Age 37 Gnome Freak A/t Strategy
This is a full-elite army strategy. The first section is a summary of the stats. Second is an hour-by-hour protection strategy. Third is the detail breakdown of the population and strength numbers along with recommended spells. Fourth is the detail breakdown of the economy with spells. Fifth, there is a short science pump build. Lastly, I’ve included some tips for playing Freak successfully (without bouncing).I ran something very similar to this last age. The problem of population recovery turned out to be minor compared to gold problems. So I’ve added 50% more economic buildings, and I’ve gone with armouries instead of banks which are more efficient in this high non-peasant population. I’ve assumed 5.25 NW for elites along with MP and TW spells on defense, QF on attack, and FL and IA on constantly. The draft expenses assume $75 per soldier which is equivalent to a half-reservist, half-normal draft rate.
1 Summary
+40% Thievery Effectiveness
50% Cost of Thieves
+10% Population
Large randomness in all attacks
Every 7 Elites take up the population space of only 6 peasants
5/5 Elite – $300
-15% Birth Rates
No Access to Hospitals
32.95 Pop/acre, 67% Draft
10 Peasants – 89% BE
18.95 Elites – .42 Opnw, .3 Dpnw, and 80.7 Opa, 57.6 Dpa (or .365 Opnw, .35 Dpnw, and 70.2 Opa, 67.2 Dpa)
3 Thieves – 7.166 Tpa
1 Wizard – 1.3 Wpa
11.5 hour attack time
2 Protection
Set 55% draft rate
Raze and build:
0% Home
10% Farm
43.5% Bank
30% Armoury
7.5% Guild
5% Tower
4% Stable
Stay off 24 hours
Feb 1
Build 5 new acres
Stay off 24 hours
March 1
Build 5 new acres
March 6
Cast IA if possible
Train 400 thieves
Train the rest elites
March 7-23
Keep IA on
Train all possible elites
March 24
Cast MP
Train all possible elites
April 1
Set pay rate to 200%
OOP estimates:
415 acres
400 thieves – .96 tpa – 1.344 mod tpa
33 wizards – .08 wpa
3400 elites – 8.2 epa – 41 offensive or defensive points per acre
750 horses
As you grow raze the banks but not the farms or armouries. At 600 acres we will have grown into them.
3 Fighting Build
9% Farms
20% Armouries
14% Training Grounds
5% Barracks
7% Forts
10% Guilds
8% Towers
9% Thieves’ Dens
18% Stables
20% Alchemy
10% Tools
10% Housing
40% Food
40% Crime
30% Channeling
55(acre) + 10(peasant) + 5.25 * 18.95(elite) + .6 * 9(horse) + 4 * 4(t/w) + 6(science) = 192 Nwpa
25 * 1.1(Gnome) * 1.1(Science) = 30.25 Base Population
10 Peasants with 10% Science = 89 BE
3 Thieves * 1.4(Gnome) *1.4(Science) *1.2188(TD) = 7.166 Tpa
1 Wizard * 1.3(Science) = 1.3 Wpa
16.25 Base Elites + 2.321 + .331 + .047 = 18.95 Total Elites
30.25 Base Population + 2.7(Freak) = 32.95 Total Population
67% Draft Rate
[(8.89 D-leets *5 ) + 2.5(TW)] * 1.129(DME) * 1.0869(Forts) = 57.6 Dpa = .3 Dpnw
[(10.06 O-leets * 5) + 9(Horse)] * 1.076(OME) * 1.09(Generals) * 1.1607(TG) = 80.7 Opa = .42 Opnw
OR
Lose 1% Stables and add 1% Forts to keep .35 Dpnw.
[(10.34 D-leets *5 ) + 2.5(TW)] * 1.129(DME) * 1.0983(Forts) = 67.2 Dpa = .35 Dpnw
[(8.61 O-leets * 5) + 8.5(Horse)] * 1.076(OME) * 1.09(Generals) * 1.1607(TG) = 70.2 Opa = .365 Opnw
16 * .85(war) * .9(QF) * .937(rax) = 11.5 hour attack time in war
24/7 Spells: Fertile Lands, Inspire Army
Pre-attack Spells: Quick Feet, War Spoils
Army Away Spells: Minor Protection, Town Watch
Love & Peace, Patriotism if out on a land grab
Mage Protection Spells: Magic Shield, Nature’s Blessing
4 Economy
Gold:
Sending 10 elites twice a RL day: 10 * .08 * 2 = 1.6 elites killed per RL day
Growing 4% per RL day: 10 * .04 = .4 elites trained per RL day
(3 * .04) + .2(estimated lost on ops) = .32 thieves trained per RL day
Income: 2 * 10(peasants) * 1.2 (science) = 24 Gpa
Expenses: {[75(drafting) * 2.32(soldiers)] + [300 * .32(thieves)] + [300 * .78(armouries) * 2(elites)]} / 24(hours) + 2(wages) * .706(armouries) * 18.95(elites) = 57.5 Gpa
Balance = $-33.5Gpa
OR with 0% armouries and 20% banks
Income: [2 * 10(peasants) + 25 * .2(banks) * .89(BE)] * 1.1424(bank bonus) * 1.2 (science) = 33.518 Gpa
Expenses: {[75(drafting) + 300(training)] * 2.32(soldiers) / 24(hours)} + 2(wages) * 18.95(elites) = 74.15 Gpa
Balance = $-40.632 Gpa
Plunder and steal to cover expenses
Food:
Grown: 70 * .09(farms) * .89(BE) * 1.4 (science) * 1.25(FL) = 9.8 bushels per acre
Consumed: .25 * 32.95(population) = 8.3 bushels per acre
Balance = 1.5 bushel per acre
Runes (high estimates assuming 1150 acres and heavy fighting):
FL = 1000 * 2 = 2000
IA = 2200 * 3 = 6600
QF = 1600 *2 = 3200
WS = 2900 * 1 = 2900
MP = 900 * 3 = 2700
TW = 3200 * 2 = 6400
LP = 1400 * 1 = 1400
Pat = 4000 * 1 = 4000
MS = 1000 *.5 = 500
NB = 1200 * .5 = 600
Total runes spent: 30,300 / (24 * 1150) = 1.1 runes per acre
Runes produced: 10 * .08(towers) * .89(BE) * 1.3(science) = .93 runes per acre
Balance: -.17 runes per acre
5 Science Pump
9% Farms
10% Guilds
6% Towers
75% Schools
Science Priorities: Everything 1bpa first, then Housing 100bpa, Tools 100bpa, Alchemy 100bpa, Others 50bpa.
24/7 Spells: Fertile Lands, Mind Focus
6 Freak Tips
The two aspects of the freak personality are the population bonus and the randomness in attacking. The population bonus has been incorporated into the calculations above. In this case, it works out to a 8.2% increase in population. The attack randomness is a blessing and a curse. The blessing is that enemies are reluctant to attack. A high nwpa, a high defense at home, high Tpa, high offense for retals, and freak randomness all together should keep most attacks away. The curse is that all of a freak’s attacks need to have more offense if success is to be assured. A freak can attack regularly or even undersend, but doing so will result in a high number of bounced attacks. These are tips for keeping a 99-100% success rate.
Copy the enemy kingdom page, then get a CB and translated SoM before attacking.
When attacking a non-freak, oversend by 10% to be safe. 8% is usually enough.
Try to avoid bottom-feeding, but when you must bottom-feed, oversend by the full 10%.
When attacking another freak, oversending by 20% is safe, but 16% should usually be enough.

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