Elf A/m Strategy

•November 26, 2007 • Leave a Comment

No specific personality. Assuming 10% housing and tools. MP on 24/7. This can be easily adapted to A/t by moving 10% from guilds to thieves’ dens, and it can be changed to pure attacker by moving that same 10% to training grounds, stables, and forts in roughly the same proportions given here. As a pure attacker you could also build more guard stations or dungeons.

8 farm
20 guild
11 rax
20 arm/bank
11 tg
11 stable
13 fort
6 gs

10 peasants, 7.45 dspecs, 6.05 ospecs, 1 thief, 3 wizard
NW = 138
47.3 opa = .343 opnw
48.3 dpa = .350 dpnw

Gnome A/t Strategy (all specialists)

•November 12, 2007 • Leave a Comment

No specific personality. Assuming 10% housing and tools. MP on 24/7.

8 farm
10 guild
9 tower
5 rax
20 arm/bank
16 tg
6 stable
16 fort
10 td

10 peasants, 7.8 dspecs, 8.45 ospecs, 3 thief, 1 wizard
NW = 148
62.5 opa = .422 opnw
51.8 dpa = .350 dpnw
5.1 mod tpa

Dark Elf A/m Strategy

•November 12, 2007 • Leave a Comment

No specific personality. Assuming 10% housing and tools. MP on 24/7.  This can be easily adapted to A/t by moving 10% from guilds to thieves’ dens, and it can be changed to pure attacker by moving that same 10% to training grounds, stables, and forts in roughly the same proportions given here.  As a pure attacker you could also build more guard stations or dungeons.

8 farm
20 guild
11 rax
20 arm/bank
16 tg
4 stable
15 fort
6 gs

10 peasants, 7.5 dspecs, 6 ospecs, 1 thief, 3 wizard
NW = 141
52.5 opa = .372 opnw
49.5 dpa = .351 dpnw

Dictionary

•November 12, 2007 • Leave a Comment

Let me know about any word or abbreviation that needs to be defined.

Another good list is found here. 

dpa – defense per acre

dpnw – defense per net worth

dspec or d-spec – defensive specialist

FL – fertile lands spell

MP – minor protection spell

opa – offense per acre

opnw – offense per net worth

ospec or o-spec – offensive specialist

QF – quick feet spell

tpa – thieves per acre

TW – town watch spell

wpa – wizards per acre

Human A/t Strategy

•November 12, 2007 • Leave a Comment

No specific personality. Assuming 10% housing and tools. MP on 24/7.

7 farm
10 guild
8 tower
11 rax
10 td
20 arm/bank
12 tg
12 stable
11 fort

6.7 dspecs, 6.9 opsecs, 3 thieves, 1 wizard
NW = 144
53.4 opa = .371 opnw
50.5 dpa = .351 dpnw

Dwarf Stategy

•November 11, 2007 • Leave a Comment

Disclaimer:  This is a non-freak, pure attacker strategy.  I didn’t optimize or even summarize economic buildings and numbers.  I did assume minor protection would be cast 24/7.  Fog and animate dead 24/7 are also a good idea especially in war.  I was surprised that stables didn’t help, but I’m just going by the numbers.

Assuming 200% pay rate, 10% alchemy, and 10% housing science.  (Tools would be wise as well but is not assumed in BE and building numbers here.)

27.5 pop/acre
10 peasants – 100% BE (low estimate)
7.5 dspecs
8 ospecs
1 thief
1 wizard

7% Farms*
17% Armouries or Banks*
16% Training Grounds
9% Barracks
14% Forts
10% Guilds
7% Towers*
20% Watchtowers
*economic numbers unoptimized

This gives a war attack time of less than 12 hours and 40% catch thieves.

143 nwpa
50 dpa = .351 dpnw
56.4 opa = .396 opnw

A better result than I expected.  Some tools science would allow some land to be taken from maybe farms, armouries, banks, barracks, or towers and put to military use.  I don’t know about the thieves.  Scrap them altogether?  These numbers aren’t bad at all.  Maybe I missed something.  Tell me if you see it.  Even if these numbers are correct, I prefer the flexibility and thieves of a Gnome.

T/M Strategy

•November 3, 2007 • Leave a Comment

I don’t like playing T/M. I don’t much like thinking about T/M strategy. That said, this will be a very basic skeleton of a T/M build. It is race/personality generic, and assumes no elites or improved specialists. Housing, Crime, and Channeling science are key.

Someone else will have to make whatever improvements are needed to this outline.

Continue reading ‘T/M Strategy’

Choosing a Race/Personality Combination

•November 3, 2007 • Leave a Comment

Race and personality are the two most important decisions in the game. Some players like the sound of a certain race or personality, but my advice is to weigh the actually strengths and weaknesses and see which combination suits your play style best.

Continue reading ‘Choosing a Race/Personality Combination’

Orc Elite Attacker Strategy

•November 3, 2007 • 1 Comment

+25% Gains on Attacks
-50% Draft Costs
-50% Military Wages
Spreads & is Immune to the Plague
No Bonuses from Honor
-15% Science Effectiveness

8/2 Elite – $800

Orcs are best as pure attackers. This will just be a general sketch of the strategy I recommend, assuming 75 bpa in each science.

Continue reading ‘Orc Elite Attacker Strategy’

Why Gnome Freak Full-Elite A/t

•November 2, 2007 • Leave a Comment

  ALL THIS COULD BE CHANGING SOON.  I’M SEEING POTENTIAL FOR A FULL-SPEC ARMY I MISSED PREVIOUSLY.

Gnome
+40% Thievery Effectiveness
50% Cost Thieves
+10% Population

-15% Birth Rates
No access to Hospitals

5/5 Elite – $300

Freak
Large randomness in all attacks.
Every 7 Elites take up the population space of only 6 peasants

If the only bonuses for Gnomes were the +10% population and elites, that would be enough.

Continue reading ‘Why Gnome Freak Full-Elite A/t’