Players Guide
Help Topic:Empire,Training,Building,Armory,Skills,Attack,Market,Bank,History,Guild,Account
FAQ and Quick Help by Peon:

A game week is 30 minutes in real world time and occurs at the top and bottom of the hour, this is when all your production takes place and you get new pop if any.

To gain Experience points and, possibly, more gold you will need to attack someone. Be careful though. Attacking someone of a higher level than you gives more points, but the player you attacked can then attack you back with their whole population, provided they train them all to attackers (Large empires can do massive damage to you this way, be careful).

To increase population, build huts. To do so you will need to train carpenters to build and gather lumber (Carpenters gather lumber when not assigned to build). As you increase your pop, you will need to build farms to feed them. Each farm only feeds 50 pop, so plan ahead!

Before you can make your army bigger to attack and defend against larger enemies, you will need to buy better weapons and armor. Do so on the armory page. If you pay attention to the "HOW TO PLAY ARCHBATTLE" section below, you will know the correct combination of armor and weapons to buy. If not, you have wasted gold!

You need miners to produce gold to pay for all this, so train some miners!

If you want to use some "EMOTES" in your messages in the shout box, do this: Place the cursor where you want to place an emote and then click on shoutbox help. then click on whatever emote you want to place! Have fun, but please do not over do it!

HOW TO PLAY ARCHBATTLE

Your goal it to rise in rank and conquer your enemies. You can do this as a solo player or you can create or join a guild and share resources with others.

Empire: The info page.
This page shows game news, your stats and has a shout box for a quick message to other players. Don't forget to vote! It helps get more players in the game increasing the targets, allies and fun!

Guild: Create or join a guild here.
Documention on the page.

Training: Train your citizens here.
The citizens that join your empire are untrained and don't do anything until you train them.
Scouts:The infiltrators of your army. They get into the defending forces to gain the initiative, commit sabotage and divide the enemy. The more you have the better, however, they are not as effective as Attackers and can only use spears. There is no limit on the number of Scouts you can have.
Sentinels:The guards of your defensive forces. These guys watch for scouts and prevent them from infiltrating. You will want to maintain a force of sentinels around 3% of your TOTAL POPULATION as scouts are sneaky and try to infiltrate as normal citizens your sentinels must watch over everyone. Can only wear leather armour. There is no limit on the number of Sentinels you can have.
Attackers:The main attacking soldier. Can use all weapon types. There is no limit on the number of Attackers you can have.
Defenders:The main defending soldier. Can use all armor types. There is no limit on the number of Defenders you can have.
Archers:This soldiers job is to reduce the size of the attacking or defending forces. They launch their arrows from behind your melee soldiers to disable or kill enemy soldiers before hand to hand combat begins. They do not add to the offense or defense totals. You can only train these if you have outposts. Archers cannot win a battle alone. You must have another attacker type to win.
Lancers:Combination Scout and Sentinel on horse back. Light armor only. You must have Forts to train Lancers.
Knights:Combination Attacker and Defender. Can use all weapons and armor. These mounted soldiers are highly trained. You must have Strongholds to train Knights.
Champions:Combines Scout, Sentinel, Attacker, Defender and Archer all in one hero sized package. They can fire multiple arrows before combat begins with a + 10% accuracy bonus. Can use all weapons and armor. You must have Castles to train Champions.
Miners:These workers generate 50 gold, 10 iron and 1 hex per week each. This is your source of income. There is no limit on the number of Miners you can have.
Carpenters:You need these workers to build the buildings and gather lumber when not assigned to build. When not assign to build a structure that will gather 1 Lumber each. There is no limit on the number of Carpenters you can have.
Masons:You need these workers to build some buildings and gather stone when not assigned to build. When not assign to build a structure that will gather 1 Stone each. There is no limit on the number of Masons you can have.
If you cannot pay the per week labor cost (known as upkeep) then only the workers you can pay for will generate or work that week.

Building: Construct your empire here.
Huts:Adds 3 to your maximum population and .025 to your per week citizen growth. They cost 1 gold per tick each to maintain.
Outposts:Adds 25 to your maximum population and .25 to your per week citizen growth. You must have 10 huts for each outpost. They cost 5 gold per week each to maintain.
Forts:Adds 500 to your maximum population and 1 to your per week citizen growth. You must have 8 outposts for each fort. They cost 10 gold per week each to maintain.
Strongholds:Adds 2000 to your maximum population and 2.5 to your per week citizen growth. You must have 6 forts for each stronghold. They cost 50 gold per week each to maintain.
Castles:Adds 5000 to your maximum population and 5 to your per week citizen growth. You must have 4 strongholds for each castle. They cost 100 gold per week each to maintain.
Farms:Generates 50 food per tick each. 1 food feeds 1 citizen, soldier, worker or horse per week. Costs 1 gold per week to maintain. Stockpiled food decays at a rate of .5% per week.
Ranches:Generate .02 horses per week (1 horse per year). Costs 2 gold per week to maintain.
If you cannot pay the per week cost then only the buildings you can pay for will generate for that tick. Farms and Ranches generate first then Huts, Outposts, Forts, Strongholds and Castles.
Most buildings add to your defense. The total building defense is added together and the divided by the number of settlements you have.
Settlements and Overbuilding: You obtain settlements by leveling. You get an additional number of settlements equal to your new level when leveling. You can cheaply build up to 350 structures per settlement. If you overbuild then the cost, resources and upkeep for the buildings increase. If you have 1 settlement and 700 buildings the costs double. 1 settlement with 1050 buildings triple the costs. The increases are linear so they increase for each building you build. If you are already overbuilt and the number of carpenters needed is 100 that is for the next building built. If you build 100 more buildings it may require more than 100 carpenters per structure you build to begin building.

Armory: The tools of conquest.
Weapons (Offense)
Spear:Single handed and cheap to make. Usable by all soldier types.
Mace:Single handed. Inflicts more damage. Usable by all soldiers except Scouts.
Sword:Single handed. Inflicts twice the damage of a spear. Usable by all soldiers except Scouts.
Halberd:Two handed. Can't be used with a shield. Usable by all soldiers except Scouts.
Axe:Two handed. Can't be used with a shield. Usable by all soldiers except Scouts.
Lance:Designed to be held in one hand. Usable by all mounted soldiers.
Bow:Accuracy is 10% + player level. Usable By Archers and Champions.
Armor (Defense)
Leather:Light and concealable armor. Usable by all soldier types.
Ring:Tough hide with rings attached for additional protection. Usable by all soldier types except Sentinels.
Scale:Tough hide with thin metal scales attached for additional protection. Usable by all soldier types except Sentinels.
Chain:Small iron rings linked together. Usable by all soldier types except Sentinels.
Plate:Iron plates for maximum protection. Usable by all soldier types except Sentinels.
Shield:Simple iron disc. Provides protection from arrow attacks. Soldiers using Halberds or Axes cannot use shields.
Horse Armor:Tough hide with plates attached for additional protection. Usable by Knights and Champions.

Market: When you need it now.
If you need extra resources or have extra resources to sell this is the place to do it. Enter the amount of resources you have or want, enter the price for each unit and then click buy or sell. If you are buying and your price is lower than the current selling price but higher than the current wanted price your order will be listed first in the wanted section. If another player enters a higher buying price your purchase will be bumped down the wanted list until the higher price order has been filled. If you are selling and your selling price is lower than the current selling price but higher than the current wanted price your stock will be listed until another empire undercuts your price or you have sold your stock. You can cancel purchase and selling orders at any time.

Bank: Store your gold away from your enemies.
Any gold you have on hand can be taken if you are successfully attacked by another empire. To prevent gold loss when attacked you can store it in your bank. You are only permitted 5 transactions per year which reset at the beginning of each new year. Interest is paid yearly at the beginning of each new year.

History: What has happened.
This is a listing of what has happened inside your empire in the last 24 hours. Payments made, attacks and market sales are recorded here.

Attack: Conquer your enemies for gold and glory here.
All the empires are sorted by rank (experience). You gain gold and experience to move up in the ranks by winning in combat.
Find by Page:Enter the number of the page you want to jump to.
Find by Level:Enter the level to limit the list to.
Find by Name:Enter a user name or partial name to search for.
Any user name with an * beside it indicates that the empire is under protection for heavy losses and cannot be attacked until the protection expires.
Rank:The experience rank of the empire.
Net Worth:The combined value of the empires assests. Calculated by adding gold, soldiers, buildings, armor and weapons toghether. The calcualtion is done every week.
Population:The empires current population.
Army Size:The total of Scouts, Sentinels, Attackers, Defenders and Archers in the empire. This includes soldiers in training.
Level:The level of the empire. Current level limits are +4/-4 of your empires level, this will be changing soon.
By clicking the user name of the empire you will be presented with the profile page for that empire. At the profile page you can choose to attack the empire or send the empire a private message.
Attacking
Once you choose to attack the empire you are presented with the attack page. Here you can enter the number of soldiers you wish to use in the attack.
When you click attack you are presented with the attack summary page. Scouts try to infiltrate first. If they succeed they can give you the initiative allowing your archers to attack first, sabotage the enemy archers and flank the enemy forces reducing their defenses even further. If you have the initiative then your archers attack first reducing the enemy defenders and archers otherwise the defenders archers get the first attack and target your attackers and archers. The empire with the initiative gets an advantage and their archers can move out of range before the archers of the opposing empire gets to strike. Once the losses from the scouts and archers have been removed the hand to hand combat is preformed and the offense and defense totals are calculated. The higher total wins. If you win the attack you are rewarded gold, resources and experience.

Skills: Make your empire stronger here.
Skills are adjustable. When changed they will go up or down 1% per week until the desired target is reached.
Skill:Description
Agriculture:Increases food production.
Gold Refining:Increases gold production.
Iron Refining:Increases iron production.
Hex Refining:Increases hex production.
Masonry:Increases stone production.
Husbandry:Increases horse production.
Forestry:Increases lumber production.
Weapon Smithing:Decreases cost and resources needed for forging weapons.
Armor Smithing:Decreases cost and resources needed for forging armor.
Architecture:Increases settlement space.
Engineering:Decreases building cost.
Fabrication:Decreases building resource requirements.
Welfare:Increases max population.
Enrichment:Increases population growth rate.
Fortification:Increases building defense.
Toughness:Decreases battlefield losses.
Archery:Increases bow accuracy.
Shielding:Increases shield protection.
Formations:Increases defense.
Tactics:Increases offense.

Account: Tell them how good you are here.
This page contains useful links and your public profile.
ProfileUse the text box to enter the profile that everyone can see when they click your empires name from within the game.
Change PasswordClick here to change your login password.
Reset AccountClick here to enter the account reset page in case you've gotten off to a bad start. You can only reset once evey 5 days.


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