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Thread: Undead Cleric strat?

  1. #1
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    Undead Cleric strat?

    can anybody give a good build start for undead cleric? been absent for a decade now in utopia. here's my current build:

    30% homes
    20% TG
    10% forts
    20% banks
    7% guilds
    3% towers
    8% stables
    2% dungeons

    im planning to attack everyday because i wanna have more elites. your inputs please. thanks

  2. #2
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    I'll say this, you've got 60% worth of useless buildings.

    Take out Homes, Forts, and Banks. Replace it with:

    If I were running cleric, I'd go:
    20% TG
    20% Barracks
    12% GS (or just 12% to play with and put somewhere)
    15% Guilds
    10% Towers
    20% WTs
    3% Dungeons

  3. #3
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    Why gs? He needs to hit for conversion. He does not need to KEEP land.

    Damn faery thinking.

    Put the extra into rax due to hitting and being hit.
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  4. #4
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    Build for right now in the age?

    I would probably run something along

    banks 25%, tg 15%, rax 15%, guilds 25%, towers 10%, stable 10%

    You want to keep money coming in to train specs and guilds to keep a decent wiz flow going to get your WPA up sooner than later.

    Later on you can convert to something more like what palem said.. except id probably still do 10 guilds 15 wt and ~10% stables.
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  5. #5
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    Stables are bad for early conversions. =p Put them into tg's and rax instead.

    Guilds are personal preference. I'll be running 0 in war unless up against a bunch of rogues, and then I'd have them only to cast pat.

    Your war build is pretty flexible. No need for farms, hosps, and to some extent guilds. You can run larger % of fewer buildings. Could run something like 25% tg's, 25% rax, 25% gs, 20% wt's, 5% towers if you wanted.

    cast some min time PF with your 0 guilds and send runes to people that have better uses for them. Between wars jack your guilds number up through the roof. Other than sci, got almost nothing to spend gc on.

  6. #6
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    Quote Originally Posted by Karazy View Post
    Stables are bad for early conversions. =p Put them into tg's and rax instead.
    Huh? Stables don't stop you from sending all your offense out, which is what you need to do. They grant you more range also.
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  7. #7
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    Quote Originally Posted by Palem View Post
    I'll say this, you've got 60% worth of useless buildings.

    Take out Homes, Forts, and Banks. Replace it with:

    If I were running cleric, I'd go:
    20% TG
    20% Barracks
    12% GS (or just 12% to play with and put somewhere)
    15% Guilds
    10% Towers
    20% WTs
    3% Dungeons
    Homes are ok on that comco as they have a lot of space efficiency.
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  8. #8
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    Quote Originally Posted by neanderthal View Post
    Why gs? He needs to hit for conversion. He does not need to KEEP land.

    Damn faery thinking.

    Put the extra into rax due to hitting and being hit.
    Because having land is a good thing.

    Damn ghetto stomping noob thinking. ;)

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    stables decrease the % offense that is specialist. pretty sure it was you that said conversions get modified by % total offense that is specialist

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    Quote Originally Posted by Karazy View Post
    stables decrease the % offense that is specialist. pretty sure it was you that said conversions get modified by % total offense that is specialist
    Nope. Go mad on stables.
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    good to know

  12. #12
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    It's what % of your whole army is elites, not attacking forces.

  13. #13
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    Stables are better for specialists
    Training Grounds are better for Elites
    BOTH are good for awesome offense.

  14. #14
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    Quote Originally Posted by smercjd View Post
    Stables are better for specialists
    Training Grounds are better for Elites
    BOTH are good for awesome offense.
    That's mildly ergo for undead who will convert elites while the back and forth of acres can convert stables. I guess you could raze stables, but that's not penny smart.
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  15. #15
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    oop strat for undead (coming out 405 acres):

    25% banks (100)
    25% guilds (100)
    7.5% towers (20)
    2.5% dungeons (10)

    15% stables (60)

    25% left for; training grounds, barracks. Can pull some from towers to get extra land as well. Which one depends on how fast you can can hit oop, faster hits gets converts a little earlier and you should have no problem hitting most targets.

    3:1 offspec:defspec to start

    explore 150-200 acres as soon as population maxes out. newly built acres follow close to the same build you have already, with exception of tg and barracks which may shift around as needed.

    you have tw so you would want a bigger peasant population (free defense) and a larger pool of soldiers to train into offspecs. Keep birthrates going, if you have more stuff trained it helps to get more converts earlier, in addition to being a lot more useful at attacking bigger fish like explorers. it doesn't matter if you lose those acres even, or if someone thinks you are a more attractive target to hit.

    if people were smart they would explore 150-200 acres for every province on the server oop unless they had some long-term plan for explore pool or want to divert resources to feed a cow, but people are dumb and stay way too small. You should get enough soldiers to explore 150 by drafting in protection.

    early age it is useful to ramp up raw offense, and stables are economically the cheapest source of raw offense. you would be building both stables and training grounds ideally, or stables and armories in order to start training elites asap. you can usually build tg on incoming/explored acres and turn out fine, and build extra banks/guilds to account for expansion; but having that early OME boost is helpful for hitting targets with high defense and having leftovers to hit underdefended targets.

    when you decide to stop growing, you will want to start training defense to something level with your offense, using your ghouls and tw to provide temporary defense. if you get really big somehow you'd probably go for an early wizard pump, wiz pumps on 1000 acres much better than wiz pumps on 500 acres.

    i wouldn't go for schools and extreme science early on, much more important to bootstrap your province economy and get into a good position. a big undead early on is useful for retalling hits and giving your other growing provinces cover. again, town watch is the key to allowing undeads to get good defense with fewer defspec, giving more space for economy and offspec.

    you will almost certainly suffer hits at some point, but being undead you will have the upper hand in most retal wars.
    Last edited by noobium; 09-07-2014 at 22:21.

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