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Militarylogo

Send your army on expeditions
Send soldiers to explore and bring back resources, on Military.
  • New units become available on Military, as your culture advances.
  • units require resources to recruit and explore.


Access

Technology required:
Technology Requirement Research cost
Basic
weapons
build 2
Libraries
Wood 200
Copper 5
or
Sword build 3
Libraries
Food 500
Iron 10

Content

New military units become available as your culture develops.
Available items:

Military
Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition
Tabs
Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies




Military units


New military units appear on Military after you research a relevant technology.


  • You can disband one unit at a time, using the 'Fire 1' button, freeing up Population.


Available units:
Militaryunits

Pikeman — uses a spear.

Swordman — has a sword.

Knight — rides a horse.

Medic — heals the wounded.

Bersek — deals double damage at the start of combat.

War elephant — has a chance to disobey and not attack.

Musketeer — fires a musket.

Light tank — has a crew of 3.



Unit specifications


  • Morale is generated by some units.
  • Other factors improve unit specifications.


Base specifications:
Unit Attack Hp Morale
generated
Other
Pikeman 5 30 0.02 per second
Swordman 10 50 0.01 per second armor blocks 3 damage
Knight 25 200 0.04 per second armor blocks 10 damage
Medic 1 50 10 Healing per round
Bersek 80 100 0.20 per second deals ×2 damage in round 1
War elephant 100 1 200 0.02 per second 25% chance to disobey
Musketeer 200 400 0.05 per second 1 Ammo per attack
Light tank 500 5 000 armor blocks 50 damage;
4 Ammo per attack



Changing specifications


Other factors improve the specifications of military units:


Changes to attack


Bonuses to attack:
Item Amount
Armament 40%
Tactics 20%
Power mastery depends on level
Military depends on invest
Sword heirloom varies
Warmuk 10% per Title
Vengeance 5% per level


Bonuses to Attack also affect finds, number of enemies that appear and some rewards when you defeat them in combat.


Changes to Hp


Bonuses to Hp:
Item Amount
Healing 5%
Hp mastery depends on level
Military depends on invest
Dress varies
Xochiquetzal 5% per Title
Aegis 5% per level


Bonuses to Hp also affect the number of enemies that appear and some rewards when you defeat them in combat.


Changes to armor


  • You can get bonuses to damage blocked by armor, from:
Bonuses to armor also affect the number of enemies that appear and some rewards when you defeat them in combat.


Changes to healing


Bonuses to Healing also affect the number of enemies that appear and some rewards when you defeat them in combat.


Morale generated




Unit costs


  • Some units require Ammo for combat.


Military units cost tables
Access costs | Hire costs | Upkeep costs


Access requirement


New military units appear, on Military, after you research the required technology.


Military units cost table
Table of requirements and costs for accessing military units



Recruitment


You need free Population and resources to recruit military units.



Military units cost table
Table of requirements and costs for recruiting military units



Maintenance


  • Resources which can be consumed for maintenance, include:


Military units cost table
Table of requirements and costs for maintaining military units





Military
Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition




Expeditions


Expeditionlogo


Send your army on expeditions



You can find resources and encounter enemies when you send your army to explore, on Military..


  • Expedition is available, after you research Exploration.


Expeditioncapture

Expedition on Military




Access:



Technology required:

Technology Requirement Research cost
Exploration build 2
Libraries
Food 100




Expedition cost


  • The tooltip displays the resources required, by your army, to go on an Expedition.


Resources required:
Unit Food Water Morale Coal
Pikeman 10 5 1
Swordman 20 10 2
Knight 50 25 5
Medic 2 1 0.2
Bersek 160 80 16
War elephant 200 100 20
Musketeer 150 75 15
Light tank 50


If you do not have enough resources, your army will not be able to explore.




Finds


Findslogo


Gain resources and other items



Your units may find some items on an Expedition, if no enemies appear in the way.
  • There is a 60% chance you will not encounter any enemies.
  • The chance to find resources, depends on:
    • the item; and
    • if you have researched the required technology.
  • The quantity of items you find, apart from heirlooms, varies in a range that depends on:
    • the item found; and
    • a calculation involving the Attack of your army; and
    • any bonus from a Glasses heirloom.


Items you can find:

Item Required technology Chance Amount
Block Storage management 5% 1 → 1 + ( A ÷ 200)
Bottle Canteen 5% 0 → (A ÷ 500)
Brick Finding 5% 0 → (A ÷ 500)
Chest Cache 1% 0 → (A ÷ 500)
Clay Finding 10% 0 → (A ÷ 50)
Coin Coin forging 5% 1 → 1 + (A ÷ 300)
Copper Exploration 7.5% 0 → (A ÷ 5)
Elephant Domestication 5% 1 → 1 + (A ÷ 800)
Food Exploration 20% 0 → (5 × A)
Gold Exploration 5% 0 → (A ÷ 20)
Heirloom Exploration 0.1% 1
Horse Husbandry 10% 1 → 1 + (A ÷ 300)
Iron Exploration 7.5% 0 → (A ÷ 8)
Lock Cache 5% 1 → 1 + (A ÷ 300)
Mineral Exploration 30% 0 → (15 × A)
Nickel Safe storage 10% 0 → (A ÷ 500)
Sand Finding 15% 0 → A
Spear Basic weapons 5% 1 → 1 + (A ÷ 50)
Sword Sword 5% 1 → 1 + (A ÷ 50)
Wood Exploration 50% 0 → (25 × A)
where 'A' depends on your army



Value, used to calculate quantity of finds, ('A'),
Carrying not researched:
A = [ 'army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack' )
where 'army attack' is the attack of your army


Value, used to calculate quantity of finds, ('A'),
Carrying researched:
A = { ['army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack ) } × 1.5
where 'army attack' is the attack of your army


Glasses, provide an additional bonus that depends on its name and any upgrades.



Enemies


Some enemies may appear in the way of an exploration Expedition.


Enemiesappearcapture

Enemies on Military


You can fight enemies for a reward and other items or you can flee empty handed.




  • There is a 40% chance for some enemies to appear in your way.



Enemy units


Different enemy units appear as your army grows in strength.


  • Enemy units have specifications used to calculate the outcome of a fight:


Enemy units
Unit Attack Hp Armor
Peasant 2 8
Bandit 4 15
Mercenary 9 40 5
Soldier 15 100 10
Halberdier 40 160
Warrior 50 400
Rifleman 200 400



Enemy size



The type and size of Enemy that appears is based on the attack, hp and composition of your army.
  • A variable X determines the size and composition of the enemy army.
Enemy size:
X Enemy Amount
0 → <25 Peasant 1 + ( 0.14 × Xmax ) → 1 + ( 0.64 × Xmax )
25 → <50 Bandit 1 + ( 0.07 × Xmax ) → 1 + ( 0.29 × Xmax )
50 → <100 Peasant 1 + ( 0.07 × Xmax ) → 1 + ( 0.32 × Xmax )
Bandit 1 + ( 0.035 × Xmax ) → 1 + ( 0.145 × Xmax )
100 → <150 Mercenary 1 + ( 0.018 × Xmax ) → 1 + ( 0.108 × Xmax )
150 → <200 Peasant 1 + ( 0.05 × Xmax ) → 1 + ( 0.27 × Xmax )
Bandit 1 + ( 0.015 × Xmax ) → 1 + ( 0.085 × Xmax )
Mercenary 1 + ( 0.01 × Xmax ) → 1 + ( 0.02 × Xmax )
200 → <280 Soldier 1 + ( 0.01 × Xmax ) → 1 + ( 0.05 × Xmax )
280 → <420 Halberdier 1 + ( 0.007 × Xmax ) → 1 + ( 0.029 × Xmax )
420 → <600 Warrior 1 + ( 0.005 × Xmax ) → 1 + ( 0.016 × Xmax )
600 → <800 Halberdier 1 + ( 0.0034 × Xmax ) → 1 + ( 0.0144 × Xmax )
Warrior 1 + ( 0.0024 × Xmax ) → 1 + ( 0.0074 × Xmax )
>800 Rifleman 1 + ( 0.0022 × Xmax ) → 1 + ( 0.0072 × Xmax )
where 'X' is calculated using the composition of your army.


  • The value for X is random and lies in the range 0 → Xmax
Limit of the variable used to calculate the composition of the enemy, Xmax:
{ ( [ 'army attack'  -  (  25 × War elephants )  -  (  250 × Light tanks  ) -  ( 100 × Musketeers )
+ ( 16 × Berseks )  ] +  ' bonuses to attack'  )  +  (  [ 'army hp' + 'bonuses to hp' ] ÷ 5  )
+ ( [ 10 × Medics ] + 'bonuses to healing' ) + ( [ 50 × Light tanks ] + [ 10 × Knights ] + [ 3 × Swordman ] + 'bonuses to armor' ) } ÷ 2



Reward



Coin reward:
Enemy Possible reward
Peasant ( 0.015 × n ) → ( 0.085 × n )
Bandit ( 0.03 × n ) → ( 0.17 × n )
Mercenary ( 0.07 × n ) → ( 0.39 × n )
Soldier ( 0.15 × n ) → ( 0.83 × n )
Halberdier ( 0.3 × n ) → ( 1.5 × n )
Warrior ( 0.5 × n ) → ( 2.5 × n )
Rifleman ( 1.5 × n ) → ( 6.5 × n )
where 'n' is the number of the enemy unit.



Your army


Your army consists of all your military units.




Combat specifications:
Unit Attack Hp Other
Pikeman 5 30
Swordman 10 50 armor blocks 3 damage
Knight 25 200 armor blocks 10 damage
Medic 1 50 10 Healing
Bersek 80 100 attack bonus in round 1
War elephant 100 1 200 25% chance to disobey
Musketeer 200 400 1 Ammo per attack
Light tank 500 5 000 4 Ammo per attack
armor blocks 50 damage


Other factors improve values for Military Attack, Hp, Armor and Healing.




Fight


Fightlogo


Engage with the enemy



Fights take place between your army and an enemy.
Fights take place in rounds; attack in a round reduces the opponent's Hp.


  • Total attack is used to calculate damage inflicted to Hp.



Rounds in a fight


Fights between your army and the enemy take place in rounds.
Berseks deal double damage in the first round.


In a round of a fight:


At the end of a round:
  • if both sides have positive Hp, the fight continues to the next round;
  • if the enemy's Hp is 0 or under and your army's Hp is positive, you win; or
  • if your army's Hp is 0 or under, you lose the fight.


Fights last 50 rounds, if both sides survive 50 rounds it is a draw.
 



Reload


Light tanks and Musketeers need Ammo to attack


  • Light tanks and Musketeers start the fight with their weapons unloaded.
  • It takes one round to load Ammo.
  • Units do not attack when they are reloading.
  • If you run out of Ammo your units will not attack.


Ammo per attack:
Unit Ammo
Musketeer 1
Light tank 4



Armor


Miitary and enemy units with armor block damage in each round of a fight.



Damage blocked:
Unit Armor
Swordman 3
Knight 10
Light tank 50
Mercenary 5
Soldier 10


A Shield heirloom provides a bonus, that depends on its name and any upgrades, to the Armor of your units.



Heal


In every round of a fight, Medics will heal your wounded to restore some Hp.


  • The amount of Hp restored varies in a range, and depends on:
    • the number of Medics in your army; and
    • any bonus from a Jar heirloom.


Variation in healing, in each round:
{(10 × Medics) + Bonus} ± 12.5%


A Jar heirloom, provides a bonus that depends on its name and any upgrades.



Your attack


Your army attacks, in the rounds of a fight, to reduce enemy Hp.
The enemy is damaged by your attack.
  • The damage you inflict is determined by the units in your army and some bonuses:


In each round of a fight, damage you inflict varies within a range.
Variation in damage, each round:
Your attack ± 25%


Mercenaries and Soldiers have armor that blocks damage you inflict.
You win if your attack reduces enemy Hp to 0 or below.



Enemy attack


Your army is damaged by Enemy attack.
  • The amount of damage inflicted each round is determined by the composition of the enemy.


In each round of a fight, damage inflicted by the enemy varies in a range.
Variation in damage, each round:

Enemy attack ± 25%


Swordman, Knight and Light tank have armor that will block damage from enemies.
You lose the fight if enemy attack reduces your army's Hp to 0 or below.



After the fight


A fight lasts a maximum of 50 rounds.
If both sides still have some Hp after 50 rounds it is a draw.
At the end of a round:



You win


You win when, if at the end of a round in a fight, your enemy loses all its Hp and your army still has some Hp.
When you defeat the enemy:


The chance to get loot, depends on:
  • the item; and
  • if you have researched the required technology.
The quantity of loot depends on:


Loot:
Item Technology Chance Amount
Chest Cache 20% 0 → ( G + H ) ÷ 300
Lock Cache 10% ( G ÷ 150 ) + 1 1
Bottle Canteen 20% 0 → ( G + H ) ÷ 400
Knowledge Intelligence 30% 0 → ( G + H ) ÷ 4
Plans War games 50% 0 → ( G + H ) ÷ 4
Diamond Exploration 2% 1
Heirloom Exploration 1% 1
Artifact Exploration 0.1% 1
where 'G' and 'H' are determined by your army
1 rounded down to the nearest whole number


War elephants, Musketeers and Light tanks do not affect the value of 'G'.
Value of 'G' used to calculate the quantity of loot:
{ [ 'army attack' - ( 100 × War elephants ) - ( 200 × Musketeers )
- ( 500 × Light tanks ) ] + 'bonuses to attack' } ÷ 2


Value of 'H' used to calculate the quantity of loot:
( 'army Hp' + 'bonuses to Hp' ) ÷ 15



You lose


You lose the fight, if at the end of a round in a fight, your army has lost all Hp.
  • Potential losses are calculated collectively for units of the same type.
    • There is 75% chance that all troops of any one type of unit will survive.
    • There is a 25% chance for each unit type to have none, some, or all units destroyed.


Potential army losses:
Unit Loss chance Amount
Pikeman 25% 0 → n
Swordman 25% 0 → n
Knight 25% 0 → n
Medic 25% 0 → n
Bersek 25% 0 → n
War elephant 25% 0 → n
Musketeer 25% 0 → n
Light tank 25% 0 → n
where 'n' is the total number of the unit



Flee


Fleelogo


You flee cowardly!



  • This will avoid a fight too hard for you.





Military
Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition
Tabs
Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies