Hi everyone,I play human sage and I want to improve as much as I can, I like sage versatility and I hope to see some practical advice to my play style or practical alternatives :)
first I'd like to add some context:
I play in a ghetto kingdom at the moment, pretty low tier but we're building it into a fun environment. it's slow but the fun speeds it up :P
I try to play human sage as solid as I can, I get bored only attacking so I try A/T and as the age progresses and my sci gets better some 1-1.5raw wpa ( for defensive purpose) + sci and extra greeds/storms on key targets (which t/m's and hybrids ignore in most ghettos).
some prov details: 331 bpa. I know I need more for a sage but I recently came back to utopia, bout 4 weeks.
** Effects Summary (Known Science Only) **
13.7% Income (35,731 books)
10.2% Building Effectiveness (38,707 books)
6.6% Population Limits (38,063 books)
59.8% Food Production (20,771 books)
7.4% Gains in Combat (47,997 books)
70.1% Thievery Effectiveness (50,688 books)
61.2% Magic Effectiveness & Rune Production (38,606 books)
I'm thinking pre-war through hostilities going smth like this:
20% homes
7% farms
10% rax
15% hospitals
10% guilds ( for a bit extended duration spells together with the human bonus)
8% towers
6% WT , last war I ran no wt with 17% dens, got propped and lost like 0.5
3% libs
9% stables
2% dungeons ( should I go 3%? )
I have
Wizards 1,209 (1.48 Wizards Per Acre)
Thieves 1,846 (2.259 per acre) 5 mod tpa , going for 2.2k thieves MAYBE, thoughts, how many? 230 thieves in training
7.4 elites/acre
8.12 def spec/acre
Military & Thief population 14,956 (61.4% of total)going for 66 up to as much as my income allows it, I suppose I'd stop at 70%? not sure what my draft rate should be but I feel I lack both military and thievery which is the reason I came here :)
keep in mind that i am very active, so suggest the best I could do with thievery according to this ,ANY ideas are welcome.
What I do with thievery is riots on high pesants targets and any additional key targets (non t/m). after these are up I might kidnap from fb target, unless I need to repop fast any gained land to keep a strong economy flowing in which case I pick a high pessie target that will stay untouched and stick to it( my attempt to counter durability problems while crippling their economy), ns stacks of soldiers , steal runes to prevent self spells when I see an opportunity or ns easy target if rest don't apply.
so i'm thinking about homes, what I do is let them "wear off" and rebuild what is needed to adapt to given circumstances. minimum 10% training grounds as soon as possible.
should I go higher homes pre-wa, like 30%r? is it effective? what do I take from if so?
I recently did some math for 10% homes vs 10% training grounds and found out that runnung 10% homes helps a lot so I'm going 20% now. I like the homes for pumping combined with 10% banks it allows me to draft faster and higher,pumping elites faster which in turn helps to make learns whenever duty doesn't call on killing inactives (which is rare lol)
any Ideas on what I could do better? is 5 mod tpa enough or should I aim for 6 which I kind of am, but is more raw tpa worth sacrificing military?
sorry for the long, dull and incoherent post and thank you for your patience !