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Introduction
Hello again, twatwaffles! It has been over
a year since I wrote my first e-book on
Game of Thrones: Conquest. Who knew
I’d waste another year and a half of my life
on this game? The original e-book is now
quite dated, as the game has evolved
significantly since the time of writing.

Even though most people said the e-book


was a piece of shit, a few folks asked me to
update it to discuss the new features.

I thought about just adding chapters but,


in reading it over, I realized I’d have to
completely rewrite certain sections and
ain’t nobody got time for that.

The primary changes which have occurred


is that the game has gradually become
deeper (armory, dragon, etc.) and more
generous (leaderboard rewards,
allegiance gifts and pack gold values).

We went from packs worth 600k gold to


over 2 million, or 650 keystones to 2500!

This invalidates the whole premise of the


first e-book: you’ll be stuck with T7 troops
if you don’t spend $500+ USD. Today, it’s
possible to reach T8 at no cost (keep level
22 to 25) when you have a good allegiance
and patience. Some have even obtained
T9s for less than $100.

However, WB simply just skewed the scale


to make it easier to reach T9 or T10… as
they launched T11. This gives everyone
the illusion of progress, but you’re still on
the same treadmill. The same overall
dynamics apply: Game of Thrones:
Conquest is a Pay to Win game.

I (radical candor!) find it beneficial to


share that some players have spent over
$100,000 USD on this game. You have to
understand how far your discretionary
income will take you.

This was the underlying heart of the first


e-book. It was written for people who
were low to medium spenders. It’s for
people, like me, who want to maximize
their fun/power in the game while
minimizing their spend. Because this
game can be tons of fun even if you aren’t
in the top spenders – you just have to
reframe your line of thinking.
The main value of the game is the social
aspect. You’ll meet interesting people
along the way and they are the ones who
keep you hooked, not the game dynamics.
The title ‘Winning at GOT: Conquest while
flirting on KC’ wasn’t an accident.

The game dynamics are fun to write about,


but nothing compares to the social
aspects. I had more fun being named the
fourth most handsome player in my
kingdom than I did writing the e-book, but
I still enjoy helping others.

Before writing this e-book, I was satisfied


as a T9. However, I had no idea if I was
weak or strong. I started comparing my
statistics with others. Turns out, I’m
average. That’s what she said.

In this process, I discovered that some


folks really want guidance on becoming
stronger T9 players. I uncovered the same
need I saw when I wrote the first e-book:
folks are inundated with so many options
that they don’t know where to focus.
Weaker T9s can be 50%+ weaker than an
average T9… so there’s a lot of room for
improvement! And it is possible to do it
affordably.

As a summary, this guide is written mostly


for T9s who want to improve their
accounts and realize it’s unlikely for them
that they would become strong T10/T11
players in the future. Others may also see
benefits in skimming through my written
diarrhea and, while that is great, note that
some of the advice here may need
tweaking in other scenarios.
Chapter 1: E-Book Recap

“Your e-book is a piece


of shit” – Twisted-Elmo
In this chapter, I will give a brief recap of
what was contained in the first e-book. I
encourage you to read it if you haven’t
already. Even if dated, it goes into more
depth about certain base elements.

Tip 1: Specialization
One of the goals of the first e-book was to
help you kill creatures of the highest level
possible. To do that, it meant specializing
in a certain troop type.

The chapter can be summarized as:


- Pick a primary troop type
- Craft gear for that troop type
- Research that troop type
- Maximize your march size
- Use temporary boosts
- Increase keep and player level to
maximize march size and open up
new items to craft

With T7s, I was hitting level 27s. With Keep


22 T8s, you could hit level 29s. The game
dynamics have evolved enough (dragons,
generation 2.0 and 3.0 gear, armory,
boosts for one troop type, etc.) so that you
can now hit much higher levels.
Tip 2: Training
The second chapter revolved around
training. It was designed to make you
realize that you could save tons of time
(and money!) with efficient troop training.

This can be summarized as:


- Don’t be like Basma who speed
trained 500k gold in infantry gear;
training will cost you soooooo
much if inefficient
- Get training gear
- Maximize your war camps
- Research training

The original e-book included several


calculations on the rough cost in US dollars
to train troops. These are dated now as
the improved packs have made it more
affordable to train troops overall.
However, even if we say they are 2.5 times
cheaper now, the same dynamics apply.
Why pay $200+ USD per million power
when you can pay less than $20 USD per
million power?

Tip 3: Crafting
The third chapter in the original e-book
discussed crafting efficiency and the cost
of steel. The key thing to note is steel is
expensive as fuck. Gather as much as you
can and spend it very wisely. Invest in
good crafting gear.

You will be crafting several gear sets:


1) Primary Attack Gear
2) Training Speed Gear
3) Steel Crafting Efficiency Gear
4) Healing Cost Efficiency Gear
5) Maybe March Size Gear
6) Maybe Secondary Attack/Def Gear

And that’s all before they introduced the


armory (covered later here). I cannot
stress enough the importance of a good
steel crafting efficiency set given how
much crafting there is in the game today.

To get steel, upgrade your Blacksmith and


spend gold on stamina like mad during
special events where WB is generous.

If you’re really lucky, your Bae will be on


King’s Landing and will be able to give you
the special crafting efficiency title while
you’re enjoying the regional bonus of
Storm’s End.
Tip 4: Upgrade Affordably
Upgrading is expensive. The main tricks
from the previous e-book revolved around
picking the right packs and farming brick &
pine like crazy. You’ll save tons.

Today, the packs are more generous and


there are bots that give you their gold
value. Take your time, get the best packs
when they are available and farm as much
as you can. Plan ahead using the GOT Tips
website/bot instead of upgrading blindly.

Additionally, if you are keep level 23, stay


there for a little bit. When you reach level
24, you are placed on the big boy
leaderboard (at least in our kingdom). This
implies that you will go from winning
leaderboards and reaping awesome
rewards (such as 1000+ keystones) to
being miserable (winning 1 keystone).

You can often win leaderboards at keep


level 23 with no spending or minimal
spending ($20), whereas at the highest-
level of leaderboards, you’re competing
with people who spend $1000+/month.
You spend $100 and end up being 96th.
Chapter 2: New Features

“Did you quit the


game?” – Allissa
Over the past year, the game developers
have released a number of new features.
The underlying premise behind all of these
enhancements is to allow players to
differentiate their keeps from others of
the same level. Sure, we had research and
gear, but this is taking it to a whole new
level. This chapter talks about why you
should care about these features.

The game developers realize that players


grow to a certain point until they are
limited by their pocketbook, due to the
exponential cost increases between tiers.
You then get stuck at a certain keep level
for a very long period of time.

Cost to achieve keep level

1 3 5 7 9 11 13 15 17 19 21 23 25 27 29

I’m too lazy to update this graph to add


extra more keep levels as WB adds them,
so use your imagination. The game
developers want to avoid folks quitting
because they are bored, stuck at the same
level for months.

They introduced a number of new features


which add depth to the game:

• Trinkets and Gear v2.0, v3.0, v4.0


• Armory
• Building Enhancements
• Dragon
• New Research Trees

If you are an active player and you work on


these areas, you can significantly improve
your effective power.

Better yet for WB, each of these areas are


designed in the same exponential fashion:
they can all be money pits.

The magic here is you have the illusion of


choice. You’re set off on busywork that
lets you improve your account without
realizing you’ll be confronted to the same
blocking future for each of these areas.

However, that doesn’t matter. That


journey brings you happiness. It gives
purpose to your meaningless life. And
because you have so many areas to work
on, also overwhelms you with complexity.

You see, that’s where the real gap


between players occurs. The nerds
understand the basics and set out to
upgrade their account methodically. The
average person blindly bumbles their way
through this, hoping they are doing well.

For the same amount spent, the result is


the people who put in the time end up
materially better than the ones who don’t.
Obviously, those who can afford to pump
in $100k USD in the game AND take their
three girlfriends to Tahiti will beat the
peasants, but this book is about becoming
better versus peers with as much
discretionary income.

Let’s make sense of all these new features


and give you actionable insights on some
achievable targets based on real data.
Chapter 3: Benchmarks

“Cripes” –
Secretskeeper

Warning: Some horrible people faced the


harsh reality of their inadequacy when
participating in the benchmarks used in
this chapter. Read at your own risk.
I don’t want you burning money like a
dumbass. Why? Because I want the honey
pot to be bigger when I steal your identity
or marry your soon to be ex-wife.

Are you that guy that loses 80% of his


march during a rally while others barely
have a scratch? I don’t want you to be that
guy. WB is fleecing you. They have enough
money already.

Let’s make it more visual:

The average T9 lost 14% of his troops in


this one hit. The apprentice lost 31%.
There were 4 rallies. The apprentice T9
lost 1.6M power. The average T9 lost 749k
power. As I will show you at the end of this
chapter, the Apprentice T9 here may have
burned through $75.00 USD whereas the
Average T9 lost 10% of that. Holy shit!
How did it get to this?

Ever look at this power breakdown page


and wonder how your keep was doing
compared to others?
For the purposes of this e-book, I’ll be
breaking down T9s into three groups:
Apprentice, Average and Strong T9s.

Note that this data is compiled based on


players in Kingdom 408 as of early January
2020. Results may differ in other
kingdoms and over time. They may also be
skewed by the fact that mostly show-offs
shared their data.

Apprentice T9
This is typically the newer T9, or the T9
that haven’t invested heavily in research
or the armory.

Here are the standard values:


• Building: 1,600,000
• Research: 2,400,000
• Gear: 1,200,000
• Dragon Talents: 430,000
• Dragon: 120,000
• Armory: 250,000
• Power if zeroed (sum): 6,000,000

These are slightly rounded values from T9s


I have benchmarked.
Average T9
This is a wide group, representing those
who started investing in research, armory,
dragon, enhancements, etc. They start
wearing level 40 gear.

• Building: 2,100,000
• Research: 3,100,000
• Gear: 1,500,000
• Dragon Talents: 475,000
• Dragon: 125,000
• Armory: 1,700,000
• Power if zeroed (sum): 9,000,000

Strong T9
This is the T9 elite, who can often be
stronger than an average T10. You’ll
usually find they have invested heavily in
their armory and have been a T9 for a long
time, perhaps even keeps 28-29.

• Building: 2,500,000
• Research: 4,100,000
• Gear: 1,550,000
• Dragon Talents: 550,000
• Dragon: 165,000
• Armory: 2,135,000
• Power if zeroed (sum): 11,000,000
Strong T10
As a comparison point, let’s include a
strong T10.

• Building: 3,650,000
• Research: 5,600,000
• Gear: 1,800,000
• Dragon Talents: 775,000
• Dragon: 500,000
• Armory: 3,675,000
• Power if zeroed (sum): 16,000,000

Group Comparison
If you just look at the power if zeroed for
all tiers, compared to the Average T9:
• Apprentice T9: 33% weaker
• Average T9: our benchmark
• Strong T9: 18% stronger
• Strong T10: 78% stronger… when
comparing T9 troops; they’re
actually even stronger given the
gap between T9 an T10 troops

By the way, I should mention that this is


simply a comparison of vanity metrics.
They mean nothing about how their
troops fare in battle (we’ll see that later),
but serve as a proxy for a quick
comparison. I look at the zeroed power
first to gauge strength. Approximate this
by scouting a player and subtracting their
troop power from their profile’s power.
Beware, marches may be out.

The progression
Moving from Apprentice to Average
implies filling that 3m power gap by:

1) Building your armory. That’s almost


50% of the gap.
2) Additional research for 25% of the gap.
3) Working on some base enhancements
and building increases.
4) Starting to craft more level 40 gear.
5) Minor dragon improvements.

Moving from Average to Strong T9 implies


a smaller 2M power gap, achieved by:

1) Research accounts for 50% of the gap,


typically more costly march size
research, advanced military, etc.
2) Building: yes, keep level but more
heavy focus on enhancements.
3) Armory and dragon move a bit as well,
but in the overall power not
significantly. That being said, that extra
armory power typically carries a
significant punch as we’ll see later.

Where do you rank?


Given these benchmarks, where do you
rank? Are you behind on armory but
ahead in research? These are great
insights to help you focus on moving up to
the next tier.

The purpose of this e-book is to help you


learn where to focus your attention in
your growth, cutting out the noise and
focusing on what’s most impactful.

Difference in battle
We have looked at how the power varies
per tier, but how does actually compare in
battle? We benchmarked tons of people
and came up with the following aggregate
summary, before boosts, title bonuses and
regional bonuses:

Stat Strong T9 Avg T9 Appr. T9


Attack 363% 243% 218%
Defense 198% 169% 138%
Health 291% 196% 162%

What is listed here, for Attack for example,


is the sum of the ‘Primary Attack’ +
‘Primary Attack While Marching vs Player’
statistics from your player statistics panel.
Primary here meaning Infantry, Cavalry or
Ranged, depending on what people picked
as their primary troop type.

These two statistics are added when you


are sending an attack at strategic terrain,
a SOP or a player. The second statistic
doesn’t apply versus creatures, and is the
sum of ‘vs player’ and ‘while marching vs
player’ statistics found in armory and gear.
Of course, WB made comparing things
very complicated.
There are countless other statistics which
are applied (troop type specific, at SOP
stats, etc.) but this represents a simpler
set of values to evaluate. Note that
averages also vary greatly across troop
types, depending on the bonuses available
in the armory. The table averages them all.

We can thus see that stronger players are


145%/60%/130% stronger weaker ones.
It’s this gap that is responsible for the large
difference in battle losses shown earlier.

You can also note that although the overall


power-when-zeroed of a strong T9 isn’t
that much better than an average T9,
when invested properly it can have a
dramatic impact on the battlefield.

In the following chapters, we’ll talk about


how you can improve your battlefield
statistics by working on:
• Your primary gear
• Your armory
• Enhancements
• Dragon & Research

But before we get there, let’s benchmark


and discuss utility statistics.
Utility Statistics
The previous e-book discussed the
importance of training speed extensively.
It has a huge impact on your cost per
million power when speed training.

After benchmarking a good group of T9s,


the average training speed was 500% +/-
80%. There is not much variance with
T10s because it is rare for folks to invest
heavily in their training speed via armory,
but we’ve seen some at over 800%.

Before speed training large amounts of


gold, ensure your training speed is close
enough to the average.

The average steel crafting efficiency, is


265% +/- 75%. My recommendation is to
avoid crafting level 40 items if you’re not
at least at the average.

The average healing efficiency, is 125%


+/- 25%. This statistic is much lower than
the others, so any incremental gains you
make here are impactful. (A 10%
improvement here will have a more visible
impact than 10% on training speed which
is already 500%). If you are hunting and
spending a million gold for house level 40,
I would recommend at least the average
and/or to get a healing title periodically.

These statistics are critical to all players.


Before listening to any advice from this e-
book, please ensure you meet the
averages here, otherwise you will be
burning money. I have found players who
would need to pay the equivalent of
60,000 gold more than me in steel while
crafting a level 35 item. Ouch!

As we’ll see later, farming is a time


consuming yet cost-effective way to grow.
Healing gear will help maximize the
effectiveness of the farming.

If you’re an Apprentice T9 with poor utility


stats and you’re actively rallying, you’re
effectively triply fucked:

1) It costs you more to train your troops.


Maybe it costs you $50 per million
power instead of $12.50.
2) When you attack, you suffer 2-3x as
many losses.
3) You pay 2x to heal what’s left.
I want to make this point painfully clear, so
let’s use an example with two players
spending $100 USD. Alice has strong utility
stats. The second player is Bob. He quit in
2018 and showed up a year later, ready to
blow his load on GOT:C but he has crappy
stats. They rally 4x and suffer some losses.

Alice makes 8 million power with $100.


That’s 571k T9s. She sends 90k troops in 4
rallies. ~14% die or are injured. 46k dead.
4.6k injured. It costs 600k food to heal
those troops. End cost: $8 on these rallies.

Bob only gets 2 million power with $100.


That’s only 143k troops. Good thing he
had extra troops from before, because
otherwise he doesn’t have enough to join
4 rallies with a 90k march size. 33% die or
are injured. 108k dead. 10.8k hurt. Costs
him 2.8M food to heal. He basically burned
$75 on this set of rallies.

If you thus have weak utility stats, it can


cost you roughly 10x more money to play
GOT:C than an average player, or 20x
more than a strong player. There’s a big
ROI for strengthening up your account if
you want to be aggressive.
Chapter 4: Primary Gear

“Assmole” – Cam

Then:

Now:

Stop stalking me, snake.


The previous chapter explained the gap
between various players, and how
bridging that gap can save you money. In
this chapter, we look at common ways to
improve via your primary attack gear.

The previous e-book talked about gear


color and gear level at great length, so we
will not expand further on that topic here.
Here is a simple summary of what a T9
should focus on.

1) Level 40. Get to house level 40 so you


can craft level 40 gear. (Obviously, with
decent utility stats). Level 40 gear
includes one additional stat and it is
very impactful.
2) Blue is good enough. Aiming for higher
than blue ends up burning vast
amounts of materials and usually
creates pieces that are more impactful
when put in the armory. A level 40 blue
is better than a level 30 yellow.

Now that this is out of the way, let us focus


on improving your account.
Case Study
A friend reached out and was confused
about why she was losing more than some
T8s in rallies, even if she had a huge march
size for a T9. I decided to take a deep dive
and discovered that the overall power
indicated an Average T9 but the actual
infantry statistics were more in line with
an Apprentice T9.

Bringing back this table from the previous


chapter, notice how the gap between
apprentice and average is 25-35% on each
statistic.
Stat Strong T9 Avg T9 Appr. T9
Attack 363% 243% 218%
Defense 198% 169% 138%
Health 291% 196% 162%

In the case of infantry specifically, the


actual statistics look much different, but
the case study will be easier to explain
using the table above.

We had a roughly 30% gap with an


Average T9 and I discovered it stemmed
from the primary attack gear choices this
player had made, especially around health
and defense.
The player had these Bolton level 35
boots, which seemed adequate at first
given the focus on Health.

In comparison, I had these level 40 gen 3.0


boots:

Less march size, but gained 4%/18%/15%


in A/D/H vs player. With one item! That
extra level 40 statistic is killer.
Additionally, the player had this weapon,
of stellar quality:

In comparison, I had this level 40 gen 3.0:

I lost on march size here too, but gained


4%/15%/18% because it has 6 stats
instead of 4. Even the level 35 would be
better to bridge the defense/health gap.
This had me come to the following lessons
learned:

1) Beware old gear. Gen 1.0 and Gen 2.0


gear may have been great, but the new
options are often stronger and often
add more statistics. This is not always
the case, but is now the first thing I will
look at when helping someone.

2) Do not over-optimize march size. The


first e-book showed the power of
march size, but in the case study we lost
say 2k march size (2.2%) but gained
8%/33%/33% in troop effectiveness.
That’s an average of almost 25% on
each stat. It is thus much more
impactful to shrink in march size but
have more powerful troops.

3) Ignore the vs troop type stats in


primary attack gear. Treat those as
bonuses but don’t base your decisions
on them. The troop type differences
are big enough that any of these
statistics aren’t impactful.
Chapter 5: Armory

“As a F2P player,


Molé’s first e-book
changed my life. I’m a
changed … person…
now.” – Paladin Zarael
Much has been written on the armory in
some excellent articles, but it is my belief
it is setting the bar too high for most T9s.
These articles target getting 170k points to
unlock 50% of the maximum statistics
awarded by the armory. That is armory
level 163 awarding 165k armory power.

I believe this is a good stretch goal, but it


also turned many folks people off of
armory. Consider this table for one stat:

Level Points Power Bonus


awarded
50 1,920 23,322 1.92%
75 5,700 34,836 2.87%
100 15,680 51,927 4.28%
125 41,920 76,815 6.32%
150 104,800 141,969 12.25%
175 288,400 185,697 25.48%
Max 37,532,280 296,184 40.64%

Most guides which have been written to


date revolve around gambling with
legendary quality items to progress from
an Average T9 to a Strong T9 by bringing
your armory to levels 160-175.

I want to focus on bridging the gap from


Apprentice to Average T9. There are 25
armories at time of writing and the
Apprentice T9 has an average armory
power of 250k. That means 10k average
per armory type. Usually most are left
empty, and a there are only 5 to 10 with
armory levels 50 to 100.

The Average T9 has an armory power of


1.7 million. That’s 68k per armory on
average (levels 100-125) but it is likely that
they are actually 20 at levels 100-120 and
something like 5 at levels 130-150.

I believe that should be your baseline:


armory level 100 for any armory, and
double down on a limited subset. Strong
T9s end up getting level 150-170, Average
ones end up hitting level 130-150.

Not everyone will agree. Why waste


resources on ranged armories when you
are not a ranged primary? I personally
believe that because of the sheer number
of armories, having 60 stats (20 armories x
3 stats) boosted by 5-10% is impactful
when evaluating the aggregate impact.

Additionally, average T9s can easily


compete with strong T9s or even T10s at if
they use the right troop type at strategic
terrain or SOPs. I believe in specialization,
but not at all costs.

If you ignore non-primary armories, over


time you are slowly letting WB devalue
your account, eventually making it easier
for you to be zeroed.

My general advice for armories:

1) Bring all armories to level 100. I


will show you how to do this cost
effectively in just a minute. Start
with your primary, then utility,
then other ones.
2) Start by doubling down on 5 or
less. Armory gambling burns cash
quickly, you need to be focused on
your primary troop tier. Stats grow
rapidly (triple) between level 100
and level 150. They double again
between level 150 and 175.

As someone who wants to grow without


spending too much, I know I will never
compete with someone who invests
heavily in their armory. There are some
tips which follow which may be counter-
productive if you are trying to make a level
175 armory so I repeat this advice is for
those who know it is out of reach but who
still want to improve.

Level 100 armory for cheap asses

In this section, I want to show you how to


create a level 100 armory without
spending too many resources. I
acknowledge that most apprentice T9s will
consider a level 100 to be a stretch goal,
but attack this one day at a time, either by
focusing on a subset of say 5-10 armories
or by bringing them all to level 75 instead.
Enjoy the journey.

Most average folks make their armories by


trying to craft high quality gear as they do
on their primary gear. They try to make
some yellow quality gear because they
saw stronger players talk about that and
end up with level 30 pink in the inventory.

The end result is they burn through all


their materials and are stuck with weaker
options than they could have obtained for
even their primary gear.

The strongest players make their armories


first and wear the failed pieces. Most of us
work the other way around: we only work
on armory once we have the pieces
required for our wear gear.

Here are the points for each level item:


lvl gray green blue pink orange yellow
1
5 10 10 20 20 40 140
10 40 40 40 40 100 300
15 100 120 120 180 400 1,300
20 320 340 380 580 1,300 4,500
25 920 960 1,100 1,800 4,800 16,600
30 2,500 2,700 3,200 5,200 13,500 46,500
35 7,300 7,800 9,700 17,200 47,300 167,900
40 20,900 22,700 29,700 57,600 169,600 617,300

You need 15,680 points to reach level 100.


Here is what I suggest.

Option 1 for house level 35-39:


• Level 5 yellow x 2 = 280
• Level 35 gray x 2 = 14,600
• Level 20 blue x 1 = 380
• Level 25 blue x 1 = 1,100
• Total: 16,360 (level 103)

Option 2 for house level 40+:


• Level 5 yellow x 2 = 280
• Level 5 blue x 3 = 60
• Level 40 gray x1 = 20,900
• Total: 21,240 (level 107)
I am suggesting something that is costly in
steel, but cheap in base materials. My
rationale is I want you to have materials
available to gamble on your focus areas.

Hopefully you followed the section on


utility statistics to make your steel crafting
efficiency high enough for this to cost 8-12
million steel. And hopefully you will be
farming that steel via creatures, spending
maybe 50-100k gold on stamina
depending on the events.

Most folks feel dirty putting gray items in


their armory. But if you run the math on
how many base materials (one type) you
need to make a single item you will notice
the difference is massive.

Consider a level 35 gray vs level 35 blue


made from a template. You need 12,000
gray materials, but you need 16 times
more for a blue one if you are not
gambling (192k). If you are building it from
scratch (level 5 item), were talking over
350k base materials versus less than 17k.
That’s over 20x more! It gets worse for
level 40 where you almost need a full $100
crafting pack worth of materials to make a
single level 40 blue from scratch.

By all means, make higher quality lower-


level items (which are cheap) but gamble
at the higher tiers. The point differences
between gray and blue are minimal in the
armory, as you can see above.

You can only do this with two items,


though, as you need to maintain two
yellows and two blues in your armory to
unlock all the statistics.

Many folks who want to improve their


armory start increasing the level of their
yellows, but that just burns materials as
lower level yellows (under 25) aren’t
worth that many points.

What should I double-down on?


The obvious answer are the armories
related to your primary attack type, as
most statistics are focused on PvP combat.

For example, Infantry players focus on


Lannister, Reaver, Bolton and Kingsguard.
However, which one of these should you
pick first? It depends on how you compare
to the benchmarks for your troop type and
what you do in the game.

Lannister: If you are lower on health, then


this is a good choice.

Reaver only applies when attacking, so if


you defend a lot it is not as valuable.

Bolton is focused on attack, which is


usually everyone’s highest statistic but the
secondary boosts are versus cavalry which
is overall most popular in the game.

Kingsguard focuses on attack only.

I am guessing the average player should


double down on Lannister and Bolton but
it is hard to provide a general answer.
If we say we focus on only 5 armories, I
would pick only 2 of the 4 above to go
deeper within, because there are
generalist armories which are also very
valuable: Blackfyre, Dragon Knight and
Conqueror’s Regalia.

Blackfyre has three powerful PvP stats.

Dragon Knight is only attack, but at least


the Dragon boosts apply when hitting
creatures as well.

Conqueror’s Regalia also does this,


though, but also features a Health boost.

If I picked only two, I would choose


Blackfyre then Conqueror’s Regalia.

What about the fifth armory to double


down on? Well that’s up to you. Maybe
one of the ones we skipped here, maybe
another one. Lot’s of folks focus on the
ones that boost march size: Stark, Faith
Militant, Siege Engineer, Battle-Scarred,
Tyrell.

That may be a good idea, but I’d pick those


for some of their other bonuses. Why?

Even if you bring one up to level 150, it


only adds 653 march size, for example.
Sure, that is 3x more than level 100… but
425 troops versus your 90k march size…
that is a 0.5% improvement. Big whoop.

Stark, Siege Engineer and Battle-Scarred


do not boost anything else that is
worthwhile for most players.
Faith Militant boosts Attack, and not just
versus players. Plus wall damage to steal
SOPs faster.

Tyrell does boost Attack versus player.

I’d pick Faith Militant.

For an average T9 with a desire to be


versatile I would double down on:

1) Lannister OR Dothraki OR Corsair


2) Bolton OR Falcon Knight OR Night’s Watch
3) Blackfyre
4) Conqueror’s Regalia
5) Faith Militant

Others will have wildly different opinions.


I used OR above to indicate the other
primary troop types. Once these are done,
just do more, if you can!

I personally favour Health and Defense for


average players, as Attack is already high
plus average players should try to
minimize their own losses rather than
maximize enemy casualties because they
won’t be able to sustain the pace.
What’s a cheap ass level 150 armory?
Similar to the affordable level 100 armory,
I favour minimizing materials here as well,
but this is where it starts getting
dangerous if you want to hit a level 175
armory one day.

Again, the points for each level item:


lvl gray green blue pink orange yellow
1
5 10 10 20 20 40 140
10 40 40 40 40 100 300
15 100 120 120 180 400 1,300
20 320 340 380 580 1,300 4,500
25 920 960 1,100 1,800 4,800 16,600
30 2,500 2,700 3,200 5,200 13,500 46,500
35 7,300 7,800 9,700 17,200 47,300 167,900
40 20,900 22,700 29,700 57,600 169,600 617,300

You need 104,800 points to reach level


150. Here is what I suggest.

Option 1 for house level 35-39:


• You can’t without a level 30 yellow.
• Build up to house level 40 instead.

Option 2 for house level 40+:


• Level 25 yellow x 3 = 49,800
• Level 35 blue x1 = 9,700
• Level 40 green x2 = 45,400
• Total: 104,900 (level 150)
You can’t reach level 150 without a yellow
30+ if you have gray 40s in armory. You
can get close enough, though.

High-level yet low quality items are great


to hit a decent armory level quickly at low
cost, but they become a limiting factor if
you want to have an excellent armory.
They increase your need for level 30/35
yellows, requiring costly gambling.
Is my armory good enough?
The armory is a source of endless potential
improvement, so it is good to understand
when you’ve achieved “good enough”. To
understand this, take a peek once more to
the average statistics of various levels of
T9s. Once again, this is the sum of the base
troop type statistic (ex: Infantry Attack)
with the equivalent “while marching
versus player” statistic.

Stat Strong T9 Avg T9 Appr. T9


Attack 363% 243% 218%
Defense 198% 169% 138%
Health 291% 196% 162%

The armory is the primary driver of the gap


between Strong and Average T9s. If you
average out the three statistics:
• 284% average for Strong T9s
• 203% average of Average T9s
• 173% average for Apprentice T9s

As you can see, investing heavily into your


armory can make you 40% stronger than
your average peers. That is a huge gap, but
also requires thousands of dollars. Strong
T9s often have over 10 armories at level
163 or higher.
The gap between apprentice and average
is smaller, at less than 20%, but is often
achieved with minimal investment. I
would say it is good enough once you have
achieved average-level statistics. For
greater clarity, here is the breakdown for
each individual troop type

Cavalry Strong T9 Avg T9 Appr. T9


Attack 333% 201% 196%
Defense 178% 130% 114%
Health 301% 159% 110%

Ranged Strong T9 Avg T9 Appr. T9


Attack 310% 244% 209%
Defense 229% 159% 147%
Health 275% 180% 175%

Infantry Strong T9 Avg T9 Appr. T9


Attack 446% 284% 248%
Defense 188% 218% 152%
Health 296% 250% 202%

In our data set, we see that strong infantry


T9s actually decrease in defense, because
several of them favoured maximizing
attack (the highest of all troop types). I feel
the average person should not make this
trade-off to minimize losses.
Chapter 6: Enhancements

“Never fear, the Mole is here!

Are you on a dry run? Not


getting any girls?

Maybe you just need someone


to take the first step for you?

If that`s you call today and let


the Mole take care of it for you!

There’s no chance you won’t


find a hole if you call the Mole.

The Mole has skills to get you


those thrills!

Call today and he will find you


your mole mate!”

– Wolf Neaves
Although not often discussed in
comparison to the armory, enhancements
can be very impactful.

That said, there are 42 options here and


the complexity is typically overwhelming
for the common mortal.

We benchmarked a set of T9s and overall:


• Everyone focused on four or five
enhancements which they have taken
to over 15 or higher. Rare are those
who achieved level 20.
• In the remainder, half is between level
10 and 14 and the other half under 10

Let’s keep this simple and cut through


complexity. Most folks focus on 10% of the
enhancements and go deeper in just
those. Here is what an average T9 should
focus on, ideally pushing above level 15.

• Storehouse: Primary Health vs Player.


• Wall: Primary Defense vs Player
• Primary building: Defense vs Troop
Type you are weakest against.
• Shrine: Troop Health vs Player
• Shrine: Troop Defense vs Player
For everything else, bring the ones you
find interesting (related to your troop
type, march speed, etc.) to level 10-14 and
leave everything else at about level 8.

I have personally favoured Primary


Defense vs Troop Type I was strongest
against, given it made me more effective
at strategic terrain, but I now realize
Primary Defense vs the Troop Type I am
weakest against will make me more
effective in rallies and SOP defense.

Upgrading these enhancements to level


15 would give you 11.64% health/defense
against any troop type, and 19.4% defense
against your weakest troop type.

Bring them to level 20, and you are


looking at roughly doubling those values
to 25.68% health/defense, and 42.8%
defense vs your weakest troop type.

It is also important to note that while the


keep enhancements are awesome (as they
apply versus creatures as well), they are
simply too expensive to focus on for a low
bonus. It will be very hard to exceed 3%
bonus without significant investment.
Chapter 7: Research & Dragon

“Dragons are
here!! :wiggles: ” –
BitcoinBabe
This chapter is the combination of
suggestions for Dragon & Research.
Overall, there is not much to talk about in
both of these areas as they are both
focused on incrementally improving your
strength. The more you invest here, the
better you get, but the impact is not as
dramatic as in some other areas.

Research
The general advice is to focus on the areas
where you are weakest versus the
benchmark to strengthen your account.

Everyone agrees that as you grow as a T9,


a focus on your march size research is
impactful. However, as you grow your
keep level, the impact of that extra 2,000
troops is reduced. (The impact of +2,000
march size is not as great at 90k as at 60k).

In fact, as you progress the exact march


size variance is not as impactful as the
proper choice of troop type. When playing
the SOP game, your exact march size is
small compared to the versus X star SOP
bonus received. Note: While playing
strategic terrain, always attack with your
dragon and opposing troop type. You’ll
usually win regardless of your march size.

Although extremely expensive, I do like


the Military 2 tree more than the 1000 ‘vs
infantry while drinking cranberry juice in
the winter’ type statistics from Advanced
Military, but still get the basics done.

Military 2 is simpler to understand and


helps you hit higher level creatures, not
just players. The overall total bonuses
given aren’t as strong as working on one’s
armory, but they can help you improve
your farming engine, which will be useful
for cost effective growth as you progress.

Overall:
• Military 1: do as much as you can in your
primary troop type. Get the first three
master chains. Research March Size!
• City Defense: Complete Red Priest and
Bulwark 1 and 2. Cheap enough to get
the first three master chains,
• Logistics: It’s all kind of “meh”. If you
want to play cat and mouse, maybe focus
on war supplies. At least get the
equipment loadouts. Easy enough to get
the first two master chains.
• Economy: Also not that great. You can
get the first two master chains for cheap.
• Advanced Military: Go down the tree and
at least get the first two maester chains.
Troop surge is good.
• Military 2: do as much as you can once
the rest is at a decent level. I wouldn’t
start here given the high cost.

Dragon
Most T9s don’t have an adult dragon (level
41), but that is a stretch goal. There is also
not much variability between how they
invest their talent points, resulting in a
succinct set of tips

First off, dragon talents are extremely


impactful as your dragon grows.
Combined with research, they will enable
you to kill elite level 35 creatures with
dragon, when your regular march may be
stuck at level 32. This implies your dragon
march is effectively 30%+ stronger.

However, since your dragon cannot join


rallies at its level, it’s effectiveness will be
limited to solo attacks and nodes.

Where to invest your dragon talent


points?
• Hatchling: do them all, pretty much.
Maybe skip the march speed versus SOP
ones if you are not playing the SOP game.
• Whelp: Only do the first 3 plus perhaps
Dragon: defender defense. The rest is
doesn’t help versus players.
• Adolescent: go as deep as you can.

In comparing two T9s, one with an adult


dragon and heavy research (including
particular focus on dragon research)
versus another one with a level 39 dragon
with average research, we found that it
becomes very difficult to compare apples
to apples given the sheer number of
statistics where the dragon applies.

The goal of the analysis is to find “how


impactful is it to spend extra and reach the
status of an adult dragon as a T9”.

Our quick comparison revealed the player


with an adult dragon had effectively
improved his Dragon: Primary A/D/H vs
Player statistics by about 50%/100%/50%.

The other player had approximately


improved those statistics by
35%/80%/35%. The gap is thus roughly
15%/20%/15%, which we can
increase/round off to an additional 20%
on each statistic for conversation
purposes. This doesn’t mean one player is
20% stronger than the other, as the
statistics are already improved by 200-
300%. As a rule of thumb, the player with
the heavily researched adult dragon is
likely 10% stronger than the average one.

The vast majority of that gap was related


to dragon research and not talents.

As a summary, remember that this gap


mainly only applies when attacking
creatures, a single player or strategic
terrain. The gap is not that big and you will
receive a better return on investment by
focusing on your armory than your dragon
for the average T9.

That doesn’t mean to ignore the dragon


completely, as this march is 30% stronger
than your other ones, but it shouldn’t be
your main focus area on your journey from
apprentice to strong T9.
Chapter 8: Farming
Almost every time I help an apprentice T9,
I end up in a situation where that person
wants to improve but has no materials and
no steel. Why? Because they haven’t been
farming heavily. Why? Because spending
gold on stamina hurts their feelings. Well
fuck your feelings, I want to show you why
you need to change your mindset.

As a T9, you can bring yourself to a point


where you should be able to kill the
highest level non-elite creatures (level 30s
but also event level 35s) without using
your dragon, potentially without any
boosts. This makes it possible for you to
port into a location and kill all the nearby
creatures. You can kill 50 to 100 creatures
within something like 5 minutes, and port
to another location. March speed versus
creatures becomes an important bonus.

I killed a few dozen level 30 scroll caravans


to show you what I got on the average hit.
I could have hit hundreds to have a more
accurate average, but this is close enough:
Material level 30 scroll
caravan
Blue Coins 0
Event Trophies 0
Special Event Materials 0
Scrolls 220.75
Average Materials (each of 12 base 34
types)
Food 20250
Wood 20250
Stone 2250
Iron 810
Gold 2
Speedup Minutes 0.4
Dragon Food 0
Steel 6418.3
Total gold value 2467.195153

Gold value of resources only 104.7375


Gold value of steel only 128.366
Gold value of the advanced materials 2207.5
Gold value of crafting materials 23.7999864

I am getting an average of 220.75 scrolls


per creature. Each scroll is worth 10 gold
coins at the store if you run out. The math
is the same for bricks. Pine and pale steel
are also the same, you just get 5x less of a
material worth 5x more.

I’m thus getting 2207.5 gold value in


scrolls alone, for each level caravan I hit
which is costing me 140 gold (20% of 100
stamina at 700 gold). That’s an awesome
return on investment. I won’t have to buy
research packs, or burn through gold from
other packs. I also get other resources
used for healing. With a good healing
efficiency, the healing cost will be minimal
and farming becomes a base resource
generation engine.

Material level 35 event


creature
Blue Coins 930.4
Event Trophies 13524.5
Special Event Materials 688.75
Scrolls 0
Average Materials (each of 12 base 107.475
types)
Food 26100
Wood 26100
Stone 2925
Iron 555
Gold 0
Speedup Minutes 6.4
Dragon Food 16493.35
Steel 18653.7
Total gold value 898.3688399

Gold value of resources only 118.09875


Gold value of steel only 373.074
Gold value of the advanced materials 0
Gold value of crafting materials 115.4094232

I did the same exercise for the January


2020 event creatures. I hit a few dozen
level 35s and looked at what we got. The
gold value is not as high (using 25 stamina
or 175 gold value), I received just about
900 gold back. However, I did get 3x more
steel and 3x more base materials. For
crafting, this is awesome.
Spending 100k gold on stamina, we get 5
to 17 times more gold value.

Value per 100k gold Level 30 scroll Level 35 event


spent on stamina caravan creature
Gold 1,762,282 513,354
% steel 5% 42%
% base resources 4% 13%
% advanced materials 89% 23%
% crafting materials 1% 13%

Obviously, this takes time, but if the right


even creatures are out, they are very
lucrative. The blue coins are very versatile
and thus let you grow in different areas at
lower cost.
Chapter 9: Summary for
Illiterate Americans

“Are Canadians
communists?

If you own your own


business, does the
government pay your
salary?” – Lenny
Is this you, losing a shit ton of troops?

Are you tired of burning money? Most


likely. Maybe you lost $75 above. Let me
explain this to you. No, not the meme,
how to improve your statistics.
Look at your power breakdown.

Compare yourself to this:


Stat Power Apprentice Average T9 Strong T9
T9
Building 1,600,000 2,100,000 2,500,000
Research 2,400,000 3,100,000 4,100,000
Gear 1,200,000 1,500,000 1,550,000
Dragon Talent 430,000 475,000 550,000
Dragon 120,000 125,000 165,000
Armory 250,000 1,700,000 2,135,000
Sum; 6,000,000 9,000,000 11,000,000
Power if zeroed
If you’re closer to the Strong T9, you don’t
need this e-book. If you’re an Average T9,
work more on your armory.

If you’re closer to the Apprentice T9, you


definitely need this e-book.

Go into your player statistics and sum up


these stats for your primary troop type:

+
See the benchmarks:

Cavalry Strong T9 Avg T9 Appr. T9


Attack 333% 201% 196%
Defense 178% 130% 114%
Health 301% 159% 110%

Ranged Strong T9 Avg T9 Appr. T9


Attack 310% 244% 209%
Defense 229% 159% 147%
Health 275% 180% 175%

Infantry Strong T9 Avg T9 Appr. T9


Attack 446% 284% 248%
Defense 188% 218% 152%
Health 296% 250% 202%

Where are you weaker than your tier?


That is what you need to improve (and it is
typically health and defense).

Before you go wild on any tips, make sure


you have the following utility statistics in
line with the benchmark:

• Training speed: 500%


o Most are 420% to 580%
• Steel Crafting Efficiency: 265%
o Most are 190% to 340%
• Healing Cost Efficiency: 125%
o Most are 100% to 150%.
Gear:
• Swap some gear pieces so they
improve your weaknesses. March
size isn’t everything.

Armory:
• Build up your armory to level 100
on the cheap if not done yet, as an
Apprentice.
• Double down on a few sets to 150
afterwards to be average.

1) Lannister OR Dothraki OR Corsair


2) Bolton OR Falcon Knight OR Night’s Watch
3) Blackfyre
4) Conqueror’s Regalia
5) Faith Militant

• Bring your other primary-specific


armories a bit higher as well.
• If you’re wanting to be a Strong T9,
bring all of these to Level 163+.

Enhancements:
• Do the basics everywhere, and
double down on the following:
o Storehouse: Primary Health vs
Player
o Wall: Primary Type Defense vs
Player
o Primary Building: Primary
Defense vs Troop Type you are
weakest against
o Shrine: Troop Health vs Player
o Shrine: Troop Defense vs Player

Dragon & Research:

• The more you do, the better you


will be but it won’t pay off as much
as armory. Focus on march size and
your weaker areas.
• Put dragon talents in Hatchling,
not Whelp.

Farming:
Farm like mad. It’s much cheaper than
buying packs.

Thanks! Molé#6514 on Discord.

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