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Thread: Post war cf stratagy

  1. #1
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    Post war cf stratagy

    drop wages to 50%
    stop drafting soilders
    build new acres as banks
    release specs to peasents if peasent count is really bad.

    after 16-24hrs put draft up to normal. rebuild other war buildings to armouries and banks.
    after another 16-24 go to agressive draft, train elits first. and credits if u win last.

    any more help with refining my rebuild stratagy thx. obviously its different for each race and this is based on a non orc attacker.

  2. #2
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    Science to Active.
    Guilds for a wizard pump if required.

    I have always drafted heavier for a shorter period of time, so Emergency + Pat starting at how long it takes to draft + 14 hours for training time, never really had issues training what I required.

    Guess the question is which is better, Banks vs Armories. I have tended to always just mass a lot of banks. Again, never had troubles training :)

  3. #3
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    In any planned environement there is only 1 draft type: Emergency/pat. What you build is dependent on what you need. 25% banks though is almost never a bad idea right away. release your cheap troops instantly. Releasing to 5 ppa should be about a minimum(or else pes growth is too low). if you "never had troubles training" then building some homes can prove useful, especially if you are sold swapping.

  4. #4
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    Release, release, release, only hold elites! Build a lot of banks and a bunch of guilds (I assume you don't have a wpa good enough, and a bit more wont hurt). Only draft with emergency+pat. Raze a portion of banks and build into armouries, yes, they are worth it, and train once arms are in. Should do everything as late as possible (starting training, building armouries, and training, and ofc rebuilding to whatever strat you have to be in post war)

  5. #5
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    Depends on circumstances and race.
    Two constants are that unemployed peasants should be avoided as much as possible, and Emergency/pat is better in any planned environment. I didn't calculate whether emergency/pat is better than aggro/pat in fortified stance, but in eowcf emergency draft is far better.

    Most races really do not need armories in cf, though if the arms pay for their raze-rebuild cost then you lose nothing by building them - aside from the opportunity cost of building guilds or homes instead. Homes edge out Armories on money generation as long as those peasants remain employed, but saving 20% cost on thousands of gc/acre is pretty good savings.

    Only release specs if you have to get soldiers as soon as war ends, or those specialists are more than what you'd want to have after war is over (usually removing excess offspec). Some races can stockpile their spec credits for war; in particular, Faery, Halfling, and Human can play all-elite, but typically carry a few specs for dragon slaying. Others might have the ability to stockpile credits instead of training defspec as well.

    Peasant count should be high enough that peasants will fill your acres in 16-20 hours from war end.

    Of course science should be active and wages kept down. Also important is where those war win books and invested books go; they should almost always go into alchemy or housing.

  6. #6
    Forum Addict makeo's Avatar
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    I'd bear in mind when to transition from alc/pop sci to pop/gains as core but other than that this thread is golden.
    Last edited by makeo; 03-01-2014 at 11:22.

  7. #7
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    keep in mind that u can release thieves too they are only 350gc to train in post war cf

  8. #8
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    imo you should only release thiefs if you are either a halfer or you have the ability to ToG

  9. #9
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    Quote Originally Posted by TerricK View Post
    keep in mind that u can release thieves too they are only 350gc to train in post war cf
    Agree with Marius here. You never know who might try to steal from you :) Also they aren't included in wage costs so keeping them is not very costly.

  10. #10
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    2 broad of question... depends on race/pers/ kd set up/ role, kd growth goal, personal size, other size of other players in kd, trade balance, growth or war kd... ... ... (guilds guild guilds guilds...)

  11. #11
    Forum Addict makeo's Avatar
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    We can all say "meh, can't give an answer unless we know the specifics", and that's fine. It's about time we tried to chat about the general stuff to help tho. Well I will cuz I'm never playing serious again. ( If I ever could)

    So madi, how do you start approaching the interpretation? I view topsy's answer as the basics. noobium
    as adding to it
    Last edited by makeo; 05-01-2014 at 12:33.

  12. #12
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    I try to only release what is needed to get me to max workers.

    If I am wizard pumping, 40% guilds, 20% homes, 25% banks and whatever else you require to fill your peasants and have the least amount of unemployed workers. This allows you to gain precious wpa, and keep gc flowing.

    Then use http://www.k3ltic.com/utopia/drafter/ to see how long it would take to redraft using Emergency and Patriotism.

    Start training 24 hours till eowcf. Inspire Army can lessen the amount of time needed to train.

    Then switch to whatever build will be needed.



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  13. #13
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    Per Peasant:
    2.75gc x 1.2(20% banks) x 1.1(10% alchemy) = 3.63 gc per hr

    (max) 3.63gc x 96 hrs = 348.48 + 48gc(wages not paid) = 396.48

    Draft cost 55gc(emergency), goes up the higher the draft percent and ME.
    Retraining cost spec 245gc, thieves 350gc.

    Spec: 245gc + 55gc = 300gc
    Thieves: 350gc + 55gc = 405gc

    At no point does releasing thieves have any benefit in "extra" gold. It does make more but in the end you end up losing more with retraining. Only race that could possibly release thieves are Halfers.

    That was max amount of time, not very realistic. But with the 396.48gc made by that peasant, how many hrs would it be to break even for a spec.

    396.48gc - 300gc = 96.48gc / 3.63gchr = 26.5 hrs

    So you would need said released peasant out for 69.5 hrs just to break even. With redrafting and readying to retrain, basically this is no benefit.

    But there is still the free credits. If you lost your SOL. If you not going to be using all credits in retraining than its worth releasing to a point. Would have to figure out what you are going to training in specs total.

    Basically: 3000 specs leftover, 3000 free credits. Your new spec amount with new land is 5000 specs. (3000 + 3000) - 5000 = 1000 specs that can be released for extra gold.

    This won't work for everyone. Mostly elite heavy races.

    None of this considered Armuories. 10% @ 75% BE = 10.13% off training 13.5% wages/draft

    Draft: 47.48gc
    Spec: 220.18gc + 47.48gc = 267.66gc
    1000gc Elite: 629.09gc + 47.48 = 676.57gc

    396.48gc - 267.66 = 128.82gc /3.63gchr = 35.49 hr

    So peasant would need to be out for 60.5 hrs to break even.

    How many elites would it take to make to break even with armuories, Now with the armuories at 10% @ 1000 acres. Building cost is 812gc, razing is 412gc. To raze, build would cost 122,400gc. This is taking into consideration that the land was unbuilt and free building credits and at the end of CF they are being built into another building. If you do a raze rebuild into armuories than double the number.

    755gc - 676.57 = 78.43gc
    122,400gc / 78.43gc = 1560.63 Elites
    Double rebuild = 3121.26 Elites

    With lesser cost elites it just makes it worse(more elites that need to be trained to break even).

    What if I did more banks instead of armuories, but the percent doesn't move much. Same 100 land but banks.

    25gc x 100 acres x 75%BE x 96 hrs = 180,000gc

    What point does a raze build break even for extra banks.

    180,000gc - 122,400gc = 57600 / 1875 = 30.72hr

    So 65.28 hrs bank break even on a build. It would go out to 130.56 hr if a double raze rebuild.

    Armuories are not for small amounts of training. Going higher than 10% shown would only make it the elites needed more.

    Drastic building changes cost a ton. I see as more banks are always better. Rare that they aren't. But running 50% banks for only 4 days of CF isn't going to work either.
    Last edited by kazinji; 08-01-2014 at 10:53.

  14. #14
    Game Support Bishop's Avatar
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    Its not as clear cut as a price comparison between specs and thieves. Releasing thieves means you dont need to waste spec credits to retrain and can stock them for war. You also need to consider the compounding peasant growth from releasing.
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  15. #15
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    Quote Originally Posted by Bishop View Post
    Its not as clear cut as a price comparison between specs and thieves. Releasing thieves means you dont need to waste spec credits to retrain and can stock them for war. You also need to consider the compounding peasant growth from releasing.
    and the ability to even out your TB w/those that dont release.

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