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Thread: ask noobium

  1. #16
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    Quote Originally Posted by Artic Fox View Post
    If we have building credits, should we use accelerate?
    Do you need buildings in 7-8 hours? The question answers itself.
    I've used accelerated building, since normal build times mean waiting two hits for new tg/rax to arrive. Those are the most likely candidates, when you need the OME/speed sooner rather than later. Some defensive buildings will need to be available before an enemy's return wave too. There are a few others, but Dwarf's inability to rushbuild is a bigger penalty than most people realize.

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    Thanks for the tips. Your insight and take on things is genuinely appreciated.

  3. #18
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    This is a super recommendable thread to follow on if anyone wants to learn more about the strat, knowledge n game mechanim

  4. #19
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    What is the url to ask Realest?

  5. #20
    Forum Fanatic khronosschoty's Avatar
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    Quote Originally Posted by American Badass View Post
    What is the url to ask Realest?
    I am looking for that too!
    #magi

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    Does clerics need hospitals? Since they have -50% losses?

  7. #22
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    Oh come on, you should know better than I Stonernub.

  8. #23
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    UD Tactician vs UD Rogue and Faery Rogue vs Hafling Mystic
    So I wanna ask, is UD tactician better or rogue?

    I wanna ask can UD rogues steal like how Faeries rogues and Hafling rogues steal? Like I will expect to steal 200-500k gold every 50% stealth spent.

    What makes UD tactician > UD rogue? And what makes UD rogue > UD tactician?
    What if I am only playing in a ghetto? What is a more 'dog eat dog world' build?

    Again, Halfling mystic vs Faery rogue.

    Question is, can Halfling mystic steals like how Faery rogue steals? Like I will expect the failing rate for robbing the vault is 10%.

    I have experience UD tactician and Faery Rogue before. Faery rogue works pretty well with ToG + stealing gold, therefore I am rich most of the time and getting a lot of sense of achievement and satisfaction.

    UD tactician it's just so so. I like UD as a race more but I don't know what personality makes a race imba. Like I think every race has its own "imbalanceness", but it depends how much do you enjoy them. Like do you really enjoy being able to make attack every 9 hours? (Tactician with barracks), or do you enjoy stealing gold and tog and be rich and fund dragon in an hour? (Faery rogue) or etc etc. Everyone has their own ways to gain pleasure.

    And do you lose lesser thieves when you fail an ops for undead rogue?

    Thanks ciao. Happy new year.

  9. #24
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    Undead/Rogue only works if your kingdom is built around that pick, and that means a very particular setup. (Most likely; nothing but UD/Rogue attackers, with halfling or faery rogues backing them up, and Mystic/Sages somewhere in the setup.) Even then, making UD/Rogue actually good requires a lot of micromanagement, and a lot of bull**** with specialist conversions - you'd want to be very aggressive outside of war in order to make up for economic weaknesses, but also position your undeads so that they are at useful sizes. If you have a few big ud/rogue, your options are to grow your entire ud/core (and thus your halfer/fae are a lot more vulnerable), or land-drop your big ud (which is stupid and lame, and many kingdoms aren't going to give you that luxury anyway).
    That said, undead/rogue being able to thieve at all is the only way undead's long-term endurance is able to really matter, since the inability to thieve basically kills a kingdom with full undeads. Having 3-5 undeads that can't thieve is okay because you have other core provinces to force enemies to keep defensive tpa/wt; even then the undeads are easy to isolate and can't contribute to nightstriking or anything, and they don't have much besides plague and sustainability to offer.

    Undead/Tactician is the most balanced Undead, but suffers from the same problems as any undead (Rogue included) - they get torn to pieces by t/ms and fail against races that can turtle, and if they can't break the really important defenses, they're likely never going to be able to, so all they can do is hold on against a core for longer. Because undead/tactician doesn't need offensive thieves and has CS, they can reduce their defensive TPA and optionally spend less on watchtowers, giving them a lot of strategic options that warrior doesn't have. Undead/Tactician is able to insert into a lot of setups and work, but a kingdom can't use lots of undeads.

    All undeads are pretty bad imo outside of their niche, but warrior and tactician are the easiest for that purpose. Mystic can be decent too, since it's easy durability allows them to exchange hits even if they get trashed as casters. Undead Rogues could be interesting, but there are currently no kingdoms playing them that know how to use them right, and the kingdoms that can have better options.

    In order to play undead/rogue well, you have to accept that for many situations, your thievery is no good, and you're essentially playing without a personality. Fortunately, undead/rogue can do fine even without personality buffs in the short term - you're picking Rogue for war situations where they can train (or retain) TPA, so when wars drag out for a week, you're not stuck with a one-sided ops disadvantage in the core.
    That said, you can use high TPA outside of war to rob stockpiles, and running high TPA is a good way to bait a kingdom into warring. Just know that your UD/Rogue are individually VERY fragile at the start of war, and if you lack sufficient offenses your kingdom will have a hard time warring against t/ms. This is where having a stronger t/m core, and support provinces that can turtle attack against attackers, is really helpful.
    It's really a matter of being able to read your opponent, and use undead advantages outside of war to build up your provinces effectively. If you spend much time at all in fortified stance with an undead/rogue core, you are doing it wrong; hitting for science and converts is the way forward.

    A nice bonus for ud/rogue is that they have access to stockpiles of gc from noobs later in the age, and it's also possible to raid the gc piles of top kingdoms if they are underdefended - if they decide to hit you, your undeads are really good for harassing a larger kingdom hit-for-hit, especially if you are stealing gc consistently on top of that. I wouldn't want to pick prolonged fights with larger kingdoms as in the long term you will lose out, but you have the tools necessary to deter those kingdoms, or at least lose less than you would otherwise. Good growth kingdoms are a bit more cautious about their gc stockpiles these days and more take steps to defend them. Anyway, you can also open with robbery waves on equal sized kingdoms, so you can bait them into making the first move.

    Long story short though - use tactician or warrior if you're using only a few undead, and undead/rogue is terrible unless you have your entire attacking core pick it. Don't dilute your attacker core with orcs and don't bother with human at all (they're horrible unless they're playing as large cows in growth kingdoms). The fewer ud/rogue you have, the easier it is to isolate individual provinces. You should have at least 12 ud/rogue in order to have enough depth, and it's preferable to keep somewhere around 15-16 if not more.

  10. #25
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    On Faery/Rogue, Halfling/Mystic;

    Halfling/Mystic is pretty bad in general. Stick with Faeries or Elves, unless you have a really good purpose for picking Halfer/Mystic (which means you probably wouldn't need my advice).
    The really useful stealing bonus for faes is their +40% sabotage gains, especially with Rogue's added stealth. Cheaper thieves makes it easier to retrain should you lose thieves as well, so your profit margins are better when dealing with sparse or difficult robbery targets. So no, Halfling/Mystic (or any non-Rogue) can't steal like Faery/Rogue, and Fae and Halfer Rogues are way above others for robbery (and about equal with each other; however, Faery's economy is better otherwise).

    Oh and you don't lose any fewer thieves as a rogue, but you pay a lot less for retraining - or just training in the first place. For a province that needs to train 4 tpa, saving 500 gc/acre is a substantial amount of money. Being Rogue also means training thieves mid-war is a lot more viable - if I recall correctly, training about 1 tpa on a kingdom's acreage is roughly equivalent to the cost of a dragon with Rogue personality, to give an idea of the scale of economy involves. So, treat your thief training during war like a dragon project, and it makes a lot more sense (especially if you can stack the effects of Sapphire or Gold dragon with a pre-existing economic advantage)

  11. #26
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    Quote Originally Posted by noobium View Post
    On Faery/Rogue, Halfling/Mystic;

    Halfling/Mystic is pretty bad in general. Stick with Faeries or Elves, unless you have a really good purpose for picking Halfer/Mystic (which means you probably wouldn't need my advice).
    The really useful stealing bonus for faes is their +40% sabotage gains, especially with Rogue's added stealth. Cheaper thieves makes it easier to retrain should you lose thieves as well, so your profit margins are better when dealing with sparse or difficult robbery targets. So no, Halfling/Mystic (or any non-Rogue) can't steal like Faery/Rogue, and Fae and Halfer Rogues are way above others for robbery (and about equal with each other; however, Faery's economy is better otherwise).

    Oh and you don't lose any fewer thieves as a rogue, but you pay a lot less for retraining - or just training in the first place. For a province that needs to train 4 tpa, saving 500 gc/acre is a substantial amount of money. Being Rogue also means training thieves mid-war is a lot more viable - if I recall correctly, training about 1 tpa on a kingdom's acreage is roughly equivalent to the cost of a dragon with Rogue personality, to give an idea of the scale of economy involves. So, treat your thief training during war like a dragon project, and it makes a lot more sense (especially if you can stack the effects of Sapphire or Gold dragon with a pre-existing economic advantage)
    BTW, 200-500k per 50% stealth? Psh. I was stealing quantities like that per OP when I was Faery/Rogue. Big money, big money... but then I ran into a whammy. :(

  12. #27
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    Quote Originally Posted by noobium View Post
    BTW, 200-500k per 50% stealth? Psh. I was stealing quantities like that per OP when I was Faery/Rogue. Big money, big money... but then I ran into a whammy. :(
    Extrapolate, i'm interested.

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    1. How would you distribute 1000 bpa amongst the first 4 sciences (alchemy, tools, population and farm)?

    2. Given the stated multipliers of 0.65 for pop science and 0.5 for military science, is it right to say that the ideal ratio of pop science to military science is always 1 pop science : [(0.5/0.65) * % military]^2 troops, that is to say at 50% military troops (not including thieves and wizards), the ratio should 36 : 1 ?

  14. #29
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    Quote Originally Posted by noobium View Post
    Oh come on, you should know better than I Stonernub.
    Nubs know nothing. & Stoners I am not

  15. #30
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    Quote Originally Posted by Leonidas View Post
    1. How would you distribute 1000 bpa amongst the first 4 sciences (alchemy, tools, population and farm)?

    2. Given the stated multipliers of 0.65 for pop science and 0.5 for military science, is it right to say that the ideal ratio of pop science to military science is always 1 pop science : [(0.5/0.65) * % military]^2 troops, that is to say at 50% military troops (not including thieves and wizards), the ratio should 36 : 1 ?
    Depends entirely on what you are aiming for. Race/pers/building modifiers are sometimes considered enough if your goal is an econ based strat.

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