Originally Posted by
Sheister
Goodz, I was thinking, that at that point most do not have a lot of explore pool to use and gaining that much land into their explore pools would be an incentive to war.
but I figure that most larger KDs, if dice is taking from explore pool, would not have more than 2000 acres or so at the start of a war right? (probably less). Then you figure they gain 20 acres/hr into pool so in min time war that is 20*48=960. So roughly 3K acres in the pool at the end of the war gives them 12K acres to explore and dice out. That is not, imho, an unbalanced amount12
**edit**
Also goodz, if they are only dicing 900 acres/day I need to revise my estimate of top KDs downward as it is easy for a faery T/M to dice 100-150 acres day without breaking a sweat. So you should figure running 12-15% guilds for reasonable dicing they should be able to do 50-100/province. That is at least 1250 to 2500/day dicing plus whatever gains they have in combat from smart farming (figure 100-200 acres/province per day which is probably a conservative estimate, on each of their attacker provinces). Asuming they have 20 attackers in the KD that is roughly 2-4K in land gains per day minimum. Because they run banks to aid them and so on, they ought to be able to sustain 250 acres growth/province/day from week 6/7 onward. Therefore, I would expect that 25*250 = 6250 being the base gain/day a war would need to provide them a pool boost to make up for lost dicing and provide a war environment where they should be able to gain at least 13K acres (which is doable in a war winning scenario). Therefore, I think what I proposed might well be what makes warring palatable if dicing comes from pool.