What about sciences? How much, money should I devote to that?
What about sciences? How much, money should I devote to that?
As much as you can spare.
Catwalk's crusade for legalized cheating was a stunning success, with ghettos and low-tiered teams everywhere losing their wells of knowledge to better kingdoms in the process.
Step one: replace everything that works.
Step two: blame the predictable epic fail on outside forces.
Step three: keep the community informed that no progress has been made since the last update.
Step four: thank you for your patience.
peace, wave strat
farms 10%
Banks 25%
rax 20%
TG's 15%
Hosp 10%
gullds 10%
towers 8%
dungeons 2%
be active with one plunder and one land grab/learn a day.
accelerated sci. 62% draft
50% def specs 25%off specs 25% leets.
Military pay 125%
War strat
farms 10%
Banks 20%
rax 25%
TG's 15%
Hosp 10%
gullds 10%
towers 8%
dungeons 2%
Military pay 200%
speed kills in war bottom line.
sci min.
65% draft same % specs/leets
1.5 tpa 1wpa.
As a warrior, you don't need rax like that unless you are planning on attacking three times per day. Don't need 8% towers, either. Even with fanat 5% should be close to enough.
Dolgil Rosethorn
If it's broke, fix it.
If it's not, don't.
If you do not like the results, change your methods.
Quit making the same old mistakes. Make new ones.
Just wanted to point out that you counted guilds twice :POriginally Posted by insane33
you should be doing learn attacks when you're not in war. Here's my science page, I paid very little gold for what I have..
** Effects Summary (Known Science Only) **
10.1% Income (37,945 points)
6.6% Building Effectiveness (31,765 points)
4.3% Population Limits (31,493 points)
39.5% Food Production (26,707 points)
8.2% Gains in Combat (31,326 points)
45.4% Thievery Effectiveness (41,405 points)
34.6% Magic Effectiveness & Rune Production (34,655 points)
10% hospitals as an orc in a war and you'll suffer a lot. keeping the troops alive >> having a few extra gc's to spend on retraining
being fast is useless if the rest of your kd is slow, so adjust the amount of rax to get in phase with the kd. 20% hospitals, 20% banks and go easy on the drafting should work. the orc elites are badass, so sometimes you just need to stop a little to pump elites
IMHO, I think having stables and dungeons are not very good for orcs. War horses do not help u defend in an ambush, it gives you more offense but make your offense' defense(defense points per offense sent) much weaker and thus easier to get ambushed. Not too sure about mercs and prisoners though. If they are the same as WHs, then dungeon is also a bad choice.
I already pointed that out to him :P (See #35)
Who runs 20% Banks in war? War builds are not about making insane amounts of money ...
Isn't it still important to make money in a war though so you can keep building troops? Last war I started out able to field around 40k offensive points, and ended around 31k.
When troops are dieing 4 times a day, hospitals work out better than banks I think is what is being suggested.
The assumption is you will never gain troops in a war, but you can reduce the amount lost by quite a lot.
Running dungs or stables for Orcs is quite simply stupid.
A horse gives 12.5% to a 8/0 unit compared to 16.6% for a 6/0 unit and 20% for a 5/0 units.
So unless you run specs, don't run horses.
dungeons are good no matter what =)
nw free offense (never a bad thing!)
and fill some jobs + provide extra income
they are basically a combination of TG's and banks =)
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