What to build

Constructing different buildings (there are 14)is one of the basic actions in ORKFiA, and one of the first you will encounter. Perfecting your build strategy and customizing it for every possible situation may well give you the advantage needed over your many enemies. To aid you we share a couple of standard builds used by most alliances in Orkfia.

Note: These are building setups that are made for when you are already out of protection, if you seek 'OOP strats' check the portal here instead.

Growth build

This setup focuses on fast growth, getting as high income as possible with low but decent protection if your enemy isn't determined to take you down

  • 30% Homes (45% if Mori Hai)
  • 7% Farms (0% if Spirit)
  • 15% Academies *
  • 1% Guilds
  • 6% Yards
  • 41% Mines/(Banks when they give more then mines)
  • (If you use Tents then you'll need 25% Tents for maximum gains)

* Depends on what selfspells you want to have running and how big you are: More acres = more chance you'll be targeted.

War builds

ORKFiA is a war game, and therefore it is natural that some alliances go head-to-head in a war full of action and fun. But how should a tribe build in such times?

There are 3 war builds: Thief, Mage and Attacker. Each has its own use, and each has its own building strategy.

Attacker

  • 30% Homes (45% if Mori Hai)
  • 8% Farms (0% if Spirit)
  • 20% Weaponries
  • 25% Academies (or maximum allowed if you are below 2450 acres, or 20% churches)
  • 17% Guilds

Note: If you are being targeted with Fireballs, take down some guilds and/or weaponries and convert them to walls. Walls also help against retals (extra defence). The guilds are there so as to be self-sustainable. If you cannot attack anyway because you don't have enough offence, don't use weaponries but simply build full guilds and be helpful as mage. If the enemy has powerful thieves or mages, don't hesitate to raze something for guardhouses or churches.

Mage

  • 30% Homes (45% if Mori Hai)
  • 7% Farms (0% if Spirit)
  • 25% Academies (Or maximum % possible if smaller than 2450 land)
  • 38% Guilds

Note: If you are dealing with a high mage level enemy, run more Academies and fewer Guilds. If you are dealing with a low mage level enemy, run fewer Academies and more Guilds for more fire power.

Thief

  • 30% Homes (45% if Mori Hai)
  • 7% Farms (0% if Spirit)
  • 10-20% Churches
  • 2% Guilds
  • 42-52% Hideouts

If you are being heavily damaged by spells, it is advisable to raze some Hideouts and build more Churches/Academies. Do not run hideouts than you need (if you don't have a 40+ TPA you won't need this much hideouts)

Turtle build

  • 35% Homes (50% if Mori Hai)
  • 7% Farms (0% if Spirit)
  • 20% Guard Houses
  • 20% Churches
  • 16% Academies
  • 3% Hideouts

Remember to use Thieves Trap and cast Shield of Deflection. Build additional homes to counter enemies trying to raze them.

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What to train

Your military is your first, last and primary line of defence against the brutal onslaughts other tribes could unleash upon your lands. Providing a strong defence for your lands and citizens is of vital importance in the often violent world of ORKFiA. And for many players, attacking others will be the preferred way to grow. You need military for that too.

Except Citizens there are five types of units in Orkfia:
Soldiers, offensive specialists, defensive specialists, elites, thieves and Priests

Each of these unit types (except for Priests) got a different amount of offensive and defensive power, in Orkfia this power is usualy shown as "(x/y)" where x is offence and y is defence. The power of each unit also differs per race.

The Basic soldier is the unit you can use to explore more land and you can also put your soldiers on the market for later use.

The variation in offensive and defensive power is one of the biggest differences between the races.

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How to grow

Growing is one of the most important things in ORKFiA. The more acres you get, the more homes your tribe can have. Homes provide citizens, citizens provide money and men to train into military units. Military is the first and most important thing for your tribe! A short explanation about military units is found in the previous article of this manual.

Attacking:
This is one of the main ways to get bigger. It is a lot of fun to grow by attacking others but the downside of this way is that you need to be pretty active to be an effective attacker.

Exploring:
Another main way of growing is exploring new acres. This way is a bit less attractive than attacking though this way is well possible to combine with thievery and magic. Exploring is cheaper than attacking because explorers need only defensive military units.

Tents:
Tents are a unique way of growing that can be used by any tribe, including attackers. Tents give a 20% chance of getting a few random acres each update. The more tents you have, the bigger the amount of acres you get, where the maximum is 25% tents (chance stays 20% always). Especially small tribes can grow quite efficiently by using tents. At bigger sizes, tents are a bit less effective.

Magic:
This way of growing can only be used by two race groups, namely Elves and Birds. They can use their race specific self-spell to gain acres. The amount of acres they will gain is small, but can become a nice bonus over some time. Their primary way of growing is by attacking, exploring or using tents though.

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Buildings

Homes are the most important buildings in ORKFiA. Homes give your citizens a place to live. Without those citizens your tribe cannot exist and will be extinct. Each home holds 300 citizens, but only a max of 30% of your land can be used for homes. (exception: Uruk Hai homes hold 275 citizens, High Elves homes hold 360 citizens, Brittonian homes hold 600 citizens and Dragons home hold 50 citizens. Mori Hai can use 45% of their land for homes)

Farms are a vital building in your tribe, since farms provide the much-needed food for your citizens. Each farm produces 250kg / update, but also a few kg of food rots each update. If the citizens aren't getting an adequate surplus to feed their mouths they will quickly leave your tribe. But also beware that if you keep too much food, mages in the game won't hesitate to destroy your food with Poison. (Spirits don't need farms as their citizens do not require food.)

Walls allow your tribe to have additional defence against attackers. Walls increase your defence as the intruders have to battle over them to conquer your lands. For every 1% of your land covered by walls, your raw defence is increased by 1%. Walls will shelter citizens on Fireball or Raid attacks. Each % walls will result in 2% less citizens killed in case of Fireball or Raid attacks. A maximum of 20% of your land can be used in this way. Beware, walls can be destroyed by the Wrath of Cyclops spell that will leave your lands more vulnerable to attack.

Weaponries can be used to give your army extra attacking power. Similarly to walls, every 1% of land covered by weaponries will give your raw offence a 1% bonus and in the same way a maximum of 20% of your land can be used in this way. Be cautious though because a spell named Mystical Rust has the ability to destroy weaponries.

Academies are absolutely necessary for mages. Academies allow your mage's skill to grow; also as the skill grows, your advantage over other mages increases. The skill of a mage is shown by the ML (Mage Level) they posses. For every 1% of land covered by academies, ML increases by 1. However, your ML can be limited by the size of your tribe; it can never be higher than one hundredth of the number of acres you have. There is however one exception, anyone can have ML 5 at any size.

Guilds are another necessity to tribes. Guilds allow your mage to save up mana points. Every spell your tribe attempts to cast costs a certain amount of mana. So guilds are vital in keeping self-spells running, which may make the difference between your tribe's survival and its doom. Each guild increases the regrowth of your mana by 0.125 per hour, resulting in 8 hours for your mana to be totally restored.

Hideouts are the "must have" for thieves. In the same way that guilds produce mana each update, hideouts produce Thief Points (TP). Check the formulae section to see how much each hideout holds and regrowth. Also 1% HO’s neglects 2% of your thief pop from your regular pop up till 15% hoes, then it counts for 1% per 1% HO.

Yards As the land of your tribe increases so does the amount of buildings needed to be constructed. Each building costs money and wood to build. Yards produce 25 logs each update.

Temples train priests that will walk within your tribe and bless the land. Each Temple trains one priest per tick, and for every Priest Per Acre (PPA) you have you get a 1% bonus on all the production and taxes in your tribe. 10 priests per acres is the maximum though. Priests can be released at the same place as your military units.

Tents gives your citizens the possibility to travel outside your tribe and find you new acres. 25% tents is the maximum possible. Tents give 20% chance that citizens will bring you new acres each update. The exact gains can be found in the 'formulae' section.

Mines are one of the main sources of income in ORKFiA. Each mine produces 400 cr per update, no matter the state of your tribe. Mines give less money than citizen's taxes from homes, but mines cannot be burnt or affected in any way, except positively by Priests and production research.

Banks are another source of income, but banks' income fluctuate relative to your citizens and your land. So, for banks to give a better income than mines, you need a high citizen to land ratio. Banks produce a minimum of 250 cr per update and normally become beneficial above 2000 acres.

Churches naturally give defence against spells cast onto your tribe. For every 1% of your land covered in churches, you get a 3.5% chance of blocking an enemy's spell. A maximum of 20% of your land can be constructed as churches, which will give you 20%*3.5% = 70% chance of automatically blocking an enemy's spell.

Guard Houses work in the same way as churches: they try to stop thievery operations attempted on your tribe. For every 1% of your land covered with Guard Houses your chances of blocking an enemies attack against your tribe increases by 3.5%. Likewise, the maximum amount of land covered by guard houses is 20%, creating a 70% chance of automatically blocking an enemy operation.

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Formulae

If you don't understand everything immediatly there is a legend at the bottom, with the explanation of some letters.

Population

  • Total population: Pop = W * H * (1 + E + S + F) + N * O
  • (W = people per home (300 standard, uruks: 275, high elves: 360, dragons: 50, britts: 600)
  • H = homes, E = elendianbonus (0.1), S = engineering-science, F = famebonus (Fame / 100,000)
  • N = people per non-home (standard: 10, dragon: 5), O = other buildings)

Production

  • Tax-income: T = 2 * C * (1 + Q + P)
  • Mine-income: M = 400 (Dwarf: 500, Dragon: 100)
  • Bank-income: B = 2 * M * e^(-50 / CPA) (e=2.71828...)
  • (>2000 acres) CPA = Citizens / Acres
  • (< 2000 acres) CPA = (Acres / 2000)^2 * Citizens / Acres
  • Military upkeep: (Raw off + Raw def) / 30 + (number of basics, specs and elites)/10+thieves/4
  • Food-consumption: Fc = 0.15 * Pop
  • (Britt)Food-consumption: Fc = 0.075 * Pop
  • (Mori)Food-consumption: Fc = 0.1125 * Pop
  • Farm-production: Fp = 250 * (1 + LoH + P)
  • Farms needed: F = Fc / Fp
  • Wood-production: Wp = 25 * Y * (1 + P / 4)
  • Tents: 20% chance getting acres/tick, 900*t/(200+3*a), (Max 25%)

Exploration

  • Money: acres*5
  • (Wood Elf) Money: acres*4.5
  • Soldiers: S = 0.04 * L
  • Citizens: C = 0.08 * L

Construction

  • Money: C = 400cr
  • Wood: 0.01 L + 50

Research

  • Science: R / (45 + 2.5R); R = RPA.

Magic

  • Max Mage Level: Land / 100 (rounded)
  • Academies needed for ML when playing DE: Acads = (ML / 125) * Land
  • Magic Points: MP = Guilds * (1 + (guilds / land )/ 2)
  • Magic Points growth: MPgr = MP / 8 * ( 1 + war science / 2)

Thievery

  • Thievery Points: TP = Hideouts * (1 + hideouts / (land / 2))
  • Thievery Points growth: TPgr = TP / 5 * ( 1 + war science / 2)
  • Number of different thievery ops available: 3 + Land / 600 (rounded down)
  • Thieves to send for maximum damage/results (some is stated on the operation page):
  • Arson, Thieves rebellion = same as enemy acres
  • Poison water = 33% of enemy acres (minimum of 500)
  • Hwighton raid = 50 for each MP you want to burn
  • Ambush = 25 x enemy acres
  • Thieves Trap = 1 per own acre
  • Monitoring = 2 per enemy acre
  • Other ops = whatever you like to send

Strength

The current strength formula is based on a few things: Military units, Mage and Thievery buildings. Its based on %'s etc so there are no fixed numbers. Because of that strength can be misleading especially early age

Legend

C = Citizen, F = Farms, L = Land, LoH = Lord of Harvest (0.1), P = Production Science, Q = Quanta (0.1), Y = Yards

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Common Acronyms

General

  • OOP - Out of Protection
  • DPA - Defence Per Acre
  • OPA - Offence Per Acre
  • TPA - Thieves per Acre
  • PPA - Priests Per Acre
  • CPA - Citizens per Acre
  • ML - Mage Level
  • ST - Server Time
  • leets - Elites (military unit)

Self Spells

  • Mata - Matawaska River
  • LoH - Lord of Harvest
  • CB - Ciorin's Blessing
  • DH - Deam's Hunt
  • RoH - Roar of the Horde
  • DF/Forest - Deep Forest
  • Pest - Pestilence
  • Mort - Mortality

Offensive Spells

  • IS - Inner Sight
  • FO - Fly Over
  • MR - Mystical Rust
  • Rust - Mystical Rust
  • FB - Fireball
  • Trax - Anthrax
  • WoC/Cyclops - Wrath of Cyclops
  • DA - Dragon Apprentice
  • ES - Enchantress Salem
  • SG - Stunted Growth
  • Jura - Juranimosity
  • MV/Void - Magical Void
  • EV - Engineered Virus
  • DM - Dragon Mage
  • WoX/Xene - Wrath of Xene

Thievery Ops

  • PW - Poison Water
  • HR - Hwighton Raid
  • IC - Intercept
  • BA - Bribe Accountant
  • TE - Truth Eye
  • WL - Weather's Light
  • TR - Thieves Rebellion
  • TA - Tempu Amblo

Attacks

  • ST - Standard Grab
  • BG - Barren Grab
  • HnR/H&R - Hit & Run
  • BC - Blasphemy Crusade

Races

  • Uruk - Uruk Hai
  • Oleg - Oleg Hai
  • Mori - Mori Hai
  • DE - Dark Elves
  • WE - Wood Elves
  • HE - High Elves
  • Britts - Brittonians
  • Nazzies/Naz - Nazgul
  • UD - Undead

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Fame

When you first create your tribe you start with 10000 fame. These are the bonuses you get from the fame

  • Population bonus = 1k fame gives .75% pop bonus.
  • Attacker bonus = 1k fame gives 1% decreased losses attacking and defending.
  • Fame losses for a tribe is 75% of what the gain is for the offender.
  • *Crusader only* Add out of war fame gain for BC (50% losses for the defender and attacker outside of war).
  • Crusaders gain fame depending on buildings/thieves/priests.
  • 1k fame gives 1% increased regroth for both mp and tp.

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Designed by Acwder

Content written by experienced Orkfian players

Copyright 2008 Orkfia Classic