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Thread: Faery Strat Question

  1. #1
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    Faery Strat Question

    Hey. So I've got two question about Faery strategies.
    1. I'm focusing the bulk of my science on Channeling and Crime. What would be the next most important science for a faery? I kind of want to do housing but I also like tools, not sure which could be considered more important to pump.

    2. About how much of my army should be Elites? I was only doing def specialists but once I had half of them trained, I started making Elites but their being 3x as expensive is draining my wallet and going so slowly.

  2. #2
    Forum Addict scorpio86's Avatar
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    1. Housing.

    2. 66% Beastmasters.
    LIVE LONG AND PROSPER

  3. #3
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    Always start science with Alchemy. More money = more science.

    Train enough def-specs to meet your Dragon Slaying quota, then the rest leets.

  4. #4
    Enthusiast Twyla's Avatar
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    The three core Sciences to invest in - in order:
    1. Alchemy
    2. Tools
    3. Housing
    Money begets Science, so best to start with the Science which begets money. Not so crucial for Humans or Merchants, but still important.

    The more effects you can get from your buildings, the better. Not so crucial for Dwarves, but still important.

    The more people you can cram into your lands, the more taxes you collect, the better your buildings perform, and the more military you can maintain. Especially important for Faeries - that population penalty is the worst single disadvantage in the game.


    PS ~ You DO need the others, but they won't matter until OOP - and the first three make it easier to build up the last three.
    Last edited by Twyla; 17-02-2012 at 00:30.
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  5. #5
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    undeads -20% science penalty is the worst single disadvantage in the game.

  6. #6
    Enthusiast Twyla's Avatar
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    Quote Originally Posted by DDodge View Post
    undeads -20% science penalty is the worst single disadvantage in the game.
    11.4% Libraries is pretty close to what they'd otherwise need for Farms, which fully counters the -20% Science Effectiveness - as well as being the only %-based building effects unaffected by BE.
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    Not to hijack the thread with undead related discussion: but then you're still 20% less on science than someone else who isn't an undead and had science enough to make it worthwhile having libraries.

    Also, what is your personality, and what is your KD situation? The ability to regularly rob Humans(as opposed to only beign able to regularly rob core or A/m) is a good econ buff.

    And what Palem said on elites v. dspecs. 8>5.

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    Quote Originally Posted by Twyla View Post
    11.4% Libraries is pretty close to what they'd otherwise need for Farms, which fully counters the -20% Science Effectiveness - as well as being the only %-based building effects unaffected by BE.
    incorrect

  9. #9
    Enthusiast Twyla's Avatar
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    Quote Originally Posted by DDodge View Post
    incorrect
    Please cite your source - you've already been proven dead wrong concerning Stables.
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  10. #10
    Sir Postalot Ordray's Avatar
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    Quote Originally Posted by Twyla View Post
    Please cite your source - you've already been proven dead wrong concerning Stables.
    Only a dwarf would run 11.4% farms. My Orc/Cleric last age was running 7.5-8% most of the age. Though you are right about libs being uneffected by BE. DBE yes, BE no.

    @ OP's question - Like the others said, prioritize income, BE, and pop. Those are the 3 most useful. Then focus Channeling and Crime, in that order. Channeling because that's the only (non-racial, non-spell) mod for WPA. Then food to decrease % farms.
    As for specs: I'd run 8-9 EPA and and 1-1.5 DSA. That should cover your share of the dragon and give you a nice chunk of defense.
    Last edited by Ordray; 17-02-2012 at 03:07.
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  11. #11
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    1) Like everyone is saying, economic sciences come first. As a Faery, your native bonuses and having the buildings and military of a t/m are enough to overpower non-Faery attacker provinces. Crime and Channeling become more useful once stagnation sets in, but until your econ sciences are established - say, at least 16-25 bpa in each category - your crime and channeling investment should be minimal.

    2) Everything. If you need to build druids in the short-term, then do so, but this is the exception, not the rule. Dragon-slaying is a good cause to train up specs, and something you'd have to work out with your kingdom depending on how much weight they want the t/m to carry for that task. During the early game you don't have much choice but to train specialists, but not long into the age there are more sources of money - namely theft - and less growth. Given t/ms relatively static size you'll be able to accumulate the money with time, such that you don't really need armories or extensive banks to afford them.

    3) The UD penalty requires a 25% bonus from libraries to compensate, or about 15% of lands. The point is that building those libraries is a waste of space compared to other buildings the undead can build, up until the added effect is worth sacrificing your other buildings; and the undead take much longer to reach that point.

  12. #12
    Enthusiast Twyla's Avatar
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    Quote Originally Posted by nooblet View Post
    3) The UD penalty requires a 25% bonus from libraries to compensate, or about 15% of lands. The point is that building those libraries is a waste of space compared to other buildings the undead can build, up until the added effect is worth sacrificing your other buildings; and the undead take much longer to reach that point.
    Libraries increase Science effectiveness by 2% per 1%.

    2% Base Effect * 11.4% Lands * (1-11.4% Lands) = 2% * 11.4 * .886 = +20.2% Science Effectiveness

    I may not know everything, but I do know math!
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    Calculate 0.8 * 1.2. =)

  14. #14
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    .8*1.202 = .96

    As nooblet said, you need +25% bonus. Multiplicative inverses ftw!

  15. #15
    Sir Postalot Ordray's Avatar
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    Quote Originally Posted by Twyla View Post
    Libraries increase Science effectiveness by 2% per 1%.

    2% Base Effect * 11.4% Lands * (1-11.4% Lands) = 2% * 11.4 * .886 = +20.2% Science Effectiveness

    I may not know everything, but I do know math!
    You're adding and not multiplying the science bonuses and penalties. 1.2*.8 = .96
    To completely counteract the -20%, you'll need .8*1.25=1 which is achieved at roughly 14.6% libraries.
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