Realms of Mayhem Guide: Quickstart and Tips

Date: Mar 15 2010 05:37:09 Source: Views:
KeyWord: Realms of Mayhem, Realms of Mayhem Guide, Realms of Mayhem Tip
Realms of Mayhem

Realms of Mayhem is a Browser Based Massively Multiplayer Strategy Game, in which you control a realm from the beginning of Copper Age to the End of Age of Sail. During this time, you can build up your economy, research technologies, train soldiers, build ships, construct buildings and castles, form kingdoms, attack your enemies or besiege your enemies' castles.

This is a guide on the official wiki that gives some advice on how to start the game.


Quickstart and Tips

From the official Wiki

At the beginning you own 10.000 units of land, 10.000 population and some resources.

Since you don't know any building types that affect your morale at the beginning, benefiting from morale bonuses are nearly impossible (but you may achieve it by winning lots of battles). You begin with a morale of 40%. If you keep it above 20% it is enough for producing resources at a normal ratio, but it will reduce the population growth.

Having more gold at the beginning is very important, so you may increase your tax rate while you keep your morale above 20%. With the excess gold you have, you can increase your research expenditure and save some of the gold for the future.

Buildings are the main resources of your realm. You should fill your land with buildings as soon as possible. In order to achieve this, you need lots of wood and stone. Constructing lots of woodcutters and stone quarries should be good for that. You have a capacity of 20.000 people, so house constructions can wait for a while. But your free house capacity percentage is also important for population growth, you shouldn't wait for the occupation ratio to become above 90%.

During first 300 turns, you are under protection against any kind of attacks. Therefore you don't need to train any military units at the beginning. But constructing a few weaponsmiths and armorsmiths in order to produce weapons is very important within the first 300 turns. If you don't produce any weapons, you can only train militia and slingers. These unit types aren't as powerful as other units, but they can be a real threat when they are large in numbers.

Before using your 301. turn, stop using turns and store 300 or 450 turns before getting out of protection. This way, you will probably not be attacked by anyone else within your 600 turns. If you choose to store 450 turns before getting out of protection, then your turns between 600 and 900 will also be easier.

Acquiring your people's land by force is a useful thing at the beginning. If your land is below 10.000 or 9.000, the morale penalty of this action will not be too much and you can get 2-3 units of land every turn without attacking anyone. But if you increase your land over 12.000 or even 15.000, then this action will cause very high morale penalty and your economy may collapse.

Initial researches give very important bonuses, so you should pay attention to research at the beginning. Later, according to your strategy, you may choose to lead the researches or you may choose to be a follower of technology leaders. Leading the researches lets you own better units and new buildings than anyone else, and following others will make your researches easier (due to penetration ratio).

Briefing page contains very important details about your realm. You should always keep an eye on the Briefing page and your people's morale. Even one small mistake may cost you lots of resources.

The rest is up to you. Good luck!

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