Immortal conquest

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[gairo analysis] How to Lead an Alliance Effectively (Internal) | Player’s Guide

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The Landlord
Post time 2017-2-15 07:48:10 | Show the author posts only Reply Awards |Descending |Read mode

Chief's Basic Rules
1. Daily shield
Shielding could be considered as an essential thing to learn for every chief. The chief's main task is to protect himself and ensure his own safety, once the chief has been occupied the whole alliance falls into the hands of the enemy. Therefore, as a chief, it is a must to learn about shielding before going to sleep every night.
2. Get to know every ally
Regarding all the allies in your alliance, remember that they are your brothers-in-arms so you should try to learn every one of their names, experiences, game times and even Gairo matches. Remember the characteristics of your allies. They can help you be more successful in battle and adjust the pace of the alliance's development.
3. Get to know the big allies
Immortal Conquest is a "massive social game". Getting to know more people will make it easier for your in-game development. You need to be valiant when getting to know chiefs for diplomatic cooperation as well as absorption of allies after an enemy defeat. Among these, the shortcut that I recommend the most is chat, private chat and group chat. To this day, I've read every single message from an ally. I know thousands of Immortal Conquest players and this is one of the keys to victory.
4. Reasonable quest arrangement and difficulty
As a chief, you must be able to suitably arrange quests for your side, be it in sieges or in position-based battles. Familiarize yourself with the quest difficulties and times that each ally can accept them. That way you can better avoid insufficient combat capabilities and low enthusiasm due to planned arrangements. After all, a player has their own life and energy. As a chief, you should factor this into your battle plan.
5. Friendly leadership
As a chief, it's necessary to learn how to lead people. Often large alliances start with just leading a few new people. Your early attitude and level can decide whether or not members will choose your alliance. As the game develops, matching, helping people fight, leading sieges, etc., must all be initiated by the chief. The more you learn about and understand leadership, the more powerful your allies will be and the more you will have.
6. Do all the things outlined above every day
To this day, with the exception of the few days where I was off for "unspecified reasons", I've resolutely carried out the points outlined above. Although you'll need to spend some time on these "trivial" matters, the rewards will exceed your expectations!
7. Grouping and regulations
In order to be better at completing alliance quests, most alliances will actually split up into groups. When doing this, it's important to take note of the quest details and each member's online time, combat effectiveness, etc. You can send the group mail when commanding battle to improve the command effects. Each group must have an operating manager to ensure that the quests are carried out and completed. Without rules there are no standards. Alliance regulations are important every single day. When adjusting member positions, a manager must go based on these regulations. Rewards and punishments must be distributed in a reasonable fashion to fully utilize member enthusiasm.

The chief's life involves hundreds of other lives. To be a good chief, you must not let your allies worry about your safety. Protecting yourself is the best support you can give to your allies.
1. Defending against airborne night raids
Every night is a prime opportunity for airborne attacks. The chief's main city must be as far away from enemy cities as possible to defend against occupations and other attacks. That way, if an airborne night raid does come, it will fail, either because the enemy range is less than 500 or it takes them too long to move.
2. Defending against traitors
Occasionally there will be word that the chief has disbanded the alliance. That's right. This is the work of a traitor. There are traitors lurking about, trying to steal strategic information. It is no minor thing to take action to prevent this. That is why it's important for a chief to protect his account. He can't just give it out to anyone he wants. It doesn't matter if it's the deputy chief, your account information should not be handed over lightly. It takes several months for an alliance to grow from Lv. 0 to Lv. 50. Once the alliance is disbanded, the impact may be so serious that it will result in a counterattack.
3. Defending against civil unrest
Many "young" players like to cause disruption in the game. They'll even attack their own chief. This usually happens because of a few Lv. 5 resource plots, so the chief should always resolve any disputes with the resource plots. After all, a "peasant" riot is a frightening thing.

Chief Self-Protection
The following introduces a few practical methods that the chief can implement to protect himself.

Enemies with speed of around 100 need 1 hour to move 100 spaces (early stages)
Enemies with speed of around 100 need 2.5 hours to move 300 spaces (early stages)
Enemies with speed of around 100 need 4.5 hours to move 500 spaces (late stages)
Hypothetically, if an enemy army uses its legion well to launch a limited airborne attack, they can occupy the chief as soon as they deploy their troops. One usually sleeps for 8 hours a night, so the most dangerous time at night is the 3 hours preparing for defense (if an attack is launched before the preparation time, you will discover it directly).
*Therefore, if you control your main city to be 300 spaces outside of enemy range, you should be able to prevent airborne attacks.
*When the chief's main city is 500 spaces (late stages) outside of enemy range, the enemy will be unable to launch an airborne night raid.
Of course nothing is completely safe in Immortal Conquest, but selecting a distant position for the chief's main city is the chief element.
Besides range, geographical position is also very important.

A good layout on the map can protect the chief in a more cost-effective manner. It is recommended that the chief's account is protected.
1. Chief shield time is 5 hours.
2. Guard shield time is 5 hours.
3. When a chief occupies a guarded district, they can kick out the guards and take it over. Then they will successfully take 6 hours of protection time.
This arrangement can instantly provide invincibility time to resist sudden enemy attacks for most of the day, create subcities for the chief, provide more preparation time to support allies and increase success rate for chief reinforcements.
Since this greatly increases self-defense, it's not just meant for one person. It can be enjoyed by multiple people.

There are many ways to play Immortal Conquest. Many of them are for players who have no interest in world conquest. As a chief, no matter if you are a tyrant or a pauper, you can choose to separate or unite the entire kingdom. Chiefs use friendship, money and benefits to create strong cohesion and core spirit in their alliances. That way, even if they lose or are occupied, they will be able to stand up and fight again. This is the most valued treasure a long-last alliance possesses.

Note: This guide is provided by players and does not represent the official stance of Immortal Conquest.

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The Sofa
Post time 2020-4-3 06:06:30 | Show the author posts only
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