T/M Strategy
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.
Per acre:
10 peasants
10 d-specs
4-7 thieves
4-7 wizards
7% Farms
30% Guilds
20% Towers
20% Thieves’ Dens
23% for whatever you want (probably homes, banks, armouries, schools, libraries, or one of the buildings listed above.)
Dark Elves can get away with about 8 elites instead of 10 d-specs.
There are different T/M tactics such as financial, starvation, and population, which have their own associated spells and ops. These generally should not be mixed because certain spells and ops negate the effects of other spells and ops. I don’t know and don’t care to know the details, because I find playing T/M very boring. But the Utopia Wiki has some information that looks good.

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