I'm playing Avain/Cleric heavy attacker this age and I thought it would be fun and useful for me and others if I wrote a piece about this combo. I'm not the greatest player and there are probably better ways to play and explain this combo, but I think this will work well for many players.
I'm trying to write it in such a way that everyone can understand it, therefor I'll try to be as clear as I can.
English isn't my native languish, so there will probably be some grammer and spelling mistakes.
Age 53
Avian/Cleric
Bonuses:
* - 30% attack times
* Defensive Specialist Strength +1
* - 50% Your Military Casualties (on attack or defense)
* 1 extra General
Penalty:
* - 10% attack gains
* No access to stables
Other Information:
* Offensive Specialist: Griffins (5/0, 4 nw)
* Defensive Specialist: Harpies (0/6, 6 nw)
* Elite Unit: Drake (7/4, $650, 6.5 nw)
* Spell book: Clear Sight, Town Watch, Fanaticism
Introduction
Avian/Cleric isn't the attacker that will have the highest offense or gain, but they do have excellent attack time, turteling ability and build flexibility.
To get the most out of a avian during war you need to use the attack time, if you can't log in and attack again as your army comes home you might want to consider another race. Low attack time is great in wars but you need to be active and use it for it to matter.
The reason as a avian to choose cleric is while you can attack more times than other races those extra attacks makes you lose more troops. If you are in a long war the losses will stack up and your offensive capabilities will suffer. The extra general is another 3% offense or more importantly another attack. With the lower attack time this extra attack will fast stack up during a war.
If you use another personality and hospitals to lower your losses, you would need 30% hospitals at 80% BE to get the same reduction in losses. Hospitals effects depends on BE and if you lose peasants from example fireballs or kidnapping your reduction in losses will be lower. Hospitals can also be destroyed by for example tornadoes.
Cleric will always give you -50% losses whatever else happens to your province. It's 100% reliable.
A downside to cleric is that it doesn't give you as hospitals a % chance to cure the plague. This usually isn't a problem since you get a 20% chance to cure the plague each time you cast nature blessing. The problem arise when you run out of mana while trying to cast nature blessing or when you don't log in for a longer period of time.
Plague: No Population Growth, 15% Lower Tax Collection, 15% Lower Defensive Military Effectiveness and 10% mortality rate in prisons per day.
General protection strategy
How you plan your protection strategy depends on your kingdoms plan when you leave protection. Some kingdoms will attack aggressively while others might go into fortified right away and train their army. Much depends on your kingdom but I'll give a example on a way to attack right away when you leave protection. I'm not saying this is the best way to do it, but it is simple and it works.
72 hours left in protection
Build:
95 Banks
55 Guilds
33 Towers
97 Armouries
Explore: 125 acres
Set draft rate to 50%
Research Rate: No research
Allocate 1500 books in alchemy
Build as the land comes in:
10 Farms
38 Armouries
30 Guilds
47 Training grounds
55 hours left in protection
Cast love and peace
Research Rate: Limited
24 hours left in protection
Cast Inspire Army - If successful wait 5 hours to train
19 hours left in protection
Train 540 thieves, 1500 defensive specialists and the rest elites. Keep training more elites until OOP
0 hour left in protection
Cast minor protection and clear sight
Out of protection
Plunder if you find someone with a lot of gold otherwise attack for land.
Train some more defensive specialist. After a few day you should have 6-7 defensive specialist per acre. A good offense is a good defense, but your kingdoms overall capabilities also matters when other determines if you are a good target to hit.
As you gain more land you can let your % banks and armouries drop while phasing in more training grounds, dungeons, guilds (increasing your raw wpa faster) and so on. Depending on your kingdom you might want to do something else entirely.
War setup
The most important thing is common sense, things are never the same so you need to adapt to the current situation. Whats the opponents strong points? Your build should reflect the opponents capabilities. If you face a kingdom with 1 faery and the rest orcs you might want to use guard stations while watch towers might not be needed. Against another kingdom it might be the other way around.
TPA/WPA: As a avian/cleric heavy attacker I would recommend 2 mod wpa and 2 mod tpa. Some have higher some lower, but the reason I think it is a good number is that if the opponent isn't a attacker/thief, attacker/mage or thief/mage they won't have high enough mod wpa/tpa to get a good success rate. If you have a low mod tpa/wpa, let say <1 you are vulnerable from ops/spells from other heavy attackers. If the opponents heavy attackers can do ops/spells on you its like making them into hybrids while their real hybrids can target other provinces in your kingdom.
War build
When you create a war build its not just the numbers that matters its also how effective it is when you gain and lose acres in war.
As a avian your attack time is much lower than your building time so your % of any building will drop after you start gaining acres. (enemy ops and spells will of course also affect how you manage your build)
In the early age you wont have the science and perhaps not the number of wizards as I use in this build.
In the build presented here I listed 17,4% GS, but note that I wrote "FLEX" behind it. With this I mean that depending on the situation you might want to use the % to bolster other building % or for example use 17,4% barracks for even faster attack time. Use it to adapt to your current situation.
I use homes in my war build to pump up my province even more before a war, but I never build any during a war.
Assume: 2000 acres, 500 BPA, Lord and 200% wages.
** Effects Summary (Known Science Only) **
13.3% Income (180,000 books)
9.5% Building Effectiveness (180,000 books)
8.5% Population Limits (340,000 books)
49% Food Production (75,000 books)
4.9% Gains in Combat (25,000 books)
42.4% Thievery Effectiveness (100,000 books)
42.4% Magic Effectiveness & Rune Production (100,000 books)
Raw Living Space = 2000 * 25 + 200 * 8 = 51600
Mod Living Space = 51600 * 1,085 * 1,02 = 57101 or 28,55 People per Acre
Farms needed without using fertile land:
Farms = 57991 * 0,25 / 70 * 0,80 * 1,49 = 171
Building Efficiency: 80%
1. Homes: 200 (10%)
2. Farms: 171 (8.6%)
3. Banks: 300 (15%)
4. Training Grounds: 360 (18%)
5. Guard Stations: 349 (17.4%) FLEX!
6. Guilds: 220 (11%)
7. Towers: 80 (4%)
8. Watch Towers: 280 (14%)
9. Dungeons: 40 (2%)
Total Land: 2,000 Acres (100% built)
** Effects Summary (Available Buildings Only) **
1. +1,600 maximum population, +28.8% birth rate
2. Produce 9,576 bushels (11,970 with FL)
3. 6,000gc, +12.75% income
4. +17.71% offense bonus
5. -23.05% losses when attacked
6. Training about 3.52 wizards per hour
7. Produce 768 runes per hour
8. Thieves: 19.26% catch, -28.9% damage
9. 800 prisoners (2,400 offense, 400gc, 400 jobs)
Peasants needed to get 80% BE:(formula only works if you have less than optimal workers)
Workers (peasants + prisoners) = (0,80 / (0,5 * 1,095) - 1) * 1800 * 25 * 0,67 = 13905 workers --> 13505 peasants or 6,95 peasants per acre.
Raw WPA needed to get 2 mod WPA:
Raw WPA = 2 / (1,03 * 1,424) = 1,36
Raw TPA needed to get 2 mod TPA:
Raw TPA = 2 / (1,03 * 1,424) = 1,36
7 Defensive specialist per acre
Elites per Acre = 28,55 - 6,95 - 1,36 - 1,36 - 7 = 11,88
Mod DPA (Army out, Fanaticism) = 7 * 6 * 1,05 * 1,076 * 0,97 = 46
Mod OPA (Fanaticism) = (11,88 * 7 + 0,4 * 3) * 1,12 * 1,076 * 1,02 * 1,1771 * 1,05 = 128,17
NW/A = 500 / 92 + 55 + 6,95 + 1,36 * 4 + 1,36 * 4 + 7 * 6 + 11,88 * 6,5 = 197,48
Offensive points per net worth = .6490
Defensive points per net worth = .2329
Military points per net worth = .8819
Summery
128 Mod OPA (5 gen, Fanaticism)
46 Mod DPA (Army out, Fanaticism)
2 Mod WPA
2 Mod TPA
Note: 17,4% flex
Calculation formulas
The formulas aren't complete, I just used what was relevant for my calculation. Things like unbuilt acres and dragon would affect the numbers.
For the complete formulas: http://wiki.utopia-game.com/index.ph...he_Utopia_Wiki
Raw Living Space = Built acres * people per built acre + number of homes * extra population per home
Mod Living Space = Raw Living Space * science * honor
Farms = population * bushels needed per population / bushel per farm * BE * science
Workers (peasants + prisoners) = (BE / (0,5 * science) - 1) * non homes buildings * working people per building * 0,67
Raw WPA = Mod WPA / (honor * science)
Raw TPA = Mod TPA / (honor * science)
Elites per Acre = population per acre - peasants per acre - wizards per acre - thieves per acre - specialist per acre
Mod DPA = defensive specialist per acre * defensive value * minor protection * 200% wages * fanaticism
Mod OPA = (elites per acre * offensive value + prisoners per acre * 3) * generals * 200% wages * honor * training grounds * fanaticism
NW/A = Books per acre / 92 + built acres + peasants * 1 + wizards per acre * 4 + thieves per acre * 4 + defensive specialist per acre * 6 + elite per acre * 6,5
Offensive points per net worth = Mod OPA / NW/A
Defensive points per net worth = Mod DPA / NW/A
Military points per net worth = Offensive points per net worth + Defensive points per net worth
If there is something that you think is wrong, unclear or should be expanded on I would like to hear your thoughts about it.
/Kilava