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Thread: Had a wild thougt.. can this be done in teory.Im not sure...

  1. #1
    Postaholic chalsdk's Avatar
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    Had a wild thougt.. can this be done in teory.Im not sure...

    Had a wild wild thougt.. not sure if this can be done.. Run a pure scieince province to mid age.

    27% schools (max effekt with good be - might needed fewer)
    16% farms
    32% GS
    20% mills

    No Military, Pure sceince and explore, trust in GBP & GS and push on the explore buttem..

    Of the kingdom your in gona protest at the very least.. unless there is some understanding.. (in the hood)

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    Scribe Attero's Avatar
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    I like the idea lol it is risky but why so many farms?
    Science in Progress 61 Cloud-City | RONIN 62 The Road| RONIN 63 DemonDeathWind | Rise2Power 64 TenToesUp | Rise2Power 65 Toothless Aggressio | Rise2Power 67 FiftyShadesofOrc


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    Post Fiend joeblogs's Avatar
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    You should do it but with really low D specs. Like 40 dpa.

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    Going for an early science focus is good, the way you're going about it is no good. Schools aren't particularly useful early, given high demand for guilds and military training / expansion at that stage.

    Usually I want to turn on intensive science after oop, and rely on stolen gold + tog to maintain that level of funding. At that level, schools don't save enough cash without being active for a long period, at a time when raising wpa and being able to retaliate hits is too important.

    After the first war or fortified pump is a good time to start building schools, though it does require being ready to deal with anyone waving into you. Of course this can vary based on objectives.
    For the first two weeks or so, kingdoms that receive waves have a lot more advantages than they would have afterwards; contrary to popular belief, you don't need to be in a totally pumped warbuild to push a button, nor are you obligated to push button right away. Nor do you need to be in a full pump build to benefit from schools... for a war-tier kingdom, aggressive science pumping through learn attack and investment is a way to accrue science really fast, and that is something war kingdom attackers should be doing as soon as there is enough science on any province to plunder.

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    Regular claritinclear's Avatar
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    Doing this starting mid age might be better. I think early on in the age you will not be able to keep up with all the attacks.

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    i think earlier than mid-age is good for schools; probably around the time stagnation starts to set in, typically YR2-3. getting good science bases early makes a warring kingdom easier to operate later on.

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    Veteran pathetic sheep's Avatar
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    Hit extremely hard your gb protection decays at 4 points per hour.

    4 / 2.75% = 1.45%
    In 24 hours that is 35%. So to grow larger you need to grow much more than 35%.

    You will run into problems with the building strategy because most of the land will be in construction. Suppose you have 400 acres in construction and 600 acres built + barren. When you lose 200 acres you now have 400 in construction and 400 built + barren. That is only 50%. So when you build 20% mills you really only have 10% on average.

    The gb protection maxes out at 90%. So someone still gets more than 1% of your land with each attack. Your networth per acre will be less than 1/3 of their nw/a so each hit may still be 3% of their land. People can use one general to make a normal attack and then send 3 at you. The guard stations may lower that to 2% of their land gained in each of 3 attacs (4 for warriors). That is still a great deal for them. It is free land with minimal losses and retaliation very unlikely.

    You also lose your soldiers during all the attacks. You will need the soldiers for exploring. If you can be online 24 hours per day that will not be an issue.

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    Postaholic chalsdk's Avatar
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    Quote Originally Posted by pathetic sheep View Post
    Hit extremely hard your gb protection decays at 4 points per hour.

    4 / 2.75% = 1.45%
    In 24 hours that is 35%. So to grow larger you need to grow much more than 35%.

    You will run into problems with the building strategy because most of the land will be in construction. Suppose you have 400 acres in construction and 600 acres built + barren. When you lose 200 acres you now have 400 in construction and 400 built + barren. That is only 50%. So when you build 20% mills you really only have 10% on average.

    The gb protection maxes out at 90%. So someone still gets more than 1% of your land with each attack. Your networth per acre will be less than 1/3 of their nw/a so each hit may still be 3% of their land. People can use one general to make a normal attack and then send 3 at you. The guard stations may lower that to 2% of their land gained in each of 3 attacs (4 for warriors). That is still a great deal for them. It is free land with minimal losses and retaliation very unlikely.

    You also lose your soldiers during all the attacks. You will need the soldiers for exploring. If you can be online 24 hours per day that will not be an issue.
    Good argument - thx. Just a thougt - and clearly a bad idea

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    Something you can consider doing:

    Undead/Merch

    20% Schools
    15% Guilds
    5-10% Towers
    55-60% Barren

    1-1.5 rtpa, 3 dspa, 6+ ospa, 10+ ppa

    You'll have an NWPA of around 95-100 (most people will assume you have no sci). All jobs filled = constant 110%+ BE = max schools. Suspend wiz training. Initial investment to magic sci for runes. Can most likely do constant rushed sci with ToG alone, extreme with smart plunders (which will also be more plentiful in lower NW brackets; hit inactives or risk retals). Higher acre base will give you more books, lower nwpa will shield you from provs your size. NW-efficiency, no farms, auto-hosp. You can also utilize KD RNW to cut enemy gains in 1/2 and simultaneously explore while you TM your way up, which is cheap anyway and won't require mills. Once you reach a satisfactory level of sci to keep rushed up, just stock stock stock grow grow grow til you can't no mo

    You can also consider doing this for other combos, since barren land creates food (60% = 15% farm). Probably better is something like

    10% TD
    20% Schools
    15% Guilds

    Faery/ or /Merch
    Steal/ToG, 3+ rtpa, 8+ ppa
    Forego magic sci and steal all your runes, gc with extra stealth
    Can't trade hits as well as undead can but you'll try to avoid exchanges anyway

    /Merch can quickly fill in build and train if KD's about to war. Easymode. Your fae/ will be beast by mid-age, though, and holds onto sci better once you decide to spend it

    Another possible combo - halfling/rogue;mystic to utilize low NW soldier armies and 50-60 barren. Pay no wages :p Shift guilds to a war building or two - GS/TG/Rax/Hosp/Forts. Maybe round 65-75 NWPA to plunder farms and steal gc. Half/other kind of sucks.
    Last edited by Nightmare_; 22-12-2014 at 09:28.

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