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Tutorial
You begin Realms of Mayhem as the Lord of a realm with a population of 10.000 people. Your goal is to become the most powerful realm in the world. In order to achieve this goal, you should fill your land with new buildings, research new technologies, produce resources and weapons and attack your enemies with your armies and fleets.
In this guide, main concepts of the game will be explained. More details of the game is explained in helps over each page, and in descriptions of the items in the game (they appear when an item with a help sign over the mouse is clicked). Main concepts that will be explained here are as follows:
1. Using Turns
2. Buildings
3. Production
4. Researches
5. Diplomacy
6. Attacking & Defending
7. Espionage
8. Trading
9. Castles & Sieges
10. Kingdoms
11. Quick Start & Tips
1. Using Turns
Turns are given in every 10 minutes. This does not mean that you have to check your account in every 10 minutes. Given turns are stored until you use them, and you can store a maximum of 450 turns (which can be given in minimum 72 hours). For the details of turn storage, please check the help of the Overall Status page.
Turns are used by players asyncronously, meaning that players do not have to wait for each other's turn to complete. They are like action points for players. Players can use their turns whenever they want, and unless stored turns are at maximum, they won't have a turn disadvantage against anyone.
As an example, everyone gets between 144-150 turns within 24 hours (+6 additional turns from referrals and links). If a player uses up all his/her turns and does not check the game for 3 days, he/she won't lose any turns, and can play the game without a turn disadvantage. But if he/she does not check the game for 3 days and 10 minutes, he/she won't get the last turn added because of the turn storage limit.
While using turns, all the actions like building construction, research, production, army movement etc. continue in parallel. So, for example you should think about what to research while you are constructing a new building.
It doesn't matter whether you use your turns once a day or a few times a day. But some time based variables may be important on choosing how to use your turns during the day. Trading, sieges and attack protections are some of the variables which are time based.
2. Buildings
Constructing a building requires resources and land. Land is the most important limitation of the game. It can be said that acquiring new land is priceless. That is because with more land, you can construct more buildings and with more buildings, you can have more of everything.
Buildings set your capacities for population, resources, military units, weapons, productions etc. Therefore with the limitation of land, it is very important to construct your buildings in an efficient way.
When you lose a battle in your realm, some of your buildings can be destructed. As in the city organizations, more important buildings are built at the center of your realm and because of this, some of the building types are less likely to be destroyed after the battles.
3. Production
There are two types of productions: resource and weapon. Resource production automatically starts whenever a resource production building is constructed. Resources are producted by some amount each turn and they cost you some gold. In order to increase or decrease your production rates, you should visit Work Ratios page.
Resource productions can be boosted/reduced by having high/low morale. The morale - production relation is as below:
Morale between 0% - 5%: No resource production
Morale between 5% - 20%: Half resource production
Morale between 20% - 80%: Normal resource production
Morale between 80% - 95%: 150% resource production
Morale between 95% - 100%: Double resource production
Weapons are produced only with production orders. Meaning that you have to choose a weapon type and amount to be produced in order to start a production. Weapon producers do not cost you anything per turn, but the production orders cost you in gold and resources.
Without weapons, only a few unit types can be trained. Therefore, having weapons at stock is very important for training new units.
4. Researches
You begin Realms of Mayhem in Copper Age. Through new researches, you may pass through Bronze Age, Iron Age and finally you may end up in Age of Sail.
Researches are the keys for new building, weapon and unit types. Some of the researches also give production, morale, movement and weapon bonuses.
Penetration ratios of researches show the percentage of Lords which know that technology. Higher penetration ratios ease the technology researches.
5. Diplomacy
Through diplomacy, you can send messages to other Lords and you can change your relations with them.
Every Lord has a diplomacy rating. According to this rating, your people's morale can change by 10% and other Lords can see if you are a sneak attacker or not. Sneak attacks are attacks without declaring war. These attacks reduce your diplomacy rating, and the only way to increase your diplomacy rating is passing hundreds or thousands of turns.
Of course you can not attack a Lord without a diplomacy rating penalty if you declare war and immediately attack him. When you change your relation with a Lord in a bad way, a diplomatic protection becomes active for around 24 hours. You can check the details of diplomatic protections from the help of Diplomacy Status page.
After researching Diplomacy technology, you can form alliances. A Lord can not attack his allies. So, it is advised that you should make alliances with strong opponents and keep weaker Lords as your enemies.
6. Attacking & Defending
Attacking other realms and defending your realm is the most important part of Realms of Mayhem. If you want to protect your land and acquire new land from others, you must have a strong army (and fleet after researching Ship Building).
There are lots of unit types in Realms of Mayhem, and each of them has different advantages & disadvantages. According to these, you should find your preferred units and produce them. Focusing on producing similar types of units is beneficial for military masteries.
Military masteries become available as a research after researching Battle Tactics and fighting some battles. Mastery types appear according to your unit types. For example if you have mostly axemen in your army, Axe Mastery will become available sooner than other mastery types. When you research a mastery, its bonus will be applied to your units immediately.
In order to train a new division, you need resources, weapons (generally), humans and turns. When a division is trained, it will be put under division pool. Divisions under division pools will not join any fights until they are assigned to an army or a fleet. So, if you want to defend your realm, you should form armies/fleets and assign your divisions to them. But if you want to keep your units safe, only thing you should do is to keep your divisions in division pools.
Military units has wages that are deducted from your gold every turn. A large army or fleet may be too bad for your economy, so always keep an eye on your military expenses. Otherwise you may need to disband your divisions due to economic reasons.
Units' abilities do not differ whether in defence or assault. Meaning that you can attack or defend with any type of units efficiently.
While defending, your units can get bonus from defensive walls. Castles do not give your units any defensive bonus, but they reduce the land lost when you lose a battle in your realm. More properties of castles will be explained in Castles & Sieges.
Attacks can only be made against Lords within certain point limits. Their points can be at most 1.25 times of your point, or your point can be at most 1.25 times of their points. Sending reinforcements has a higher point range limit, in which the point multiplier for limits is 2 instead of 1.25.
Whenever you win a battle, your people's morale will increase for a period of time. And when you lose a battle, your people's morale will decrease. But don't worry, morale decreases are smaller than morale increases and its effect on your economy will be smaller.
7. Espionage
Espionage is the alternative way of fighting against your enemies and knowing what is going on around you.
Unless your spies are caught, you will not be noticed by your enemies during your spy operations. Due to this advantage, you can perform your spy operations even on your allies.
Spies can be offensive or defensive. They can protect your generals or admirals against assassinations, or they can assassinate enemy generals or admirals. So they can be used for both defensive and offensive purposes.
Spy operations' success is directly related with the number of spies you send for the operations. You may think that more spies may get caught easier but it is not the case. For higher chance of success, you should send more spies. But if your operation fails, you may lose all your spies.
8. Trading
Trading of resources and weapons becomes available after you research Trading technology. In order to trade, you should build marketplaces for buying items and you should build trading posts for selling items. These buildings' amount sets your maximum buying/selling capacity.
Buying an item is simple. You can see the resources and weapons that are available to you for sale on trading pages. Some resources and weapons may not be available to you because of distance problems. When you buy an item, it will be immediately transferred to you.
Selling is a little harder. While selling, you can set the range of markets for your items to be sold. Land transportation is the cheapest and it is also the safest transportation. Sea transportation has the chance of getting ambushed by enemy ships and they cost more, but the number of markets you can sell your items increase. When you sell your items, you have to wait for a few hours to see them on the markets.
Trade ships are ships of your merchants, so you don't have to produce or pay anything for ships. But if you wish to protect them from enemy ships, you can send one of your fleets with them. If an encounter happens, your fleet will fight against the enemies. If the attackers win the naval battle, they capture the items that defenders were going to sell.
9. Castles & Sieges
Castles are important structures that protect your land from being captured. During regular attacks, castles do not give additional protection to defenders, but they reduce the amount of land lost when a battle is lost in your realm. This is because battles are not fought near a castle. And because of staying away from castles' ranges, enemies can not capture too much land when they are victorious.
Castles have an upkeep cost which is deducted each turn from your gold. This upkeep is reduced when you are within a kingdom. But when you join a kingdom, kingdom costs will begin. Your title in kingdom sets these two values (castle upkeep and kingdom cost). For details, you can check the descriptions of titles.
A Castle is nothing without palisades or stone walls, which determine the size of the castle. Castles don't require any land, because they are constructed on uninhabitable lands of your realm. Other upgrades of castles do not change the size of the castle. Therefore, only palisades and stone walls help on protecting your lands.
Sieges can be performed on castles. In sieges, other upgrades of castles become extremely important. They give certain bonuses to your units inside the castle. For details, you can check out the descriptions of castle upgrades. When you lose a siege, you will lose your land in addition to your castle and the whole army defending inside the castle. The land loss in sieges is so much higher than regular attacks on the realm. So if you have a castle, you should defend it as well.
Sieges are time based rather than turn based. In order to lay siege on enemies, you should wait a few hours for preparations and a few hours for movement. During that time, defenders are informed about the siege. Battle turns during the siege are also time based. So a siege battle may continue hours and even days.
If you are in a kingdom, your kingdom members can also join the siege whether if you are defending or attacking. Sieges can be initiated against Lords within certain point limits. Their points can be at most 2 times of your point, or your point can be at most 2 times of their points. The reinforcers coming from your kingdom is also limited by the same point limits. Attackers' points are summed together and defenders' points are summed together, if the limitation exceeds, the reinforcement can not be sent.
10. Kingdoms
Forming a kingdom appears after finding Monarchy technology.
Kingdoms' main purpose is organization. A group of Lords can organize under a king, and they can help each other. Other offers of a kingdom are: sending aids to kingdom members, benefiting from low castle upkeeps, sending and receiving reinforcements during sieges, sharing spy reports with kingdom members, getting kingdom events (mostly battles of kingdom members) and having a private kingdom forum under forums.
You can send aids (in gold) to kingdom members having points lower than you. You can not send an aid to a member having a higher point. Some other limitations also exist in aiding system. You can check the details on the help of Kingdom page.
Castle upkeeps and kingdom related costs change according to your title. You can check the details of these costs from the descriptions of titles.
Diplomacy of the kingdom is not common. Meaning that a kingdom member may be at war with a Lord, on the other hand another kingdom member may be in alliance with that Lord. But of course these relations can be put under control by announcements and discussions that can be made in private kingdom forums.
11. Quick Start & Tips
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!