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Thread: razing guilds in war

  1. #1
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    razing guilds in war

    is it possible to raze guilds once u enter war, guess u dont lose wizards like horses without stables.
    esp if your not a tm or lightly to suffer assainate wiz opps

  2. #2
    Veteran
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    Possible yes, advisable no.
    Guilds affects the ability to cast self spells.
    Getting rid of them pretty much negates you casting self spells.

    Also, the cost benefit of razing and rebuilding during war is terrible.
    You would be better off building on new land that comes in from hits, instead of razing and rebuilding.

  3. #3
    Postaholic
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    NOOOOO, its a good idea. Do it and come and war us.

    :)

  4. #4
    Sir Postalot Ordray's Avatar
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    I'd strongly advise against it.
    Retired at one time but no longer retired.

  5. #5
    Post Fiend
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    If you don't care about self spells...sure

  6. #6
    Enthusiast brickwolfman's Avatar
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    Quote Originally Posted by hb23 View Post
    is it possible to raze guilds once u enter war, guess u dont lose wizards like horses without stables.
    esp if your not a tm or lightly to suffer assainate wiz opps
    If you are not undead you want at least 5%guilds at war for plague removal.
    on the flipside if your a Undead heavy KD with a couple of rogues its always a good idea to greater arson enemy guilds as it will make it harder for them to get rid of plague
    The 4 Horsemen

    *A cult worships their leader who is alive and well. A religion worships the same guy except he is dead.

  7. #7
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    Guilds also affect the duration times on offensive spells, so if you're helping out with easy spells the duration on them will be garbage.

  8. #8
    Post Demon
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    I've neglected building extra guilds in war, and that is usually enough. No guilds at all means losing MP, IA, NB, and a whole lot of spells. It's too much to lose. In any event with acres shuffling in and out of my province rapidly there is usually no need to raze-rebuild anything. I have let guilds drop to 2-3% during war, which allows me to get off MP and NB after a few casts and IA if I'm lucky.

  9. #9
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    ok but the wizards still apply for defense. so being a dwarf shepard, whos immine to the plage, dosnt cast any offensive sspells, NB little use as i have plenty of food. so mp and IA and patritism. is what id lose, in exchange for potentially 15% more forts if i lose towers too. still a stupid idea? maybe nooblets surgestion is the best.

  10. #10
    Forum Fanatic gergnub's Avatar
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    guilds don't house wizards. so your wizards wont leave even if you have 0% guilds. ofc you wont generate any new wizzies either. its your mod wpa that matters for the off/def spells, guilds % for the duration.

  11. #11
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    sry its not clear, your wpa effects offensive spells at me failure rate not guilds.

  12. #12
    Forum Fanatic gergnub's Avatar
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    Quote Originally Posted by hb23 View Post
    sry its not clear, your wpa effects offensive spells at me failure rate not guilds.
    not following you here.

    wpa affects the success rate on off/def. guilds % the duration on hostile/self spells.

  13. #13
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    when an enamy casts a spell at me, his sucsess is based on my wpa. guilds irelivent

  14. #14
    Forum Fanatic gergnub's Avatar
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    his wpa vs your wpa. yes.

  15. #15
    Sir Postalot Ordray's Avatar
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    It was just oddly phrased is all. An enemy's success rate is based on your relative WPA.
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