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Thread: need quick tips for war

  1. #1
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    need quick tips for war

    My kingdom will have war soon.
    I need some advices (for before and during war).
    ------------------------------------------------------
    hu/sage
    753 acres
    10% home
    10% farm
    15% banks
    10% TG
    20% rex
    15% hosp
    15% guild
    5% tower

    BE 102.8%

    Soldiers: 1,088 (64.3% estimated draft rate)
    Swordsmen: 1,882 (10,622 offense)
    Archers: 5,183 (32,514 defense)
    Knights: 2,747 (18,605 offense / 8,616 defense)
    War-Horses: 0
    Prisoners: 0

    Total Modified Offense: 30,456 (40.55 per Acre)
    Practical (100% elites): 30,456 (40.55 per Acre)
    Total Modified Defense: 41,130 (54.77 per Acre)
    Practical (0% elites): 33,651 (44.81 per Acre)

    Thieves: 2,054 (2.74 per Acre / 67% Stealth)
    Wizards: 563 (0.75 per Acre / 64% Mana)

    ** Effects Summary (Known Science Only) **
    12.2% Income (33,633 points)
    10.7% Building Effectiveness (51,031 points)
    6.5% Population Limits (44,626 points)
    50.1% Food Production (17,419 points)
    5.1% Gains in Combat (5,864 points)
    34.8% Thievery Effectiveness (14,951 points)
    30% Magic Effectiveness & Rune Production (11,093 points)

    ** Science Points in Progress **
    Housing: 10,043 points in progress
    -----------------------------------------------------

    I know my offense is weak, so I am using all my income to train offsp now.

  2. #2
    Enthusiast Palar's Avatar
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    take off 5% banks, 1% farms and 2% guilds and stick them into TGs
    Tis a dog world out there, eat or be eaten, drink or be drunk.
    Enjoy every minute. There's plenty of time to be dead.

  3. #3
    Veteran SillyPanda's Avatar
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    10% home
    10% banks
    25% TG
    25% rax
    10% hosp
    10% guild
    10% ST

    Stay Active, Hit hard, Hit Often.
    When the nay-sayers pipe up with talk of exploitation through strategy and planning I'm reminded of a Jack Nickolson quote, "I think of a man, then I remove logic and reason from him"

  4. #4
    Veteran texn's Avatar
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    drop the rex and build rax :)

    but as palar said. Drop 5% banks. 3% farms 3% guilds

    get up tg's .. maybe even drop homes, and build TD's if your going A/T ..

  5. #5
    Sir Postalot
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    1:1 ratio of d-specs and elites....

    and, to be honest, for a human sage at 730 acres... your science sucks, only 240 books/acre as a sage?
    i have more books/acre than you, and im not a sage, and over 2x your size...
    Deliverance -> secrets -> anzac -> mercy -> rage -> "ghetto"

  6. #6
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    Quote Originally Posted by _greenie View Post
    1:1 ratio of d-specs and elites....

    and, to be honest, for a human sage at 730 acres... your science sucks, only 240 books/acre as a sage?
    i have more books/acre than you, and im not a sage, and over 2x your size...
    This is my first age. That's why I'm asking for advices.

  7. #7
    Forum Fanatic gergnub's Avatar
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    Its good to ask.

    Get more TG's, as mentioned above drop some banks, farms and guilds to increase them. Also need more elites for offense, aim for what _greenie posted, 1:1 ratio on defspecs to elites.

    Sci definately needs more, get alch alot higher first, then continue to get pop, be etc up. On a sidenot, I got half your books/acre and im over 5x bigger. So moar sci for you!

    Enjoy the war!

  8. #8
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    10% home
    10% farm
    15% banks
    20% TG
    15% rax
    10% hosp
    15% guild
    5% tower

    keep ur guilds until u have better wpa. when u have more elites raise hospitals

  9. #9
    I like to post Realest's Avatar
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    max gains
    The End of an Era

  10. #10
    Enthusiast Coruscale's Avatar
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    Most of the suggestions given already look fine.

    I can't really give too many in-depth suggestions given I don't see any real factors you noted outside of your own personal province statistics.

    If you give us more info on the actual kingdom you're in I'm sure we can offer better suggestions, given builds are relational to your kingdom setup in addition to your enemy setup.

    -------------------------------------------

    1) POPULATION:

    753 Acres
    We'll assume 26.5 PPA will be consistant PPA for you, not including homes.

    So, that puts you at roughly 20K~ Pop.

    You're currently running the following:

    10.5 epa/dspa (6.85 dspa / 3.65 epa), 2.5 opa, .75 wpa, 2.75 tpa.
    That gives you 10 ppa, which is kinda high for an opening ppa unless you were an unbreakable.

    Though, noted you had soldiers, which was 1.25, putting you down to 8.75. That's fine imo as is - I'd say your future raw wpa target would be between 1 to 1.5 wpa, so that'll fluctuate between 8 to 8.5.

    I'd suggest for now:

    6.5dspa, 4epa, 3.75ospa, 2.75tpa, 1wpa, 8+ppa

    If you can afford to maintain elites:

    6.5dspa, 7epa, .75ospa, 2.75tpa, 1wpa, 8+ppa

    Purpose of the minor ospa is to buffer your attacks with defense for ambushes, it's not much - but it may help in some scenarios.

    2) BUILD:

    10% home
    10% farm
    15% banks
    10% TG
    20% rex
    15% hosp
    15% guild
    5% tower

    ----------------

    Get rid of Homes. At your size and purpose they're useless in war IMO. They offer little economical assistance at this size and minuscule military help as well. When you're significantly larger, than I'd suggest possibly putting homes in. It's okay for economical pumps, but not for your war build at this size.

    Farms, as mentioned by others - drop 3% to 7%. You got more than enough sci. to maintain this even with Fertile Lands off.

    Increase TGs to 15% from 10%.
    Increase Stables to 10% from 0%.

    Your offensive ratio will never hit an entirely high peak, so the benefits of Stables/TG mix are good rather than pure TG.

    Drop hospitals to 4% until you increase your elite ratio. As you maintain a higher elite ratio, increase hospitals by 1% by each epa you have. So run 7.5% currently. Your shift should come from banks in your war build (Meaning, take from Banks as your Hospitals increase)

    Drop barracks to 15%, the difference from 15% to 20% isn't terribly much and you'll retain the same number of uniques in the war as you would with 20% most likely in a minimum time war. If you become unbreakable, gradually increase your barracks as you see fit.

    However, if you think you can manage the activity, drop the idea of TDs I mention below and lower Stables to 8% and put in 24.5% Barracks for an extra unique.

    Put in TDs because it looks like you're running a mid-level offensive TPA.

    Guilds and Towers look fine.

    So, War Build:

    7% Farms
    18% Banks

    15% Training Grounds
    10% Stables

    15% Guilds
    5% Towers

    15% Barracks
    7.5% Hospitals

    7.5% TDs

    I do not agree in your situation to run lower Banks even in war. By doing so you're deterring your economic bonus and not really making it up in attack power. They're even more important given I'm assuming you're running self-sufficient as opposed to having a trade exchange within the kingdom.

    3) Sciences:

    Your sci. looks generally fine, just I'd recommend running on Active always IW (Highest you can go) unless you're losing money, or higher OOW if you can afford it. Never go below Active though unless you're actually losing money, at that point - I'd suggest overlooking your build and tweaking it so you're not losing money.

    Your books look fine to me imo, but I agree with _greenie that they should be relatively higher unless your province is fairly new.

    Focus on Income for a bit.

    12.2% Income (33,633 points)
    10.7% Building Effectiveness (51,031 points)
    6.5% Population Limits (44,626 points)
    50.1% Food Production (17,419 points)
    5.1% Gains in Combat (5,864 points)
    34.8% Thievery Effectiveness (14,951 points)
    30% Magic Effectiveness & Rune Production (11,093 points)

    Try and stick to this ratio:

    Income:BE:Housing:Food:Gains:Thievery:Magic
    5.5 : 2.5 : 3 : 1 : 1 : 2 : 1

    Example, 178,617 books redistributed.

    Land: 753 Acres
    Books to Allocate: 0 books
    ** Effects Summary (Known Science Only) **
    16.4% Income (61,399 points)
    7.9% Building Effectiveness (27,908 points)
    5.6% Population Limits (33,490 points)
    40% Food Production (11,163 points)
    7% Gains in Combat (11,163 points)
    42.5% Thievery Effectiveness (22,327 points)
    30% Magic Effectiveness & Rune Production (11,163 points)

    I'd normally not suggest Military science unless you're running a pure attacker where your purpose is to do land-based damage or had a defensive build that could reasonably retain the acres without reprisal - not gray zones, especially at smaller sizes, both province and KD wise.

    If you were later in the age or just generally in a NW-based KD, your pool may be drained so land in-take is a lot more sparce and critical - so this helps, even if it's a wee little boost.

    At provincial size, if you're hitting for 100 acres - 103 acres or even 110 acres isn't going to matter much. If you're hitting for 400 though - taking 40 extra acres is reasonably noticeable. It should be easy for you to retain a minimum of +9% Military gains as a Human within the next week.

    It's definitely important to get your Alchemy higher though. So maybe even raise that ratio a little if that seems too low for you but I'm assuming you haven't been running Active or higher consistently so I'm assuming we should see an increase in books regardless.

    ---------------------------------------

    I hope that helps and gives you a little deeper insight into it all.

    Keep army in and army out if you can maintain it as gergnub suggested.
    Last edited by Coruscale; 01-12-2009 at 03:12.
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  11. #11
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    Thanks to all for your replies.
    But sadly, war happened so soon.
    I didn't get enuogh time.

    Building Efficiency: 93.4%
    1. Homes: 54 (9.9%)
    2. Farms: 42 (7.7%)
    3. Banks: 54 (9.9%)
    4. Training Grounds: 110 (20.1%)
    5. Military Barracks: 110 (20.1%)
    6. Hospitals: 83 (15.2%)
    7. Guilds: 64 (11.7%)
    8. Towers: 26 (4.8%)

    Total Land: 546 Acres (99.5% built) (yes, lost quite some)

    Not much differences, should I alter right now? But I think it is unwise to raze and rebuild during war.

    Soldiers: 201 (75.7% estimated draft rate)
    Swordsmen: 2,919 (20,141 offense)
    Archers: 4,097 (27,888 defense)
    Knights: 3,120 (25,834 offense / 10,619 defense)

    I have about 300k gc in hand.
    What should I do with that gcs? Train troops? (only 201 soldiers left, should I train them to elite?)
    I thought about soldier aid, but my land already overpopulated about 0.5%.
    And what should I do with the lands I gain from attack.

    Thanks for helping me, this is my first war experience.
    I am trying to help my kingdom. (attack and night strike as much I can)

  12. #12
    Forum Fanatic gergnub's Avatar
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    more leets!

  13. #13
    Sir Postalot
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    grow....
    Deliverance -> secrets -> anzac -> mercy -> rage -> "ghetto"

  14. #14
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    Hey

    You probably got knocked down fairly quickly in your war but dont give up :)

    Your build strat is better at 550 acres then it was at 750 acres, your military is roughly the same. So hopefully the kingdom you are warring doesnt hit you too much more and it gives you a chance to grow back the acres. Dont be disheartened by losing 200 acres - in the grand scheme of the age it isnt to much anyways :P

    its hard to do major adjustments to your province strat in the middle of a war especially if you arent to experienced. You have a province that looks like it has alot of potential so keep it up :)

  15. #15
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    How should I rebuild my land when war end? I want to make science pump.
    My land will 580 acres at oow.

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