cities for ore when you are bigger in might to keep up with the sheer demand for it.

Castle settings: you should ALLWAYS keep troops set on “Hide troops in sanctuary” and NEVER “defend” unless you are deeply reinforced, or online faceing an attack you KNOW you can defeat that is about to hit, or you are so big on troops and might that you could not possibly be defeated even by multiple 250k catapault attacks and rainbow assaults (241 catapault, 1 ram, 1 balli, 1hc, 1 cav, 1arch, 1sword, 1 pike, 1 scout, 1 mm. wave attack… or similar in concept)
Allways keep taxes set at 0% (you can set to 20% to accept tax rate quest then set to 0% in the beginning) and Levy Taxes Daily (or anytime happiness reaches 90% or higher) to increase Gold. If you run scripts, and have auto tax collection button present, make sure it is on instead, unless trying to increase population growth for mass training… like in a tournament for example. do

The Gaurdian: So far there are three types of gaurdians. when everything else is fully built and upgraded, you will also want to take as high of a wild as you can, and add one of these creatures to your city, and upgrade it as far as you can. (it can be upgraded up to the highest level of wild that you own in that city) The first and most Common type you will want in mains that you intend to defend, and in most other cities by necessity, is the Wood Gaurdian. He will increase the wood production in your city, but more important he will be able to improve your defending troops defense power, thereby makeing them better defenders. Now the second type is the Ore Gaurdian, a newer release, and to buld one in your city requires the use of what is known as an Obsidian Rune which can be purchased through the shop, or can be Crafted inthe higher Levels of your fey Tower. If you are fortunate enough to obtain one and build one of these beasts, place him in an ore produceing attack city, and send attacks from that city from then on. What he will do for you is increase the cities ore production, and at same time, increase the attack power of attacking troops sent from that city, thereby makeing them more deadly attackers. The third type of Gaurdian that is most recently being released is the Water Gaurdian, cunstruction of which requires use of a rare item called a “Deluge Rune”. Haveing one in a city will increase that cities food production and capacity, but even more important, it will increase the marching speed aspect of troops sent on marches from that city. To fully maximize the potential of this, combine with max relief station, magical mapping, and Alloy Horseshoes and stable, and a maxed out Rally Point. Then stock the city with Cav and arch to add some barb raids. Keep all of your scouts, Cav., and H.C. here in order to maximize thier figh-speed hitting ability, thereby basically creating a “Fast Attack” city. .

Wall Defenses: Train All the Crossbows you can as frequently as you can, and when you CAN train trebechies, you can add a few, but remember you allways want WAY more crossbows than anything.

Field Defenses: You will want to layer up on field defenses, useing the most of what kills the most. the reason for layering instead of just training the one that kills the most troops is that you will kill more troops with a combination of crossbows and a mix of fields than all one type. the reason for this is that when attacks come in, they come to the field defenses 1st, in a specific order determined by how far out the game sets each type from the wall. First hit is traps, then caltrops, then spikes. Key is everytime the army hits one type, they must all stop and clear that defense before they can move on to the next one. meanwhile they are in range and takeing fire from your crossbows the entire time. Therefore the more times they hae to stop, the more your crossbows get to fire, and the more incomeing troops die before they can ake it to your wall to take out the crossbows. I have found the ideal defense ratio to be somewhere around 1 spiked barrier for every 3 traps and for every 3 traps, 4 caltrops.

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