Lake-Town 5th City: All you need to know

laketownarticleheaderLake-Town is the new expansion city to the Kingdoms of Middle Earth that was released late November, and which will be available to everyone after the 4th of December for free! Unlike the 4 older cities, the style of the city matches that of the human Lake-town from the movies, instead of the familiar Elven or Dwarven theme. Although a lot in the city will seem familiar, some key differences with regards to gameplay and buildings also come with the 5th city. In this article I will sum up all available information on this newest city.

  • 1. The Basics
  • 2. The Buildings
    • 2.1 Familiar Buildings
    • 2.2 The new and changed Buildings
  • 3. Construction
    • 3.1 Lake-Town architects
    • 3.2 Pearl and Lake-town architect full overview
  • 4. Oysterboats, Pearls and Tactical training
    • 4.1 Pearls
    • 4.2 Oystering Research
    • 4.3 TT training
  • 5. Heroes
  • 6. How to start with your City construction

Continue reading

City Buildings: the City Guardian

guard headerAs soon as you open your city, it’s there: The City Guardian. A large statue in the middle of your city, seemingly more decorative than functional. But the City Guardian actually functions as a protector of your City, providing very useful buffs that will certainly help even the most experienced players. In this article, I delve a little deeper into the Guardian and give an overview of how it functions.

Continue reading

Kom101: City Buildings Overview

buibarracksOne of the basics aspects of the game Kingdoms of Middle Earth is acquiring and building up your cities. When starting the game, you have one city, but this can be expanded to 4 cities, and a special 5th Lake-Town city. Cities can contain a number of different buildings, each with their own function and dependencies.

In this article, I will summarize what each building does. Two types of buildings are mentioned: The City buildings contained within your City Walls, and the Field, or resource buildings, which are constructed on field plots. Buildings from the 5th Lake-Town city will come in a separate article.

Although most building and research dependencies for each building have been mentioned, this article on normal construction, and this article on Runecrafting can also help figuring out requirements.

NOTE: Images of the buildings are courtesy of the HobbitArmies Wikia page here

Continue reading

Forge runes: All you need to know

forging runesWith the new update to the game, 4th cities can be runecrafted, and runecrafting up to level *11 is finally possible, although a pain in the ass. Just think about the number of Hobbit Runecrafters you need to to be able to train all Tier 4 units and then think about how available these things are to get your hands on. But I think it is a great time to go over the topic of forging runes, the runes you need to get to level *10 in the first place.

So where do you get these runes? What do you use them for, and how? Which trade from the Sage tower is most profitable? And how many do you need to upgrade your buildings. In this post, I will try to combine all available information on the topic.

Continue reading

Runecrafting flowchart, up to level *7

buivaultTo complete this little series, I adapted the “training Tier 4” chart to give a complete overview of the dependencies when runecrafting your city buildings. As I haven’t runecrafted my own Musterfield yet, I am not sure how the dependencies will change, but for level *1, requirements are equal. Note that the Armory is a requirement for runecrafting your City Wall, but that the Armory itself cannot be runecrafted.

Continue reading

Construction flowchart for ALL buildings, up to level 10

buiacademySo for my post on training Tier 4 troops, I made this nice little flowchart which showed the relations and dependencies between buildings and research which you need in order to train Tier 4 troops. I decided I would do the same for ALL buildings in Kingdoms of Middle Earth, but this time up to level 10. This is because the dependencies change in runecrafting mode. So without further delay, the below two charts show the dependencies for all buildings in your cities.

Continue reading

What to spend your Hobbit Building Crews on

HBCA couple of times I’ve heard people ask, both in GC and AC, what the best building to spend a Hobbit Building Crew on is. Although I recognize that for many players this question will be obsolete by this point in the game, some newcomers might find my views helpful in deciding where to spend their HBC’s.

Continue reading

How to train Tier 4 troops

dwarfphalkanxIn light of Tier 4 troops now being almost completely available for training (just waiting for Ranged troops atm), I thought it would be handy for those that do not train them yet, to chart which buildings and researches you have to upgrade to train them. It’s gonna take a lot of time to get there, and once there, the troops also train hella slow, but here goes.

Continue reading

Infinite Hourglass: One great use!

hourglassThe Infinite Hourglass in Kingdoms of Middle Earth. It can do one task instantly and one task only. No matter how long…..although I did read one report that put the max time of it on 99 days in actuality. Now you might wonder what to spend this beast on? What is really worth its use? Most people will come to the conclusion of using it for one of the level 10 researches in your Academy.

But there is another theoretical great use for using this item. Here’s how:

Continue reading

Farming your Third and Fourth City Relics made easy

thirdcityUpdate: Rhyno just asked for help with 2nd city relics. Basically, everything stays the same, the goblin camp will just drop second city relics instead of third city relics!

Update 2: My final results at the bottom!

Finally after waiting long enough, not only have Third cities been enabled on our server, but relics started dropping from Goblin camps 6-10, giving players who do not spend money on the game or who did not win a 3rd City deed already a chance to farm the relics themselves.

I’m in the process of farming my relics and are nearly there, so I thought it might be handy to share my strategy with you guys, which nets you a Third city Deed within 2.5 hours of farming!!
Continue reading

How to speed up troop training times!

DwarfBarracks01

16-02 Small update on Guardian buff

Once it is time to go from setting up your basic city to full-on troop production for might or a fight, troop training times can severely impact your ability to being able to burn through your resources, defend your city, or destroy your opponents. It is very important to optimize the training speeds of each unit as well as possible. This post serves as a small intro guide into troop training times; specifically, the factors that contribute to getting the training speed up.

Continue reading

Why bonuses in training/ construction/ research appear smaller than expected

This happened to me a week ago: I go to train some troops, and look before queing at the training times: it was something in the order of 10 minutes. I remembered that I needed to put my hero in the training job, so I did. He was level 65 at the time, so, I expected something around a 30% decrease in training time.

To my surprise, when I did the calculations, turned out the decrease was only ~13%! This messed up my mind. I was thinking: “Wait, if the time normally is 100, it should now be 70, 30% less. And if other bonuses are in play, say, another 50% or something, 50-30 is 20 left, a 60% decrease…..i.e. the decrease in training time should ALWAYS be ~30% OR more!

I’ve never been so wrong in my life….

Continue reading

Tax rate, population and income

taxthingsDuring the early stages of the game, setting your tax rate correctly can mean the difference between being able to build and research what you want and need, and not being able to.

Through the early quests, the game urges you to play with the tax rate and maximize income. The tax rate however, directly affects the happiness in your city, which effects the population, which effects eventual tax income and your ability to man your farms or produce troops. So, how do these numbers all relate?

Continue reading

Feeding your troops (2nd city)

We all know the drill….you build comfortably through the seven-days-protection period and start gaining might in making troops. But sooner or later, the upkeep in food they need will outnumber what you could possibly produce in your city. Especially for armies over 200k might it is nigh impossible to keep up with the needs, even with a high level hero helping production and wilds to give you bonuses.

Constantly asking alliance members is annoying and impossible, as they will also grow their respective armies. Luckily, there is a caveat in the KoM system to help you out.

Continue reading

Wall Might and why you shouldn’t have it!

We have all seen the messages, either in chat, on some website, or through our own mailboxes….

DO NOT BUILD WALL MIGHT! (example)

TrainDefenses

If you click on the top alliances, many have this even stated as a “cardinal rule”. At first (2 weeks ago) I disagreed. I built me some mighty wall might. And things were going well for me. My 30K might mighty wall seemed to discourage any attackers form approaching my front lawn. Then, one night, some big ass 200k might player decided otherwise.

At first, I didnt even notice, and just started playing as usual. Then, I looked at my might and saw I was missing some 30k (120k back to 90k). I couldnt figure it out, I had my troops on hiding….weird stuff. Then I went through the reports again and AHA, of course, my wall was knocked down harder than Rihanna. From that moment on, I was in the camp of “NO WALL MIGHT(ish)”.

Find out below my take on wall might…

Continue reading