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Thread: Next Age Question!!! Help Me!

  1. #31
    Post Fiend
    Join Date
    Jul 2009
    Posts
    125
    I did some calculation on dwarf cleric as a durable pure attacker and this is what I came up with. I just put in the numbers, no effort was made to optimize the build.

    Edit: Just noticed that the farm calculation is wrong due to input of wrong BE! (249 is correct)

    Dwarf
    + 15% BE
    + 30% Spell Damage (Instant Spells)
    Free Building Construction
    Can use credits to raze buildings

    + 50% Food consumption
    Accelerated Construction not available

    Spell book: Quick Feet, Fanaticism, Fools Gold, Clearsight
    Elite: 7/3, 750gc, 6.5NW

    The Cleric
    - 50% Your Military Casualties (on attack or defense)
    Animate Dead spell always active

    Goal: A

    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 = 50000

    Mod Living Space = 50000 * 1,085 * 1,02 = 55335 or 27,67 People per Acre

    Farms needed without using fertile land:

    Farms = 55335 * 0,25 * 1,5 / 70 * 0,90 * 1,49 = 221

    1. Farms: 221 (11.1%)
    2. Banks: 300 (15%)
    3. Training Grounds: 399 (19.9%)
    4. Guard Stations: 400 (20%)
    5. Guilds: 240 (12%)
    6. Towers: 100 (5%)
    7. Watch Towers: 300 (15%)
    8. Dungeons: 40 (2%)

    Total Land: 2,000 Acres (100% built)

    ** Effects Summary (Available Buildings Only) **
    1. Produce 12,376 bushels (15,470 with FL)
    2. 6,000gc, +12.75% income
    3. +19.16% offense bonus
    4. -25.6% losses when attacked
    5. Training about 3.84 wizards per hour
    6. Produce 960 runes per hour
    7. Thieves: 20.4% catch, -30.6% damage
    8. 800 prisoners (2,400 offense, 400gc, 400 jobs)

    Workers (peasants + prisoners) = (0,80 / (0,5 * 1,095) - 1 - 0,15) * 2000 * 25 * 0,67 = 10425 workers --> 10025 peasants or 5,01 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

    8 Defensive specialist per acre

    Elites per Acre = 27,67 - 5,01 - 1,36 - 1,36 - 8 = 11,94

    Mod DPA (Army out, Fanaticism) = 8 * 5 * 1,05 * 1,076 * 0,97 = 43,83

    Mod OPA (Fanaticism) = (11,94 * 7 + 0,4 * 3) * 1,09 * 1,076 * 1,02 * 1,1916 * 1,05 = 126,89

    NW/A = 500 / 92 + 55 + 5,01 + 1,36 * 4 + 1,36 * 4 + 8 * 5 + 11,94 * 635 = 193,93

    OPNW = .6543
    DPNW = .2260
    MPNW = .8803

    Summery

    126,89 Mod OPA (4 gen, Fanaticism)
    43,83 Mod DPA (Army out, Fanaticism)
    2 Mod WPA
    2 Mod TPA + 15% WT + CS

    Note: 20% GS --> -25.6% losses when attacked
    Last edited by kilava; 02-05-2012 at 20:03.

  2. #32
    Enthusiast
    Join Date
    Oct 2009
    Posts
    462
    A dwarf cleric or tactician can be a very solid attacker with this field. Orcs can only have significantly more offense by sacrificing defense or economy. Dwarves have a nice spellbook and free building with credits for raze provides pumping options that no other race can compete with.

  3. #33
    Member
    Join Date
    Apr 2012
    Posts
    31
    That is looking good, I might try that. Now I would just have to decide the personality either Cleric, Tactician, or Sage. I think Cleric would help with loses and free up hospitals. Tactician would build up tons of credits, so you could really switch around a build for free!, and replace those died D Specs when you get smashed by the Orc hordes! The 100% Intel never hurts! I know my kingdom will be filled with Tacticians though. I am taking a guess every one doesn't like the new sage changes, and Tact/Cleric will be better for a Attacker. With sciences you can always learn attack, and with the dwarf economy will be able to handle that as well.

    kilava would you explain why you went with cleric instead of tactician thank you :)
    Last edited by Zisef; 03-05-2012 at 00:39.

  4. #34
    Post Fiend
    Join Date
    Jul 2009
    Posts
    125
    Not that much thought went into that build , but the thought I had about tact as a dwarf was that I didn't need the extra building credits and QF already gives -10% attack time so I don't "need" another -15% to get to 2 attacks per day in wars. I like the fact that cleric always have -50% losses no matter what else happens.
    I would like to point out that drafting until you have low peasants per acre as the calc above will take longer and your income will suffer.

  5. #35
    Newbie
    Join Date
    Mar 2012
    Posts
    1
    Dwarf merchant? What do you think? Good early age growing. Good in long wars as heavy attacker with no income penalties.

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