Wild Guns introductions

source:The Official Website author:Admin time:2008-09-24 click:


Wild Guns - Conquer the prairie, build settlements, leads to war and handle raw!
Wild Guns is a browser-based online Multiplayer Strategic Simulation Game.


Start information


Noob protection

Every new player is standing under Noob protection for 7 days with beginning of the registration.There is no universal Noob protection. everyone has its own 7 days beginning with the registration. If someone starts up with game 2 days later than the rest then it looks like he has two days more Noob protection, but only has his individual 7 days.

Abort missions

If you want to aboard a construction you have to klick the x on the right border next to the active construction. The used ressources will be credited totaly. The construction of military units should be only aboarted in emergency cases, because you were credited only 50% of the ressources.

Free of charge?

In general WildGuns is really free of charge. But there is the possibility to buy nuggets, and with this to activate some special features. (+25% ressource production, Premium Acc, 25% Attack/Defense bonuses)

Special Abilities of nations

Mexicans: additional construction order

Cowboys: Every farmer kann obtain 1 ressource per hour. This can be controlled in the main building, if it should be a special ressource or any. If you set up a sepciality there will work as many farmers as possible on this ressource. If you have some more farmers left, they will spread equally to tje rest of the ressources. (At rate 4:4:4:6).

There will be some jobless workers if you have more farmers than fieldlevels. In general the farmers will be spread by this order:Wood/Clay/Iron/Food.

Example: If someone has all farms on Level 4, there have to be 6 x 4 = 24 farmers on the fields. The rest spread out to the others. Which means if someone has 31 farmers -> 24 to the corn fields, 3 for wood, and each time 2 for clay and iron.

Indians: Decrease of effectiveness of opposind hideouts

Nightprotection

The nightprotection which gives the defender a bonus of 100% for his defense works from 00:00 to 07:00.

Starting points: the 31 starting ponints calculate as follows:
4 x 2 (lumberjacks) = 8
4 x 2 (clay pits) = 8
4 x 3 (iron mines) = 12
6 x 0 (farms) = 0
1 x 2 (main bueilding) = 2
1 x 1 (convention place) = 1
8 + 8 + 12 + 0 + 2 + 1 = 31

The start consumption you can read here "Instruction -> buildings -> cost for level 1" and will be often higher than level 2 buildings.

Tutorial - General

The tutorial should help new players to make some first usefull steps in the game. as reward for the single episodes there will be given some ressources. With finishing the tutorial you get a premium account for 7 days. (everything without the Attack/Defense Bonus)

There are 5 stages in the tutorial.

Mexican:

1. Expand 2 Farms by 1 level
2. Build a Granary and a Storage for Raw Materials.
3. Expand 2 clay, iron and wood fields by 1 level. (2 clay, 2 iron etc.)
4. Expand your Main Building by 2 levels and build Barracks.
5. Expand your Rampart to level 1 and train 5 ponchos.

Cowboy:

1. Expand 2 Farms by 1 level
2. Build a Granary and a Storage for Raw Materials.
3. Expand 2 clay, iron and wood fields by 1 level. (2 clay, 2 iron etc.)
4. Expand your Main Building by 2 levels and build Barracks.
5. Expand your Rampart to level 1, build a hideout and train 5 farmers.

Indians:

1. Expand 2 Farms by 1 level
2. Build a Granary and a Storage for Raw Materials.
3. Expand 2 clay, iron and wood fields by 1 level. (2 clay, 2 iron etc.)
4. Expand your Main Building by 2 levels and build Barracks.
5. Train 10 archers.

1st Step - Build 2 farms ( you earn 100wood ,125clay ,100iron and 50food )
2nd Step - Storages ( you earn 125wood ,150clay ,100iron and 50food )
3rd Step - more farms ( you earn 200wood ,200clay ,150iron and 150food )
4th Step - build barracks ( you earn 250wood ,200clay ,125iron and 125food )
5th Step - build units ( you earn 200wood ,200clay ,150iron and 100food )

Worldmap - different colored areas

The lakes, forrests and deserts fullfill two things:

* setup of gaps between the players. because it is not possible to colonize on this fields, there will be a automatic maximum of players per map segment.

* beutification of the map. a simple map without details would be boring.

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