Archive for the ‘ contest ’ Category

The art of war is over and it seem that I’ve won the first prize!
They were some great post by other players, here some of my favorite :
What city/cities to place your mansion or annexe.
Great guide to have a city of 400000 k of troops.

How to defend your city:

General guide by Chris soon
It’s cover pretty much everything

Guide per kingdom and a good intake on each unit of all the kingdom

Great spreadsheet with the analysis of each kingdom

Hope it’s help and happy TKOing.

Today is another post for the Art of War contest, which a contest about strategy to help player dominate there opponent in three kingdoms online. Today it will be about “Offense tactic” 

A traditional attack usally have a Clearing wave and Demo wave, here how they work how to counter them and how to use them effectivly.

Clearing wave

The clearing wave constitute mainly offensive troop, a mix of infantry and cavalry.
It might be a good idea to include ram in it to minimize the effect of the opponent city wall.
Defensive Counter : Dodge the attack if you expect to be overwhelmed by the attack or stack a lot of unit in the same city to minimize your lost if you expect to win.

Preventing the counter : Fake attack or Timing your attack (see below)

Demo wave

(more in my previous post)

A mix of demolisher and infantry or even only demolisher for maximum impact.
Your offensive level and number of demolisher should be high enough to be able to target to building.
Defensive counter: Defensive troop good vs infantry, if it a only demolisher attack just defensive troop is enough they are very weak when attacking alone.

Preventing the defense counter : Timing your attack with the clearing wave.(see below)


The lobbyist must arrive after the clearing wave and have some offensive troop with him, so he won’t die when it’s attack land.
The annexe must be destroyed too in order to reduce the loyalty of the city.
Defensive counter:Dodge the clearing wave and have troop in your city before the attack hit. Curfew command, relieve if you’ve been hit by a lobbyist

Preventing the defense counter : Timing your attack (see below)

Fake attack

If you opponent have many city, it can be a good idea to mix thing up, send a bunch of fake attack to one city while launching a full attack to another city. That way he won’t know which city defend.

Timing your attack

So you launched a attack like a noob and the clearing wave was dodged and the demo wave was destroyed because he had enough time to bring is troop back before the demo attack hit.

Here how you can prevent this

Schedule your demo wave to arrive just one second after the clearing wave. If you really confident that your clearing wave will clear is troop, send the demo wave one second after. So if he dodge the attack he will pay for it and if not you will probably clear is troop and demolish is city.

if you have specialized your city with specific kind of unit (like only offense or only offense and demo) it pretty easy to time your attack with the schedule deployment feature.

Pick a time and make a schedule deployment in your clearing wave city that will arrive at this time and schedule a deployment in your demo city that will arrive 1-2 second after the first attack.

If your city consist of only the kind of troop for the attack, set the schedule deployment to deploy all troop if there are troop missing.

Use your defense for offense


This tactic is simple, you send troop to defend a city you know your opponent is plundering.

Since the attacker only launch part of his troops to plunder, you can actually do some pretty good damage.
While this tactic used to worked well in tribal war where you don’t know who is supporting the city. In Three Kingdoms online, since you know who is supporting the city you’ve attacked this can be considered has an act of war.

I’m trying something with my Lobbyist, and if it’s work I’m gonna tell you about it. Do any of you have other tactic that could be include here?

Today is another post for the Art of War contest, which a contest about strategy to help player dominate there opponent in three kingdoms online. Today it will be about “What city structures are useless after a certain time.”  and more
It will be the part 2 of 2.

In part one we talked about which buildings are useless after a certain time and what building is useful depending on the type of player you are.

Today we will talk about the structure we didn’t talk in part one and which buildings are useful depending on what kind of city your building. (offensive, defensive, scouting)

So which buildings can be useless depending on the type of city

All city (from part 1)
hidden warehouse (later)
Annexe (later)
Drill ground (when all needed unit are researched)
League flag (most of the time)
Theatre (you only need one of your cities)

So which other buildings did we forget

When building a new city you should always keep in mind that you have to build an annexe, you need a command center level 5 and after that build an annexe after that try to update it from time to time so I can get to level 10 before you have enough commercial value to build another city.
Why ?
Because building a Level 10 annexe/mansion is way cheaper than building a level 20 annexe in other city or a level 15 or 20 mansion in your main.

Since your usually get to build only one city at the time with your current commercial value each time you build a new city by the time you got the annexe to level 10 the commercial value should be near what you need to build another city. Well maybe not, but at least you’ll be ready when the commercial value is enough to build a new city and you’ll save some buck down the road.

Don’t build it past level 10 unless you have something in mind, like having a lobbyist in your sub for a grand strike but that another topic.

Someone have noted that when you build a city with annexe or mansion you can destroy the annexe and the mansion and the city you’ve built won’t be lost, so if you need the space and you’ve built a city with your annexe you can always destroy it and this will give you extra space. Note that if you destroy your mansion and build it in another city, all resource field that have are level 11 and higher will drop to level 10.

Career Center
Depending where your city is placed you might just need the career center at level 1 if all your oasis around your city are taken by your other city or other player.

Valor camp
It’s a  late game building useful for both defensive and offensive cities. Since it’s late game and expensive pass a certain level, build it only when you need it. Note that city specialized in strike with ram and /or demo.

Market & Library
These to go together, you might not need them and put your surplus in the theatre to build more cities but they are cheap (the market is really cheap) they are needed for other building (theatre, monitor office) and it always useful to move your resource to new cities.

Monitor office
Useful if you expect to be attack by ram and demolisher. But can only be build in a city with a mansion so probably only your main will have this building.
If you want to have it in every city, check out the guide to build one in every city from yesterday here.

It’s really depend on what you want to do with your city, while you main probably need most of the building if you’re not planning to have
demolishers or rams in your city you can always cut the Ironwork.

If your city is pure defense and you don’t plan to support player that are far from you with this city, you you might not need the Stable (for wei though you probably need it for shu to get the lancer and for wu to get the heavy cavalry and female cavalry) Note that is you don’t build a stable you can’t research the scout unit. But you can always build the stable and destroy it once the unit is researched, you won’t lose the research and you gain the extra space.

You might not need the valor camps either, it very long to get and upgrading it is very expensive.

And support city, in this case you’ll probably need to have a lot of mobile defensive unit so you really need to build the stable and research cavalry unit with high defense.

In but scenario you probably don’t need ram or demolisher so don’t build the ironwork for these city.

You might want have a city that only build glaiveman or guardsman will it’s usually better to mix infantry with cavalry to balance you offense a cluster of offensive infantry can be really useful against a city that have built a lot of pikeman or to pair your infantry with demo and ram to clean.

So if you’re planning to have a single purpose to your city you can drop the stable and build only infantry.

Scouting city
Why on earth would you want that ? It can always be useful to have a lot of scout to help your league and to prevent from being scouted…
Imagine somebody try to scout your city full of scout all their scout die and they won’t have a clue what in your city.

A demolisher / ram city
I don’t recommend a pure ram city, you’re wasting your money, you need them to attack with some supporting troop to do real damage so you should not have a city that just build them.
For demolisher, you could have a city with only them in it since they attack after the enemy troops were cleared.
But It’s probably better to send them mixed with infantry like we describe previously.
Note that a demo city will need a lot of stone and a ram city a lot of wood.

So that’s all for the usefulness of the infrastructure, I’m not sure what my next post is gonna be probably a mix of 2 topic in the contest.

Today is a post for the Art of War contest, which a contest about strategy to help player dominate there opponent in three kingdoms online.

Today it will be about “What city structures are useless after a certain time.”
It will be the part 1 of 2.


First of all there building that you absolutely need like the granary and warehouse, the barrack is pretty essential since you need it to build unit in it but you’ll probably will let it at level 3 for a while since at the beginning it’s hard to recruit more unit than the barrack can recruit for the same amount of time. The command center is important too, it’s required for other building and to recruit messengers if you are planning on plundering a lot.  Note that if you don’t have a Command center you can’t send attack or support to other city.



There are three buildings that are rarely needed, the Bunker with is ridiculous amount of unit it can hide,  is almost only built for the quest that asks for it and to store pioneers while you’re recruiting the other pioneer. The League Flag might me useful if your league is really active  and your league mate want to move away from an enemy and be near you, but to move away from an enemy the state token give more bang for the buck so the league flag is rarely used. Finally the theater, can be an useful building  to store extra resources but since you can take the resource from every city you only need one so you can builds it in a sub and use the extra space in your main for something else.

The others

For the other struture it can depend on the player stance and the stage of the game.

If you’re a very aggressive player that plunders a lot then you will have a lot of troop so probably you won’t really care about a protecting them in a bunker, protecting your resources with a hidden warehouse or increasing the resistance of your building with the monitor office. You’ll probably rather spend all these resources on units and upgrades.

But if you don’t play often and you fear you’ll get attack or other players are plundering your city often, building 2-3 hidden warehouse in your city make sense like we already talked about in my previous article tips to increase your defense that your can see here.

Note that hidden warehouse might be very useful at the first month of the game or in a newly built city but using a city space to protect a 1000 of resources when your city produce around 2000 to 4000 of each resource a hour is pretty wasteful, so once you get to that point you can destroy the hidden warehouse and build something else.

There are other building that can always be destroyed later once they served their purpose, once you researched all the unit you needed in your drill ground you can always destroy it you won’t lose the unit you’ve researched.

The same idea can be applied with Armorsmith, Weaponsmith and Valor camp, but If you badly needs that space they’re probably a league flag, bunker, hidden warehouse or theater that can be destroyed instead.

So this is the end of part one the next part will talk about the other building and which building can be removed for specialized city (offensive city, defensive city, demolisher city)

There on new contest going on the the TKO Koramgame forum called the Art of War.
The contest start the first of april and end the first of may. The rule are simple, you have to submit a article that cover one of the topic listed .



Where to place a new city.
What city/cities to place your mansion or annex.
What order to build city structures in.
What city structures are useless after a certain time. (Part 1 and part 2)
Using the best strategy that is suited for each kingdom.



Is one resource more valued over others in a certain kingdom?
Managing resources effectively to maximize army potential.
Is there a best order to upgrading resources/units?
Is it worth your time and effort to capture a capital city and why?
How to stack resource bonuses for maximum effectiveness.
How to effectively manage your food supply.



Hero progression, should he/she be a str/ldr/pol/int hero?
How to make a “super hero” from stacking abilities and scrolls.
How to win the Warrior’s Tournament.



How to defend a city successfully.
What units give the best defense? Is upgrading your armorsmith effective?
Supporting another city



How to build a large army and support it.
How to use rams/demolishers effectively.
What units to recruit first.

I’ve already some article about some of the topic but the contest certainly give me idea to write some new articles. If you want to check it out, participate or use those tips to crush your oponent you can go here.