Posted by mdshare on Mar 31, 2009 in
KingsAge
Alchemist Research Guide
Increasing levels of the Alchemist allows you to conduct new research. The building is also a prerequisite to building the Resident. The following is a list of known items that can be researched at the Alchemist:
Level 2
- Show running times on the map.
Activate this option, to see the run times of your individual settlements.
600
600
600
- Show morale on the map
Activate the indicator on the map, to see how the morale is in each of your settlements.
900
900
900
- Show your own troops on the map.
Activate this option, to view the amount of troops in your settlements.
1.200
1.200
1.200
Level 3
- Show raw materials on the map.
Activate this option, to view the amount of raw materials in your settlements.
1.500
1.500
1.500
- Show free settlers on the map
Activate this option, to view the amount of free settlers in your settlements.
1.800
1.800
1.800
Level 5
- Show donkeys on the map.
Activate this option, to view the amount of donkeys in your settlements.
2.100
2.100
2.100
- Tear down building (also requires a level 15 Main Building)
Now you can tear down the castle and the other buildings again.
2.400
2.400
2.400
- Overviews (also requires a 2nd settlement)
Gain additional views with the quick view of your Empire.
10.000
10.000
10.000
Tags: alchemist, gameforge, KingsAge, kingsage building, research
Posted by mdshare on Mar 27, 2009 in
Wild Guns
In the arid desert, where the sun mercilessly beats down, a war is raging between pale-faces, redskins and Vaqueros!
Playing as cowboys, Indians or Mexicans, hundreds of thousands of gamers try to build a flourishing township. Finding raw materials,settling new territories, conquering other townships and defending one‘s own – only those who act with skill can stand their ground in the desert!
WildGuns will win you over with its well-balanced mix of fighting, trade and diplomacy. The gamers can choose for themselves which strategy will lead them to riches and renown.
With this free browser game from Gameforge, gaming fun in the desert heat is guaranteed!
www.wildguns.co.uk
Tags: browser game, cowboys, gameforge, indians, mexicans, strategy game, Wild Guns, wild west, wildguns
Posted by mdshare on Mar 27, 2009 in
Ikariam
The story of Ikariam starts on a sunny island in the Mediterranean:
Industrious workers, soldiers and researchers build on their own little empire between white beaches and rocky hills.
The many thousands of players of the latest Gameforge browser game first jointly work on exploiting the raw materials of the island better, before using trade and also the help of their soldiers to grow into a glorious people.
Every clan of fighters, however dauntless, is doomed without forming alliances and making commercial agreements, without supporting other peoples and using the assistance of friends.
Ikariam shines not only with its graphics that can compare with any modern computer game, but also with a fascinating mix of trade, warfare and diplomacy.
www.ikariam.org
Tags: browsergames, gameforge, Ikariam, strategy game
Posted by mdshare on Mar 27, 2009 in
KingsAge
The Board Staff Ranks
A board administrator can be seen as the board (forum) owner and can add new folders, sections to the board. He also supervizes the super moderators and moderators.

Super moderators perform the same tasks as a moderator but also supervize the moderators ensuring that they don’t abuse their powers.
Moderators are responsible to apply the board rules, give out warnings, help with suggestions, edit and close threads.
A trial moderator is a moderator in training and has basicaly no powers besides giving out warnings.
The Game Staff Ranks
The Game Administrator manages the game and has the most power as ingame staff, the GA supervises the game operators.
Game Operators are the staff members that answer your tickets, investigate complaints and apply the game rules.
The Big Boss
The CoMa or Community Manager is the representative of Gameforge for the game and supervizes the Game Administrator and Board Administrator.
Tags: BA, board admin, coma, GA, game admin, game staff, gameforge, GO, KingsAge, MOD, SGO, SMOD
Posted by mdshare on Mar 27, 2009 in
KingsAge
by Uwillbsory
A premium account is required for color coding. It’s used to organize your map to make alliances, individual players, or even individual settlements stand out. Here’s what your map overview probably looks like before color coding:

There’s nothing wrong with a map like this, it shows your allies, NAPs, and enemies. Everything that is essential is provided.
But if you’re interested in the other alliances in or around your area, you might want to consider color coding, which can make your map look like this:

This is a color coded map. It’s organized into the alliances near my settlement, so I can see who’s where, and who’s a threat or not.
Now you know what color coding does. Now if you need help doing it for yourself, I’ll teach you how to do it.
Firstly, open up your Map. There will be a key at the bottom, showing the colors used for allies, NAPs, and enemies etc. At the bottom left from there you’ll see the option “Player:” Click that and you’ll be brought to a new window titled “Edit player’s colors”. Keep in mind the alliance(s) or players you’d like to add to the map. Go to “Object Type” and select the type object you’ll be color coding. Player, Settlement, and Alliance are the options. Let’s say you selected alliance. Now go to “Object Name” and type in the alliance’s tag. To provide an example, I chose to mark the alliance EoD on my map:

Click “Create” and it’ll add it to your map. You can add up to 10 alliances, settlements, or players to your color coded map. This is a vital tool for leaders and diplomats and warlords, as it helps strategize good tactics for your situation.
Tags: browser game, color coding, gameforge, KingsAge, map info, map usage, strategy game
Posted by mdshare on Mar 27, 2009 in
KingsAge
by Uwillbsory
Diplomacy; it’s a very important word with a very misunderstood meaning in the game of KingsAge. Most top alliances in the game of KingsAge assign trustworthy members to deal with relations with other alliances. These members are often known as diplomats. But what exactly do these diplomats do?
I’ve been an active member in world 2 KingsAge since the beginning. and I’m here to share with you my thoughts, tips, and opinions on how to be a good diplomat. I’ll also go over some common mistakes that diplomats make, or general issues with how some people handle diplomacy.
Common jobs of a diplomat:
¤ Declaring other alliances as allied, NAPed, or enemy.
¤ Relays communications between other alliance’s leadership members and/or diplomats.
¤ Studies the way the world is running and develops a plan or idea on what actions should be carried out for the better of the alliance.
A good diplomat should always:
¤ Be active. If you’re not an active player, do not even bother trying to be a diplomat, it will only do harm to your alliance.
¤ Stay up-to-date with all alliances they are in relation with, including allies, NAPs, and enemies.
¤ Speak with respect. No foul language.
¤ Use proper, but understandable language. Try to limit, and possibly eliminate all use of internet acronyms, and definitely try and refrain from using terms like u and r as you and are.
¤ Have trust in the other members of leadership in their alliance. If you don’t trust one another, it won’t work out, I guarantee it.
¤ Never act out in self-interest. This means don’t ally with an alliance simply because you’re near a few of them who are stronger than you. If decisions are to be made, it needs to be made for the better of the alliance as a whole.
Common diplomacy related mistakes:
¤ Unfortunately, some diplomatic discussions between two alliances don’t always end in agreement. When diplomats try and persuade another alliance into something, and the other alliance refuses, persisting after this point is usually never successful. 95% of the time it only leads to heated arguments, and ultimately war between the two of you, so remember: No means no.
¤ Diplomats sometimes get a rush of adrenaline when they first start out, do great at the job, and then the flame burns out and they get lazy on the job. So, make sure you don’t disappoint your fellow alliance members.
¤ Sometimes, diplomats feel that they are experienced enough to make major decisions without consent from their alliance leader(s). Uh-oh, you just declared war on that alliance ranked #3. You’ll get punished or demoted if you have a good leader.
General diplomacy tips:
¤ If you ever get a message from someone you don’t know, be sure to get to know everything you can about them as you possibly can by looking at their profile, looking at their alliance’s profile, etc. This will help you get an understanding of the person and what his or her alliance’s point of view and attitude is.
¤ Color code the alliances you have relations with. This will help organize your map and give you a better understanding of what’s going on near the members of your alliance. If you don’t know how to color code alliances, go here.
¤ Add some humor to your less-serious discussions with other alliances. People remember the messages with humor in it, and will likely choose to partake in a good relationship with that person over the one who sent a bland, dry message.
¤ If you notice your account is being sat quite often, you might be active enough to be a diplomat.
¤ A good understanding of the game and it’s aspects is a great bonus.
Tags: browser game, gameforge, KingsAge, kingsage diplomacy, strategy game
Posted by mdshare on Mar 25, 2009 in
KingsAge
The Burning Ground Tactic
This tactic is only usefull if you are under a count attack and have no way to defend yourself.
However you can make it a nearly worthless settlement for the attacker.
What should you do ?
1. Research tear down buildings at the alchemist
2. Destroy your resource production levels
3. If you still have time left destroy other expensive buildings or heavy needed buildings, this could be lvl 5 alchemist, residence
4. Finally start destroying the miller, if the conquered town has no free settlers it will become a slow process for the attacker to rebuild the town.
This tactic is only to be used when you don’t see any other way to defend your town. The attacker will be extremly annoyed that he took a town that is worth barely anything as most attackers go for the production levels.
Tags: defence tactics, KingsAge, strategy game, tactic
Posted by mdshare on Mar 22, 2009 in
KingsAge
Scouts can be used in three ways:
- Spying Mission - To do a spying mission you make an attack on a Town but use *only* spies in the attacking army. When on this type of mission *only* defending spies (no other units) in the target town will be able to fight your spies, if any of your spies survive the attack you will get a report on all resources, buildings and troops supported by that Town. Each spying mission requires a minimum of 5 spies.
- Scouting Mission - To do a scouting mission you add a number of spies to a regular army being sent to attack a town. If your attack succeeeds, then you will get a report on all resources, buildings and troops supported by that Town. Each Scouting Mission requires a minimum of 1 spy added to a regular army, more spies give more information in the spy report..
- Spying Defence - All spies in a Twon will automatically defend against attacks by enemy spies. To successfully defeat enemy spies attacking one of your Towns you must kill ALL of the attacking spies with your spies stationed in the Town. You need 2 defensive spies to kill each attacking spy. If you are defending against a Spying Mission, then your defensive spies are immune from death during the fight. If you are defending against a Scouting Mission, then your defensive spies can be killed during the fight.
Tags: browser game, browsergames, gameforge, KingsAge, kingsage scout, kingsage spy, kingsage units, strategy game
Posted by mdshare on Mar 22, 2009 in
KingsAge
Infantry
This class is made up of the Squire, Templar, Berserker, and the Long-Bow. They also only require 1 settler to train.
Squire
Research at lvl 1 barracks. Principal raiders, they also have the strongest defense against cavalry and archers. This is all in terms of settler requirement to unit ratio. For example. 1 crusader requires 4 settlers to build an can only plunder 80 units of resources, while the same amount of settlers can make 4 squires which can carry 100 units of resources, downside is that they are slower then crusaders.
Speed, 18 minutes per field
Cost in wood/rocks/ore: 20 10 30
Templar
Research at lvl 1 barracks. Principal Infantry defender, in terms of settler requirements to unit ratio. Should be built if you are expecting berserkers to come crashing into your settlement. Couple with max walls Templar defensive force overpower berserker offensive force by a factor of 6 to 3.5.
Speed, 22 minutes per field.
Cost in wood/rocks/ore:10 30 80
Berserker
Research at lvl 2 barracks. Principal infantry attackers, in terms of settler to unit ratio. Actually these have the highest offensive force in the game, in terms of settler to unit ratio. However be careful to not let them fight a 1:1 battle against a heavy defended Templar force cause they’ll get massacred. Best to bring along Crusaders to crush any pure Templar defense.
Speed, 18 minutes per field.
Cost in wood/rocks/ore:50 40 50
Long-Bow
Research at lvl 5 barracks. Most neutral infantry unit in the game. They don’t have the destructive offensive force of the Berserk nor the defensive force of Templars. However use with caution becuase if they are paired against either one of its extreme counter part they will get annihilated. Best used as defense against rams, best ram destroying ability of the game.
Speed, 18 minutes per field
Cost in wood/rocks/ore:160 80 80
Cavalry
This class is made up of the Spy, Crusader, and Black Knight.
Spy
Research at lvl 4 barracks. Can give detailed reports of enemy settlements, If all of the attacking spies survive you gain information about troops hiding outside of the defending settlement. Attacking spies can only be killed by defending spies, nothing else. That includes the fact that Morale, Wall bonus, Night bonus, and Luck have no effect on Attacking spies. To wipe-out an attack spy force you’ll need 2 times the amount of spies defending your settlement. Requires 2 settlers to train.
Speed, 9 minutes.
Cost in wood/rocks/ore:60 40 60
Crusader
Research at lvl 7 barracks. Principal cavalry raiders/attackers. These units are the fastest raiders/attackers in the game and have a respectable amount of loot carrying capacity of 80. However their main function is to work to destroy Templar defenses, or most defenses for that matter. They have the additional ability to minic spy attacks, which is an advantage for the skilled trickers players out there. Requires 4 settlers to train.
Speed, 10 minutes.
Cost in wood/rocks/ore:100 100 300
Black Knight
Research at lvl 16 barracks. Principal cavalry supporting defenders. These units should only be used to defend other settlements, this is due to cost and max settler restrictions on settlements. They can act as attackers however this act should only be taken if you are desperate and need the additional offensive force. Requires 6 settlers to train.
Speed, 11 minutes.
Cost in wood/rocks/ore:300 100 500
Siege
This class is made up of the Ram and Trebuchet.
Ram
Research at lvl 20 barracks. These units work to downgrade the levels of walls, making it easier for your troops to wipeout defenders. If there is no walls at the settlement they will simply take damage and return home. With all siege weapons all ways attach cannon fodder to absorb damage.
One trick is to use these to act as fake count attacks. Requires 5 settlers to train.
Speed, 30 minutes per field.
Cost in wood/rocks/ore:500 100 200
Trebuchet
Research at lvl 25 barrakcs. These units work to downgrade the levels of the buildings inside a settlement. Don’t use these as count fakes, they just cost too much with respect to rams. Requires 8 settlers to train.
Speed, 30 minutes per field
Cost in wood/rocks/ore:600 200 200
Count
Special Unit: The count.
Count
Requires Resident, Mint, and Ducats. These are required to take over settlements. Each attack from a count lowers the approval of a settlement between 20-35%. When the Count takes up resident in the new settlement it’ll disappear and you’ll gain control of an additional settlement. Best way to take a settlement is thru a train of counts attacking the settlement in very quick succession. Do remember that settlement regain 1% approval per hour. Also Counts can only move a maximum of 70 fields.
Speed, 35 minutes per field.
Cost in wood/rocks/ore:80000 100000 120000
Special Unit Notes:
1. Forces alway moves at the speed of its slowest unit whether attacking or supporting.
2. The minimum number of settlers needed to attack is 1% of the points of the settlement the force is dispatched from. (e.g. a 2,000 point settlement must send at least 20 settlers on each attack) <–(thanks Korsonian)
3. Pure spy attacks have a minimum requirement of 5 spies.
4. Supporting forces don’t have a minimum requirement
5. Night bonus add 100% defense to all settlements from 0:00 to 8:00 Central European Time (CET). GMT + 1 or UTC +1.
Note: the time at the bottom-right corner of your screen is your LOCAL time, so if you don’t live in Europe you’ll have to find some way to correct for the time differentials.
Tags: browser game, free game, gameforge, KingsAge, kingsage barracks, kingsage units, strategy game, units