TKEP Inselkampf FAQ
TKEP Inselkampf FAQ
TKEP Inselkampf FAQ
[General] [Production] [Defence] [Research] [Army] [Sail/Ship]
Welcome to the unofficial [TKEP] Inselkampf Clan FAQ. This page is still under construction! If you see something that's missing let someone is the clan know through TKEP or Inselkampf, message DarkChampion through Inselkampf, or email me here.

General:

INSELKAMPF is a browser-based online game. Become the ruler of your own isle, build ships and buildings, do weapon research, train an army and send it to war. Everyone can register for free.

This page is supported by the [TKEP] Inselkampf clan. If you are a fellow TKEPer and are would like to join the clan, message one of the admins to request admission.

The [TKEP] Clan is a collection of people from across the globe joined together by The Kill Everyone Project. What is the purpose of The Kill Everyone Project? Virtually kill everyone on the Earth. Each mouse click is counted as one death. More information here.


Production Rates:

*Production rates are represented in units per hours*
TypeLevel 0Level 1Level 2Level 3Level 4...Level 20 (MAX)
Gold Mine 8 9 11 13 16...306
Stone Quarry 5 6 7 8 10...191
Lumber Mill6 7 8 10 12...230

The increase is geometric, r = 1.2. Decimals appear to be truncated, so 30.95 becomes 30.

  • gold rate = 8 * 1.2level
  • stone rate = 5 * 1.2level
  • lumber rate = 6 * 1.2level
Production Level:

Defence:

Stone Wall:
The stone wall is for the protection of the entire isle. The more the stone wall is built up, the more difficult it becomes for your enemies to attack your isle. Without a stone wall, your isle has an attack and defence value of 50.
  • Defence = 50 * 1.25level

Watch Tower:
The watch-tower provides some defence against espionage, and will alert you of approaching ships.
*Some people in the German forum seem to think that a level 20 watch-tower gives you a 38% chance of detecting an espionage attempt, and no tower provides a 1% chance.
  • Visibility = 1.2level

Research:

Research enables you to build an army capable of defending your isle, and sacking and pillaging others.

Laboratory:
Each isle strives to invent new technology. Without a laboratory, the invention of new weapons would be impossible. The more the laboratory is expanded, the more the more research you can do. Moreover, the periods of time spent on research are reduced.
  • Pre-requisite: main house (level 10)

    Spear:
    The spear is the weapon of the spearfighter. The more it is developed, the higher the spearfighter’s strength as a warrior.
  • Pre-requisite: main house (level 10), laboratory (level 1)

    Shield:
    The shield serves to protect the spearfighter. The more it is developed, the better the spearfighter’s defence.
  • Pre-requisite: main house (level 10), laboratory (level 1)

    Bow:
    The bow is the weapon of the archer. The more it is developed, the better the archer’s skill.
  • Pre-requisite: main house (level 10), laboratory (level 5)

    Army:

    Barracks:
    Here you can train the warriors who protect your isle or go to war under your command. The more the barracks are expanded, the more training options are available. Moreover, the length of training periods is reduced.
  • Pre-requisite: main house (level 5)

    Stonethrower:
    These weaponless fighters are convenient and can be trained very quickly.
    • Pre-requisite: main house (level 5), barracks (level 1)
    • Cost: Gold: 50 Stones: 10 Lumber: 0
    • Offense Level: 10
    • Defence Level: 10
    Spearfighter:
  • Pre-requisite: main house (level 10), barracks (level 5), laboratory (level 1), spear (level 1)
    • Cost: Gold: 80 Stones: 10 Lumber: 30
    • Offense = 10 + spear level
    • Defence = 20 + shield level
    Archer:
  • Pre-requisite: main house (level 10), barracks (level 10), laboratory (level 5), bow (level 5)
    • Cost: Gold: 100 Stones: 30 Lumber: 50
    • Offense = 30 + bow level.
    Catapult:
  • Pre-requisite: main house (level 10), laboratory (level 15), catapult (level 10)
    • Cost: Gold: 5000 Stones: 2500 Lumber: 4000

    Sail/Ships:

    Sail: The sail is the motor of your ships. The more research you do on your sail, the faster each ship will become.
  • Pre-requisite: main house (level 10), laboratory (level 1)
    • Speed = 3 + 0.1 * sail level
    Ships:
    Large Warship:
  • Pre-requisite: main house (level 10), harbour (level 10), laboratory (level 1), sail (level 5)
      Cost: Gold: 900 Stones: 0 Lumber: 800
    • Offense Level: 100
    • Defence Level: 100
    • Loading Space: 5 Units
    Large Merchant Ship:
  • Pre-requisite: main house (level 10), harbour (level 10), laboratory (level 1), sail (level 5)
    • Cost: Gold: 600 Stones: 0 Lumber: 750
    • Offense Level: 20
    • Defence Level: 20
    • Loading Space: 500 Units
    Small Warship:
  • Pre-requisite: main house (level 10), harbour (level 1), laboratory (level 1), sail (level 1)
    • Cost: Gold: 450 Stones: 0 Lumber: 300
    • Offense Level: 50
    • Defence Level: 50
    • Loading Space: 2 Units
    Small Merchant Ship
  • Pre-requisite: main house (level 10), harbour (level 1), laboratory (level 1), sail (level 1)
    • Cost: Gold: 300 Stones: 0 Lumber: 300
    • Offense Level: 10
    • Defence Level: 10
    • Loading Space: 200 Units
    Colonisation Ship:
  • Pre-requisite: main house (level 10), harbour (level 20), laboratory (level 1), sail (level 10)
    • Cost: Gold: 35000 Stones: 0 Lumber: 30000
    • Offense Level: 100
    • Defence Level: 100
    • Loading Space: 5000 Units
    • There is a 50% chance of a successful colonization, in which case your ship will be destroyed. If the colonization fails, your ship will return; unless it is destroyed in battle.


    Thanks to nakkisormi, wumpus, horst, and so many others for providing so much of this info!