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Thread: Dwarf, and what personality to Suit

  1. #1
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    Red face Dwarf, and what personality to Suit

    Thank you guys for your previous help, it is much appreciated. I have made my race choice Dwarf, Attacker. I am having a hard time picking between Warrior, Cleric, and maybe even sage if some one makes a compelling argument. My kingdom will mostly be Orcs Tacticians, and warriors with a few Undead for the herpes.

    I know Cleric will have benefits all the time not just in war. Will take longer to chain, and with animate dead I will have maybe a couple extra ticks before my specialists leave my army. It will save money recruiting, and be more durable in war, but not stronger Warrioer.

    Warrior will give me greater offensive power, and the extra general for the 3% and later in the age able to hit 5 times.

    Only thing I see Sage benefiting is gains, maxpop, and BE, then the others for T/M defense rune production. which I can pump science my self, but wont be as effective as sage. I do like the Idea of sage though, but is it less effective as the others.

    So fellow Utopians you have ze soapbox.

  2. #2
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    It depends on what your kingdom plans to do this age. Warrior and Cleric are both personalities best suited for warring kingdoms, while outside of war Cleric's bonuses don't mean too much, and Warrior amounts to +3% OME and enhanced conquest you probably won't use.

    Sage is good if you can secure the time to gain good science, and are skilled in managing your province's economy that you'd attain better base science than most provinces have. Later in the age Sage will need to be very active in using Learn attacks to gain this advantage, and Dwarves' offensive army is better at using those Learn attacks than anyone who isn't Orc or Undead. While in war, you should be able to leverage Sage's science to have a better-than-average province in all respects, and figure out how to use that science to the best effect. Sage's advantages are active at all times, but have to be worked on throughout the age.

    Merchant is a good pick for all situations that starts working immediately. Its only downside is that being chained or fireballed removes most of your income, and Merchants are prime targets for both of these actions in war. Merchant can put up slightly better science than anyone but Sage, which is something to consider. With Dwarf, Clear Sight prevents some of the robbery ops a Merchant would get.

    Mystic and Rogue are out of the question... the latter is only good on a t/m, and the former is going to have serious problems competing as an attacker.

  3. #3
    merchant

  4. #4
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    Yeah we will be a Warring Kingdom, thank you for your input. I like your points about sage. I am active enough to maintain a good economy, while investing in learn attacks to get ahead of the curve. I do like the Idea of Sage, I really do. I would think by the middle of the age It could start to be more effective then cleric. With the Pop bonus, and stacked 115% BE + Science. I am setting out to have this fun age, and I Do believe Sage Dwarf is it for me. Will be a bit of a Challenge, fending off the orc assaults! I hope my Monarch understands the pick :/ heh

  5. #5
    Enthusiast Twyla's Avatar
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    Sage:
    ~ Tools Science (@130%) multiplies with racial BE bonus (115%) for incredible BE and optimal use of your lands (73.5% BE with 0 Peasants @ 100 BpA Tools, 130% BE with optimal workers)
    ~ Free land management frees up a lot of spare cash that can be put into Sciences (or military)
    ~ 145 BpA in War Science matches Orc's +20% Gains
    ~ 145 BpA in Alchemy Science matches Merchant's Income bonus (in addition to super-efficient Banks)
    ~ The increased effect of Housing Science enables you to run a large military without sacrificing BE - getting far more mods from TGs, Rax, Forts, and Hospitals.

    Warrior:
    ~ Extra General for an additional +3% OME or attack
    ~ The +15% OME in War matches a Count War Hero
    ~ These extra OME mods multiply with TGs (at above-average BE) to match a non-Warrior Orc with a similar build

    Cleric is more defensive than anything else. With the higher BE (particularly with Sage) and a few Hospitals, the only thing you'd gain with Cleric would be the permanent Animate Dead effect.


    In a coordinated Kingdom, Warrior would win hands-down. In a ghetto, Sage becomes the better option as it's more self-reliant.
    The only people who never make mistakes are those who never try to accomplish anything.

  6. #6
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    i like sage cos you cant beat a dwarf for rotating builds fast to get into sci pump mode after wars.
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  7. #7
    warrior is garbage

  8. #8
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    Quote Originally Posted by Twyla View Post
    ...
    Warrior:
    ~ These extra OME mods multiply with TGs (at above-average BE) to match a non-Warrior Orc with a similar build
    ...
    Nope, the Warrior OME mod *adds* with the TGs OME mod. As they both add with the generals mod. Test it using the in game war room calc and any set of OME mods, they all *add* instead of multiplying.
    it's vs. its is ambiguous - from now on I'm attempting to use the proper possessive it's, and the contraction 'tis. (Its will just be the plural.)

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  9. #9
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    With your activity Zisef, I would go with Sage :)

  10. #10
    Enthusiast Twyla's Avatar
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    Quote Originally Posted by Ethan View Post
    Nope, the Warrior OME mod *adds* with the TGs OME mod. As they both add with the generals mod. Test it using the in game war room calc and any set of OME mods, they all *add* instead of multiplying.
    According to the Wiki:
    OME = (Base Military Efficiency + Training Ground Bonus) * Honor Bonus * Fanaticism
    Mod Off = Raw Offense * ( OME + General Bonus) * Personality
    Apart from TGs being added to Wage-based OME and Generals being added to the base OME modifier, everything's multiplied.

    ( 107.9% [Wages] + 25.2% [20% TGs @ 105% BE] ) = 133.1% OME
    7 [Dwarf Elite] * ( 133.1% + 12% ) * 115% = 11.68 mod OP/Elite

    ( 107.9% [Wages] + 21.6% [20% TGs @ 90% BE] ) = 131.9% OME
    9 [Orc Elite] * ( 129.5% + 9% ) * 100% = 12.46 mod OP/Elite

    Okay, so I was off just a bit - still, it's pretty damned close!
    Last edited by Twyla; 04-05-2012 at 05:01. Reason: Showing calcs
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  11. #11
    Post Fiend marve's Avatar
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    sage or merch with dwarf, no doubt.
    What does 1337 mean?

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    Forum Fanatic octobrev's Avatar
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    sagggeeeeeeeeee
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  13. #13
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    I hope, my elites wont be caught singing this, or its off to the Faery camp!!

    We dig dig dig dig dig dig dig in our mine the whole day through
    To dig dig dig dig dig dig dig is what we really like to do
    It ain't no trick to get rich quick
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    In a mine! In a mine! In a mine! In a mine!
    Where a million diamonds shine!

    We dig dig dig dig dig dig dig from early morn till night
    We dig dig dig dig dig dig dig up everything in sight
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    A thousand rubies, sometimes more
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  14. #14
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    Nothing wrong with Faery camp...

  15. #15
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    Quote Originally Posted by Twyla View Post
    According to the Wiki:Apart from TGs being added to Wage-based OME and Generals being added to the base OME modifier, everything's multiplied.

    ( 107.9% [Wages] + 25.2% [20% TGs @ 105% BE] ) = 133.1% OME
    7 [Dwarf Elite] * ( 133.1% + 12% ) * 115% = 11.68 mod OP/Elite

    ( 107.9% [Wages] + 21.6% [20% TGs @ 90% BE] ) = 131.9% OME
    9 [Orc Elite] * ( 129.5% + 9% ) * 100% = 12.46 mod OP/Elite

    Okay, so I was off just a bit - still, it's pretty damned close!


    So based on the +OME being multiplicative, it would make sense to max out TGs to get the most out of the personality bonus.

    And wouldn't 20% TGs at 105% BE give +31.5% OME?
    Last edited by Demented Logic; 05-05-2012 at 20:31.

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