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New player, help please!
Hi,
I started a province not too long ago and I leave protection tomorrow so I'm worried that I don't have enough defense to stay alive. My kingdom is at war and we have no monarch and it seems like only a quarter of the players in my kingdom are posting or active at all so I was hoping someone would help me out on this board xD. Please tell me if I need to post more information. Right now I just want an outline of what I *should* be doing or building as an Elf Mage. Thanks in advance xD.
Server: World of Legends (Age 40)
Utopian Date: May 8th, YR11 (53% in the day)
RL Date: October 28th, 2008 (13:32 GMT)
Ruler Name: Noble Lady Klrea the Sorceress
Personality & Race: The Mystic, Elf
Land: 697 Acres (at least 10 unbuilt acres)
Money: 150,532gc (34,560gc daily income)
Food: 79,801 bushels
Runes: 19,737 runes
Population: 16,766 citizens (24.05 per Acre)
Peasants: 15,059 (102% Building Efficiency)
Trade Balance: 0gc (0% tax rate)
Military Eff. with Stance: 102% off. / 105.3% def.
Soldiers: 401 (6.5% estimated draft rate)
Rangers: 0
Archers: 690 (3,633 defense)
Elf Lords: 0
War-Horses: 0
Prisoners: 0
Total Modified Offense: 409 (0.59 per Acre)
Practical (75% elites): 409 (0.59 per Acre)
Total Modified Defense: 4,055 (5.82 per Acre)
Practical (25% elites): 4,055 (5.82 per Acre)
Thieves: 0 (0.00 per Acre / 100% Stealth)
Wizards: 616 (0.88 per Acre / 84% Mana)
Crystal-Ball on your province will show:
Max. Possible Thieves/Wizards: 0 (0.00 / Acre)
Province is at WAR! (-75% gains and effectiveness)
** Networth Table: **
Total Networth: 54,397gc (78.04 per Acre)
Land (90% built): 35,547gc (65%) - [15+40gc]
Peasants: 15,059gc (28%) - [1gc]
Archers: 3,450gc (6%) - [5gc]
Wizards: 2,464gc (5%) - [4gc]
Soldiers: 602gc (1%) - [1.5gc]
Money: 151gc (0%) - [1/1000gc]
Buildings: 928gc to build, 524gc to raze
Away bonus: 75,295gc (12h) / 225,885gc (20h)
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Server: World of Legends (Age 40)
Ruler Name: Noble Lady Klrea
Personality: The Mystic
Race: Elf
Building Efficiency: 101.9%
Kingdom Stance: Normal
1. Homes: 50 (7.2%) + 10 in progress (+1.4%)
2. Farms: 40 (5.7%) + 50 in progress (+7.2%)
3. Mills: 40 (5.7%) + 10 in progress (+1.4%)
4. Banks: 55 (7.9%) + 20 in progress (+2.9%)
5. Forts: 25 (3.6%) + 15 in progress (+2.2%)
6. Guilds: 90 (12.9%) + 20 in progress (+2.9%)
7. Towers: 95 (13.6%) + 25 in progress (+3.6%)
8. Watchtowers: 25 (3.6%) + 20 in progress (+2.9%)
9. Libraries: 25 (3.6%) + 20 in progress (+2.9%)
10. Schools: 25 (3.6%) + 20 in progress (+2.9%)
Total Land: 697 Acres (67.4% built)
In Progress: 210 Acres (30.1%)
New Land: 68 Acres coming in
** Effects Summary (Available Buildings Only) **
1. +400 maximum population, +20.36% birth rate
2. Produce 2,887 bushels (3,609 with FL)
3. -22.05% building costs, -16.54% exploration gc
4. 1,401gc, +9.26% income
5. +5.29% defense bonus
6. Training about 3.67 wizards per hour
7. Produce 968 runes per hour
8. Thieves: 7.05% catch, -10.57% damage
9. +6.92% science effects (not affected by BE)
10. -5.29% science cost, protect 12.33% of science
** Effects Summary (Including Future Buildings) **
1. +480 maximum population, +22.1% birth rate
2. Produce 6,590 bushels (8,237 with FL)
3. -24.9% building costs, -18.67% exploration gc
4. 1,911gc, +11.26% income
5. +7.57% defense bonus
6. Training about 4.48 wizards per hour
7. Produce 1,223 runes per hour
8. Thieves: 11.28% catch, -16.92% damage
9. +11.07% science effects (not affected by BE)
10. -8.46% science cost, protect 19.75% of science
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Server: World of Legends (Age 40)
Books to Allocate: 1,277 books
** Effects Summary (Known Science Only) **
2.7% Income (2,256 points)
1.9% Building Effectiveness (2,253 points)
1.3% Population Limits (2,257 points)
12.5% Food Production (2,256 points)
0% Gains in Combat
0% Thievery Effectiveness
25.4% Magic Effectiveness & Rune Production (15,775 points)
** Science Points in Progress **
Alchemy: 967 points in progress
Tools: 970 points in progress
Housing: 966 points in progress
Food: 967 points in progress
Channeling: 4,750 points in progress
Sorry for the long post.
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Well...there's alot of things wrong. And coming out of OOP in war won't be pretty..
1) Draft rate to low - set it to 40 % and then bump up to 50 % or higher.
2) On that same note, no defense
2) No thieves - you're going to the target of many thief/mages.
3) A "rainbow" strat, buidling many different types of buildings. In Utopia, rule of thumb is the fewer types of building the better.
4)No money - looks like it went to science. Don't build science in protection...
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First off, it takes a lot to die in this game, so don't worry about it unless your kd starts attacking you.
Set your draft rate to at LEAST 55%. It looks like you haven't moved it so that's why you don't have any soldiers.
You want to have around 40-50 defense per acre
~2 Thieves per acre
People make build strats using % because most of the buildings are %rate buildings, meaning the effect depends on what % you build. Running a pure mage isn't enough. You can either run an A/M, or a T/M, but some kds won't even let you run a TM strat. But since you aren't in my kd here's mock build...
9% Farms
16% Banks
25% Guilds
25% Towers
25% Thieves Den
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Some stuff from our kd Wiki.
Land & Population
You have two things to divide up in this game, land and population. Land is divided up in percentage amounts such as 10% farms. Most buildings are percentage based which is why it's done that way. Population is divided up on a per acre basis. Draft rate is the major way to get the division you want.
A typical new province has 25 population per acre when all lands are built. Gnomes have 28.75.
You will need about 10 pezzies per acre in either case. Attackers are best advised to have 2 thieves and one wizard per acre. (Thieves are easier to get than wizzards. Getting 1 wpa may take a while) So, that's 13 population per acre. The rest should be military (12 for most, 15.75 for Gnome). Since thieves are counted as military but wizards are not you should have a draft rate of 14/25 or 17.75/28.75 which is 56% and 62%.
1. 50% banks 10% farms plus whatever else. Hard to go too far wrong with this. Do some initial exploring and train troops fast.
2. Combination of banks and armories. This is more for attacking right out of protection. The armories help to lower costs and maybe get some elites early. Maybe something like this.
10% farms
40% banks
10% arms
20% guilds
5% towers
13% homes
2% whatever
3. Combination of banks armories and mills. More of an exploring strat and not much in favor right now. Idea is to build mills first, wait until the mills are built, then explore and build rest of your land. Longer speed building times have also put this strategy out of favor.
Do not train troops before about 22 hours before protection ends unless your playing time does not permit that. Troops have maintenance costs, soldiers do not. You can wait 19 hours before protection ends by using the Inspire Army spell.
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Since you are in a bad kd and the end of the age is not far off, you might think about deleting and starting over. Maybe get into a better kd that can help you. Make some contacts and maybe they can get you into their kd after the start of the age. Otherwise, practice and plan your protection strategy.
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Thanks for help, I've made my goal the following for a M/a:
10% Homes
9% Farms
22% Banks
12% Training Grounds
20% Guilds
10% Towers
5% Thieves' Dens(Do I need these dens for the thieves to be effective, at catching other thieves, or will just training them and having them around 2TPA be enough?)
10% Watch Towers
2% Stables
I know the lands are still really divided but I'm not very sure what I can cut. And should I make some forts as well?
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You don't need the Thieves Den, put them into Stables