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The Elliptical Wave
AGE 97 Virtual Kingdom
SPEARHEAD
Avian: tactician
Elf: cleric
Faery: mystic
Halfling: rogue
Orc: warrior
ASSAULT
Dark Elf: heretic
Dwarf: artisan
Dwarf: sage
Human: shepherd
Undead: war hero
HQ
Avian: tactician
Dark Elf: mystic
Elf: cleric
Faery: heretic
Halfling: rogue
ASSAULT
Dark Elf: heretic
Dwarf: artisan
Human: sage
Human: shepherd
Undead: war hero
SPEARHEAD
Avian: tactician
Elf: cleric
Faery: mystic
Halfling: rogue
Orc: warrior
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Elf cleric is sturdy, the assault divisions are economic pillars, the Faery heretic is to cast hard Fools Gold on whoring whales if necessary, I tripled tac because I value intel and TPA retention. I almost tripled artisan.
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Dwarf artisan could run 75% core if I didn’t evenly distribute race/personality. Despite weaknesses, look at the build cost for accelerated + builders boon and project that through the age. I stand on more productive acres for more ticks beginning to end. If strategy is up to snuff you have a no excuse economy to back it up. I’m sure some math defeats me, but it’s a simple solution.
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I'm continuing to evaluate optimum roles for each race. This virtual kingdom is based in the idiom of even distribution of race and personality; that's why you don't see, for example, undead cleric. It's an exploration of game balance.
What's demonstrated here is a distribution of race: 3 avian, 3 dark elf, 3 dwarf, 3 elf, 3 faery, 3 halfling, 3 human, 2 orc & 2 undead. And personality: 2 artisan, 3 cleric, 3 heretic, 3 mystic, 3 rogue, 2 sage, 2 shepherd, 3 tactician, 2 war hero, 2 warrior.
Strategically, this virtual kingdom runs an elliptical wave which consists of 5 divisions from gmt zones consisting of Australia, Asia, Eastern Europe, Western Europe & the Americas. Prime activity for each division is sub 5 hours and was designed for players who want to play in an organized kingdom but lack real life free time. Thus, this is a 24/7 active kingdom template.
The overall strategy is the kingdom protecting the faery, halfling & orc in the 2 spearhead divisions. This is done via net worth zone enforcement through 1) initial max gains, 2) a truncated cross chain and 3) back to a max gain wackamole. Unlike full nightmare waving, the heretics here use a softer approach to offer attackers ample leverage across a net worth field.
We have the avian tacs as "man-to-man" enforcement for the inevitable enemy strays. If there are none they assist the orc and elf in running down enemy t/ms aka near unbreakable.
That's enough for now :-)