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Thread: Chaining Vs. Max Gains

  1. #16
    Sir Postalot
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    Quote Originally Posted by shank View Post
    The most fundamental goal of chaining is to overpop the opposing province so that their military, thieves, etc. desert, ideally rendering the chained prov ineffective for at least a day or two. This also keeps the province from being able to attack and op, for the most part. To be able to make an overpop happen you typically need to hit a single prov 4+ times within the same hour... hence everyone above's assertion that activity(and communication) is essential.
    for top kd's, yes this is true

    but if can get a ghetto to make 5-6 hits on one prov whilst his army is out, taking ~10% of his land each time in war, this can drop them to ~60-55% of their original land

    and in ghetto's who make ~50 hits in a min time war, often there will be 5-6 people who's activity is the best in the ghetto, so if you can take even 3 of them to ~50% of their starting acres, it can make a massive difference in the war effort =)

  2. #17
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    Full chains > Max gains > semi chains

    If you are going to chain, all your chain hits MUST be within the hour (preferred within the last 10 min to hour change), target must be reduced to 1/3 size. Else, you're just making that province stronger, might as well go Max gains instead.

    If your kingdom cannot put the hits needed within an hour or two, then max gains is the way to go.

  3. #18
    Postaholic clarey's Avatar
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    Quote Originally Posted by Lux View Post
    Full chains > Max gains > semi chains

    If you are going to chain, all your chain hits MUST be within the hour (preferred within the last 10 min to hour change), target must be reduced to 1/3 size. Else, you're just making that province stronger, might as well go Max gains instead.

    If your kingdom cannot put the hits needed within an hour or two, then max gains is the way to go.
    1/3 is still too weak imo, reduce 50% of their original size, or more is the way to go.

    semi chains work if you're giving the top room of your kd breathing space and have the ability to build the top end of your kd into unbreakable while semi chaining their top end (4 - 5 hits each)

  4. #19
    Forum Addict RAKIdaRHINO's Avatar
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    <3 people who thinks warring is same now as it was 20 ages ago..

    /me maxgains puppy =)

    (and pupp.. 1/3 is less than 1/2 ;D)

  5. #20
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    there is absolutely no reason why a province "must" be chained in one hour. in fact its more efficient to chain over 3~5 hours as long as its in a constant state of overpop and troops leave every hour, because that province's defense will leave/release and will allow u to make more double/triple taps than if u were to do it in 1 hour

    on the other hand, its FAR more important to chain provinces with army away for as long as possible. in other words, chaining is best if u start as soon as he sends his army out

  6. #21
    Post Fiend
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    Once overpop is reached, you can just stop. Maybe one extra attack to cover just incase the tick makes them recover.

    Chaining is better because it takes one prov "OUT" of the war. You have to cover such that when there army comes home they cannot attack. It's useless if they just attacked then don't bother.

    Max gains only works when you cripple them the opposite way. How do you do that?
    Like this:
    Spam Nightmare, Spam Night Strike, Slap Pitfalls+Bribe Generals on them and ATTACK!.

  7. #22
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    out of all the top wars we've been in we have yet to have an attacker of our own taken out of war even when chained with no incoming acres

  8. #23
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    It's dependent on the situation.... Just make sure when chaining to switch up targets after you are satisfied with it's results or you may waste valuable attacks. Kinda pointless only getting 10-15 acres for an attack due to NW difference and GB protection.... Activity is key for any strategy but more importantly for chaining since targets will often change....

  9. #24
    I like to post Catwalk's Avatar
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    Chaining right after someone hits can be pretty nice. Gives you 10h to keep them overpopulated, causing their defense to disappear entirely due to how overpopulation works. Chaining the tick before an army returns can also be useful, but requires more firepower and requires you to overpopulate your own attackers so they don't take peasants.
    For Master of Magic fans:

    Quote Originally Posted by Dylan Collins, CEO of OMAC
    You should ask as many people as you can to criticise what you plan on doing.

  10. #25
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    i always though chaining was just hitting them alot until they lost a lot of troops/land.. due to combat....

    apparently not. how exactly do chaining mechanics work? what exactly determines the "over population" status, and what effects does it have?

  11. #26
    Sir Postalot
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    Quote Originally Posted by toast View Post
    i always though chaining was just hitting them alot until they lost a lot of troops/land.. due to combat....

    apparently not. how exactly do chaining mechanics work? what exactly determines the "over population" status, and what effects does it have?
    chaining is there for 2 reasons
    1) take away all their land so they are less affective
    2) over pop them (ie >115%) so that they cant attack

  12. #27
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    uhm greenie i think the 3rd reason is the most important:

    making them overpopulated to loose armies/thieves

  13. #28
    Sir Postalot
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    Quote Originally Posted by insane33 View Post
    uhm greenie i think the 3rd reason is the most important:

    making them overpopulated to loose armies/thieves
    oh yeah, that as well =)
    also, if they are truly inactive, they can actually die from it! =P

  14. #29
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    you can also chain them to drop them out of NW range
    Support email: utopiasupport@utopia-game.com <- please use this and don't just PM me| Account Deleted/Inactive | Utopia Facebook Page | #tactics <-- click to join IRC|
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  15. #30
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    make ppl's army leave due to overpop is by far the most dominate reason for chaining these days (things were arguablly different back when razes destroy land)

    the second most important reason i guess is to drop people out of networth range, but when that happens it usually means a lot of their armies have left due to overpop, so its more or less the same thing

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