
Let me talk about the conclusion first. On the surface, this game is about crushing combat power values, but the actual core is a three-layer game of "arms restraint + terrain prediction + resource scheduling". It took me three days to go through basically all the pitfalls that a novice can get into, and today I will break them down into executable steps for you.
The first step is to log in and give the god general experience. The god general sent by the system is indeed very strong, but he has a hidden characteristic. He has a hidden bonus when fighting infantry in the early stage, but he is prone to critical hits when encountering archers. When you first enter the game, the system will guide you to push the map without thinking. At this time, you only need to change the initial unit to a shield soldier, and you can pass the first three chapters without any damage. Remember, the shield soldier is the father at this stage, and the output depends entirely on maxing out the skills of the god general.
In the second step, the key to siege warfare is not the number of troops, but the position of the formation. Many guides will let you build up your combat power. I have actually measured that, with the same combat power, you only need to place the equipment on the hillside on the left side of the map, and the range can cover the enemy's two resurrection points. This is a map mechanism. The system will not tell you, but you can try it yourself - at the beginning, let a group of cavalry go to the lower right corner to die, attracting firepower, and the equipment does not move. It is purely used as a fort, which can grind away 30% of the opponent's health. I tried five times, and each time the hidden judgment was triggered. The opponent would most likely divide their troops to rescue you, and your main force would be able to take advantage of the situation and steal the city.
Pay attention to one detail: never let the main force escort the supply truck. This game has a "food shortage" mechanism. If the supply truck is destroyed, the entire team's attack power will be halved. The correct approach is to let the weakest team of miscellaneous soldiers go to collect supplies. If they die, they will not feel bad. The main force will go back and take the "decapitation" route. I have actually measured that this style of play can end a game about 8 minutes faster than the regular process.
The third step is that there are loopholes in the cross-server PK matching mechanism. After you lose three games in a row, the system will match you with an opponent whose combat power is about 15% lower. As long as you're not so handicapped that you can't even use your skills, you can win two games in a row if you stay steady. But don't be greedy. When you win the fourth game in a row, the system will arrange a 20% higher battle to punish you. At this time, surrender decisively to ensure the reward multiplier, which is the most cost-effective.
Don't spend all your daily output in terms of resources on urban construction and upgrades. Set aside copper coins for buying grain and grass every day. The price of grain and grass will hit the bottom after refreshing at 4 o'clock in the morning every day. Stock up a batch and sell it before the national war in the evening. Turn over the difference and you can get two more ten-draw ingots a week. It works in personal testing, but don't ask why, it may be related to the numerical curve inside the system, but it works anyway.
In terms of lineup matching, the god generals sent should not be used as the core of the output, but should be used as tool players. Your real core is the purple archer you exchanged from the Soul Shop, combined with the two blue generals given to you as a novice, to create a basic formation of "double archers + shield soldiers + strategists". The tactician's skill can increase the archer's armor penetration by 15%. There is no pressure on this lineup until Chapter 4. The only weakness is that it is afraid of cavalry charges, so you have to manually operate it to get the shield soldiers stuck on the charge route of the cavalry infantry. If you get it right, you can cut off the opponent's formation. If it doesn't, just restart it and try again.
Finally, let me mention the mechanism that is most easily overlooked by the Zero Krypton Party. There is a hidden sign-in benefit in the game. If you do not log in for seven consecutive days and then come back, you can receive a golden treasure chest key. The things this key unlocks are not in the same set of probability pools as the rewards for daily tasks. Don't ask me how I know, just asking is a test of fate.
Let's write this much first, and follow this set of ideas. Within five days, we can stably maintain the siege victory rate at more than 70%. As for the advanced operations of the defensive lineup, we will talk about it after your city reaches level five. Answer all questions in the comment area, but first send me a screenshot of the level you are stuck on, and I will show you the answer to the formation directly. 👋