
This Three Kingdoms strategy client game has been on the server for a while. After playing it, I found that many novices took detours in the early stage, wasted a lot of resources, and directly slowed down the pace of development. I have played this game for more than 200 hours. Today I have sorted out the easiest pitfalls and ideas for land reclamation in the early stage. It is pure dry information. Welcome to discuss and exchange.
Let's talk about the conclusion first: World of Three Kingdoms is a multiplayer strategy game with a relatively solid numerical system. The first 7 days before the game starts determine whether you can beat the active players in the same server in the next month. Misallocation of resources, random teaming, and chaotic technology. These three major pitfalls will slow down your progress for at least a week.
Resources must be carefully budgeted, and all buildings must be upgraded in order. The four basic resource buildings of the main city, namely farms, lumber mills, quarries, and iron mines, give priority to keeping up with the level of the main city. Regardless of racial bonuses or development directions, resource output is the foundation of the national policy. Without resources, everything you do is in vain. Recruitment requires food, construction requires wood and stone, and recruiting troops requires iron ore. All four resource buildings are placed on the ceiling level of the main city, which is the first priority.
But there is a detail worth noting. The yield inflection point of farmland appears in the range from level 6 to level 7, while the yield inflection point of lumberyards and quarries is between level 5 and level 6. Therefore, the order of upgrading buildings in the early and mid-term should be as close to farmland as possible, and don't be egalitarian, otherwise your food shortage will be very uncomfortable. I have actually measured that with the same resource investment, the comprehensive development speed of farmland at level 7 + logging at level 6 is about 12% faster than that of all four buildings at level 6. In this game, 12% is a gap of dozens of hours, and you won't be able to get it back later.
Let's talk about the direction of city construction. It is recommended to separate resource production areas and military camps, and only upgrade markets, warehouses and military camps in the city. Don't underestimate the warehouse. When you have many soldiers and resources and are targeted by the enemy union, if the warehouse level is not enough, you will give others wedding clothes. I have seen several brothers whose warehouses were not upgraded. They were robbed of two or three days of production accumulation at a time, and their mentality collapsed. It is a safer choice to upgrade the warehouse to 80% of the main city level. At the same time, do not be greedy for too many troops sent out to collect, and leave one team to garrison in the city.
on military development. The most common mistake in the novice stage is to balance the three types of archers and cavalry. As a result, none of them are useful. The jungler cannot hit the jungle, and the fighting is even more useless. The core idea is to concentrate resources in the early stage to build a main force. I personally recommend starting with archers. The efficiency of archers in clearing the wilderness is almost 30% faster than that of infantry, and the risk of being restrained is relatively small. After your archers can clear the level 5 wilderness alone, you can then consider transforming into cavalry or adding an infantry tank to the front row.
Another important point is to match the generals who go into battle. Don't just pay attention to the rank of generals and the rarity of their combat skills. The adaptation of arms is the underlying logic. It is a typical novice mistake to assign infantry generals to the cavalry. Even if the generals have higher star levels, the damage they inflict is still not enough. The three dimensions of unit bonuses, general skills, and formation positions must match each other, so that your team's hard power can truly be maximized.
Next, let's talk about the initial lineup ideas for the new version. The three generals given at the beginning each have their own uses, but don't rush to invest all your resources in them. Ah Xing's suggestion is to give priority to cultivating generals with high single-target bursts, so that the map brushing efficiency can be directly maximized. Without equipment support in the early stage, generals with group injuries will have low skill release frequency, and the actual benefits are not optimistic. It is enough to keep one healing general in the team, and the second team will not need to worry about it for the time being.
The application value of early strategies is worth talking about. Strategies in the world of the Three Kingdoms are strategic skills that can be actively cast, not auxiliary skills for each combat round. When novices do the main mission, they will consume strategy points whenever they encounter it. Don't wait for the system to reply stupidly, get more strategy point boxes from daily tasks. I have done some calculations, and if I can fill up the strategy points every day, the two skills of fire attack and alienation can be used at least 8 times a week, and the time for siege and defense in the early stage can be reduced to two-thirds.Another little trick is that the upper limit of strategy points is 60 points, but at the moment of upgrading, the upper limit overflow is stored according to the overflow points, so try to upgrade first and then consume it, and control the rhythm.
There is also a hidden acceleration rhythm for novices: guild technology. Join a top twenty guild and invest all the guild contribution into two technologies: resource production increase and load bearing. After these two technologies are fully upgraded, the amount of resources you collect each time is almost twice that of individual players, and the efficiency of running business and gathering food will be immediate. When you join a guild, don't just focus on development. Contributions are paid for, but the rewards after switching to resource technology are extremely cost-effective. The higher the level, the greater the advantages. At the same time, players who have added guild technology can usually have one more main city level and one more troop strength than individual players. This gap will be directly reflected in the mid-term turf war.
Let's talk about how to avoid the early combat power trap. Don't rush to participate in sieges and strongholds. At least until the general level is red, yellow, or green, which is three stars, it is best to focus on clearing the wilderness in the first seven days, accumulating experience and equipment strengthening materials. After the second team is formed, they can start to rob the neutral city. Their ability to escape when targeted by Gao Zhan is guaranteed. I have seen too many novices start provoking guilds with a large number of people, and then being disabled and unable to develop for half a month. This lesson is worth remembering.
To put it simply, the core rhythm of the seven-day novice period is: starting from the first day in the main city, all four resource buildings follow the main city. On the second day, focus on finishing the sixth book and unlock the military camp and intermediate arms. On the third to fifth days, a team of main soldiers will be trained intensively, and the level will be raised to level 20. Then go to level 6 wilderness to get equipment materials. Priority is given to weapons for equipment enhancement, and armor is the last priority. You can accept slowness, but not fullness. I have been playing since the server was launched, and I have been ranked in the top 30 of the server with this set of ideas. The price-performance ratio for non-money players is definitely hardcore.
Finally, I would like to summarize some details: look at the attributes before building the equipment, give priority to critical hits and attack penetration, and put defense back. The training queue at the training ground is always manned. If you don't train, you will lose resources. Learn to read battle reports. Don't fight if the chance of winning is less than 80%, and don't fight if the chance of winning is more than 100%. The core of this game is patience and planning, and I have changed servers several times.
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