I havnt played for several years (just some gameplay the last 2 weeks) I have read some in these forum and I came up with this.
Please comment on anything you think can be improved.
Thanks in advance
Dwarf/Sage (A/m)
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Dwarves
* Building Efficiency : +30%
* Free Building Construction
* Immunity to Fog
* Thievery Effectiveness : -20%
* Can't use Accelerated Construction
* Specific Spellbook – Fog, Animate Dead
* Elite Unit – Berserker (7/4, $900, 6.75 nw)
The Sage
* Every 2 Acres of land produces 1 Science Book per Hour
* 75% Protection from Learn Attacks (was 50%)
Comments:
*Good BE with high draftrate or getting more from buildings at lower draftrate. Make it possible to pump the province before a war.
*Free construction: Saves money and make it easier to switch builds.
*No accelerated construction can make you less flexible in a war if you need some building fast, for example when a rogue has used greater arson on you.
*-20% Thievery effectiveness: No point to have more than 1.5-2 raw tpa. The lower modded tpa makes you a target for enemy thieves. If you are going to war against a decent kingdom get 15% WT (20% sometimes).
*Fog: "Increases enemy attack times by 3 days." Good spell especially in a war. Since you don't want to lose it to a "mystic vortex" you should have at least 15% guild OOW. Try to get as many books in channeling as you can.
*Good but expensive elite: Hospitals are needed to offset combat losses. About 15% should be enough.
*Sage: Science is always nice and the 75% protection from learn attacks is really nice (especially good in a long age when the BPA rise high)
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Starting with:
Acres: 400
Money: 300,000gc
Peasants: 6,000
Food: 30,000 Bushels
Runes: 0
Soldiers: 500
Wizards: 10
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72 Hours left in protection
*Set drafrate to 30% (Enough until OOP, Peasants=Money)
*Set science to sustained
*Build:
10 Farms (So you don't need to build them when the land from exploring comes in)
50 Guilds (Its the %-guilds that's important when casting selfspells. Don't want to fail casting "Love and Peace".)
30 Towers
100 Banks
90 Armouries (need to build them now so we can get to 24% at 24 hours left in protection, later if you use "Inspire army")
* Leave the Homes for the increase in birth rate.
50 Hours left in protection
*Explore 400 acres
*8800 books in alchemy
44 Hours left in protection
*Cast "Love and Peace" (sooner if you can)
*Cast "Builders' Boon"
*Build about 105 armouries
*Books into alchemy
Until 24 Hours left in protection
*Log in as often as possible
*Cast spells as needed
*Alchemy 15000 Books, Food 7500 and the rest in crime.
*Build as the land comes in:
35 Guilds
10 Towers
80 Banks
10 Farms
89 more Guilds (to get the wpa up)
76 Forts
24 Hours left in protection
*Raze 40 Homes and build 40 Forts
*Train about 3k axemen
Until 0 Hours left in protection
*Put books in crime
*Train axemen until you have 4k (trained + in training).
*Train as many thieves as you can
Out of protection
*Build OOP 815 acres
Barren lands 0.6% (5)
Farms 7.4% (60)
Banks 27.2% (220)
Armouries 24.1% (195)
Forts 14.3% (116)
Guilds 21.5% (174)
Towers 4.9% (40)
*Set wages to 150%
*Slowly raise the draftrate to 55-65%. Train thieves until you have 2 raw tpa, then start training elites. When the elites are trained get some more def spec if you want them.
*Steal gold
*Start putting books in population and tools and more in alchemy.
When the pumping is done
*Build OOW
Farms 5%
Banks 11.5%
Training grounds 23%
Armouries 17%
Forts 6%
Hospitals 15%
Guilds 17%
Tower 4%
Dungeons 1.5%
No stables because the relative bonus you get is lower for a 7 off elite (against for example a 5 off spec). If you don't have any horses they cant be stolen at the start of a war and you can always steal horses before a war if you need some. (They don't disappear if they are away with your army)
*War Build
Set wages to 200%
Farms 5%
Training grounds 22%
Barracks 8.5%
Forts 6%
Guard stations 13%
Hospitals 16.5%
Guilds 9%
Tower 4.5% (stockpile runes before the war and steal under the war if you need more)
Watchtowers 14% (the better the kingdom you are fighting the more you will need)
Dungeons 1.5%
If the war drags out build some banks.
Since you should have enough elites for the war you don't need armouries or banks. The 13% GS will let you attack with some less defense (they can always attack put they wont gain as much as they normally do). Basically attack 2 times a day until the war is over and train more def specs as the land comes in.
Question: Is it better to keep the forts in and outside war or should they be used to boost the % of other buildings? For example GS and WT in war.