Introduction for We Rule V1.13 ============================= Firstly determine the time/effort you are willing to put in, if you are a casual player, then this guide is not for you. This guide is for the power hungry, resource grabbing players whom started off late, but didn't want to be the lowest level newbie among his/her circle of friends whom started months ago. What i will be attempting here would be how to get your coins, your mojo, your time and all of other people's time/asset (yes, we are going to make use of others) to work for you. If the idea suits you, then this guide is for you. Secondly, as there is no way to reinstall the older versions of the game nor have a grand view of the game (does bug X which i no longer encounter still applies to others, there is no way to tell), thus certain bugs maybe no longer relevant to some, yet persistent to others. With that in mind i didn't edit any of the bugs section. Understanding the basics ======================== The game revolves around farming (crops) and business (shops), which nets you both experience (exp) and gold (coins). With exp, you get access to higher tier stuff which are usually of a lower quality which you have to use coins to buy. Yes lower quality. This is because The game promotes itself by hooking you to the game, thus the best crops/shops are low level ones (usually). When you find yourself spending too much time with the game and want to get ahead, you would start to buy mojo. Stop reading if you are these type of people, this guide is for poorer and more patient folks, it would be meaningless to you. Virtually everything can be bought using in-game currency (coins) and not using real currency (mojo), using Euro, USD, SGD or whatever kind of currency your country trades in. The best things in life are free quite applies to this game. Secondly, with time, eventually you will reach the ceiling of the game, which stands at level 35 right now, which is fairly easy to reach in 3-4 months, depending on your late-game playing style. Thus one of the fundamental outcomes of this guide is, you would have over 280~ mojo at level 35, simply because the ones you gained from levelling up are not used mindlessly. Understanding the numbers (exp/gold) ==================================== 1st source of income, Crops : Go through the tutorial, once you understand the basics, you would have noticed one half of the game evolves around farming and harvesting. I forgot what the tutorial does so i explain everything that could happen with crops. Crops cost an initial start up cost to plant, then a period of time to get ripe for harvest. Planting a crop is an action initiated by you, by physically tapping an empty plot of land/farm shown by the hoe logo, then selecting the type of plant you would like. Always notice the time to harvest (TTH) period, which is the time required in REAL TIME for the crop to grow. while waiting you could watch how clouds formuates as time goes by or using mojo to speed up the process. Once TTH is reached, you would physically need to harvest the plant, which failure to will cause the crop to rot, resulting in 0 exp and negative income (factoring the cost to sow the crop initially). All crops gives gold which will be of a higher value than the initial cost (so can end up with more coins), so remembering to harvest is the only real way to gain coins steadily. The time it takes for your crop to rot is estimated to be the same time it takes for it to grow. Example : a crop of onions would take 1 hour to ripe, afterwhich it would take another hour for it to rot. Another concept to be introduced here would be Ratio-of-return (ratio). That is how much gold/exp each crop will give given the TTH, it does not scale with every crop. An example would be Crop A giving 10exp every 15 unit of time. Crop B takes 60 units of time but usually does not give 4*10 = 40exp since 60 is 4 times 15 units of time. It usually gives a lower amount that one would normally get for the shorter TTH crop. This is a very important concept to understand. 2nd source of income, Shops : A second source of income which is partially controlled by you. Shops takes gold/mojo to build, some exceptions exists, which cost ONLY mojo to build. Shops give gold and experience as per crops does but its a bit more complex. From your shop point of view : Once you selected a shop and build it, it would take time to be constructed, not immediate like crops do. While it is being constructed, it is not producing anything for you, again it can be speed up by spending mojo. Higher level shops take longer to build. Once it has been build, it will be operational/open for business to both you and your friends (stage 1). Each shop takes different amount of time to process an order. If no one places an order with your shop, after TTH, you can tap the shop for exp/gold (stage 2). You will know your shop has finish processing because there is a coin icon on top of the shop.This source of income does not "rot" like crops, however, without harvesting your goods, your shop will stop producing orders. After you choose to process your goods, you and only you get exp/gold and the shop goes back to stage 1. Between stage 1 and 2, if anyone clicks your shop and places an order, you would notice your shop would show the avatar of the order-placer. Time stops there and then for that shop. By tapping your shop, you can choose to accept or reject the order, by accepting it goes into stage 1a. Stage 1a+TTH would bring you to stage 1b, which is delivery. By tapping your shop again, BOTH you and the placer gains exp/gold, with you gaining 100% of the income whereas the placer gets slightly less, say 80% of your income. Afterwhich the shop goes back to where it stopped to process the order and proceed to reach Stage 2. Example 1. Stage 1 -----------------> Stage 2 Time 0 ->>>>>>>>>>>>>>>> 60,Gives 10 gold/10 exp. ------------------------------------------------------------------------------ Example 2. Stage 1 ----------------------------> Stage 1a -----> Stage 1b ---------->| | Time 0 ->>>>>order placed at 15th unit>> 0 ->>>>>>>>> 60, Gives 10g/10 exp| | -----------------------------------------------------------------------| | | --> Resume---------> Stage 2 16th ->>>>>>>>> 60,Gives 10 gold/10 exp. ----------------------------------------------------------------------------- Stage 1a->1b can happen infinitely, and it is recommended so, as both you and the placer gets income. Stage 1a->1b is UNINTERRUPTABLE, thus only by using mojo can you hasten the process, otherwise you couldn't change your mind once you accepted an order, which counts towards your order quota (OQ) From your friend's shop point of view : Initially you would not have enough resources to build many or any shops. But you can still place orders with others free of charge. By tapping into kingdoms with an "open" logo you can zoom into their kingdoms and place an order with the same concept as above, however it is slightly different. You can choose any of the shops with an open sign and place the order. However each shop have a different TTH and it is NOT shown when you are shopping around, thus choose only a shop with a TTH that suits your lifestyle. Example 1. Stage 1a---> Stage 1b ---------> Time wasted ---> Stage 1a (order placed) Time 0 ->>>> 60 Gives 8/8exp ->>>> X ->>>>>>>>> 0 ------------------------------------------------------------------------------- Example 2. Stage 1a------> Logged in to check -----> Logged in to check------------>| Time 0 ->>>>>>>>>>> 15 ->>>>>>>>>>>>>>>>> 30 ->>>>>>>>>>>>> | | ---------------------------------------------------------------------| | | ----> Stage 1b ----------------->Stage 1a (order placed @ another shop) 60, Gives 8gold/8 exp->>> 75 -------------------------------------------------------------------------------- Using the examples above, you can see in example 1, if you decide to go fishing on a Saturday morning, comes back on a Saturday night and slept till Sunday noon, X would be very big, thus not efficient. In example 2, by logging in every 15 units of time to check, X in this case only is 15, from 60-75. This is provided in both cases your friend DELIVERS the order at the 60th unit of time, without fail. The shop uses the farm concept, thus if the order is processed and is NOT delivered by your friend (with you not able to do anything about it), it will result in a failure to deliver message to pop up, you gain 0 gold and 0 exp and -1 friend. You do not actually lose the friend but you should be wary about placing an order with this particular person again as the wasted order counts towards your OQ. Order Quota. There is a cap of 35 OQ in the game. Thus you can only place 35 orders max at other kingdoms OR receive 35 orders placed at yours, or any combination as long as both figures added up do not exceed 35. This is a very important concept to understand in order to get ahead of the game. Imagine 35 orders placed with 35 VERY casual players whom log in once a week to visit his rotting farms, you would have wasted 35 chances to gain gold/exp. A player whom cannot find 35 good players to place orders with can accept orders (provided he is disciplined enough to process orders and login faithfully), he will definitely be ahead exponentially compared to a player whom place 35 orders with casual players, wasting his OQ and getting 0 for everything. 3rd source of income, Rent : Okay its not rent exactly but its from buildings/crops that operates differently. These are self sufficient objects that you would place on your kingdom, automatically produces exp/coin after TTH, and once harvested, goes back towards producing them. They are not interact-able or changeable (your friends cant do anything towards these objects, nor can you change what these objects produce nor change their TTH period). There are only 3 such objects, cottages, orange groves and ruby groves. Strategy towards level 35. =========================== This portion states how to reach level 35 in the shortest and most PRACTICAL time possible, do alter it to suit your lifestyle if you have more/less time to attend to the game or if your girlfriend is about to breakup with you due to you being MIA or "inattentive" to her existence. No mojos are harmed in the process. Early game Plant often and harvest often. Start off with corn to earn some gold. Once you are tired, depending on which level you are, go for higher level crops. Wheat and rice are good crops to plan considering their TTH is more practical and ratio is excellent. With every level up remember to check if you can build additional farms, the key engine of your growth in this stage. In the meantime, start visiting game forums or local forums (forums that are hosted and visited by members of your country) for people to add. Preference should be given to local forums players than international ones. These players once added allows you to place shop orders with their already build infrastructure immediately. Secondly they play and sleep about the time you do, so there is less chances of time being wasted for them to deliver an order while you are sleeping. After you have added a few buddies, your crop would have reached TTH, harvest and repeat, until you have around 40 of them. Adding 1000 people doesn't help as your OQ limits you to transact with the 35 most active players in your kingdom, having an active player on the 109th page of your kingdom is not very accessible. Things to look out for especially are kingdoms smaller than 20 in level, having rotting crops or farms with no crop being planted. These players are inactive, or too casual, delete them (don't feel bad). Not all small kingdoms are bad, some are just the same as you, just starting out and very hungry, give these players a chance and they might be your permanent trading partner in time to come. Place 35 orders from the SAME type of shops from the 35 different kingdoms. That is because the TTH for these orders will be the same, placing 35 orders with different types of shops will result in hay wired timings and delivery which equates to time wasted. Ideally the 35 shops would have 35 active players whom process your order at the same time and deliver them, so every say, 60 units of time passed, you would login to gain 35 orders of gold/exp and repeat the cycle. At this stage, place your orders with lower tier shops with shorter TTH, such as scout towers. Orders place at tailor shops would most likely be rejected by higher level players, as it eats into their OQ, thus wasting your time. Why not place with dragon lairs? It takes 2 full days to process, you need gold/exp now, not 2 days later, no matter how big the amount. What you want are fast TTH crops and shop orders to reach level 1x asap. With coins to spare, build as many tailor shops as possible. Squeeze EVERYTHING as close as humanly possible onto your kingdom. Tailor sweatshops are one of the earlier strategies exploited by players to gain exp/gold fast and still works now. They pay for themselves in around 2 days, occupies very little physical space in your kingdom thus making them choice shops to build. DO NOT accept any orders on these shops. To get maximum benefits with practicality in mind, it makes sense to order from shops that have higher TTH, and use your own tailor shops for farming (a term used by gamers, where one gets income from objects in the game which serve no other purpose, another term would be grinding, though grinding usually involves monster killing, not applicable to the game here) purposes. Build until your entire kingdom is filled with these tailor shops. Do not purchase any upgrades before your ENTIRE kingdom is carpeted with tailor shops. You should really change to planting onions or higher TTH crops now. Mid Game At level 1x, you would have known all the concepts of this game, have in mind whom are your stable trading partners and so forth. Now it is the time to capitalized on it. Repeat what you did for "early game" strategy. Yes, repeat it. The only thing you should ever buy is land upgrade, which increase your land by 30%, allowing more tailor shops to be build. Any extra gold is to be kept for later use. Start planting onions if you are working, or choose whatever is suitable for your lifestyle. A key milestone for strategy change and to get your life back is at level 17, where the crop magic cauliflower is available. This crop has a good ratio for their practical TTH and i often choose this over shorter TTH crops for practical reasons. End game - Industrialized Strategy At level 20, it is a milestone and a checkpoint. Your strategy change drastically from here. By now, your grades in school would have dropped a notch, lost a few friends and having nerd slapped all over your face while spotting a beard with the style adopted in early/mid game. For now things are going to be slowed considerably, for your health and practical reasons. You cannot afford to login every hour anymore, it just got so boring. If you are not bored, you are on your own from here, i did, thus the strategy for me to share is with the players with lessen interest and even lesser time to invest in the game. First off, Buy around 35 dragon lairs, which means you need to sell your tailor shops BIT BY BIT. Spread your name in forums for others to start noticing you. Do not place orders anymore with anyone, unless your 35 dragon lairs are virtually empty and devoid of orders, of which you should start ordering with dragon lairs or archery range shops at other kingdoms. Always leave around 10 of your dragon lairs free for others to place their orders with you. Start a reputation of being a kingdom for others to visit instead of ignore. Dragon lairs are chosen for their smaller physical size, longer TTH compared to archery range but they cost gold, not mojo to build. Also they cost 2 days to process, which suits the califlower strategy adopted above, every 4 crop harvest = your dragon order is fulfilled and ready to deliver. Ultimately, your game should make you place as many archery range orders with others you can find, while leaving your dragon lairs open in case you cant find 35 ranges to place orders in. Construct no MORE than 35 dragon lairs. With whatever remaining gold, slowly replace your tailor sweatshops with ruby grove. These are available at level 23, takes around 25 days to pay for themselves and are better than most shops (yes, including your lairs). By now, you should be levelling at a snail pace, perhaps once every 4 days or so, the ruby grooves help out. Do not replace your lairs with the grooves, you would need to maintain a reputation of a player who delivers on time, not a solo farmer whom engage in only casual play, in view of further expansions which might change the balance between the various forms of income. End game - Balanced Strategy The reason i have included this is because i think by adopting this strategy you can be more of a boon to other players and have a slightly more attractive kingdom in terms of looks. At level 20, buy a variety of shops. Yes a variety. Refer to the tips and tricks section and access the website recommended. I cannot list out what to build here but the general idea is to build the top 3 gold returns and top 3 exp returns shops. Then something in between in terms of TTH or returns to give OTHER players a good mix of shops to order from. By adopting a pure dragon lair strategy above, i figured due to the lack of variety, i am getting less of my dragon lairs filled with orders. Example : Player X wants to build Shop X, which cost a lot of gold. However a wait of 2 full days for the dragon lair to provide returns is too slow a wait. He would prefer the better gold returns shop, like the butcher shop, which gives lesser exp but higher gold, processes faster yet not as taxing on the player to check often like a tailor shop. Also it gives reasonable amount of returns to the actual owner so it won't be rejected as wasting a OQ. Example 2: The level cap is raised recently from level 30 -> 35, which gives the red dragon lair shop, something player X must have. He would opt for archery range instead, which offers very high exp returns yet gives very little gold. Do some research and see what fits this strategy best, ACTUAL land space occupied (mines give very poor returns yet occupy double the space of a scout tower) and TTH (a few shops have the same TTH period, so there is no need to have a few different shops with the same TTH) are some factors to consider. End game - Capitalism Rules What do i build when i have reached level 35, have a healthy influx of orders and tons of gold? Buy expansions (realms) and build a hoard of ruby grooves. These babies give around 100 gold and 85 exp per 6 hours. Thats a heck lot better than most shops. The key benefit is, they have very little TTH period, doesn't gives you the chance to accidently spent your mojos when interacting with them, doesn't need people to place order with them to gain maximum benefits (idle shops gain significantly less exp,gold per TTH as compared to fulfilling an actual order) and i have devised a killer strategy for them explained in the tips and tricks section. Once you filled out all 4 realms with the expansions with them, you are probably rolling in 400k per 6 hours. Yes, 400k per 6 hours. You don't even need to bother placing shop orders or waiting for loading of another player kingdom or tracking stuff anymore. Tips & Tricks ============== There are several useful hints to the players, though some seem selfish, they could be employed to get ahead of your competitors. 1) Though it seems hard, but try to remember whom has what shops. This is basically the "end game - balanced strategy" in Player X perspective. There are times you prefer gold over exp or vice versa, having an idea whom has the best shops that gives what you want helps getting to it faster. 2) Remember whom upgrades their shops often. There are a few power players whom upgrade 5 red dragon lairs once it is out, thus these are the players to look out for. Rolling in gold, they often have the newest shops whom fit your strategy (whatever it may be) or better still, shows interest and committment for the game, something to keep him/her in your kingdom friend list even if he/she takes a vacation. 3) Found a Red Dragon lair but it is still being build or is fulfilling an order now? Track it. place an order with a TTH shop that is significantly lesser than what you normally transact with that player. This way whenever he fulfilled your order, you are in the first place to check if he also fulfilled that Red Dragon lair order to give you the opening to order from it. (you get a notification that your order is fulfilled, which is a cue to visit his kingdom, otherwise you can write down his ID and check on him hourly, but there is better use of your time right?) 4) A player, Soniquz highlighted to me that you can sell your farm if you accidently placed a wrong order for a crop. Sometimes it makes sense that your crops all harvest at the same time. It just takes the hassle of checking back more often plus ... Example : Its 10pm at night. You placed califlowers because you are waking up at 9 tomorrow. One of the crop you placed is a 3h TTH crop. Instead of wasting 1am-8am (which your crop will ROT) or a 6h TTH (which waste 3 full hours of time anyways), sell the farm then rebuild it. Often than not, a califlower gives back much more gold to cover the loss of the initial investment plus the new farm. 5) With the new crops being updated often, always find a crop that suits your lifestyle. Decided to use the "end game - Capitalism rules" strategy? Two batches of 6h TTH crops usually give better returns than a single batch of 12h TTH califlower, so if its the start of the day and you are going to check back every 6h anyways, there is no sense just to plant the califlower. 6) A website a fellow forumer has posted is http://mojo-farm.tk/. He has updated the website on a religious basis and its very updated if you want stats and numbers, returns or TTH. Its a very good reference point to plant your strategy in terms of crops/buildings/placing orders. 7) While referencing the site, use some common sense. The TTH may sounds good, but the per hour return is not true for all crops as compared to orders placed at another player's shop. You can control when you wake or login to process your crops, you cannot control when the other player decides to process your order nor deliver it to you. ALOT of time can be wasted if the order placer and taker are in different time zones, thus neturalizing the per hour return rates "benefits/advantages" one shop may seem to have over the other. 8) Make FULL use of the external realms. Too often i found many level 35 players with 4 realms purchased yet were unexpanded. Either that or they sold off alot of shops in the main realm to make space for ruby grooves, or new shops. Remember that the realms themselves can be expanded 4 times, so do it. 9) The killer strategy discussed in "end game - Capitalism rules" is here. You can actually OVERLAP the ruby grooves. Each ruby groove takes 3x3 of physical slots, because there are 3 rows of "trunks" if you zoom in closely. However by overlapping them, you can easily squeeze 3 grooves into the space normally used for 2. If you look at my kingdom, east realm, 2nd row, i have placed 7! of these grooves in an area which normally is only big enought for 3. Thats a lot of space saved. That is why i have over 400+ grooves in my east realm. The trick is to disable wifi, using only your 3G connection. Find a row and place your first groove smack in the middle of the open area. It MUST be in the middle else the next groove (provided you have the gold for it) will appear out of space or near the top. You want to build it DOWNWARDS for better control. If done correctly, after you placed your first groove, when it slowly (yes you want it as slowly as possible, thus the reason using 3G rather than wifi) fills up, immediately place your next groove ONE row below it. Normal Way of building 1st 2nd = 3x3 x2 = 18 slots 1 2 3 A B C 4 5 6 D E F 7 8 9 G H I Advanced way of building 1st + 2nd = 3x3 +3 = 12 slots 1 2/A 3/B C 4 5/D 6/E F 7 8/G 9/H I As you can see from the example below, the new groove only takes up an additional 3 slots. Each new one uses 3 additional slots rather than 9 slots. Thus its very possible to place 3 - 4 grooves in the space of 2 fully spaced out real estate a normal placement would use. Its normal for the "combo" to be broken upon the first groove being completed, but you are already double in terms of real eastate as compared to others. Do not use this for shops. I forsee such placement would make accidently usage of mojo to increase and seeing how many new shops are mojo only to build, i don't recommend it for shops. This strategy when fully utilized for all 4 expanded realms will return around 400k minimum per 6 hours for grooves only. I have only two realms almost fully filled and it is already returning 200k per 6 hours. (Had some luck having a very slow connection sometimes, which helps placed 5-7 grooves in the combo instead of the normal 3-4). Known Bugs =========== There are several known bugs/issues regarding the game. 1) Screen comes up as loading, usually accompanied by no background music playing, yet it never goes beyond towards loading the kingdom view Solution : Restart application. 2) Screen loads but as music plays the kingdom view is not being loaded. Solution : Wait for 20 seconds, if Plus+ is loaded via the message "Welcome back ", its a good sign it will be loaded eventually. 3) Game Disconnected The game loads all aspects of every kingdom visited into the phone memory, without unloading them once you exit any kingdoms you visit, proven by visiting a kingdom visited in the SAME session, the load is immediate. However this will run the phone out of memory once you reached page 4-5 of your friend list, with every kingdom visited on each page. Solution : Restart app and scroll to whichever page immediately to where you left off. 4) Connection Lost message Usually reserved for REAL connection lost issues, however has been bugging the game for past few version. The game continues to be working however every action that results in gaining coins/exp will result in a pop up "Connection lost" message which can be closed by tapping ok. You are not really disconnected, proven by visiting another realm within your own kingdom and going back to the main kingdom. You would have noticed harvested crops/grooves are no longer able to be harvested. Coin and exp are updated. Solution : Remember which object you have harvested and do not harvest them again as there won't be duplicated coins/exp given. Or simply restart app, but there is no gurantee you can get connected again, especially during heavy load periods or simply get a wifi connection. 5) We Rule refuse to startup. All other apps fail to connect again. Sometimes We rule will refuse to work. Strangely all other apps that require an internet connection will fail to work too. Proven by attempting to use the app store or safari, which shows there is no 3G connection though there is. Solution : Soft reset of the phone will get it back up again. 6) Plus+ requires you to relogin and claims your password is wrong. Solution : Do not attempt to change your password. Its just a loading issue. Restart your app and it should connect normally. In case it doesn't the password was NEVER resetted. Just enter the correct one until it registers. Updates to Version 1.1 (onwards) of We Rule The Important new or not so new updates ======================================== I am not going to track all the updates here for every release. I will only document important updates that will significally change the game from version 1.1 onwards. Normal crops update or shops updates won't be found here. There are new realms avaliable for version 1.13 of We Rule. You can get an additional piece of land free and pay 150000 coins for every other piece of land for a maximum of 4 "expansions" to your kingdom. I have witness most players are using it for ruby grooves farmhouses or simply buying them and leaving it empty. My advice is do something useful for your money, if you have insider news that there are better stuff that will come out in the near future, save your coins. Else make your coins work for you, no point letting them sit in your account whereas others are harvesting a few thousands in a day from ruby grooves. Do note buildings in the main realm are not transferrable to these expansions and vice versa. These new realms are mainly for theme purpose, where you could beautify your kingdom to have different "Sectors" like magicial sector in the north, Military sector in the south etc. Copyright 2010 Lim Kheng Chye (Fellcor). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Do Credit me if any of my work is used.