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Thread: My Avian/Tactician Strategy

  1. #31
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    Quote Originally Posted by Dragonite View Post
    Hahah jim tell me where ure located next round so ic an take all ur exploring land. Ill hit u four times a day see how much u get off exploring then. And Im going to have heavy heavy offense good luck ur defense wont stand a chance.

    Actually, I don't even need my hardcore skills. I can just wait until you've done your first two four-times-a-day waves and don't have any troops left with your 5% hosps super-strategy(tm). :)

    Optionally, I can steal your 2 bushels left from your 6% farms super-strategy(tm).

    Your strat is obviously created from you just pushing some numbers into Angels building calc until you though it looked cool. As 30% TG's give more ME than 20% TG's, those 10% would likely give you more offence as any other building type, directly or indirectly.

    You have clearly also never attacked every 7 hours 24/7, as you would know that losses catch up. Hey even my elf/WH that I ran last age (-50% losses as well as +50% specs gain) would eventually run low on troops if I was attacking constantly in a longer war as you describe. Around 30% hospitals @ 80% BE for your Avian gives -50% losses, running 5% like you say WILL make you run out of offence really fast.

    Also, 6% farms even with FL is not enough to feed your province needs without science, it WILL make you starve.


    So, the reason people suggest "big changes" on your strat is because it is clearly flawed, and the reason people give you attitude is because you act like you know your strat is perfect, even though any player with 2 ages experience can see that it has some major flaws. How would you treat a person that violently argued that he KNEW earth is flat?
    Last edited by jimdeluxe; 26-01-2010 at 12:40.

  2. #32
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    I was reading engagingly until "13% stables"
    Having spend hours over these 2 strats, this is a formidable feat.
    It's gonna be extremely tough luck for your opponent if you think 5% forts will make a difference to the outcome of the attack.
    10% towers, useless for an avian with little-no maging capabilities. Stick to 7-8.
    You're not gonna be much of a T or M for that matter.
    might as well have played orc.
    Only reason for avian would be the ambush immunity.
    No WTs, i'm making the assumption that you intend to have decent amount of thieves, to exploit the thievery bonus from avians?
    If i was gona play a suiciding heavy atker like you, i'd go for orcs.
    +30% gains to get back all that you're gonna lose, which, make no mistake, will be a lot, spreading the plague while you're at it.
    If you insist on playing avians with this, pull 10-15 out of some of those junk buildings put them in TDs.
    with 2 TPA raw makes a lot more sense to me.

    This is okay for OOW tapping.
    Having heavy offence would mean you'll be primary target for FB MS and the whole she-bang.
    having no defence for it all, tsk tsk.
    Inside a war, you're burnt crisp.
    Last edited by Xeleft; 26-01-2010 at 15:06.

  3. #33
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    try this

    I played avians in Age 45, was 85th and up among Avians all age.

    Personallly, I'd go Dwaren Tactician or Artisan, but they will be overplayed, dominant, and are marginally overpowered this age, so they will get nerfed next age.

    Back to Avians, the Thievery Gains is a lame bonus.
    Can't change the "wisdom" or the marketeers....

    Btw, expecting good advice, when you don't carefully edit your post, from the sharks that live Utopia as a life choice, is like expecting a politician to actually stick to its campaign promises. Expect to be flamed.


    @Avian
    Attack time: -25%
    Thievery gains (NEW): +15%
    No Stables
    Immunity to Ambush
    Specific Spellbook: Clearsight, Townwatch
    Inf: 1/1
    Def: 0/5
    Off: 5/0
    Eli: 8/3 $800 6.5nw


    @Tactician (Replaces War Hero)
    Access to enhanced Conquest Attack at all times
    Gain 50% more Specialist and Building Credits
    Military training time: -30%
    Military Wages: -30%
    Draft Cost: -30%


    1. OOP attacking is only really effective if your entire kingdom is involved and you are planning a wave or war; otherwise you are random grabbing which is really a waste of time oop due to NW rules. You're not going to get huge gains on island fresh oop without a coordinated WAVE or a WAR.
    I'll give you oop attacking, then delayed attacking. You can take it as your wish. Again, I was ranked 85th or Higher on Wol as an Avian last age, all age long(from week 1 anyway).

    2. you now know about the stables.

    3. argueing the flamers and apologising for making human errors is a waste of your time. if you like the abuse, enjoy, you will get plenty by playing into their hands.


    Hope this helps:


    Protection (400acres) through 500 acres:


    25 dpa in Griffons (0/5) on 400 acres =2000 griffons ;500acres =2500 griffons

    1 tpa (no thieves = robbed blind all age) 400/400 or 500/500

    .5 wpa (you need wizards for self spells and intel gathering, can't rely solely on tms in kingdom) 200/400 or 250/500

    OPA: MINIMUM(go higher if you can)

    DRAKES = 40 (400acres/40 = 16000 op raw/8 =2000 trained)
    DRAKES = 40 (500 acres/40= 20000 op raw/8 =2500 trained)
    Pretty Efficient...but 2k x 6.5nw =13000 NW...higher than specs!

    O specs = 40/400=16000/5= 3200 trained
    not as efficient, lower NW, BUT YOU GET "Gain 50% more Specialist Credits"

    Of course you counter GC cost by smart building and these persona bonuses:
    Military Wages: -30%
    Draft Cost: -30%

    (they also drive spec cost down)


    You can go all elite offense, right out of the gate, but understand that your DRAKES , now 8/3 (formerly 7/3) have increased nw value to 6.5. All elite offense will INFLATE your NW oop, making you a tasty morsel for the uber vets and forcing your net gains down against weaker opponents, which are in abundance oop. Yes, later on, you would be foolish not to maximise your offense with DRAKES only.

    It is your choice.

    Understand this: You get increased free specialist from your Personality choice. During WAVEs and WAR, it benefits you to train Offensive specs and convert them during RECOVERY while maintaining your DRAKES. Unless you're earning and sustaining HIGH income.



    Initial Build: 72hrs oop:

    10% homes
    10% farms
    40% banks (speed build to this %, maintain this % thru 700 acres)
    20% armories (speed build to this %)
    10% guilds (speed build to this %)
    8% towers
    2% dungeons

    Military:
    Set Draft 60% + 100% wages(you wont get there)

    Set Sciences to Accelerated 22%

    Invest 50% of you initial Sciences in:
    1. Alchemy
    2. Housing
    Feed these two sciences every login half your investment thru Protection.

    Explore 50 acres max.(assuming 400 start acres)

    If Able, train 100 thieves

    Release REMAINING SOLDIERS

    LOG OUT let your province grow 24hrs;


    48hrs oop.

    Raze Homes

    keep these at:

    Banks 40%
    Armories 20%
    Farms 10%
    Guilds 10%
    Towers 5% to 8% (dont raze them, keep 5%minimum)
    dungeons 2%

    Build 10% Training Grounds(normal build)

    explore 45 acres (assuming 450 existing)

    train 200 thieves


    DO NOT RELEASE SOLDIERS THIS TIME.

    Cast spells if you can. Any doubt consult the guide, mystic section.

    invest sciences as previously suggested.



    24hrs OOP:

    Don't fret incomplete buildings, you should be at or near 500 acres.

    Train DPA ( defense per acre)
    Train 100-200 thieves
    Train OFFENSE (elites or specs)

    Login either every 4, 8, or 12 hrs and TRAIN ONLY TRAIN ONLY TRAIN ONLY



    OOP:

    BUILD:
    40% banks
    20% armories
    10% guilds
    13% training grounds
    10% farms
    5% towers
    2% dungeons

    25 dpa
    1 tpa
    .5 opa

    40 minimum opa



    GO HUNTING OOP if your Kingdom is WAVING or going immediately to WAR
    Go kick some @$$ son!





    BUT,(if your kingdom is not going to Wave/War OOP)
    CONSIDER THIS:(modify it for avian)
    [ it is written as a basic Pure Atkr package and has not failed my kingdom, especially for new players or returning players, in over 20 ages]



    ATTACKERS (pure):

    400 - 700 acres: (explore or paradise)

    35 raw dpa

    10% forts recommended

    1 tpa (thief per acre) minimum

    1 wpa (wizard per acre) minimum

    Remaining troops trained in the Strongest Offense possible.



    701-900 = 40 dpa unmod

    (hunt intra kingdom(inactives/removals), dise or explore no more than 200 acres)

    10% forts or hospitals recommended

    1.5 tpa minimum by 900 acres

    1 wpa minimum by 900 acres

    Start to maximise the STRONGEST offensive units (elite or specialist pump)

    Maintain 85% of OFFENSE in STRONGEST offensive UNITs


    (Should Wave or WAR occur, During Relations train LEAST expensive OFFENSE(usually specialist) and CONVERT during POST WAR protection/recovery)





    901- 1050 acres = 45 dpa unmod

    (hunt intra kingdom as available, or dise 100 acres max/random grab/Short Wave)

    1.5 to 2 tpa

    1.5 wpa

    Maximised Strongest Offense

    Elite/Specialist pump 901 acres thru 1050 acres

    RECOMMEND:

    35% banks

    25% armories



    1050 - 1250 acres =50 dpa unmod

    (PLAN TO HUNT via Wave, Dise if necessary)

    2 tpa

    1.5 wpa

    Maximised STRONGEST offense (elite/specialist pump complete by 1050 acres)



    This is the point where inactives/removals should be finalized; Offensive Pumps completed, exploration pool limited, and the KINGDOM should be Seeking Short Term WAVEs (48hrs max) but avoiding FULL WAR is possible.

    STANDARD Pure Attacker WAR BUILD (modify for race and personality)

    10% farms

    10% stables

    10% guilds

    10% banks

    5-7% towers

    20% Barracks

    20% Training Grounds

    13% -15% OPTIONAL as needed:

    example: forts or hospitals, dungeons





    PURE ATTACKER SCI PUMP 1500 -1601 ACRES

    (obviously do this after relations and during fortified or peacefull stance)

    Recommended Buildings.

    30% schools

    15% banks

    15% watchtowers



    PUMP TO:

    Alchemy : 100000 minimum

    Tools : 150000 minimum

    Housing : 150000 minimum

    War : 100000 minimum

    Food : 50000 minimum

    Channeling : 100000 minimum

    Crime : 100000 minimum





    1602 acres - 2500 acres

    55 dpa Mod.
    10% forts required (during relations)

    2 tpa minimum

    1.75 wpa maximum

    Maximised STRONGEST OFFENSE



    Good luck.

    flame on

  4. #34
    Post Fiend Dragonite's Avatar
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    LOL Mephistophoes ur strat looks like my left nutsack.

  5. #35
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    Dude u just need to shut up, and actually learn to play the game. Cuz originally overlooking having stables as Avian more or less totally ruined any credibility you had.

    I'm not even gonna get into how retarded 6% farms in protection is, more than I have already.

  6. #36
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    lmfao, awesome

    dragonite, need a kd? i need you in my kd, to do diplomatic stuff for me, im sure you'll be even more entertaining whilst drunk

  7. #37
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    @Dragonite

    you say you have a 'left nutsack'?

    last i checked most males only have one nutsack, not a left and a right. if you have two nutsacks, or one hanging off the left side, you have a problem, seek a medical professional
    The true sign of intelligence is not knowledge but imagination.
    -Albert Einstein

  8. #38
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    As if his balls have dropped yet

  9. #39
    I like to post KuhaN's Avatar
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    rofl omfg, wahahahaah
    "Go back to the gym because you f'king suck at utopia, noob." -Godly



    My classic black theme for Utopia - Updated 5/13/15

    Quote Originally Posted by darkl1ght View Post
    Unfortunately, no amount of razes will improve your war record
    Greatest strategy thread/question of all-time.

  10. #40
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    Cool

    Quote Originally Posted by Dragonite View Post
    LOL Mephistophoes ur strat looks like my left nutsack.
    Your 13% stables looks like my schnauzer's droppings.
    Go away boy, the community doesn't need avians with 13% stables like you.
    Stop posting "strats" for feedback if you think your stables rock, tard.

  11. #41
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    because he's a ??/?,you can't tell him any thing

  12. #42
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    Insults do not belong on this forum, please refrain from posting them.

  13. #43
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    avian/shep

    20 tg
    15 hosp
    12 forts
    12 gs
    12 guild
    6 tower
    4 farm
    2 jail

    10 arms (or 17% banks)
    7 wts
    Last edited by poetgirl; 27-01-2010 at 15:46.

  14. #44
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    Not a big fan of Forts. Would have better effect if they were RAX instead.

  15. #45
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    OOP STRAT <---- AUTO FAIL, buildings > 100%

    25%banks
    6% Farms
    20% barrax
    10% guilds
    10% towers
    13% stables <<------- FAIL?
    2% dungeons
    14% TGs
    5% forts <-------- Isn't going to do anything. Focus on stuff.
    5% hospitals <-------- Isn't going to do anything. Focus on stuff.

    - totals 110%
    - Get food aid, or steal it. Nice.
    - More guilds, less towers. You can mass plunder for runes.
    - Drop forts and hospitals. Plunder to get income + resources to supplement losses.
    - Increase TGs. Hit hard, hit fast, grow big.
    - 5% is enough for % based buildings


    Late set. (After science pumped I assume)
    12%banks
    6%farms
    20% barrax
    10% guilds
    10% towers <-----Might be too much
    2% dungeons
    30% TGS
    5% forts <-------- Isn't going to do anything. Focus on stuff.
    5% hospitals <-------- Isn't going to do anything. Focus on stuff.


    15% banks, 8% farms (do what you need to get the rest), 20% rax, 25% TGs, 10% guilds, 5% towers, 2% dungeons, 15% Hospitals.

    But you're still screwed, depends on what the rest of your KD does, and science levels.
    Last edited by Elboxy; 27-01-2010 at 21:04.

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