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[Information] KHWar Tutorial
Alpha KHWar Tutorial for Alpha Game still in Alpha. Did I mention Alpha?
KHWar Tutorial Posted on: 01/28/2015 3:59pm
Quote Post
Foreign Fanservice

Moved to here. PM me if you have any queries or improvements.

Work in progress especially given it's an alpha game. Feel free to offer improvements, point out stupidity or just downright complain. Could probably do with a reduction in the number of text anchors and a general format reshuffle but that comes later.

To Do

  • New graphics (Again...) -> Update all images and re-number.
  • Quadrants section.
  • Remove move, switch with inspect -> Possibly need espionage section.
  • Mountains reference.
  • New base xp formula?
  • Renumber figures/formulas in file manager (Low priority; for my own convenience)
  • External link section
  • Update figure references to professional ones. (Low priority due to format reshuffles)
  • Mess around with anchors to get them to work better. Probably switch to direct links to anchors (Low priority due to format reshuffles)
  • Update tech related images for new names (Low Priority. Just not important enough)
  • Getting started/tactics section (Still undecided)
  • Become a grammar nazi to tidy up the errors in this post

[Insert Game Name Here - Currently KHWar (Possible change)]

1½ (till I redo anchors). FAQ
2. Game UI
└ 2.1 Map Tiles
3. Performing Actions
└ 3.1 Go
└ 3.2 Move
└ 3.3 Attack
└ 3.4 Evacuate
└ 3.5 Fortify
4. Information Tabs
└ 4.1 Stats
└ 4.2 Attributes
└ 4.3 Technology
└ 4.4 Other
└ 4.5 Landmarks/Orbs
└ 4.6 Log
5. External Links
6. Getting started? - Undecided
7. Credits
8. Temporary Changelogs
1. Introduction

[KHWar] is an MMO empire building game that revolves around capturing tiles on a map to expand your region.  The map is 1600 x 1600 cells and contains a wide variety of bonuses available for the player controlling the tile the bonus is located on. Some bonuses are extremely limited throughout the map and as such will be heavily contested between players. Attacking cells will award xp which allows the player to level up and research new techs to increase their strength both inside and outside of combat.

[The World Map]

1½. FAQ's

Q. How do I play?

A: That's the whole point of this tutorial. So that you can learn how to play.

Q. I don't care, I'm illiterate and can't read. How do I play?

A: Click the help button in the top right corner of the game screen and it will go over the basics of the games UI and what each of the buttons do.

Q. I keep getting the attack failed message when I attack a tile. Why?

That depends on if it's PvE or PvP. With PvE check your Geo Eff, it tells you the percentage chance of capturing a neutral tile. With PvP it depends on both your Geo Eff value, attibutes and finished off with a sprinkling of luck. Either the enemy has better attributes than you or you're just unlucky.

Q. My Geo Eff is too low how do I make it higher?

Geo eff is influenced by how big and square your base is. Diagonals or branches will hit your Geo Eff value hard so evacuate tiles or build around them to make it more square. Failing that increase your air combat attribute and your Geo Eff value will also increase.

Q. I don't have any credits how can I get more?

Credits are earned every 15 minutes if you control a prize orb. You also gain credits by leveling up.

2. Game UI

Below are two example of the game UI. Figure 1 shows the typical screen the player will see when they are playing the game. Figure 2 shows the screen that the player will see when they have performed an action. The UI will be broken down into its separate segments with each section having an in depth explanation.


[FIG 2]

A: Information Tabs. These tabs can be switched between to display various information about your region. (See section 4)
B: Chat. Pop up chat to talk with other player currently online.
C: Help Button. Gives a brief overview of the UI buttons and what they do.
D: Enemy Tile. Tiles another player controls. (See section 2.1)
E: Landmark. Landmarks provide various strength bonuses to the player who controls the tile. (See section 4.5.2)
F: Player Tile. Tiles the player controls. (See section 2.1)
G: Fortification. Tiles that have fortifications on. (See section 3.5)
H: Un-controlled tiles. Tiles not controlled by anyone. (See section 2.1)
I: Prize Orb. Prize orbs provide a steady stream of credits for the player every 15 minutes. (See section 4.5.1)
J: Command interface to select the command to perform (See section 3)
K: Delay Bar. (See section 3)
L: Status Information. (See section 3)
2.1. Map Tiles. As previously stated the map is 1600 tiles wide and 1600 tiles high. These tiles can then be split into tiles controlled by a player, neutral, or ocean.  Tiles will be filled in the nations colour if they are captured and have a thin yellow line around them to distinguish the borders. If they are neutral they will be a colour representing the type of land it is; green for grassy area, blue for watery areas. The third type of tile are ocean tiles defined by the blue patterned tiles. Ocean tiles cannot be captured however all other tiles can be with the success rate of acquiring a tile being defined differently depending on whether it is neutral or under the control of an enemy player.
3. Performing Actions

There are 5 different actions that can be performed during game play; Go, Move, Attack, Evacuate and Fortify.

[FIG 3]

3.1. Go. Go will allow you to move to a specific set of co-ordinates on the map. The two numbers on the left can be changed with the first box representing the x co-ordinate and the second box representing the y co-ordinate. Hence if I were to hit go now it would jump me to the co-ordinates (683, 603)

3.2. Move. Move will allow you to centre the map on a set of co-ordinates. First select the option to move and the click somewhere on the map. This will shift the map to centre on this tile and change the co-ordinate in the Go boxes to the co-ordinates you moved to.

3.3. Attack. Attack will allow you to attack a neutral or enemy tile with the chance to take it over for your nation. To attack you should select the option to attack and then click on the tile you wish to attack on the map. You can only attack one of the 8 tiles that surround one of your own tiles.
As stated previously the success rate is determined differently depending on whether the player is attacking a enemy tile or a neutral tile. If the player is attacking a neutral tile the success rate is determined entirely off your Geo Eff value (See section 4.1.4). In this case my Geo Eff value is 74% so I would have a 74% change of capturing a neutral tile. If you are attacking an enemy tile the attributes tab is used (See section 4.2). Each attribute is given a random multiplier and the player with the highest combat score will win the fight.

3.4. Evacuate. Evacuate is used to abandon a tile that is under your control. To evacuate a tile select the option to evacuate and then select one of the tiles under your control. This will then abandon the tile and return it to neutral control. This is especially important in maintaining a high geo Eff value (See section 4.1.4).

3.5. Fortify. Fortify is used to place a fortification on a tile. These fortifications will act as an extra life for that tile should it be attacked. To fortify you first need to have fortifications available, which are bought as tech (See section 4.3.3), then select the fortify option and select one of your tiles to place a fortification on. Fortifications can be stacked and each fortification will act as an extra life for that tile. This means that if a player were to attack that tile and capture it, you would lose one fortification placed on the tile and it would stay under your control.

Upon performing an attack, evacuate or fortify action the delay timer will appear stopping any actions from occurring in the next 5 seconds (Fig2 (K)) and a status message will appear listing the result of the action (Fig2 (L)). This is firstly so that the auto clickers or bots cannot consume the whole map but also that the server can complete its calculations without becoming overloaded. After 5 seconds is the delay bar will disappear and another action can be performed.

4. Information Tabs

There are 7 Tabs of information that can be selected. These include: Stats, Attributes, Techs, Purchasable Techs, Other, Land/Orbs and Log.

4.1 Stats


Figure 4 shows the stats window when the stats tab is clicked. This is the default tab that is loaded when you enter the game.

4.1.1. Nation Name (A). This is self explanatory. This is the name you chose for your nation when you started the game.

4.1.2. XP (B). This shows your current experience points with how many experience points you need to level up. Upon reaching the target you will level up allowing you to research a new tech to give you attribute bonuses as well as unlock other techs (See section 4.3) also allowing you to utilise a wider variety of landmarks scattered around the map (See section 4.5.2). After levelling up the target experience will increase exponentially as your level increases.
Base xp has a minimum value of 0.01 and for a neutral tile is calculated as:

4.1.3. Level (C). This is your current in game level. This will determine which techs you can purchase (See section 4.3) as well as how much experience you will gain by attacking tiles and other players.

4.1.4. Geo Eff (D). This is one of the most important values in the game as it defines how successful you will be when you attack another tile. It is determined by the shape and size of your Nation as well as any other bonuses you may have from attributes; specifically Air combat (See section 4.2). The current formula is:


Let's say I'm a level 44 player with

  • 10 defensive air combat
  • 5 general air combat
  • 121 tiles
  • 196 faces

Firstly it counts up how many tiles you have, takes the square root of it and multiplies it by 4. This will give you how many tiles you can have i.e the max faces.

Then it counts up how many exposed faces there are. Exposed faces are defined by any edges that are not touching your own territory.

Then it will calculate the size penalty which is the number of tiles you have, divided by 25 and then rounded down to a whole number.

Then it will calculate any bonuses to subtract by adding your general and defensive air combat attributes, multiplying by 2 and then adding 2.

If your level is below 100 it will subtract half of your level off 50 and then add this to your current bonus.

Finally it will sum these variables (adding the penalties and subtracting the bonuses), divide it by 100 and subtract the result from 1

So my probability of capturing a tile is 0.04 which is 4%
4.1.5. Total Size (E). This is a count of all the tiles that you currently control and is used to calculate your current Geo Eff value.
4.1.6. Forts Available (F). This is a count of how many fortifications you have available to place on your tiles. (See 3.5). More fortifications can be purchased in the $ Techs tab (See section 4.3.3).
4.1.7. Agriculture Bonus (G). This is a bonus defined by your agricultural attribute (See section 4.2) The value of your agricultural bonus determines how much bonus exp is awarded at the start of each day. A new day starts at midnight which runs off EST/EDT (GMT -5 hours/ -4 hours.)
4.1.8. Rebirth Counter (H). The rebirth counter come into play when you hit level 100. It starts at 1000 and, depending on your level, will decrease by a set value per day (00:00 EST/EDT [GMT -5 hours/ -4 hours]). This is calculated by:

Hence at level 101 your rebirth counter will decrease by 1 per day, at level 102; 2 per day etc. When the counter reaches 0 your nation will reset including level, all techs bought or researched and captured tiles. You will earn 5% of your exp before resetting and earn 100 credits per level above 100 before the reset.
So if I was level 150 with 1,000,000 xp when the counter reached 0, I would end up with 5000 bonus credits and 50,000 xp.
4.1.9. Offensive and defensive weapon (I). Offensive and defensive weapons are purchasable techs that allow you to equip them as weapons. Each weapon has its own offensive and defensive stat boosts that will add to your current attributes. Offensive weapons will only boost your stats when attacking another player whilst defensive weapons will only boost your stats when being attacked by another player.

4.1.10. Counter (J). Counter is split into two separate options; "Counter" and "Counter and Invade." Countering will only activate if the attacking player fails to capture a defending players tile. If counter is selected and the counter succeeds, the attacking players tile will be destroyed and returned to neutral ground. If counter and invade is selected and the counter succeeds the attacking players tile will become the defending players tile. Counter success is determined by both the defending players counter attack attribute and the attacking players  counter attack defence attribute.

4.2 Attributes

[FIG 5]
4.2.1. Attributes (A). Shows the attributes and images representing these attributes. From top to bottom: Agriculture, Air Combat, Biological warfare, Counter Attack, Counter Attack Defence, Economic Efficiency, Energy Production, General, Guerrilla Warfare, Innovation, Intelligence, Counter Intelligence, Motivation, Personal Combat, Persuasion, Psionics and finally Permanent Forts. These attributes are used to generate a combat score when fighting other players on the map. Each attribute is allocated a range and a random number is generated within that range. The number generated is then used as a multiplier for that attributes stats. Geo Eff is then factored in to the reduce the value with respect to the percentage that your Geo Eff is at i.e a 50% Geo Eff would halve the stats value whilst a 100% would not change it.
Certain attributes also have secondary bonuses outside of combat as listed below.
Abilities with bonuses:

Agriculture: Determines the agricultural bonus and therefore the xp awarded each day
Air Combat: Provides a bonus when calculating Geo Eff (See section 4.1.4)
Counter attack & Counter attack defence: Determines the success rate of a counter attack. (See section 4.1.10)
Innovation: Provides an xp multiplier to the base experience gained. The formula for calculating this is:

4.2.2. Attribute values (B). This section lists the values you have for each attribute and is split into three sections. General values are used in both offensive and defensive combat calculations, offensive values are only used in offensive combat calculations and defensive values are only used in defensive combat calculations.

4.2.3 Permanent Forts (C). These are not used in combat calculations. At the start of a new day (00:00 EST/EDT [GMT -5 hours/ -4 hours]), if your forts available stat is lower than the displayed number then the forts available to use will be increased to this value. If your forts available is greater than this number then there will be no change (See section 4.1.6). The number of permanant forts can be increased through the research of certain technologies (such as walls).
4.3 Technology
Technologies are earned through levelling up and is restricted by pre-requisite technology as well as player level. Upon levelling up you will be offered the chance to research one technology. Your selection will widen with both player level and previously acquired technology. To view a full technology tree click here or to view a list of all technologies click here.

[FIG 6]

4.3.1 Techs through levelling. The main way to earn new technologies is through levelling up. Upon levelling you will be greeted with the pop-up shown in Figure.6. This is the tech selection screen showing which new technologies you can research. Then name of each tech is shown in the header with symbols denoting if there is a special addition to the tech and also the level that the tech was unlocked at (A). In the case of the Catapult the symbol in the header means it unlocks a weapon that can be equipped (See 4.1.9). Underneath the header is the description and the attribute bonuses that the technology will provide (B). If the technology allows for a new weapon to be equipped then this will be displayed underneath with the attribute bonuses this will provide should it be equipped (C) (See section 4.2). After selecting a tech to research the button will appear depressed (D) and then clicking level up (E) will research the technology and place it in your tech panel. Researching new technologies may also allow you to buy certain purchasable techs (See section 4.3.3) or utilise specific landmarks (See section 4.5.2).

[FIG 7]
4.3.2 The Tech Panel. The tech panel displays all the current techs you have acquired and are split into 3 separate categories. Techs obtained through levelling up will either have no symbol next to them or the new weapon equip symbol (B). The second group is purchased technologies, obtained through spending points in the purchasable techs panel (See section 4.3.3). These are defined by the money icon next to the technology name (A). The final group is temporary techs defined by the money icon and clock icon next to their name (C). Again these are obtained by spending points in the purchasable techs panel and will give you attribute bonuses for as long as they are active. The time remaining is displayed on the right hand side of the technology in seconds and upon reaching 0 the attribute bonus will be removed and the tech will have to be repurchased to acquire the bonus.

[FIG 8]
4.3.3 The Purchasable Tech Panel. This tech panel shows you all the techs that you have unlocked for purchase. At the top it lists the number of points you have available to spend (A). Points are acquired by capturing and holding prize orbs which will generate points every 15 minutes (See section 4.5.1). Underneath your points is the list of purchasable techs with the cost of each tech being listed on the right-hand side. Techs that are temporary again have the clock icon and, after purchasing, will return to this list when the timer has run out (B). Techs that are permanent will either have a money symbol, or alternatively, no symbol at all (C). The Treetop Defenses tech is unique in the fact that it can be purchased as many times as required with each purchase giving the player 20 fortifications to place (See section 3.5).
4.4 Other Panel

[FIG. 9]
4.4.1 Theme Switcher. This allows you to change the colour scheme of the game to best suit your style. Different themes will change the background, text colour and style and also the style of the delay bar.

4.4.2 Abandon Nation. As it states; this will completely evacuate all your tiles. Upon clicking the Abandon button you will get one warning asking if you are sure you want to continue. Upon accepting this it will then select a random tile on the world map and spawn a single tile of your nation there. All technologies, experience and points will be kept, the only thing lost will be whatever tiles you had captured.

4.4.3. Links to useful external resources. These include a link to a list of all the technologies in the game, a second link to the high-scores which will rank players on their current level by default and the final link which lists all the prize orbs, thier locations and who currently controls them.
4.5 Landmarks and Orbs
4.5.1 Prize Orbs. Prize orbs are scattered around the map and will be highly contested due to being the only consistent way of earning points. Point orbs will generate points every 15 minutes and come in 5 different sizes; 1 point, 5 points, 10 points, 25 points and 50 points. Captured orbs will also stack allowing for multiple orbs to generate points. Points earned can then be used to obtain new technologies in the purchasable techs panel (See 4.3.3).
4.5.2 Landmarks. Landmarks are also scattered around the world map but are much more abundant than prize orbs. Each landmark will provide attribute boosts to a player who controls the tile. Again these attribute bonuses will stack allowing for much larger boosts should multiple landmarks be under the players control. However to utilise the bonuses these landmarks provide you will need to both be a high enough level but also have researched the technology required for the landmark. Without meeting these requirements capturing the landmark tile will provide no bonus. Landmark requirements can be found on the tech lit page located here.

[Fig. 10]
4.5.3 Land/Orb Tab. This tab will list all the Prize orbs (A) and Landmarks (C) you currently control. Clicking on one of your orbs or landmarks will shift the map to centre on that specific tile where it is located. To the right of each orb it displays the number of fortifications currently on that tile and also how many points it generates every 15 minutes (B). Similarly to the right of your landmarks it displays the number of fortifications currently on that tile (D).

4.6 Log

[FIG 11]

The Log lists your last actions, the co-ordinates of that action and the end result. It's also colour coded for your convenience.

5. External Links

7. Credits

  • The Ignorant Masses - For telling me everything was wrong
  • Creamy - General suggestions and improvements.
  • Silv - General questions, sugestions & improvements

8. Temporary Changelog

  • Updated incorrect formulas (multiple times)
  • Updated Permanent Forts
  • Server timezone and slight expansion to abandon section
  • Updated to new graphics & UI
  • Game FAQ

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 01/28/2015 6:14pm
Quote Post
TIM the Enchanter
Level: 1
ADR Info

Pretty damn close man.  When I get a little time, I'll be back to correct some of your formulas.  For example

That's pretty close.  It's actually....
Bonus = 2 + (defensive air + general air)*2 + (low level bonus).

XP Gain = (1+(innovation/100)) * base

Permanent forts are not forts on the map.  Your "permanent fortifications" are what your forts will be set to if less than that value at day start.  Say I have 20 in Permanent Fortification.  I spend all of my forts.  At midnight, I'll get 20 new forts!  But, let's say I have 20 forts.  I won't get any.  If I have 200 forts, I won't lose any, but I won't get any either.  Moral of the story, use all your forts at day's end. :)

Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

RE: KHWar Tutorial Posted on: 01/28/2015 7:28pm
Quote Post
Foreign Fanservice

Fixed, Fixed and Fixed.
I think I managed to catch all the cross-references to that incorrect stuff. I really should have realised that my formulas were wrong in the first place though.

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 01/29/2015 3:28pm
Quote Post

That's nuts.
You not only explained the whole game, but also put in the formulas and examples, yay.
I can only think of two things you could add - when the new day starts, and a notice that "abandon" asks for confirmation (was wondering about this myself)

P.S. seeing how you reveal your coords and stats, it's good that you're at the top of the leaderboards :P

I have gone to find myself. If I return before I get back, please hold me here until I arrive.
RE: KHWar Tutorial Posted on: 01/29/2015 6:58pm
Quote Post
Foreign Fanservice

Done and done thanks.
Also the negatives of people knowing stats and locations didn't outweigh the effort required to hide/change it so I couldn't be bothered.

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 01/31/2015 4:26pm
Quote Post
TIM the Enchanter
Level: 1
ADR Info

I'm in the middle of UI changes.  So far so good. :)

Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

RE: KHWar Tutorial Posted on: 01/31/2015 4:35pm
Quote Post
Foreign Fanservice

I noticed -_-
I'll wait till you're finished and then update all the images and the other smaller stuff I need to do.

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 01/31/2015 4:50pm
Quote Post
TIM the Enchanter
Level: 1
ADR Info

You should swing by the chat sometime.  :)

Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez

RE: KHWar Tutorial Posted on: 02/01/2015 8:24pm
Quote Post
Foreign Fanservice

For everything I update I find another 10 thing's I'm not happy with.
Most of the images are updated for the game's new UI now. Added in a small FAQ section but if anyone else has any questions people keep asking, which are annoying the fuck out of them, feel free to let me know.
With regards to the chat. I finally bothered setting up Psi so I might be around some more albeit I can't guarantee I'll be paying attention.

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 02/02/2015 6:15pm
Quote Post

Quick question wrt Permanent Forts' attribute. I understand that if we have less forts available than the attribute's value, we replenish up to that value everyday(4.2.3). But there is no mention of how this fixed value can be increased (to gain more replenishes per day if we "spend" them all everyday), or even if it can be increased in the first place (mine is currently at 4. Is that a cap?). Ofc, other than by "buying" stacks of 20 for immediate use, but those don't actually affect the Permanent Forts' attribute-value itself.
Could you please clarify that point? I may have missed a particular tech that influences that value. Thx!

RE: KHWar Tutorial Posted on: 02/02/2015 6:44pm
Quote Post
Foreign Fanservice

Clarified in the permanent forts section.
It's like you thought, by researching specific techs you can increase your permanent forts value. It starts at 4 because of the culture technology which is the very first technology you research when you start the game (at level 0). Other techs such as walls will increase the number of permanent forts available.

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 02/02/2015 7:55pm
Quote Post

Perfect, thanks.

RE: KHWar Tutorial Posted on: 02/16/2015 9:14pm
Quote Post

Amazing guide full of details, how long did it took you to come up with this?

RE: KHWar Tutorial Posted on: 02/18/2015 7:20pm
Quote Post
Foreign Fanservice

Base structure took around two days spending a few hours per day working on it. Then theres a load more hours updating it whenever the game changes.

Requesting lock/close/unstickying now that we have a proper page almost up and running. All questions, complaints, suggestions improvements etc,etc related to this tutorial can just be pm'd directly to me and I'll respond as soon as I can. There's a massive to-do list somewhere near the top of the page so check that to make sure I'm not aready aware of any problems. Not 100% happy about the current layout/format so any suggestions there are appreciated.

Finally I realise it's slightly outdated but It's not going to get any massive updates until the inspect function is fully implemented

Survival of the fittest? Then why are there so many idiots around...
Point proven.
Listen to many, speak to a few.

RE: KHWar Tutorial Posted on: 02/19/2015 8:53pm
Quote Post
TIM the Enchanter
Level: 1
ADR Info

Lockin up.  Keeping the thread stickied so we have the link to the page for now. :)

Everything's coming up KongHack!

"When you know nothing matters, the universe is yours" ~Rick Sanchez