Ikariam, The Novel
*DISCLAIMER*
This is a work in progress, if the interest is shown, and I find the time, the guide will be continued. The most recent point (which is uncompleted), is ”controlling the battlefield”, I could write several pages on this subject. However I’m not going to go in depth in such a matter if no one is interested in seing the final result. Feedback is much appreciated, and don’t skip the introduction sections underneath. I am going on vacation tomorrow, and as such I am posting today. I am posting in ”discussions” since it states I am allowed to discuss anything, hence this should be fine eh? Also it allows comments, which are welcome.
*DISCLAIMER OVER*
*DISCLAIMER*
This is a work in progress, if the interest is shown, and I find the time, the guide will be continued. The most recent point (which is uncompleted), is ”controlling the battlefield”, I could write several pages on this subject. However I’m not going to go in depth in such a matter if no one is interested in seing the final result. Feedback is much appreciated, and don’t skip the introduction sections underneath. I am going on vacation tomorrow, and as such I am posting today. I am posting in ”discussions” since it states I am allowed to discuss anything, hence this should be fine eh? Also it allows comments, which are welcome.
*DISCLAIMER OVER*
- Who am I?
- Great question, and maybe even the most important part of this guide. After all, why trust the word of a random stranger?
- I’m a 19 year old Danish male, with 11 years of experience in Ikariam. Now one could argue that I didn’t pick up much info when I was 8, and to that I would agree. However I have seen servers rise and fall, and through the last 3-4 years Ikariam have been a constant part of my life. I am quite new as an active member of any Ikariam board, and has earlier only partaken when it came to posting combat reports. I only play on one english server at this point in time, this being the server Charon. My account name is ”Abeged”, it’s placed number 11 on the ts highscore as of this moment, and I’m the diplomat and leader of the alliance Danish Vikings, currently placed #1. I’ve got several accounts on the danish megaserver, but I somewhat doubt these are of interest, do let me know if they are though.
- I’m a 19 year old Danish male, with 11 years of experience in Ikariam. Now one could argue that I didn’t pick up much info when I was 8, and to that I would agree. However I have seen servers rise and fall, and through the last 3-4 years Ikariam have been a constant part of my life. I am quite new as an active member of any Ikariam board, and has earlier only partaken when it came to posting combat reports. I only play on one english server at this point in time, this being the server Charon. My account name is ”Abeged”, it’s placed number 11 on the ts highscore as of this moment, and I’m the diplomat and leader of the alliance Danish Vikings, currently placed #1. I’ve got several accounts on the danish megaserver, but I somewhat doubt these are of interest, do let me know if they are though.
- Great question, and maybe even the most important part of this guide. After all, why trust the word of a random stranger?
- Why and what is this guide?
- There’s quite the simple answer to that question. Only two other guides excist on the english forums, both of which I disagree on several points made, missed information, and at times only a surfacelevel understanding of what war is. The following is a 7000 word essay, and it is not read through. I started this project more than 6 months ago, lost interest, and recently picked it back up. As such my style of writing may change quite significantly underway, and new concepts may also have come to light that may cause me to contradict myself. Please do point out any of such accidents.
- The purpose of this guide is to be a complete dictionary to Ikariam. Now this is obviously not possible (or at least not without me being payed). As such I will be going through what I find the most important/what I could come up with. If there are any points of interest not listed please do let me know. As to what I find to be the most important part of Ikariam, war, I find war to be important. However this also means I will explain how to build an account for war etc. Do also keep in mind that every single point I make in this guide is subjective, and I will argue I have all the difinitive answers, recieve the information as you want. Enjoy the read.
- There’s quite the simple answer to that question. Only two other guides excist on the english forums, both of which I disagree on several points made, missed information, and at times only a surfacelevel understanding of what war is. The following is a 7000 word essay, and it is not read through. I started this project more than 6 months ago, lost interest, and recently picked it back up. As such my style of writing may change quite significantly underway, and new concepts may also have come to light that may cause me to contradict myself. Please do point out any of such accidents.
- Basis gameplay, and account building
- Early game:
- Your goal is to achieve as big an account as possible in as little time as possible. However, while building your account there is one thing you must consider first:
- Miracles: These are artifacts that empower your account for a limited time or have an instant impact on ongoing effects. Now I will only cover 3 of these since I believe these are the only useful ones for permanent cities.
- Hephaistos’ Forge: All Combat units receive 2 more armor and cause 20% more damage.
This effect allows your armies/fleets to be WAY more effective than your opponents. Whilst fighting someone with an active Forge, not having this active will mean you will be outclassed even though you got the jump. You need 6 Forges to achieve the effect permanently.
- Temple of Poseidon: 100% increased speed for warships and transporters. This allows your (as it says) ships to move in a way increased pace. This makes transporting goods way faster AND allows you to easily keep up to speed in conflicts. Probably the best all-around miracle of the bunch. You need 5 Temples of Poseidon to achieve the effect permanently.
- Colossus: 100% of all enemy troops and ships that are fighting against your troops in your towns have been driven away. The scatter time of 4h has increased by 3h.
This miracle opens for a lot of options. You can use it to take back your own cities, prevent a big loss or create an option for glorious victory. The concept of “spread time” will be gone over later. You can have a maximum of 12 cities, therefore, having both of the above available without a cooldown will only leave room for one of these, don’t take more, the value of this miracle is rare and should be prioritized like it.
- Theocracy: This is a form of government and has nothing to do with early game. However, it is to do with miracles and will therefore be included here. This form of government is what ties all the above together. Without this having said numbers won’t achieve the no-cooldown mark. This form of government cuts off 20% of the miracle cooldown, it will also reduce the cooldown of Colossus to 2D 9H. This is somewhat late game and shouldn’t be equipped before you intent to use the miracles continuously.
- Miracles: These are artifacts that empower your account for a limited time or have an instant impact on ongoing effects. Now I will only cover 3 of these since I believe these are the only useful ones for permanent cities.
- Buildings:
- You have 14 building spots to deal with, so choosing what to build on these are important. Ripping down a building is expensive AND takes a long time to rebuild. Following I will sort building in tiers, 1 being must haves and so on and so forth.
- Tier: 1
- Carpenter’s Workshop:
This allows you to save 32% of all wood used in building. This also means that you will save storage space and thereby even more space for storage buildings.
- Architect’s Office:
Same as the Carpenter, just for marble instead.
- Tavern:
You can’t have a city without a Tavern, it is needed to keep the happiness up and you quite simply can’t do without.
- Palace/Governor’s Residence:
These are needed to achieve anything more than 1 city, and since having only one city won’t get you really far, a must have.
- Tier: 2
- Academy:
Will allow you to progress in your research trees. This is useful all the way to the max level of 25 in future research. It will take several years to even get close to this so I would recommend getting one of these in all cities.
- Temple:
The building that allows for the use of miracles. You must assign priests to increase your faith to the needed level (being a 100% in all situations). You either have a temple with priests assigned or no temple, your island mates will get mad if you bring down the faith. I recommend building one of these in all cities as soon as you are ready to take use of miracles.
- Hideout:
Allows you to train spies. This will allow you to spy on other people as well as make it severely harder to spy on you (if the spies are home). Spies are extremely useful in conflict, this will be explained later.
- Barracks:
Where you train your army. You will need at least a few of these, however I prefer having several if not all 12. The more you want to start conflicts the more barracks you can justify building.
- Tier: 3
- Warehouse:
You will need a few of these no matter what. The amount differs based on your activity in the piracy game since the resources payed out are based on safe resources. Each level of warehouse secures you 480 of each resource. I personally go for 3 warehouses in each city in the beginning of the server, and then cut down to 2 and a depot when I hit city number 10 or 11.
- Museum:
Having this is not a must have. However it will save you A LOT of wine. The more you level your Tavern the harder the scaling on the wine cost become. Museums allow you to gain happiness by trading treaties. One treaty per level of museum.
- Depot:
Allows for more storage. Gives you 4X the value per level compared to the warehouse, HOWEVER it does not give you ANY safe resources. In the late game this building will become a must since building prices will surpass what warehouses can support. You can only have 1 depot in each city, and this will be needed at some point, only you can choose when this is needed.
- Tier: 4
- Wine Press:
Allows you to save 32% wine. Useful in the late game when Taverns start scaling to ridicules amounts, or if you’re planning on being active all the way through, can be swapped with the museum.
- Tier: 5
- All of these buildings are fillers and can be used at will, I won’t write down every single one but take a look at the building menu, build what you find nice. Below I will include those I find worth the most.
- Stonemason and equivalent:
These will increase production, are you an active raider the value of these will be less, are you not they will be more. Consider with care.
- Optician:
I recommend building this in one city. Then make it the city you perform all your experiments in. This will increase the value of your Crystal Glass.
- Workshop:
Build this in one city and make all upgrades available. Then remove the building again. This is not up to question however it won’t take up space for a long time and I therefore think it deserves a spot in this category.
- The rest:
- How I do my city:
- 1 x Palace
- 1 x Trading Port
- 1 x Shipyard
- 1 x Architect’s Office
- 1 x Carpenter’s Workshop
- 1 x Barracks
- 1 x Academy
- 1 x Museum
- 1 x Hideout
- 1 x Temple
- 1 x Depot
- 2 x Warehouse
- 1 x Forester’s House
- 1 x Stonemason (or equivalent)
- 1 x Tavern
- I fit my embassy in my sulphur city in exchange for the Alchemist’s Tower. Sulphur is the least used resource, and is therefore either not used, or easy to plunder.
- I fit my embassy in my sulphur city in exchange for the Alchemist’s Tower. Sulphur is the least used resource, and is therefore either not used, or easy to plunder.
- 1 x Palace
- Tier: 1
- Income:
- Now I’ll go over how income is calculated. More specifically, what pays what and who takes what.
- Economy:
- Every citizen produces 3 gold per hour
- Every worker produces 0 gold per hour
- Every researcher costs 6 gold per hour
- Priests cost 0 Gold per hour.
- Units and warships in your town cost the stated upkeep
- Travelling units and warships cost double the upkeep
- Every citizen produces 3 gold per hour
- There is a research that reduces the cost of researchers called Letter Chute. This will reduce it by 3 gold per hour effectively halving the cost.
- The cost of units and warships is stated in unit details.
- The use of your gold is not only units and warships. Buying transporters takes a continuously increasing amount of gold. Reaching the cap of 180 takes a couple of hundred million. I tend to reach 180 at around 4 mil ts.
- Economy:
- Early game:
- The Basic Art of Warfare
This section will be informing on the basic forms of warfare. If you are new you should start your journey into warfare here. Once basic understanding of the system is there the rest will come naturally.
- Units:
- Here I will go over what roles what units play on the battlefield, which to use and which to not. No math will be presented here. They will be split in land and naval units.
- Land:
- Front
- Hoplite:
The backbone of any army. An absolute must have. - Steam giant:
The alternative to the hoplite. This unit is more tanky, deals more damage but less units fits into the battlefield. In 9/10 cases hoplites, will be better, waving against battering rams will be the exception (will be covered later).
- Flank
- Swordsman:
The trusty soldier of the flank. Without a flank your ranged line is without protection and will be slaughtered. You can’t fight without these. - Spearman:
The only alternative to the swordsman. This unit is far less sturdy, got far less damage and therefore takes way more to even keep up a flank. This unit is pretty much useless and should never be used.
Ranged - Sulphur Carabineer:
The soldier of range. This guy is needed to make any dent into the opposing front (hoplites), not having them will decrease the loss had by your opponent. This decrease is visible on the damage of the ranged units in comparison. - Archer:
Weaker version of the Sulphur carabineers. End of story, not worth it in any case. - Slinger:
Even weaker version. Even worse choice than the archers.
- Artillery
- Mortar:
The nuke throwing war machines. These are needed to get through any decent wall. While useful for breaking down walls they don’t make any difference when knocking down hoplites compared to the other artillery units. In other words, don’t make a million of these, it is not needed. - Catapult:
The unit in-between mortars and rams. Only useful until you have mortars researched. - Battering Rams:
Great for knocking down hoplites. Deal the same damage to them as mortars and applies the same number of hits. They cost less than mortars and therefore should be on the battlefield on all times there aren’t a wall in play.
- Special units
- Gyrocopter:
Shoots down balloons. Always have these on the battlefield if there is a risk your opponenthave either balloons or gyrocopters in. - Balloon-Bombardier:
Attacks the artillery line. Are extremely squishy so will more or less be taking down in one round. Only have on the battlefield if no enemy gyrocopters are present.
- Support units
- Cook:
Gives your army morale. Without these your entire army will go to space because of demotivation. A must have in any army. - Doctor:
Heals your units. Or. Well. That’s what it’s supposed to do. They’re 100% useless. Don’t ever use them.
- Front
- Naval:
- Front
- Fire Ship:
Needed in all fleets. They are used in “advanced”, fleet tactics and are great for taking a punch. A great number of these will die in battle so recruit a decent amount. - Steam Ram:
Also needed in all fleets. While fighting on water you use two different ships in your front line at once. They deal a load of damage and if you can prevent them from tanking the damage they will wreak havoc on the enemy frontline.
- Flank
- Ram Ship:
Only flank ship for sea. Like on land flank is always needed. Don’t save money here.
- Ranged
- Mortar Ship:
The only useful ranged ship at sea. Make sure to have enough of these. - Catapult Ship:
Useless. - Ballista Ship:
Useless.
- Artillery
- Diving Boat:
Great for taking down flame ships. - Rocket Ship:
Great for taking down steam rams.
- Special Units
- Paddle Speedboat:
Shoots down balloons. Always have these on the battlefield. - Balloon Carrier:
Always have these in, the gain in damage from bombing artillery is worth the loss in balloon carriers.
- Support Units
- Tender:
Is the support-unit of the sea. This both raises morale and repairs ships in-between rounds.
- Front
- The Battlefield
This will be a resume of how the battlefield works, what strikes first and how units are placed.
- Both battlefields work the same way, units are placed in the same way. We need to know how to use this in our favor.
- Support units
- All of the support unit`s auxiliary units are put in reserve.
- The effects of all auxiliary units also work from the reserve.
- Can contain an unlimited amount of units.
- The support units do not take part in the combat action.
- All of the support unit`s auxiliary units are put in reserve.
- Bombers
- Can only contain units from the `bomber` class.
- The weakest units are positioned first.
- Attack sequence: Artillery, long-range battle line, close-combat battle line, flanks
- Can only contain units from the `bomber` class.
- Artillery
- Can only contains units from the `artillery` class.
- The strongest units are positioned first.
- Attack sequence: Front line, flanks
- Can only contains units from the `artillery` class.
- Long-range battle line
- Can only contain units from the `long-distance` class.
- The strongest units are positioned first.
- Attack sequence: Close-combat battle line, flanks, long-range battle line
- Can only contain units from the `long-distance` class.
- Close-combat battle line
- Is initially only occupied by heavy infantry. If no heavy infantry is available, the following units will take their place:
- light infantry
- long-range fighters that do not have any munition left
- The weakest units are positioned first.
- Attack sequence: Front line, long-range battle line, artillery, flanks
- Is initially only occupied by heavy infantry. If no heavy infantry is available, the following units will take their place:
- Flanks
- Can only contain units from the `light infantry` class.
- The strongest units are positioned first.
- Attack sequence: Flanks, long-range battle line, artillery, close-combat line
- Can only contain units from the `light infantry` class.
- Air defense
- Can only contain units from the `air defense` class.
- The strongest units are positioned first.
- Attack sequence: Bombers, air defense
- Can only contain units from the `air defense` class.
- Reserves
- The reserve takes all the units that do not fit on the battlefield.
- The reserve takes all the units that do not fit on the battlefield.
- Support units
- The attack sequence
- The same formations on both sides of the battle shoot at the same time. The shot sequence of the different formations is the following:
- Air defense
- Air
- Artillery
- Flanks
- Long-range battle line
- Main battle line
- Air defense
- The same formations on both sides of the battle shoot at the same time. The shot sequence of the different formations is the following:
- Morale
- Morale is what decides whether your forces are capable of staying for the fight. There is not a lot to say here. Without cooks/tenders your army will be send home, make sure you bring some if you intend for your forces to stay for the entire fight.
- Morale is what decides whether your forces are capable of staying for the fight. There is not a lot to say here. Without cooks/tenders your army will be send home, make sure you bring some if you intend for your forces to stay for the entire fight.
- Armor
- Armor is deducted directly from damage taken. This means that if a unit has 3 armor and 5 damage is incoming, 2 heath pointes will be deducted. This is also the reason why you will be needing mortars to take down walls, as higher levels walls achieve values of way over 100 armor, rendering attacks of less than 100 damage useless.
- Armor is deducted directly from damage taken. This means that if a unit has 3 armor and 5 damage is incoming, 2 heath pointes will be deducted. This is also the reason why you will be needing mortars to take down walls, as higher levels walls achieve values of way over 100 armor, rendering attacks of less than 100 damage useless.
- Precision
- The precision of a unit is measured as a “red bar” and can be seen in unit details (Click the picture of the unit in either the barrack or shipyard). The lower the precision the bigger the chance that the shot will go wide. This is why you see most units dead in the slot in the middle, second most next to this and so on and so forth. This mechanic is fairly useless, but just recognizing its existence can prove useful when waving, will be covered later.
- The precision of a unit is measured as a “red bar” and can be seen in unit details (Click the picture of the unit in either the barrack or shipyard). The lower the precision the bigger the chance that the shot will go wide. This is why you see most units dead in the slot in the middle, second most next to this and so on and so forth. This mechanic is fairly useless, but just recognizing its existence can prove useful when waving, will be covered later.
- Occupation
- To occupy a foreign town, you have to fulfil the following requirements:
- You need to have researched the topic `Governor` from the research section `Military`.
- Your palace has to be one level higher than the number of towns you are already occupying.
- You need to have researched the topic `Governor` from the research section `Military`.
- Members from your alliance can station troops and ships in towns that you occupy. Other actions can be carried out from there. This also includes further conquests.
- If your town has been occupied, you cannot start any military actions with land units - with the exception of a rebellion against the occupier. Building troops and ships cost the town`s owner double during this time. If your port hast been occupied, you also cannot start any military actions from there with your own warships.
- The occupied player receives 10% of the goods when the occupier`s army returns from a pillage. The rest is transported on to the target destination and the pillaging army stays in the occupied town.
- If the town is not occupied any more when the army returns, the army will be scattered. Loaded goods will be given to the town. If pillaged goods cannot be shipped any further due to a blockade, those resources will also be sent to the town and the pillaging army will be stationed again. Thus it is important for the occupier to keep control of the town and harbour.
- You can call back armies and fleets stationed in occupied towns at any time. You can select your home town from amongst your own towns. If you wish to stop an occupation, you can do so at your palace, or in the military advisor.
- To occupy a foreign town, you have to fulfil the following requirements:
- Espionage
- Not much is worth mentioning to espionage. It is extremely useful to get the upper hand in conflict.
- The most underestimated and quite possibly the most useful mission is in my opinion: “Observe fleet and troop movements”. This allows you to see all activities from the given city. This will allow you to hit “surprise” attacks, time units coming back from “space” and see how long units being send therefrom are from landing and thereby calculating where it will land based on the geographic layout of the server.
- One thing to note when using spies:
If you decide to use decoys, the owner of the target town will always be informed that something is going on in their town. Even if the owner does not discover any agents, decoys or even if no agents were involved.
- Not much is worth mentioning to espionage. It is extremely useful to get the upper hand in conflict.
- Units:
- The Needed Art of Warfare
This section will be surrounding what I think is needed information to lead warfare in a competent matter. This will include the understanding of putting together a force, when to fight and how to fight. This section is all you need if you’re going to be playing with a competent general. What I mean by such is with only this information you can fit in, in a coordinated attack, and understand and comply to instructions.
- Creating a force
Please keep in mind that this is only a guideline of how to produce an army, as you gain experience you may develop your own preferred recipe.
- Land
Small army:
1000 Hoplites
700 Swordsmen
168 Sulphur Carabineers (this will provide ammo for 6 rounds)
30 Mortars (Ammo for 3 rounds, enough for small walls)
60 Rams
60 Balloons
240 Gyrocopters
50 Cooks
Large army:
5000 Hoplites
4000 Swordsmen
504 Sulphur Carabineers (This will provide ammo for 18 rounds)
60 Mortars (Enough to take down any wall)
90 Rams
150 Balloons
600 Gyrocopters
100 Cooks
- Naval
Small fleet:
400 Fire ships
100 Steam rams
300 Ram ships
84 Mortar ships
80 Diving boats
30 Rocket ships
30 Balloon ships
45 Tenders
Large fleet:
2000 Fire ships
400 Steam rams
1500 Ram ships
252 Mortar ships
500 Diving boats
150 Rocket ships
100 Balloon ships
100 Tenders
- Land
- How to fight
Here I will go over the basics of the battlefield and how to prevent easily being outmatched. This will also allow you to outclass 90% of the playerbase, since these do not have the required level of knowledge.
- Waving
This technique can be used both on land and on the water. However I am only going to go over the naval version since that is what I believe is the most efficient and the only type I find worth it.
- The technique is simple. We abuse the fact that the weakest units place first in the frontline. Units place from the middle and out, same goes for damage, it is dealt from the inside and out.
The idea is therefore to have 3 fields (36) of flame ships in to tank the damage and filling the rest with the high damage brother ship, the Steam ram. Whatever little chip damage that the flame ships may leave because of their low accuracy will be filtered by the high armor value of the Steam rams resulting in ridiculous value.
To do this you need to start off by sending 36 flame ships with the rest of your main fleet. This will fill up the three middle spots of the battlefield. Hereafter you will have to make sure there is always another 36 arriving for every round hereafter. When the 36 flame ships arrive for round two you will have to hit the white flag instantly. This will make it leave as soon as it has done its job and therefore won’t end up messing with the waves to come. Please do keep in mind that the number 36 isn’t definitive. Often times sending 24 will net you a victory. Specifically, when facing a line of, 36 fire ships and diving boats, which is also the most commonly used combat line. Your Steam rams will take a lot of residual damage in this case, and they will need to be replaced often. However, this will grant you a gs victory of up to 10 points, relative to the condition of enemy ships.
- The technique is simple. We abuse the fact that the weakest units place first in the frontline. Units place from the middle and out, same goes for damage, it is dealt from the inside and out.
- Countering the front line
This works for both land and naval combat. It is a question of choosing your artillery with care. Not that the choice itself is that hard, we got two to choose from.
- The principle is simple, for naval combat, if your opponent got ONLY Steam rams in you send in rocket ships, they will place first so you can send them in on top of diving boats. In all other cases I recommend sending in diving boats. The exception being when the enemy is using waves of 12 or 24 fire ships. Doing so against 24 will net you a win of 10’ish gs, while 12 is largely dependent on the condition of your units.
For land you use mortars for the killing of walls and steam giants. In ALL other cases you use rams since they don’t take ammo and are cheap to make so the loss won’t be felt as hard. The math behind this will be covered later.
- The principle is simple, for naval combat, if your opponent got ONLY Steam rams in you send in rocket ships, they will place first so you can send them in on top of diving boats. In all other cases I recommend sending in diving boats. The exception being when the enemy is using waves of 12 or 24 fire ships. Doing so against 24 will net you a win of 10’ish gs, while 12 is largely dependent on the condition of your units.
- Understanding the relative power level of the front
- Here I will specifically be speaking of the naval front since, as I’ve already stated, I don’t find land units to be worth the effort. To explain the title, this is acknowledging when you should be using what ship, specifically the fire ship or the steam ram.
One fire ship is worth 6.2 gs, and one steam ram is worth 24. This means that you have to kill at least 4 fire ships for every steam ram you are losing.Fire ships have less of every stat compared to the steam ram, however you can also have 3 times the amount of fire ships on the battlefield at a time compared to steam rams. However, because of the way armor interacts with damage, fire ships do little damage compared to steam rams, more on armor later. - So how do we determine when to use what? There is no obvious rule to follow, it comes down to intuition. Steam rams are fairly squishy and costs you a lot when they die off. To make up for this they do a tremendous amount of damage. This means that the optimal time to use steam rams are when there is little incoming damage. If your enemy is missing either the long range, or the first attack combat line for instance, and there are fire ships in front. In this case there is missing a very large damage source, and using a pure line of steam rams might be beneficial. Keep in mind the condition of steam rams go bad extremely quickly, and it is recommended to wave in a completely new line of steam rams every round.
- Here I will specifically be speaking of the naval front since, as I’ve already stated, I don’t find land units to be worth the effort. To explain the title, this is acknowledging when you should be using what ship, specifically the fire ship or the steam ram.
- The forge
- You’d think even mentioning would be a waste of time, but I rather often see people going straight against this point. Now the first rule of warfare in Ikariam: “Never fight at a forge disadvantage”. You can’t win vs an opponent with an IQ above 50, and forge advantage. The buff it provides is honestly way too necessary, and trying to contradict this will get you slaughtered 90% of the times. Now before anyone attempts to lynch me, yes there are cases where winning at a forge disadvantage is possible, however this section of the guide is targeted people with just a slight grip on warfare, and as such I find it important to set up specific rules of engagement. When in a declared war I will very rarely take up a fight at a forge disadvantage myself, the reasoning behind this being you will be cut into pieces if you’re caught doing so. Do it at your own risk and don’t come crying to me when pinched.
- You’d think even mentioning would be a waste of time, but I rather often see people going straight against this point. Now the first rule of warfare in Ikariam: “Never fight at a forge disadvantage”. You can’t win vs an opponent with an IQ above 50, and forge advantage. The buff it provides is honestly way too necessary, and trying to contradict this will get you slaughtered 90% of the times. Now before anyone attempts to lynch me, yes there are cases where winning at a forge disadvantage is possible, however this section of the guide is targeted people with just a slight grip on warfare, and as such I find it important to set up specific rules of engagement. When in a declared war I will very rarely take up a fight at a forge disadvantage myself, the reasoning behind this being you will be cut into pieces if you’re caught doing so. Do it at your own risk and don’t come crying to me when pinched.
- Waving
- Creating a force
- The advanced art of warfare
This section is dedicated to the arts of war that are necessary to understand the general’s decision-making, and to lead beginner level war in any scenario. Reading will never make you an expert at Ikariam, and as such take your time to understand the following principles, and work the information into what you’ve already learnt. The following sections will be of the “easy to learn, hard to master” category, and don’t ever tell me you’ve mastered the techniques. I’ve played with a lot of talented players through my 11 years of Ikariam, and I can confirm. Everyone makes mistakes.
Every single part after this is written down as I thought it right, and it has not been read through what so ever. Some sections may not make sense, and some may need more explanation. Please do let me know.
- Controlling the battlefield
- The (in my opinion) most important part of warfare. This is going to be an entry level explanation of how to control your surroundings, what routines you need to get used to, what you should be aware of, and the different timers that takes part in the battlefield. For an expert level explanation you will need to find someone already at this level, and follow him/her. If I were to describe the exact science of control I’d need to be payed to do so. Feel free to hit me up ingame or on the forums though. I’ll gladly help answering any question.
- There are two ways a conflict starts, you’re either the aggressor or the defender. Depending on which role you are taking, you will need to act accordingly. The difference, however, is fairly small and pretty simple. You need to ask yourself: “Do I have anything I need to protect?”. If the answer is no you can go straight to attacking, if yes there is a few precautions you will need to take. Firstly you need to understand that it is impossible to defend something forever without being willing to take losses. Secondly you need to understand the power of fighting in your own city. While fighting in your own city you have the power to withdraw any amount of your army/fleet at any time. This for instance means that all of your units should always be fresh, you will always have ammo for every ship, and if on land you get the power to manipulate your wall. Again, I’m going to choose to ignore the subject on land units, and as such I won’t be touching on the principles of wall manipulation (yet that is), and will again keep my focus on naval warfare. Defending is equal to attacking in almost every way as already stated. This also means that you will still need other cities to wave from. This is the case because while you can withdraw any number of troops at a time in own city, you must send all stationed units into battle. Having fire ships for instance, would cause massive losses. So like when you’re attacking, don’t forget to secure a base of operation.
- Setting up an attack (or defense).
- The principle of setting up an attack also applies to setting up a defense, and as such I’m going to refer to this as an attack. By setting up an attack I am referring to the actions you will have to perform before, in the beginning and as the battle goes on. First rule I tend to follow is, always assume hostile forces. This means that I always make certain I have the means to deal with resistance, when for instance occupying harbors for allies to raid. The main focus while setting up an attack is confirming you have enough action points, and that you have enough cities to wave from. Do notice I distinguish the two, having two cities will never be enough against an experienced opponent, this is the case even if said cities have 12 action points each. This however doesn’t mean that you have to start off an attack with occupying 7 ports for waves, it means you have to make certain you have 7 ports (for instance), nearby and with feasible player statistics (this meaning accounts with 80k gs tends to make for shitty wave cities). So how do you actually confirm you have the right amount of cities ready to be waved from? Experience will tell you how many you need, and time will allow you to do it well. For instance, using only one island to wave from will make the job easier for you, but in doing so you are also making it easier to push your waves, as well as informing your enemy of where the entirety of your gs is. But I don’t even believe this is the greatest flaw of waving from one island. Be spreading you are also reducing the islands your enemy can use to close the gap to you, and allows you to neglect their attempt at acquiring cities to wave from. When leading war as an alliance, we will typically be 5-ish people for an attack. This means that if we’re assaulting one island, we only need 3 occupations to lock the island, and thus I keep 5 ready on everyone. This leaves 7 occupations (just to clarify, I am referring to blocking by harbor, land units are more or less useless until the island is locked), per person, that I can use to occupy a large amounts of islands around where center of fighting. This means that chasing wave cities will never take more than 15 minutes, and as such, usually leads to a quick retreat from the enemy, leaving army behind to slaughter. Same goes for the solo play, but in smaller scale. If you’re attempting taking on several people of equal skill and size by yourself you should not rely on this guide to save you, but I will go through the general idea of an aggressive retreat.
- The principle of setting up an attack also applies to setting up a defense, and as such I’m going to refer to this as an attack. By setting up an attack I am referring to the actions you will have to perform before, in the beginning and as the battle goes on. First rule I tend to follow is, always assume hostile forces. This means that I always make certain I have the means to deal with resistance, when for instance occupying harbors for allies to raid. The main focus while setting up an attack is confirming you have enough action points, and that you have enough cities to wave from. Do notice I distinguish the two, having two cities will never be enough against an experienced opponent, this is the case even if said cities have 12 action points each. This however doesn’t mean that you have to start off an attack with occupying 7 ports for waves, it means you have to make certain you have 7 ports (for instance), nearby and with feasible player statistics (this meaning accounts with 80k gs tends to make for shitty wave cities). So how do you actually confirm you have the right amount of cities ready to be waved from? Experience will tell you how many you need, and time will allow you to do it well. For instance, using only one island to wave from will make the job easier for you, but in doing so you are also making it easier to push your waves, as well as informing your enemy of where the entirety of your gs is. But I don’t even believe this is the greatest flaw of waving from one island. Be spreading you are also reducing the islands your enemy can use to close the gap to you, and allows you to neglect their attempt at acquiring cities to wave from. When leading war as an alliance, we will typically be 5-ish people for an attack. This means that if we’re assaulting one island, we only need 3 occupations to lock the island, and thus I keep 5 ready on everyone. This leaves 7 occupations (just to clarify, I am referring to blocking by harbor, land units are more or less useless until the island is locked), per person, that I can use to occupy a large amounts of islands around where center of fighting. This means that chasing wave cities will never take more than 15 minutes, and as such, usually leads to a quick retreat from the enemy, leaving army behind to slaughter. Same goes for the solo play, but in smaller scale. If you’re attempting taking on several people of equal skill and size by yourself you should not rely on this guide to save you, but I will go through the general idea of an aggressive retreat.
- An aggressive retreat
- It is impossible to fight toe to toe against several people of equal size and skill. It is however possible to win against such, and it is quite easy as well (a quick note, chasing an experienced foe is never worth if you’re not expecting to hit valuable units, or plan to chase him all the way home). Now firstly you need to master waving, simple as that. As soon as you send a wave from a city, that city will be assaulted by a set (a set being a fleet capable of sustaining 5 rounds, I realize now I haven’t covered this yet, I will shortly). Now this assault will take at best 15 minutes if you’re fighting an experienced opponent, which means you will get 2 waves out of each city you occupy. The goal is to last for 5 rounds before withdrawing your set. This is easy to do, and you will only need one city to wave from as long as you have 15-ish seconds from your set arriving until the enemy arrives. This will allow you to send out raids from the city of which the fight is taking place, and simply turning them back so that they will return in their respective rounds. Keep in mind when waving this way the returning fleet will join your already engaged fleet rather than create a new fleet. While you may think “why the hell does this matter?”, this does cost you gs if not accounted for. The reason being that these ships will join your reserve, and end up placing an additional field of flame ships. 7 flame ships will survive on average, and as such the second wave you are sending, should only contain 24 flame ships, because the first two rounds had 7 remaining flame ships, leaving now 14, and thus a field of 12 will be placed. You could do all your waves in this way, but if you miscalculate, or your opponent sends only 24 flame ships, you’re going to have a bad time. I prefer only doing 2 waves, and one from a separate city.
- To continue. Your wave city has now been taken, what have you done in the meantime? You have firstly been performing the last part of your attack, while the majority of your set has been withdrawn, you also send a set containing balloons, speeds and a ram. These you won’t withdraw, and what they’ll do is making certain you win, by taking out u-boats. It’s cheesy and annoying, but you won’t get the combat report as long as it isn’t in your own city, so no one on the forums will be able to bash you.
- So you now know how to win every single damn time (as long as you play every round correctly). Can we do this forever? No, that’d be impossible. While you are doing this remember you are facing several foes, and all of these foes will be chasing your fleet. As long as you have the upper hand, and your entire fleet hasn’t been caught, you can leave at any time. If your fleet does get caught you’ve done something wrong, and you should feel bad.. (kidding) Anyways, you get caught, you leave, make shure your units hometown is set so that your opponent will have less of a chance guessing right, sending them to the nearest city is what they’ll do 9/10 times. Back to you not getting caught. Now you just need to make certain your returning ships don’t get caught. If you’re defending your fleet will return to your town upon withdrawing. This should be fine. Now if you’re not defending, your ships will return from the city you sent them from, and your opponent will know what city this is. If they have chased you through said city your ships will be spread, and go to your hometown, perfect, if they haven’t they now have the option to take them out as they land, they will be able to extrapolate the exact return time from the combat report, and as such, going to bed right after a fight is rarely ideal. So to sum up. Taking on several foes is no problem, but you won’t win any gs off of it. The only thing to gain here is respect, which is also totally fine.
- It is impossible to fight toe to toe against several people of equal size and skill. It is however possible to win against such, and it is quite easy as well (a quick note, chasing an experienced foe is never worth if you’re not expecting to hit valuable units, or plan to chase him all the way home). Now firstly you need to master waving, simple as that. As soon as you send a wave from a city, that city will be assaulted by a set (a set being a fleet capable of sustaining 5 rounds, I realize now I haven’t covered this yet, I will shortly). Now this assault will take at best 15 minutes if you’re fighting an experienced opponent, which means you will get 2 waves out of each city you occupy. The goal is to last for 5 rounds before withdrawing your set. This is easy to do, and you will only need one city to wave from as long as you have 15-ish seconds from your set arriving until the enemy arrives. This will allow you to send out raids from the city of which the fight is taking place, and simply turning them back so that they will return in their respective rounds. Keep in mind when waving this way the returning fleet will join your already engaged fleet rather than create a new fleet. While you may think “why the hell does this matter?”, this does cost you gs if not accounted for. The reason being that these ships will join your reserve, and end up placing an additional field of flame ships. 7 flame ships will survive on average, and as such the second wave you are sending, should only contain 24 flame ships, because the first two rounds had 7 remaining flame ships, leaving now 14, and thus a field of 12 will be placed. You could do all your waves in this way, but if you miscalculate, or your opponent sends only 24 flame ships, you’re going to have a bad time. I prefer only doing 2 waves, and one from a separate city.
- Sets
- So, back to sets. I define a set only in naval warfare, as I simply do not have the experience with prolonged warfare on land to give you an answer I am 100% correct will serve it’s purpose. I could give an estimate but I’ll leave that to personal request.
- A set persists of:
0-36 Fire ships
60 Steam rams
120 Ram ships
42 Mortar ships
50 Diving boats
0 Rocket ships
30 Speeds
24 Balloon ships
20 Tenders
- This is the set I default to. I don’t fixate completely on the numbers, you can go with a more min-maxed version of the one above, but you would need to do so for any kind of flame wave, since they’d all be different. You can get along with only 43 steam rams for instance, but if it turns out you’re piling on top of the set, they’re going to be extremely damaged, and will bring down the rest of your fleet, as such I use 60. 43 will also only work against flame waves of 36. If your opponent is using waves of 24 you will loose too many, and take extra losses in the fifth round. You can also change the number of tenders, 20 is more than enough to keep up morale, even 10 should do just fine. The reason we use a lot of tenders is to keep up the health of your front, flank, balloons and speeds. There’s really nothing more to add here. It’s a detail nice to be aware of, and it will assist you in getting the most out of your fleet.
- So, back to sets. I define a set only in naval warfare, as I simply do not have the experience with prolonged warfare on land to give you an answer I am 100% correct will serve it’s purpose. I could give an estimate but I’ll leave that to personal request.
- Tenders
- So I just reminded myself of the importance of tenders. In a close tie with the rocket ships, I believe these are the most undervalued units in the game. I suppose it might come from the bad reputation of the doctors. So why are tenders not useless when doctors are? It comes down to the units we are healing. Hoplites have a very little hp pool, and as such healing them makes little to no difference. So you’d think steam giants would make then worthwhile? Nope, because the doctor can’t heal robots (I suppose it does make sense). Back to the Tender. This unit can heal any other ship in the game, and to add to this, ships have large amounts of health, and therefore have great opportunity to be healed. That’s the theory behind it, the exact number you wish to use is derived from experience, but in a full sized naval battle I tend to use somewhere between 80-100, and for sets I use 20.
- To be continued
- So I just reminded myself of the importance of tenders. In a close tie with the rocket ships, I believe these are the most undervalued units in the game. I suppose it might come from the bad reputation of the doctors. So why are tenders not useless when doctors are? It comes down to the units we are healing. Hoplites have a very little hp pool, and as such healing them makes little to no difference. So you’d think steam giants would make then worthwhile? Nope, because the doctor can’t heal robots (I suppose it does make sense). Back to the Tender. This unit can heal any other ship in the game, and to add to this, ships have large amounts of health, and therefore have great opportunity to be healed. That’s the theory behind it, the exact number you wish to use is derived from experience, but in a full sized naval battle I tend to use somewhere between 80-100, and for sets I use 20.
- The (in my opinion) most important part of warfare. This is going to be an entry level explanation of how to control your surroundings, what routines you need to get used to, what you should be aware of, and the different timers that takes part in the battlefield. For an expert level explanation you will need to find someone already at this level, and follow him/her. If I were to describe the exact science of control I’d need to be payed to do so. Feel free to hit me up ingame or on the forums though. I’ll gladly help answering any question.
- Controlling the battlefield