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]]>First, I share the pictures (proof) of my achievement.
The victory window I got: “The island of Rum has been picked clean of resources and the Outpost there has now been abandoned (aww, I’m gonna miss my hard work :P). Lord DGCOSMOS (that’s me! đŸ™‚ ) has earned the title of Pathfinder.
(click on pictures to enlarge)
Next is the Leaderboard showing that I achieved the top rank among all those players who participated in this event.

Alright, let’s start with the tips and/or discussion for the Total War Battles: Kingdom Viking Outpost. In no particular order:
Be careful with your starting resources. Spend them wisely and you will grow very powerfully. But if you start wasting them right and left your growth will be damaged significantly.
This means for example don’t start putting a ton of Dams because they cost 20 silver and wood (wood you have but the silver you do not!).
When you start, do nothing but look and think how you are going to build as efficiently as possible.
Don’t just start cutting down all trees! You will not only quickly reach your wood maximum of 4000 but you significantly damage your forests.
You need to select which trees to cut and allow the others to propagate more trees.
In generally you want to chop down first those trees which are blocking your way, or are right next to water (so new ones will grow fast) or take out the Pines allowing the oak trees to propagate.
Don’t take more than you need to and make sure you never reach your maximum 4000 wood limit!
One method for this is to upgrade the level 1 Blacksmith to level 2 using stone and wood which you have (silver you do not) and the only reason for this upgrade is to find a place to spend the wood (the fact that it will give you more silver is actually secondary!). This will reduce your wood by 400 (as shown on the picture below).
Furthemore, use the Master for one of the Woodcutters that you have which gives you 25% chance to get silver instead of wood. Assign this Master to the one which will be chopping the most amount of trees. Then UN-assign before you go to sleep so that you can put it on another Woodcutter on the next day.
Think about getting silver and food when you start. Wood is aplenty at the beginning (but is the most needed resources at the end) and Stone is gotten quite easily via several Quarries.
The food will start coming in once you get some Farms going.
Silver will be the most difficult at the beginning as only Blacksmiths produce it and you need to man them first before they work.
As you need silver more than stone, keep on re-prospecting with your Quarries (assuming you fixed your food income) to find a silver mine. The chance is low to find one so you have to prospect a lot (in average). Finding a silver mine is like getting a free working Blacksmith!
Use the Quarry Master to increase your chances by 50%.
This is also why upgrading your Quarry is one of your primary goals. Because a level 2 Quarry will be able to mine 20 silver (and 20 stone) which is like a level 2 Blacksmith + 2 x Level 1 Quarries combined.
Often players don’t think about slums since they have no chance to produce Craftsmen. However, depending on where your Castle is located in your specific Viking Outpost (they are randomly generated each time), it might be interesting to consider building Slums because they only require food – no silver is used!
They will help you populate the Blacksmiths to start generating silver income and with enough Peasants (10) you can even manually convert into Craftsmen.
However, remember that this is just a startup action and as you progress you will most likely need to demolish the Slums and replace them with Houses.
The Farm has a Master which one of the buildings can use which makes all the land around the Farm “fertile” allowing for the crops to be planted. This sounds great when you first hear it but there is a disadvantage to it.
You see, the crops which are planted right next to the river (any water) grow twice as fast than the “inner” crops. And this Master’s crops grow the slowest all around. So I only recommend using him when there is no other way.
I generally try to bring a river to produce wheat at the fastest rate possible so I will only use him as a last resort when the geography does not allow it.
The forest looks a bit misleading making you think that if you chop a tree somewhere in the middle it will grow back. In fact, in order for new trees to grow the soil has to be “fertile” which you can see by the water droplet icon in the tile info. So when thinking about wood income you must consider:
When thinking about building Houses or Mansions the answer is very simple:
You can also have a mix, but for the best performance you must be active which leans towards Houses.
There is a trick with the Blacksmith which gives a one time small-medium advantage, which I don’t know if it is a bug or works as intended.
If you man a level 1 Blacksmith with the required 1 Craftsman and 4 Peasants and upgrade it to Level 2 (which requires 2 Craftsmen and 3 Peasants) the 1st Peasant will automatically become a full health Craftsman! This is a very nice boost in the beginning of the Viking Outpost.
If your map allows it or if you can make more space to build more Castles this will greatly help in 2 regards:
Using the Market is absolutely critical for ranking high in Viking Outpost in Total War Battles: Kingdom! However, using just 1 Market is ineffective because you get only a 30% exchange for your goods. So you must set a goal to build up as many markets as possible and man them ideally with Craftsmen (maximum is 10 Markets).
There are some exceptions where you may be forced to use only 1 Market to convert your initial wood to silver for example, but do your best to avoid it as this rate is very bad.
There is another speedup which can be seen as an exchange whereby you speedup a level 2 Blacksmith with 50 food to get 20 silver. This is 40% which is better than the Market rate, however note that you are also reducing the life of the workers and therefore I find this also ineffective.
Each additional market will give you +2% and each market manned by Craftsmen will give you +2% so 10 Markets = 10 x 2 = 20% moving the 30% to 50% and if you man them all with Craftsmen that’s another 10 x 2% which brings is to the maximum possible level of 70% (screenshot i posted above).
Getting to the 70% is very difficult! But try to make some way in that direction before you start exchanging resources.
I have seen a lot of players ask what is the point of getting 30 gold when you start Viking Outpost or getting Tombs / Gold Mines during it when there is absolutely nothing you can do with gold there.
Well, there is only one place you can spend the gold, but this one place is very significant. Once you gather 5 additional Gold you will have 35 and with that you can change the season!
This allows you to completely skip the Winter season or go back to Spring where the tree and crop growth is very fast!
Yes and no.
Everyone has the ability to win, but not everyone will put the time and effort to think smart and actively collect resources when they are ready and invest correctly/smartly prioritizing important goals.
Since growth is somewhat exponential a small mistake in the beginning becomes a massive mistake (or slower growth) down the road. So being very active and making the right decisions is very important for the 1st day.
The 2nd and 3rd days are spend on growing from the investments created during the previous day.
And the last days are the least interesting as your only job is to collect the incomes and send shipments.
So to summarize:
I hope you enjoyed my big article / tips on the Viking Outpost in Total War Battles: Kingdom! I spent a lot of effort to make it nice and useful for you. If you liked it please like/share it and if you have additional tips or feedback then you are welcome to post it in the comment section below.
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]]>The post Best way to earn Gold in Total War Battles: Kingdom appeared first on DolyGames.
]]>I give an explanation / summary for each building / “business” type and a judgement score from zero to 10 points regarding its ability to generate gold (or at least crafting materials), followed by an overall conclusion at the end. Note: the judgement score is relative among the different possibilities.
Quarry: good “normal” resource income (mainly stone, sometimes silver or crafting materials), but little or no gold.
You basically have a very low chance of finding a Gold Deposit which will have 1, 2 or 3 gold. After playing 200+ hours I cannot say that I got even 1 piece of gold per day from Quarries and I have a lot of them.
Judgement: Score 6/10
(estimated avg. 0-1 gold per day)


Woodcutters: very slow “normal” resource income (felling trees for wood), but they have a decent chance of a random event giving more income:
And you can also Track Beasts which has a chance to give you 30 honor (boars), 3 crafting materials (bears).
The problem with woodcutters is that in the winter season trees don’t grow. In other seasons trees can grow fast or slow.
Judgement: Score 10/10
(estimated avg. 0-5 gold per day)

Image: Woodcutter and Tomb:



Just an example picture from “Track Beasts”:

Farm: only grows wheat. A good source of “normal” resource income (food). There are no random events related to the farm and there is no way to earn gold or crafting materials from it.
The problem with farms is that in the winter season wheat does not grow. In other seasons it can grow fast or slow.
Judgement: Score 0/10
(avg. 0 gold per day)

Road: although not technically a building or an income generating “business”, the road creates a chance for merchants to appear by its side. Once the merchants appear you can collect them rather quickly and gain a good amount of silver.
However, based on my experience they don’t appear frequently enough to worry about this.
Judgement: Score 0/10
(0 gold per day)
Sheep Farm: easily placed anywhere on the map, it allows shearing sheep for crafting materials. However, there is no way to earn gold from it.
Judgement: Score 3/10
(0 gold per day)

Cattle Farm: similar to the sheep farm but with cows and a requirement to be connected by a road. Furthermore, it allows you to only purchase as many cows as you have markets (maximum 10), which is limited.
For all these limitations it does give double the amount of crafting materials compared to sheep or a 15% chance to get 3 pieces of gold.
Mostly it is recommended to take the crafting materials because they are 100% guaranteed while trying to get gold might result in you gaining only some honor.
However, for the purpose of this article, if you manage your cattle/grass well and sell 10 cows per day then you can expect at least 1 of those sales to result in the 3 gold, which we can consider an average daily income of 3 gold (or 60 crafting materials).
Judgement: Score 10/10
(estimated avg. 3 gold per day)

Harbor: it has the ability to be a good source of “normal” resources, but unfortunately too few fish show up making Harbors not efficient. They normally produce food but can also produce silver if Captain Jack is assigned. And, like Farms and Woodcutters, the Harbor does not work in the winter season.
However, there is no way to get gold from them.
Judgement: Score 0/10
(0 gold per day)

Finally I won’t bring up town buildings here since we build them in any case and there is no “choice” as with the income generating structures above. But the Tavern in the town can have up to a 10% chance to giving 1 piece of gold, but this is both too rare an occurrence and too little gold to pay attention to (not even 1 gold per day in average).
(estimated avg. 0-1 gold per day)
Summary of scores:
So to conclude, if a player is thinking about gold income / earning gold, then:
Instead, use the land to maximize:
If you have time keep on re-prospecting (even clearing a found resource) to try to find Gold or Coal. Use the leader Matthew (Surveyor) to increase your chances by 50%.
This should result in an estimated 3-10 gold earned per day.
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]]>The post Unit Skills – Army Wiki – Total War Battles: Kingdom appeared first on DolyGames.
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There are 4 Barracks units (from left to right on the screenshot): Swordsmen, Spearmen, Axeman and Macemen.
Note: there is no recruitment limit, i.e. players can have more than 1 of all of these units.

Unit summary: The Swordsmen are an all-round unit effective against Spearmen and other lightly armored units.
Unit summary: The Spearmen exist mostly as a counter against enemy cavalry. They excel at that. Otherwise they do not fare well as other foot soldiers will beat them and ranged units will easily shoot them down.
Unit summary: The Axeman excel at cutting through heavy armor.
Axeman are a “Gold” unit, costing 45 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)
Unit summary: The Macemen excel at cutting through light armor (leather) and chain mail (which are most of the non-knight units in the game).
Macemen are “Gold” unit, costing 135 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)



Note: this screenshot is from a level 2 Invictus:

There are 3 Stable units (from left to right on the screenshot): Light Cavalry, Medium Cavalry and Knights Cavalry.

Unit summary: The Light Cavalry have a powerful attack / charge, but are only lightly armored making them vulnerable to ranged units (and melle units (especially Spearmen) after the charge is completed).

Unit summary: The Medium Cavalry are a powerful mounted unit with good armor. They are an all-around powerful troop with little or no vulnerabilities second only to the Knights Cavalry (their Achilles Heel is the Shield Wall skill).
Note: can only own 1 of these units / only 1 can be recruited.

Unit summary: The Knights Cavalry are a powerful unit with heavy armor and long swords. They are an all-around powerful troop with little or no vulnerabilities (their Achilles Heel is the Shield Wall skill).
A “Gold” unit, costing 450 Gold (also craftable, but very expensive – costing 250 crafting materials + 20k+ silver per Master Craft)
Note: can only own 1 of these units / only 1 can be recruited.


On level 2, Rider Brotherhood only adds the ability: “It also refreshes the ‘Move’ action”.

Note: this screenshot is from a level 2 Invictus:

There are 3 Knights’ Manor units (from left to right on the screenshot): Longsword Knights, Greatsword Knights and Greataxe Knights.
Note: can only own 1 of each these units / only 1 can be recruited.

Unit summary: The Longsword Knights are an all-round solid troop who are able to stand their ground against most units.

Unit summary: The Greatsword Knights do not have a shield, but, instead, carry a powerful great sword, which allows them to cut through most other footmen.
A “Gold” unit, costing 315 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Unit summary: The Greataxe Knights are the perfect unit to deal with any heavily armored troops.
A “Gold” unit, costing 410 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Note: this screenshot is from a level 2 Invictus:

There are 4 Archery Range units (from left to right on the screenshot): Longbow Archers, Javelin Throwers, Composite Bow Archers and Crossbowmen.
Note: for Composite Bow Archers and Crossbowmen players can only own 1 of each these units / only 1 can be recruited.

Unit summary: Longbow archers have the longest range and are able to pierce heavy armor, but they fire less often than most other archers.

Unit summary: Javelin Throwers have a very short range and cannot reach the rear ranks, but they are perfect against heavily armored troops, especially if they do not have shields (shield limit their damage).
Javelin Throwers are a “Gold” unit, costing 90 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)
Unit summary: The Composite Bow Archers do not have a long range like the Longbow Archers, but they fire a lot faster, which offsets their range shortfall.
Composite Bow Archers are a “Gold” unit, costing 270 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)
Unit summary: The Crossbowmen are an interesting unit. They can only fire straight or to the sides, which limits their control over the battleground but they are strong and, unlike other archers, can fight well also in melee battles.
Crossbowmen are a “Gold” unit, costing 365 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)




There are 5 Viking Barracks units (from left to right on the screenshot): Viking Hunters, Viking Swordsmen, Viking Archers, Viking Axemen and Viking Lords.
Note: except for Viking Hunters, players can only own 1 of each these units / only 1 can be recruited.

Unit summary: Viking Hunters are a hybrid of Javelin Throwers and Spearmen. They are heavy javelin throwers with a very short range and cannot reach the rear ranks, but they are perfect against heavily armored troops, especially if they do not have shields (shield limit their damage). Furthermore, they can serve as replacements for Spearmen against cavalry units.

Unit summary: The combat style of Viking Swordsmen is more offensive than defensive. Their shields and scale armor is effective against ranged units and compensates for their lack of defense against melee units.
Viking Swordsmen are a “Gold” unit, costing 150 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Unit summary: Viking Archers lack precision, but can fully hold their own in melee battles due to their chain mail armor and long swords.
Viking Archers are a “Gold” unit, costing 350 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Unit summary: Viking Axemen wield great axes are are fully focused on offense able to cut down any enemy unit. However, they are less well armored and therefore vulnerable to ranged units.
Viking Axemen are a “Gold” unit, costing 420 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Unit summary: Viking Lords are elite warriors and while they lack in number they are ferocious and deadly with their axes able to split even strongest of armors.
Viking Lords are a “Gold” unit, costing 580 Gold (also craftable, but very expensive – costing 250 crafting materials + a lot of silver per Master Craft)

Militia (Hunters and Levy) are starter units which all players have, but there is no dedicated building for recruiting these. All players get 2 Hunters and 2 Levy units. In general they should be replaced with “proper” troops as soon as possible as they are rather weak. They also cannot be disbanded like “normal” units.
Here is the screenshot of my fully upgraded Hunters:

Here is the screenshot of my somewhat upgraded Levy soldiers:

In general all:
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]]>The post Analysis: Mistakes by CREATIVE ASSEMBLY – TWBK Cooldowns appeared first on DolyGames.
]]>Firstly, I want to highlight that I like both Creative Assembly and I have enjoyed playing Total War Battles: Kingdom. The purpose of this post is not to bash mindlessly but to professionally explain the mistakes from the point of view of both an professional/analyst and a gamer and help further by proposing solutions to improve the game(s).

Total War Battles: Kingdom has gotten some very negative reviews by players and even majorly angered some who went on to rant negatively about the game which not only damaged the performance of TWBK but I firmly believe also damaged the brand image of Creative Assembly.
Here is a chart showing Steam player reviews where it is very clear/visible to see the amount of the angry/negative reviews by players. Of course there are also many positive reviews but if we compare this product to other games by Creative Assembly it is a clear contrast where other “proper” Total War games have significantly positive reviews.

I have prepared series of screenshots illustrating Creative Assembly’s mistakes in cooldowns / game design, so let’s jump to them 1 by 1 and I will also add further explanations along the road.
I will start with Houses / Workers, because this is one of the first things the player / gamer gets to see, which made a lot of players very angry.
Below you see a screenshot from the “House” (there are 3 types of houses, this is the “middle” one). The player is immediately confronted with a pretty big cooldown of multiple hours (5+ hours on this screenshot) and, pretty much, right from the beginning of the game.
You see, the player will build something like a Blacksmith to generate income, but in order for the Blacksmith to work it needs workers, so the player builds one of the “House” types to get those workers as expected by the game and “BANG!” s/he is in for the shock of waiting 5+ hours just to get started playing!
In this day and age where people have no patience and many games have few minute cooldowns + free speedups under 5 minutes.
So now you can’t use the Blacksmith you just built and you can do pretty much nothing else with your city until you start getting those workers. And just you wait for what happens when you actually do get them đŸ™‚

Next, you want some barrels of food, so you build a Farm to grow wheat. What happens then:
Note (side point on Creative Assembly’s monetization failure): an additional note, there is no way to speedup or eliminate this cooldown, neither in-game nor with real money (Gold). This is one of many shortcomings in monetization which I will not go in-depth on in this article as it would need it’s own dedicated report/analysis explaining the multitudes of monetization and player retention mistakes.

Once you chop down the trees you will need to plant new trees (done by the Woodcutter although the game really fails to explain this and furthermore never talks about the planting range),
The player is then confronted with pretty massive cooldowns for the trees to grow. The screenshot below showing 2 examples of 14+ hours and 2 days.
And bear in mind that trees will generate a few dozen units of wood while the player needs thousands for their first building upgrades.

When crafting is available to the player, s/he may want to bang the head on the wall or tear out hair in frustration. You have multiple insane game design elements in this alone:


Here you see the crafting window:

Now that I have outlined the problem with cooldowns clearly let’s talk about how Creative Assembly could have done this better or how they could correct it.
Firstly, there are 2 paths to choose from:
Let’s take houses / workers / Blacksmith for example:
I’ll simplify: let’s assume Creative Assembly, in TWBK, wants to give 1 worker per 5 hours (the Blacksmith / Tavern requiring 5 workers before they start working). There are 2 fixes that can easily be implemented here:
This solution would be very easy to implement for Creative Assembly and would change the visible waiting times from many hours to minutes removing any such negative surprises / shocks as players would not have any issue accepting waiting times of 5-6 minutes versus 5-6 hours. Moreover this preserves the current difficulty level.
Similar logic can be applied onto other elements in Total War Battles: Kingdom.
Wheat collection: allow a faster collection of smaller amounts while maintaining the maximum ceiling so if the player is not active s/he can collect the full reward when returned, while the active players can be busy collecting their food barrels.
Herds & Crafting: these need more attention, but the same solution/logic can be applied:
The post Analysis: Mistakes by CREATIVE ASSEMBLY – TWBK Cooldowns appeared first on DolyGames.
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