Mercenary Camps
From 1100ad
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Contents |
The Mercenary Camps
Slave Market |
Barbarian Fort |
Templar Castle |
Hospitaller Castle |
Teuton Castle |
Swordbretheren Castle |
The Mercenary Camps - are special locations on the valley map that can be captured to obtain more mercenary points (Glory Points) and the ability recruit a discrete number of mercenaries that are unique to that particular camp. The mercenary camps can also be built anywhere in valleys with the exception of the areas within a contour.
The Mercenary Camp Types:
Slave Market - is the simplest mercenary camp to capture. It is guarded by groups consisting of footpads and thieves. The terrain is a mix of plains and woods. This mercenary camp provides 500 glory points and the opportunity to recruit +500 slaves. | |
Barbarian Fort - is an easy mercenary camp to capture for an intermediate player. This mercenary camp is guarded by groups consisting of bears and barbarians. The terrain is a mix of plains and woods. This mercenary camp provides 700 glory points and the opportunity to recruit +250 barbarians. | |
Templar Castle - is a harder mercenary camp to capture but, again, a advanced player should be able to handle it. It is guarded by groups consisting of knight Templar and dark archers. The terrain is a mix of woods and mountains. This mercenary camp provides 1000 glory points and the opportunity to recruit +100 knight Templar. | |
Hospitaller Castle - is a difficult mercenary camp to capture that only experienced players should attempt. It is guarded by groups consisting of hospitaller knights and Norman archers. The terrain is mostly mountainous. This mercenary camp provides 1100 glory points and the opportunity to recruit +100 hospitaller knights. | |
Teuton Castle - is a difficult mercenary camp to capture that only experienced players should attempt. It is guarded by groups consisting of Teutonic knights and Norman archers. The terrain is a mix of plains and woods. This mercenary camp provides 1200 glory points and the opportunity to recruit +100 Teutonic knights. | |
Swordbretheren Castle - a difficult mercenary camp to capture that only experienced players should attempt. It is guarded by groups consisting of swordbrethren knights and Norman archers. The terrain is a mix of woods and mountains. This mercenary camp provides 1300 glory points and the opportunity to recruit +200 swordbrethren knights. |
Capturing a Mercenary Camp
In order to capture a mercenary camp, you must first have a free Mercenary Camp point. You can view the number of Mercenary Camp points you have free and are currently using in your obelisk. When your armies arrive at the mercenary camp, you must command them to move to the center of the camp. There, you should be able to see a building of sorts. Move your troops anywhere on top of the building and begin to siege it using a hero just like how you capture towns in the past.
- The capture of a Mercenary Camp lasts exactly 8 hours.
- To capture a mercenary camp controlled by another player you need to declare war on that player first.
- You will be opposed by the continuously spawning armies of the groups unique to that Mercenary Camp when you attempt to capture a No-Commander or another player’s mercenary camp.
Building a Mercenary Camp
In order to build a Mercenary Camp, again, you will first need a free mercenary camp point. Now you just need to build a mark tower in any unoccupied part of the valleys which is not enclosed by a contour. After your mark tower is built, it can be transformed into a mercenary camp for gold.
Цена зависит от типа лагеря:
- Slave Market - 500 gold.
- Barbarian Fort - 700 gold.
- Templar Castle - 1,000 gold.
- Hospitaller Castle - 1,100 gold.
- Teuton Castle - 1,200 gold.
- Swordbretheren Castle - 1,300 gold.
Once a mercenary camp is bought, it is under your control and you do not have to capture it. From this moment on, the mercenary camp you have bought is no different than all the other mercenary camps present.
Revolts
There will be revolts in your mercenary camps from time to time.
You will be alerted to the revolts via the combat reports or by the messages in the valley map window. A revolt lasts for 36 hours during which either you or some of your fellow players should go to the mercenary camp and suppress the revolt by killing all of the revolted mercenary squads.
1. If you do not suppress the revolt within 36 hours, the mercenary camp will go No-Commander and you will have to recapture it. You will also lose the glory points that were provided by the revolted camp and the supplied troops it provided you with.
2. The simplest way to fend off revolts in mercenary camps is to buy a protection for gold; you can setup the protection via the central building of any mercenary camp:
- - Either you can put out a revolt in a specific mercenary camp for 25 gold coins.
- - Or you setup the automatic revolt suppression in any one of your mercenary camps for 3 gold coins per day.
- - Or you can setup the full protection from riots for all of your mercenary camps for (3 gold coins per day per mercenary camp + a 0.5% discount to the total protection cost for each mercenary camp you own. Please be aware that if you have a gold subscription, 5 camps will be free yet are still added in the calculation for the total discount).
- - lastly, please note that the Golden Subscription grants the free-of-charge revolt protection for 5 of your mercenary camps, however, you must setup the protection to take advantage of this gold account feature.
Useful Information
Players who own a mercenary camp(s) or those who wish to become mercenary camp owners should know the following:
The mercenary camps that you control can be used as a launch point to send troops from, or a return point to bring troops back to. This is true for the members of your order and your vassals too!
You can hire the mercenaries provided from your camps in your obelisk or fountain of glory.
The number of glory points you get from the mercenary camps, vassals, and from the order shared bonus are shown in the resources tab of the following buildings: Storehouse, strongbox, or the Cache.
If you have lost one or more mercenary camps, the mercenaries you have hired from those will not leave you, providing you still have enough glory points to keep them.
A mercenary camp can be attacked by other players who wish to capture it, so, keep an eye on the game and check your account at least once in 8 hours so you have a chance to retaliate and protect your camp.
Before you build or capture a mercenary camp, please think about its location and whether you (or your allies) will be able to protect it so that you do not have to worry about the lost of armies, money, time, and etc in case you lose your camp(s) in the end. Be wise and rational.
If you have put a mercenary camp into a contour it will be relocated to any random place on the map or to another valley after a server restart. Remember, you cannot and should not enclose mercenary camps in contours!
There is a major difference between castle mercenaries and obelisk mercenaries. The difference is, obelisk mercenaries need certain camps to hire them and are available to hire up to the limit which is determined by the amount of mercenary camps you and your order/lord has. Castle mercenaries have no other conditions to hire other than supply and free glory points. If you run out of these mercenaries, you must either wait for more to show up for hire or you can spend 50 gold to use the 'call to arms' button. The greater level your obelisk is, the greater number of castle mercenaries that will accumulate.
The mercenaries can be available for hire later after you or your lord has captured a camp.
See also:
- Adventure Huts
- Temporary Huts
- Mercenary Camps
- The Citadel
<< Back | Last Edit: 27.4.2012 |