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Thread: Human/Sage - small kingdom

  1. #1
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    Human/Sage - small kingdom

    My kingdom is more then likely going to be a smaller kingdom (lots of new players, etc). We will have growth caps. We will war as often as a newer kingdom can (5-6 wars this age? hopefully?)

    In order to not outgrow the kingdom and still be an effective attacker I have chosen to go Human/Sage. My intention is to stay with the kingdom in size, help out during wars with attacks and thief ops, and focus most of my efforts on packing in sciences (learns attacks, etc). At the end of the age (last week or two?) I would like to take my fully packed province (hopefully) and make a last minute land grab frenzy and see how big I can become.

    I haven't played in awhile so I need help with my building strats ... keeping in mind I will probably have to stay under 2k acres until the last few weeks of the age.

    Protection

    Farms 7%
    Guilds 10%
    Towers 5%
    Armouries 33%
    Banks 40%

    The other 5% I am debating on putting into Guilds or Banks. Not sure yet.
    My goal is to come OOP at around 700 acres. 45dpa (or better?). 2tpa.

    I intend on exploring to 1000-1200 acres (depending on the kingdoms growth rate of course) in the first 5-7 days OOP. Pumping elites (as the kingdom wants to war soon, but that is still being debated), then when time permits (hopefully day 7-14 OOP) I want to convert buildings over for a massive science pump.

    1000 - 1200 acres (science pump)

    Change armouries over to Schools. Pump like crazy.


    Now this is when I need help. I haven't played in almost a year. I need a building strat for war from 1200 acres+. One that will, preferablely allow me to spend down time packing in more sciences (can you ever have enough?) with minimal, or preferablely no, building razing. I am considering the following:

    Farms 5% (should be able to steal any food if needed)
    Guilds 10%
    Towers 5% (just enough for self spells)
    TG 20%
    Forts 10%
    Libs 20%
    TD 15%
    Barracks 15%

    Draft at 55%?
    3 raw tpa
    50/50 split on Dspecs/Elites

    Thoughts? Really could use some help on this one.

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    Last edited by adamjohnson; 03-04-2017 at 04:14.

  2. #2
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  3. #3
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    Quote Originally Posted by adamjohnson View Post
    My kingdom is more then likely going to be a smaller kingdom (lots of new players, etc). We will have growth caps. We will war as often as a newer kingdom can (5-6 wars this age? hopefully?)

    In order to not outgrow the kingdom and still be an effective attacker I have chosen to go Human/Sage. My intention is to stay with the kingdom in size, help out during wars with attacks and thief ops, and focus most of my efforts on packing in sciences (learns attacks, etc). At the end of the age (last week or two?) I would like to take my fully packed province (hopefully) and make a last minute land grab frenzy and see how big I can become.

    I haven't played in awhile so I need help with my building strats ... keeping in mind I will probably have to stay under 2k acres until the last few weeks of the age.

    Protection

    Farms 7%
    Guilds 10%
    Towers 5%
    Armouries 33%
    Banks 40%

    The other 5% I am debating on putting into Guilds or Banks. Not sure yet.
    My goal is to come OOP at around 700 acres. 45dpa (or better?). 2tpa.

    I intend on exploring to 1000-1200 acres (depending on the kingdoms growth rate of course) in the first 5-7 days OOP. Pumping elites (as the kingdom wants to war soon, but that is still being debated), then when time permits (hopefully day 7-14 OOP) I want to convert buildings over for a massive science pump.

    1000 - 1200 acres (science pump)

    Change armouries over to Schools. Pump like crazy.


    Now this is when I need help. I haven't played in almost a year. I need a building strat for war from 1200 acres+. One that will, preferablely allow me to spend down time packing in more sciences (can you ever have enough?) with minimal, or preferablely no, building razing. I am considering the following:

    Farms 5% (should be able to steal any food if needed)
    Guilds 10%
    Towers 5% (just enough for self spells)
    TG 20%
    Forts 10%
    Libs 20%
    TD 15%
    Barracks 15%

    Draft at 55%?
    3 raw tpa
    50/50 split on Dspecs/Elites

    Thoughts? Really could use some help on this one.
    Stop trolling Bart.

  4. #4
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    I'll try to be helpful.

    Leet pumping: your banks and arms are way too high. Their effects are also drastically reduced as your BE tanks (which it will do without homes). Use homes to prop up BE and peasant pop before bringing in banks and arms. Your elites are also pretty cheap, reducing again the amount of arms you need (you should be training elites in fortified stance, not normal stance).

    30-50% homes
    10-20% banks
    10-20% arms

    Should be totally adequate for elite training. Don't raise banks and arms above 20% because the extra effects are not worth it at all. I personally cap banks out at 10% if I use them, but human +income works well with them so you can raise them a bit.

    War - well, you're in the ghetto, where wars run more on power and acres than tactical defending and eco. I would suggest something like:

    0-15% homes
    8% farms
    20% TG
    7-8% guilds (quick feet spell is your friend - removes the need for rax)
    7-8% towers
    13-15% stables (enough that every elite is mounted)
    15% WT (optional, depends on enemy thief power - do they have lots of rogues? Are you likely to be a target?)
    2-3% dungeons

    Hosps would be great for maintaining offense. Hosps + human -50% losses + GS would make enemy attempts to chain you brutally difficult.

    Are you the biggest/near the top of your KD in acres/offense? If you are likely to be chained, bring in 20% GS.

    I personally wouldn't bother with homes or banks on an attacker in war, but as you are human with income bonus and playing in the ghetto where you have a lot more room to play around, you might want to consider running some decent eco in war. 20% homes and 10% banks? Don't run banks without homes or your BE will tank and the banks are worthless.

    3rtwpa is a good number. At ghetto level that should give you enough to be able to do some decent damage with ops.

    I would split your dspecs/elite ratio about 1:2, maybe 1:1.5. Your elites are a lot more powerful than your dspecs and offense is king, so go heavy on the leets.

    Draft as high as you can. 55% is low.
    Last edited by s0830887; 01-09-2016 at 21:58. Reason: Forgot hosps! Oh the shame...
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  5. #5
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    Hey, a guard station guy! I'm glad you posted, s with several numbers.

    I'm absolutely in agreement. I didn't post because I didn't have time at work. Anywho, I was thinking with the human 50% reduction trait to defensive losses it adds grip to those troops if you have GS. Since I'm one of those guys that use to play undead cleric and elf cleric I have some experience in this. And adamjohnson will be capable of playing nw zone tactics which humans can do very well.

    If I wasn't experimenting with undead sage I'd be a human cleric. Not because I think it's the best, it's what I'm happiest playing. I love durability stacking and playing high mid nw. It's where the action is.

    Thanks s0830887. That's the muscle that needed the blood.
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  6. #6
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    Strat0, receiving positive feedback from Utopia's Aristotle has made my day!

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    Josh; leader of a lovable band of misfits, Pinoys, and probable virgins.

    My Raging Clue

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  7. #7
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    Oh, that must be beautiful. To be among mountains.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

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