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Thread: Races and personalities for a Kingdom Bank.

  1. #1
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    Races and personalities for a Kingdom Bank.

    What would be the wisest choice for race and personality for a kingdom bank? I thought about a Human Merchant but just started thinking a Fairy Merchant could TOG into having more income especially since that can be used to fund dragons immediately without the worry of losing gold to ops. Of course I am talking about mid level to low ghetto.

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    Sir Postalot Ordray's Avatar
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    Human/Merchant would be better, I would think. They have the highest income in the game. Dump a crap ton of gc into income, BE, and Pop science and keep max banks up and you'll have a monster income.
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    Ya but was thinking about fairy actually being better if for say needing immediate income(tog). Even tho i know you wouldnt use this every turn but just seems more viable.

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    Until you get fb'd to 2k peasants in first hour.

    edit: directed towards human/merch. Vipe sneaked in that post...dam ninja's

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    I like to post Landro's Avatar
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    Looking at the rankings, I would say Dwarf is the best choice
    This is my province. There are many like it, but this one is mine.
    My province is my best friend. It is my life. I must master it as I must master my life.
    My province, without me, is useless. Without my province, I am useless.
    I must attack hard with my province. I must attack harder than my enemy who is trying to pk me. I must pk him before he pk's me. I will...

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    Dwarf/ merchant if you want to be cow.But for semi level and ghetto I'd say elf/merchant they have cs that prevent against thief and they got 0/6 def spec which is good to prevent plunder.Faery/merchant is a good late game but -10% pop will decrease your income indirectly but tog make up for it.Human /merchant is good but they need a bit of science and wizard pump to prevent against fb.

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    Postaholic clarey's Avatar
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    The last post was full of fail. Elf Merchant has no mod towards it being an income generator. @ Viper, you have it right when you are thinking along the lines of Fae/Hu Merc. However, Fae's disadvantage is that it is difficult to grow unless you are very active or know what you are doing. There's no point being a small bank because you're hardly able to generate income to feed more than 3 provinces, let alone half the kingdom.

    Human Merchant with science switched onto accelerated/intensive everytime you're out of war is fine. Plus their army once pumped up (8/3 leet) is pretty strong therefore you can attack to easily gain land and turtle once you are big in order to feed the smaller provinces in your kingdom.
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    Faery has some nice stuff going for it though - the WPA mod means you are safer from FG, the CS means you are safer from thieves, and ToG means there is lower money till you log in anyway.
    Remember Faery has +60% income ... minus defensive spells. Each GP or CS is income lost. With the pop mod problem... the human might be dropping a little more total income. Best space efficiency on defense in the game though for the Faery, which *might* matter if you are some sort of a "semi-bank" that is almost in range to keep NW bloat down.

    Generally Faery anything just takes more skill - it's a harder race to play, but it has big upside if you get it working right.

    Any bank should go as crazy on science as it can when OOW. Sci = more pop, more income. Those income mods do still multiply AFAIK, so getting a bunch of them is huge.
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    Enthusiast Gallowmere's Avatar
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    Quote Originally Posted by Ethan View Post
    Those income mods do still multiply AFAIK, so getting a bunch of them is huge.
    That they do: (in the case of Merch, removed the negatives that can't affect it) Raw Income*Bank % Bonus*Income Sci*Honor Income Mod *Race Mod*Personality Modifier*Monarchy
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    Forum Addict scorpio86's Avatar
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    My noob answer, after almost forty seconds consideration - Faery Merchant for a bank as it could train the vast majority of its soldiers into Beastmasters and the rest to get a decent TPA - turtling its defences and using the Merchant personality to further increase its cashflow. With a decent percent of Forts and all of the defensive magic i think it could be a very secure bank.
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  11. #11
    Sir Postalot Ordray's Avatar
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    Human/Merch can attack in war though, and that might help you more than a big T/M.
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    pretty sure dwarf/merchant is the #1 choice for a KD bank, which is the most direct answer to his question. Their elites can turtle even better than 8/3 human, and at large sizes dwarf is obviously the best cause of all its race bonuses.

    anyone not saying dwarf/merchant needs to check the charts and also re-think!!

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    Forum Addict scorpio86's Avatar
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    Am i misunderstanding turtling? Isn't it massing your defences? I know that a bank doesn't have to necessarily turtle and a Province is always more helpful to a Kingdom when it can make at least a few attacks a day in war, but doesn't a bank try to hold onto it's acres and function as a 'resources atm' to it's kingdommates?

    DDodge when you say a Dwarf can turtle better than Human, do you mean better than Faery as well? If so how? 7/4 Beserker to 4/7 Beastmaster.

    I have checked the charts and my thoughts are solid on the matter. :-)
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  14. #14
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    there will always be bigger provinces, how are you gonna defend yourself as a faery? thats the biggest problem I see with them. Human and dwarf seem like obvious choices but you could also consider halfling. pop bonus could be used to increase income and they have the most dynamic def which will help a lot oow

  15. #15
    Forum Addict scorpio86's Avatar
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    isn't turtling just 'pure defence'? Mass Beastmasters, high percentage of Forts, Guard Stations and Thieves Guilds with high TPA/WPA and round the clock defensive spells - that sounds like a well defended Faery Bank to me.
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