Do you want to use your military skills to help the inhabitants of the Land of Clones save their property (treasury of real estate or settlements) from bandits' raids or protect the State's borders from the invasion of the insidious General Webman?
Well... A very commendable wish, but you need to prepare.
What security guards do
Single robbers, as well as gangs, are on the alert in the State of Clones. Every day they receive tips on the houses and settlements of wealthy citizens and try to steal the treasury accumulated there. The treasury is replenished daily from various benefits, as well as dividends on securities held by the owner of the house or settlement. The task of the guards of real estate and settlements (administrative units of Hamlet - City) is to prevent robbery and keep gold coins in the treasury during the day. At the end of the day, the saved treasury is paid to the game account of the owner of the house or settlement. For their work, the guards receive decent pay - in proportion to the amount of money in the treasury that they were able to protect.
The clones who enter the service of the prince (in the Prince's Troops) have a slightly different task. The Prince's Troops are an army that protects the Land of Clones from external threats. And although these two types of security activities have common features, there are also many differences. Below you will learn in detail about all aspects of the work of security and service in the Prince's Troops.
So, a clone can get a job in one of the following places:
- Working as a house guard (read more about real estate here).
- Working as a Settlement Squad (read more about settlements at here).
- Service in the Prince's Troops (read more about the creation and development of your principality here).
All these types of work cannot be combined with each other. Also, they cannot be combined with activities such as:
- Get robbery tips in the Brigands' Den (The robber's way);
- Treasure hunt (Stash Raiders);
- Work on gold mines in settlements (Hamlet - City).
To work as a guard, a clone must have a social status of "Craftsman" or higher. In addition, at the time of employment, at least 24 hours must pass from the moment of the previous battle (as a robber or security guard) or from the moment of dismissal from another squad, gang, army, troops.
For employment, you need to apply to the desired house, settlement or principality. The property owner can approve or reject your application. Also, at any time, he can fire an already working security guard and hire another. Settlement owners and princes can turn on the automatic acceptance of candidates for the squad/troops.
You, in turn, can also withdraw the application or resign from the guard at any time.
If necessary, the player can hire his own clones to guard. This is very easy to do on pages:
- "Rentier" → "Real Estate" → "Protection";
- "Power" → "Town Planning" → "Defense";
- "Power" → "Principalities" → "Defense".
In order for your clone to be displayed in the list of candidates "Own clones", he must be equipped with any type of weapon (cold steel arms or firearms).
The better the military characteristics of your clone - the higher his chances for employment!
Characteristics of the Guard
Reliable guards are valued - those who have a sufficient amount of Military Expertise units, and those who have military rank (the higher the better).
So, the following characteristics are important for security activities:
|Characteristic's name||What influences! How to increase|
|Health||Battle duration||+ 20 units per day automatically (but not more than 100 units)
1 "health elixir" - up to 100 units at once
|Military expertises||Affects the accuracy of a firearms shot (or hit with cold steel arms) (compare with the enemy) *||+1 unit for an inaccurate firearms shot (or hit with cold steel arms)
+2 units for an accurate firearms shot (or hit with cold steel arms)
+0 units for accurate/inaccurate punching (without weapons)
Training at Princely Arena
Visit Warrior Temple Complex
Use of artifacts and jewelry accessories
The use of the drink "Kvass"
|Military Initiative||Determines the chance of preventing a robbery without noise and dust (without fighting and shooting)
Used in choosing the order of firing
|+1 unit for a robbery (whether successful or not)
Service in the Prince's Troops (see below)
Use of jewelry accessories
The use of the drink "Kvass"
Note that the value of a clone's own Military Expertise (base units) cannot exceed 1,000,000 units. But a clone can temporarily have more units than this value by using jewelry, magical artifacts, [http ://www.ageofclones.com/refectory/intention "intention"]. Military Awards and Orders do not increase Military Expertises more than 1 million units.
* The accuracy of a shot/hit is determined by the ratio of the amount of ''military expertises'' on both sides. Even if you have a lot more expertises than your opponent - don't relax, you still have a chance to miss.
Initially (at birth), the clone receives 100 units of Health (this is the maximum possible value). During combat, the clone loses health units when hit by an enemy. The character never dies, he only loses the battle due to lack of health units. Health can be replenished in two ways:
- Daily (at the checkout time) +20 Health units are automatically restored. Thus, the clone can fully restore Health up to 100 units in 5 days.
- You can use "Health potion" at Canteen.
In the Canteen, you can set autoheal of your clones (all or just selected ones) as needed.
Restoring of health with a potion is possible only before the start of the battle. Automatical restoring of health with the help of a potion also occurs before the start of the battle, in which the character enters, when the specified condition for the minimum health threshold is met.
The presence of military rank of a guard additionally increases the "military expertises" (only during combat) by a coefficient:
|Second Lieutenant/Cornet/Non-commissioned Lieutenant||1%|
|Staff Captain/Captain Lieutenant||3%|
|Captain/Rotmeister/Captain III rank||4%|
|Lieutenant colonel/Captain II rank||5%|
|Colonel/Captain I rank||6%|
|Major General/Rear Admiral||7%|
|Lieutenant General/Vice Admiral||8%|
|Field Marshal General/Fleet Admiral||10%|
Effect from Additional Protection System
Real Estate and Administrative Units (settlements Hamlet - City) may have an additional protection system built from black pearls by their owners. Such a system (provided that it is built and repaired) will additionally increase the amount of military expertises of the guards during the battle by a certain coefficient. See the relevant help sections for Real Estate and Town Planning for details.
In the principalities, an additional protection system is not provided.
Accessories (Jewelry that increases characteristics)
Available item types:
- Belt, Diamond Belt, Ring of Courage (increase in Military Initiative).
- Sash, Diamond Vest, Ring of Great Warrior (increase in Military Expertise).
You can wear 1 item for each characteristic at the same time (Belt, Sash, Vest), as well as up to 8 any rings. The maximum term duration of an item (in days) is equal to its "durability". If necessary, the item can be removed. An item's durability doesn't decrease if it's just in a bag or storehouse.
Belt, Sash, Diamond Belt, Diamond Vest: The characteristic increase applies to the clone immediately after item equipping and for as long as the item is equipped. If the item is removed (or if it "durability" expires), this bonus will disappear.
Rings: characteristics will be adding daily in the specified amount throughout the entire period of wearing the ring and remain with the clone forever (these are "basic" units).
Details can be found in the description of each item (on mouse hover) or in the section "Business" → "Jewellery".
An unnecessary item can be sold at the Fair.
Artifacts (magic items that increase characteristics)
On the Land of Clones, there is another kind of magical items, thanks to which a clone can temporarily increase certain expertise - including military expertise. These are "artifacts": a magic cocked hat, a magic warrior's phalerae, a magic warrior's cloak, a magic marshal's baton.
When using artifacts, characteristics are accrued according to special rules, which you can find on the page "Business" → "Fairy tale characters" → "Help". If you do not want to create artifacts yourself, you can purchase ready-made ones at Fair. You can also sell an unnecessary artifact there.
Drinking the "Kvass" drink
In the Canteen you can drink this wonderful drink. Drinking a bottle of kvass before the battle will give a bonus (to choose from): military expertise (+10 units) or military initiative (+2 units). Before each battle, you can drink from 1 to 3 bottles of kvass. You can set up automatic consumption of kvass. In this case, the clone will consume kvass before the next battle immediately after the end of the previous one.
In addition, the properties of kvass can add one more unit of any special expertise available to the clone (except for such expertise as "criminal authority", "robber's luck", "luck"). Special expertise is chosen randomly.
The special expertises obtained in this way remains forever (these are basic units).
In addition, when drinking kvass, the clone transforms its "Additional bonus for kvass" characteristic units into "Military expertise" (in proportions of 1 to 1, but not more than 33 bonus units for 1 bottle of kvass drunk).
Read more about the properties and rules for drinking the "Kvass" drink in Canteen.
On the page "Character" → "Combat Skills" you can get additional combat skills that can improve some characteristics in battle, for example: reduce damage done to you, increase the accuracy of your attacks, and maybe even restore health.
How many skills you can get depends on your Military Expertise indicator. When obtaining skills, expertise units is not spent and continues to be used in battles, but the total amount of expertises reserved for skills is summed up. For example, if you currently have 1500 units of military expertise, then you will not be able to train two skills that require 1000 units each - you can train only one, and train the second later, when the amount of expertises of the clone increases to at least 2000 units.
Not all skills can be combined with each other. Your opponent may also have some skills, do not forget about it.
Please note that some skills work in all battles, and some only work in battles between guards and a robber, but do not work in battles with a common enemy (attacks of prince's troops).
For more information, see the help page "Character" → "Combat Skills".
Thieves and invaders will not come bare-handed, but with knives and / or firearms, so arm yourself in advance! You can buy any weapon at the Gun Shop, at the Overseas Weapons Auction or at [https:// www.ageofclones.com/fair/military Arm's Stock Market]. You can fight with your bare fists, but you won't win many victories.
The following types of weapons are available in the Land of Clones:
- Cold steel arms (brass knuckles, shiv, knife, bayonet, saber, scimitar, katana);
- Firearms (pistol, fuzeya, musket, carbine, pair of pistols, light machine gun AB 0614, double-barreled rifle, triple-barreled rifle, sniper rifle);
- Artillery (howitzer, regimental gun, "unicorn" howitzer);
- Combat fleet (brig, corvette, battleship);
In security activities, only cold and firearms are used. In the service of the prince's troops, bandit army, all types are used. In addition, you may need different types of cartridges and cannon balls. See the table below for details:
|Type of arms / Characteristics||Cold arms||Firearms||Artillery||Combat Fleet||Dragons|
|Minimum clone status||Craftsman||Craftsman||Peasant||Townsman||Townsman|
|Used in real estate protection||+||+
Requires Salt Cartridges
|Used in the settlement squad||+||+
Requires Salt Cartridges
|Used in the prince's troops||+||+
Requires Combat Cartridges
You can have an unlimited number of weapons in your bag or storehouse, but you can only equip one type of firearms and one type of cold steel arms at a time. In this case, an artillery gun or a warship is equated to a firearms. Firearms (in the presence of cartridges and cannonballs) have priority over cold steel arms - they will be used first.
Each weapon has two characteristics:
- durability (the number of hits or shots that can be made with a weapon);
- damage (minimum and maximum number of health units that the enemy will lose when accurate hit / shot).
Artillery and fleet have an additional characteristic:
- basic protection (what percentage of the damage received by the health of the clone will be taken by the weapon when clone takes accurate hit/shot).
Weapon Durability Consumption:
- Each hit with a cold steel arm reduces its durability by 1 unit.
- Each shot of a salt cartridge from a firearm reduces its durability by 1 unit.
- Each shot of a combat cartridge or cannonball from a firearm reduces its durability by 10 units.
Different types of firearms have different ammunition capacity, limiting the amount of cartridges you can take with you into battle. You can buy cartridges at the Trade Guild, and if you have an education of a Gunsmith - .ageofclones.com/armourer/production/production_type/3 make your own from the required components. For the protection of houses and settlements, salt cartridges are required, for service in the prince's troops - combat cartridges.
If you do not have any weapons, you will punch with your fist, in the case of an accurate blow, the enemy will be damaged from 5 to 10 Health units. Units of "Military expertises" are not awarded for such punches.
When the durability is completely consumed, the weapon is considered completely worn out, it must be replaced with a new one. If your account has storehouse, then you can configure automatic replacement of used weapons (if you have a working one). The weapon will be replaced after the end of the battle, during the battle this is not possible.
Protective leather clothing
You can put on one leather item (jacket, vest or cloak), which will reduce the damage inflicted on you by cartridges/cannonballs or cold steel arms.
Each clothing has its own durability and degree of protection.
By how many health units clothing will reduce damage during an attack - by that many units its durability will decrease.
The degree of damage reduction depending on the type of leather clothing and type of weapon:
|Type of weapon/protective clothing||Fists and cold steel arms||Firearms, salt cartridges||Firearms, combat cartridges and cannonballs||Dragon fire|
|Leather Vest (Starting durability 3000)||1-5%||6-12%||3-7%||0%|
|Leather Jacket (Starting durability 5000)||5-10%||15-25%||7-13%||0%|
|Leather Cloak (Starting durability 10000)||10-20%||30-50%||10-25%||0%|
|Samurai Leather Cloak (Starting durability 10000)||10-40%||30-80%||10-50%||0%|
|Dragonscale Leather Cloak (starting durability 15000)||80-100%||80-100%||70-100%||85-95%|
You can buy leather clothing at Fair. If you are a Prince or a Mayor, then you can make your own clothing production after building a Leather Atelier in your principality or settlement.
Work at Security (Real Estate and Settlements)
Protection of Real Estate
Your goal is to save the guarded house's treasury during the day.
Only one guard can work in each house. Thieves also always come singly.
Thieves can get a tip on a particular house in Brigands' Den. The tip indicates the amount of the gold coins (treasury) that they can steal.
Each house can be subject to a certain number of robberies every 24 hours (but not less than one robbery):
N = L / 10,
- L - the house development level.
The fractional number of robberies is rounded up according to the rules of mathematics. For example, 1 attack is possible on a house level 14, and 2 attacks on a house level 15.
The beginning and end of a 24-hour period do not coincide with the beginning and end of a calendar day - the start of a new period is chosen arbitrarily for each house. Thus, during the current calendar day, the house may be subject to more attacks, but they will relate to different 24-hour periods.
When attacked, thieves themselves carry gold coins in the amount of 50% of the treasury of the protected house.
If the attack is successfully repelled, the guard will take away the gold of the unsuccessful thief and then:
- 20% - he will give to the owner of the house;
- 80% - he will take it as a reward for his work.
In case of a successful robbery, the thief will take all the accumulated treasury of the object.
If the guard has a poorly developed "Military initiative" characteristic, and the thief, on the contrary, has a well-developed "Robber's luck" characteristic, then the chances of robbing the object without being noticed are very high. In this case, the robbery will take place "without noise and dust." Therefore, do not forget to develop your characteristics!
In order to enter fighting, a clone must meet the following requirements:
- have a Health indicator of at least 10 units;
- have a Work efficiency indicator of at least 0.
If at least one of these requirements is not met, the guard automatically loses the battle.
If a clone working as a guard participates in any Tournament and the house is raided right at the time of the tournament battle, then the guard does not participate in the protection of the object, because he is busy at the tournament.
The guard, as well as the robber, can fight as long as his health is greater than or equal to 10 units. If the health indicator drops below 10, the participant is considered incompetent and leaves the battle. The other side is declared the winner.
In the case of a firearms, clone shots from it at first. A guard or a thief fires with a firearms as long as one of the parties is healthy and as long as there are cartridges in the ammunition capacity, and the durability of the weapon is greater than 0.
If there is no firearms or the ammunition is used up, the guard or the thief can use cold steel arms (and in his absence, fists), but only after the enemy also runs out of the entire firearm ammunition capacity.
The fight with cold steel arms (fists) continues until the victory of one of the parties.
Protection of Settlements (Hamlet - City)
Your goal is to save the treasury of the protected Settlement during the day.
The Settlement is attacked by a gang of several robbers at once. The settlement squad also includes several guards. The maximum number of squad members depends on the type of settlement:
- A Hamlet: no more than 3 guards and no more than 3 robbers;
- A Village: no more than 10 guards and no more than 10 robbers;
- A Town: no more than 25 guards and no more than 25 robbers;
- A City: no more than 50 guards and no more than 50 robbers.
Gangs of robbers can receive a tip on a particular settlement in Brigands' Den. The tip indicates the amount of the gold coins (treasury) that they can steal.
Each settlement, regardless of the level of development (hamlet, village, town, city), can be attacked no more than three times every 24 hours. The beginning and end of a 24-hour period do not coincide with the beginning and end of a calendar day - the start of a new period is chosen arbitrarily for each administrative unit. Thus, in the current calendar day, an administrative unit may be subjected to more attacks than 3, but they will refer to different 24-hour periods.
When committing an attack, each gang themselves will carry a gold couns in amount equal to 50% of the current amount of the treasury that they are trying to steal. If the squad successfully repelled the attack, these funds are received as a ransom at the disposal of the squad members and the owner of the settlement. The ransom is divided in the following proportions:
- 20% is taken by the owner of the settlement;
- 80% is divided among all the guards who participated in the battle, in proportion to the amount of their military expertise units (taking into account the coefficient from the military rank, if any).
In case of a successful robbery, the thieves will take all the accumulated treasury of the object.
Robberies "without noise and dust" is not provided here.
Settlement Squad versus Robberies Gang fight
When a settlement is attacked, a battle is fought between a squad of guards and a gang of robberies.
Fighting follows the general rules (see chapter § Work at Security (Real Estate and Settlements) → § Protection of Real Estate → One-on-one fight), with some special features:
- participants of the battle make an attack in decreasing order of the number of units of military initiative, without taking into account the party (thieves or guards);
- a shot/hit is made on a randomly selected enemy (if there are no combat skills that determine a different choice of target);
- if a clone makes several shots in a row (for example, from a triple-barreled rifle), then each of the shots is considered separate and is fired at a randomly selected enemy;
- if one of the members of the squad/gang does not have enough work efficiency or health, he does not take part in the battle;
- the battle ends when one of the parties has no participants with a health indicator of 10 units or higher.
Service in the Prince's Troops and battles with an external enemy
The enemy, led by General Webman, has been threatening the Land of Clones for some time now, dreaming of capturing it and establishing their own rules here. Valiant princes and their troops daily rebuff our common enemy. Join the ranks of the combatants, show valor in battles!
To join the Prince's Troops, a clone needs a social status of at least Craftsman. It does not require the mandatory presence of weapons or any characteristics, but if they are, the chances of joining the troops increase. The Prince may personally review applications and accept only the best fighters.
New types of weapons appear in the Prince's Troops: Artillery, Combat Fleet, Dragons.
- An artillery piece can be commanded by a clone of the social status "Peasant" or higher;
- A warship can be commanded by a clone of the social status "Townsman" or higher;
- If the warship is equipped with a set of rigging equipment, then "Rigging practice" characteristic of at least 100 units is additionally required;
- A dragon can be commanded by a clone of the "Townsman" or higher social status, with "Dragon Rider" education and an "Intention" indicator of at least 3000 units.
All clones with 100 Rigging Practice units and more can receive daily payouts from the Captains' Fund. Payments are made in proportion to the number of Rigging Practice units.
Warships equipped with rigging equipment have higher durability and protection (see table below). The production of rigging equipment is available to the princes (with the level of all enterprises of the principality at least 3), as well as the mayors (owners of administrative units) of the Town level or higher. Rigging can also be purchased at Commodities Market. Equipment of ships is made in the section "Business" → "Gunsmithing" → "Upgrading the Combat Fleet".
|Ship type||Durability increase||Base Protection increase|
All clones serving in the Prince's Troops receive daily characteristics, depending on the presence of military rank:
- +1 Military initiative unit, if the clone does not have a rank;
- +2 Military initiative units (in rank from Second Lieutenant/Cornet/Non-commissioned Lieutenant to Staff Captain/Captain Lieutenant);
- +3 Military initiative units (in rank from Captain/Rotmeister/Captain III rank to Lieutenant colonel/Captain II rank);
- +4 Military initiative units (in the rank of Colonel/Captain I rank);
- +5 Military initiative units (in the rank of Major General/Rear Admiral);
- +6 Military initiative units (in the rank of Lieutenant General/Vice Admiral);
- +7 Military initiative units (in the rank of General/Admiral);
- +10 Military initiative units (with the rank of Field Marshal General/Fleet Admiral).
The number of fighters in the troops of a certain principality depends on the availability and serviceability of the "Barracks" building. If the Principality has Barracks built but not repaired, and there are "extra" fighters arranged in excess of the usual limit (without taking into account the additional places that the Barracks give), then such fighters, selected randomly, will not receive daily accrual of characteristics.
Additionally, warriors can train their combat characteristics by training in the Training Arena built by the Prince (for a description of the training process, see "Character" → "Combat Skills" section).
The troops, located in the Siege, cannot attack any enemy army (cannot going out the principality). Troopers cannot retire from the troops.
When serving in the Prince's Troops (in the absence of battles), the clone does not spend work efficiency units. Participating in battle, the clone consumes 1 unit of work efficiency.
Only troops of those principalities in which the Crest is raised can conduct military operations against the enemy. The troops of each principality can make no more than 1 attack per day. If a clone is training in the arena at the start of the battle, it will still participate in the battle.
If a Crest is raised in a Principality, Webman's army can independently attack at such a principality. In this case, it is considered that the principality carried out 1 attack (it cannot attack itself anymore today). If during the day the principality has already independently attacked the enemy, an attack by Webman's troops is still possible. If the Defensive Wall is built and in good condition, then the enemy troops will apply the siege tactics of the principality. If the Defensive Wall is not built (or it is destroyed), then if the prince's troops are defeated, the result will be the same as in the case of a successful siege (seizure of the principality). Read more about siege battles in Help for the "Principalities" section (chapter § The military life of the principalities → § Prince's Troops → § Military actions → § Siege tactics).
Participating in battle, the clone consumes 1 unit of work efficiency. If the clone lacks work efficiency, then it does not take part in the battle. Also, he does not take part in the battle if his Health is less than 10 units and is not automatically restored before the battle.
During the fighting as part of the prince's troops, the clone receives increased accruals of characteristics:
- Military Expertises: +6 units for accurate hit, +2 units for inaccurate.
- Military Initiative: +3 units for a lost battle, +6 points for a victory.
- Additional bonus for kvass: depending on the weapon used (read below in the relevant section).
Firearms require combat cartridges, artillery and fleet require cannonballs. Dragon Riders must feed their pets plenty of oil.
Some of the combat skills that the clone has will NOT function during combat between the Prince's Troops and the enemy.
The Prince's Troops can be deceived by Webman and attack the dummies of the enemy. Before the Prince's Troops realizes about the trick, they will make one volley at the dummies of the enemy. The Prince's Troops will be considered the loser in this battle, so they cannot collect expended ammunition from the battlefield according to the general rules. All those who accurately hit the target will be credited with units of Military Expertises and Initiative in accordance with the general rules.
The Prince and his Troops can recognize the opponent's ploy with different chances, which depend on the level of development of the Prince's Training Arena.
- Arena not built or it needs in repair: 60%
- Arena Level 1: 70%
- Arena Level 2: 75%
- Arena Level 3: 80%
- Arena Level 4: 85%
- Arena Level 5: 90%
- Arena of any level and built a Great Building "Statue of a Warrior level 5": 100%
Salary and Battle Trophies
Regardless of whether the Troops won or lost in battle, all participants in the battle are paid a salary in gold coins, according to the amount of enemy health units knocked out. The cost of one unit of health will be assigned and communicated to the fighters before the battle. The Prince who commands the Troops receives an additional 10% of the total payment to his fighters.
Combat cartridges and cannonballs that fighters use during the battle contain iron and gold in their composition.
In addition, the winning party collects from the battlefield the ammunition it spent in battle in the form of gold and iron - separately, minus 25%. The winner also collects from the battlefield the ammunition spent by the losing party, also minus 25% (from both the iron and the gold component). Iron and gold are divided between combatants in proportion to the amount of enemy health units knocked out.
If the Principality is under siege, then additional rules for the distribution of trophies also apply. Read more about this in Help for "Principalities" (chapter § The military life of the principalities → § Prince's Troops → § Military actions → § Siege tactics).
"Additional Bonus for Kvass" Characteristic
When training on the Arena at the Principality or participating in battles as part of the Prince's Troops, the clone earns the "Additional Bonus for Kvass" characteristic for each battle (or training) held. This characteristic can be exchanged for "Military Expertises" using the "Kvass" drink. Each bottle of Kvass consumed by a clone in the Canteen will automatically exchange 33 Kvass Bonus units for 33 Military Expertise units.
A clone's base increase in this characteristic depends on the weapon type he was using (see table below):
|Type of weapon||Bonus base accrual, units|
|Pair of Pistols||+10|
|Light machine gun AW 0614||+15|
The rules for accrual the "Bonus for Kvass" for a training battle in the Arena:
The number of units of "Additional Bonus for Kvass" received for each training battle depends on the level of the Training Arena:
Bonus = (Base value) x (Arena level)
For example, if a clone armed with a battleship had a training battle in Arena level 5, he would receive 33x5 = 165 units of "Additional Bonus for Kvass".
The rules for accrual the "Bonus for Kvass" for a battle as part of a Prince's Troops:
In this case, the clone will receive an "Additional Bonus for Kvass" for each battle in the following amount:
Bonus = (Base value) x3
That is, a clone armed with a battleship will receive 33x3 = 99 units of "Additional Bonus for Kvass".