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Thread: 2k acre blues....

  1. #1
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    2k acre blues....

    I need advise on surviving once your prov reached 2k acres....
    This will be the 2nd time that I'll reach 2k acres, IIRC.... The most that I was able to accomplish before was a 1.8k acre undead prov... (long time ago)

    Right now I'm exploring to 2k acres, currently at 1.8k acres, because our monarch wants to have a war before the end of age comes, and he wants the attackers to be 2k acres... Our KD had 3 wars and no wins and we're betting it all on this last war to get a win...

    I rushed to 2k acres before but got creamed back to 1.5k acres... Now I'm taking it slowly exploring every other day to train units and build barren acres as well as boost sci points... BTW, I'm Human/Shepherd

    My questions are:

    1. At 2k acres, I figured that 13500 Def specs will give me atleast 40.5 raw DPA with leets out.... Math: 13500*6= 81000 / 2000 acres= 40.5..

    Not very confident about my Math and I did not include those other variables like DME, etc since I'm just looking at raw numbers (but if it will help, I have 105% BE and 130% Wage)... Right now I don't have any forts but once I reached 2k acres (again), I'll raze my Arms (15%) and transfer it to Forts...

    So 13500 Def specs, 4k Thieves for 2 raw TPA (not planning on going A/t anymore, just pure attacker) 1 WPA and the rest will go to Knights... Current draft rate is 60%, going to change it to 65% once we start to search for war targets...

    2. Upon reaching the 2k acre mark, is it harder to find OOW targets for plunders or learn?

    3. How about wars on those ranges? Are they more intense compared to wars on KDs with 1k-1.5k acre ranges?

    4. Is having a 280k -300k NW on a 1.8k acre prov a good thing or a bad thing?

    5. For attack gains, which has the most bearing when calculating the # of acres gained, casualties on your prov, honor points you get, land acres or NW?

    Pretty sure some of these are'nt clear but I'll appreciate any info, tips that you can give me since I am a bit nervous on getting 2k acres....

    Thanks...

  2. #2
    Sir Postalot
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    there are a number of variables, like what your science is like, for one ;)
    and what is your personality?

    all i know if that you're human...

    ok, you probably want 6 d-sepcs/acre
    when combined with 200% wages, which you SHOULD be able to afford, and GP, this gives you 40 dpa

    and with this, you should be able to get 7-8 elites/acre reasonably easily, which will give you a decent offense, and plenty of defense when army home

    i dont know what your build is like, but with 105% BE and 60% draft, im guessing there is ALOT of homes... which is bad!!!
    2. Upon reaching the 2k acre mark, is it harder to find OOW targets for plunders or learn?
    not really... probably harder finding plunders rather than learns...
    3. How about wars on those ranges? Are they more intense compared to wars on KDs with 1k-1.5k acre ranges?
    depends on kd you are warring...
    4. Is having a 280k -300k NW on a 1.8k acre prov a good thing or a bad thing?
    as long as its done properly, seems fine by me... almost a tad low, by this stage should have >165 nw/a as a human
    5. For attack gains, which has the most bearing when calculating the # of acres gained, casualties on your prov, honor points you get, land acres or NW?
    acres gained: firstly what % of land gained is determined by how close you are in nw...
    honor: as long as their nw is >90% of yours, you'll get decent honor gains
    best gains are ~110%
    casualties: hitting someone outside nw range, means you loose more troops
    also hosps count ;)
    Deliverance -> secrets -> anzac -> mercy -> rage -> "ghetto"

  3. #3
    Enthusiast Saveid's Avatar
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    Quote Originally Posted by _greenie View Post
    there are a number of variables, like what your science is like, for one ;)
    and what is your personality?

    all i know if that you're human...

    i dont know what your build is like, but with 105% BE and 60% draft, im guessing there is ALOT of homes... which is bad!!!
    He is shephard.

    Why are they bad?
    ILM.

  4. #4
    Post Fiend
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    Vines says having lots of homes is good. He couldnt be wrong could he? I mean, he's the best player the game has ever seen...

  5. #5
    Needs to get out more VT2's Avatar
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    Homes are a necessary evil.
    You'll never have enough unmodded population for everything you want your province to be capable of, so you have to run some.

    The key here being 'some' - not 50%, like vines.

    That's a waste of acres.
    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.

  6. #6
    Sir Postalot
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    Quote Originally Posted by VT2 View Post
    Homes are a necessary evil.
    You'll never have enough unmodded population for everything you want your province to be capable of, so you have to run some.

    The key here being 'some' - not 50%, like vines.

    That's a waste of acres.
    yup, anymore than 10-15% is pretty much a waste =)
    Deliverance -> secrets -> anzac -> mercy -> rage -> "ghetto"

  7. #7
    200% wages! how many bpa is that?

  8. #8
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    Quote Originally Posted by Free Enterpraise View Post
    200% wages! how many bpa is that?
    ?

    You can change the amount of Wages you pay your military under the Military tab. Has nothing to do w/ Science.

  9. #9
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    True I did left a lot of variables out.. Sorry about that.. I didn't mean this to be a rate thread but let me fill in some of the variables:

    Here's my build strat at the moment:

    Human/Shepherd

    Ruler Name: #########
    Building Efficiency: 103.3%
    Kingdom Stance: Fortified

    1. Homes: 265 (14.4%) + 11 in progress (+0.6%)
    2. Farms: 53 (2.9%)
    3. Banks: 354 (19.3%) + 13 in progress (+0.7%)
    4. Armouries: 301 (16.4%) + 11 in progress (+0.6%)
    5. Guilds: 177 (9.6%) + 7 in progress (+0.4%)
    6. Towers: 53 (2.9%) + 2 in progress (+0.1%)
    7. Watchtowers: 177 (9.6%) + 7 in progress (+0.4%)
    8. Schools: 354 (19.3%) + 13 in progress (+0.7%)
    9. Dungeons: 35 (1.9%) + 2 in progress (+0.1%)

    Total Land: 1,835 Acres (96.4% built)
    In Progress: 66 Acres (3.6%)

    ** Effects Summary (Available Buildings Only) **
    1. +2,120 maximum population, +51.05% birth rate
    2. Produce 3,832 bushels (4,791 with FL)
    3. 9,142gc, +20.1% income
    4. -21.25% training costs, -28.33% draft costs, -28.33% wages
    5. Training about 3.66 wizards per hour
    6. Produce 657 runes per hour
    7. Thieves: 18.01% catch, -27.01% damage
    8. -24.13% science cost, protect 56.29% of science
    9. 700 prisoners (2,100 offense, 350gc, 350 jobs)

    ** Effects Summary (Including Future Buildings) **
    1. +2,208 maximum population, +52.8% birth rate
    3. 9,478gc, +20.66% income
    4. -21.87% training costs, -29.15% draft costs, -29.15% wages
    5. Training about 3.8 wizards per hour
    6. Produce 682 runes per hour
    7. Thieves: 18.64% catch, -27.96% damage
    8. -24.79% science cost, protect 57.85% of science
    9. 740 prisoners (2,220 offense, 370gc, 370 jobs)

    Once we start a war search, I'll add 15% TG, 10% Rax and 10-15% Forts if available.... I'll tear down some banks, all schools and arms and I'm thinking of getting rid of Farms completely...

    And for Science:

    Server: World of Legends (Age 42)
    Land: 1,835 Acres
    Books to Allocate: 0 books

    ** Effects Summary (Known Science Only) **
    26.3% Income (384,610 points)
    16.6% Building Effectiveness (299,618 points)
    14% Population Limits (502,097 points)
    73.8% Food Production (92,303 points)
    9.1% Gains in Combat (45,626 points)
    32.6% Thievery Effectiveness (32,092 points)
    23.1% Magic Effectiveness & Rune Production (16,157 points)

    ** Science Points in Progress **
    Alchemy: 29,854 points in progress
    Tools: 29,854 points in progress
    Housing: 1,000 points in progress
    Food: 5,000 points in progress
    Military: 5,000 points in progress

    I'm in the middle of a Sci pump right now hence I have 20% Schools....

    Pretty low Sci point I know but that's all I can manage as a Shepherd....

    Not sure if I deleted all the identifications but anyway.... hehehe...

  10. #10
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    use power strats, to speed stuff up, try something like this for a sci pump strat using fortified stance and such maybe

    3% farms
    5% guilds
    2% towers
    40% banks
    20% homes
    10% schools
    10% arms
    10% forts
    2% dung

    get more war sci, and ur doing well with the pop, keep doing that, leave income|BE, thats pretty high, and isnt needed as much as pop\war for attacker

    then go something like this for attacking:

    4% farms
    7% guilds
    3% towers
    19% hosps
    15% tg
    15% homes
    15% arms
    10% stables
    2% dungeons
    10% rax

    drop the arms for GS in war, or wts if fighting thieves\gnomes or whatever, bring in a build to suit the situation

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