•November 12, 2007 •
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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
Posted in Gnome, Strategy
•November 12, 2007 •
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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
Posted in Dark Elf, Strategy
•November 12, 2007 •
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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
Posted in Human, Strategy
•November 11, 2007 •
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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.
Posted in Dwarf, Strategy
•November 3, 2007 •
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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’
Posted in Basics, Freak, Gnome, Orc
•November 2, 2007 •
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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’
Posted in Freak, Gnome, Strategy