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Thread: UD/Tact startup build

  1. #31
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    Everyone should listen to crease...

  2. #32
    Forum Addict crease's Avatar
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    flattery will get you everywhere :o
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  3. #33
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    Quote Originally Posted by crease View Post
    flattery will get you everywhere :o
    what build strat would you run for wars?

  4. #34
    Forum Addict crease's Avatar
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    thats heavily dependent...
    factors include
    -ur kd setup
    -ur enemies setup
    -where you are in ur kd in terms of size/nw.

    general build would be something like:
    (%'s)

    15 banks
    15 TG's
    13.5 stables
    1.5% dungeons
    40% split between GS and WT depending on what you are facing
    9 guilds
    6 towers


    if you are expected to be casting greeds/storms and chastity

    10 banks
    15 TG
    10 stables
    1% dungeons
    35% gs/wt
    18% guilds
    11% towers

    if ur just throwing a few fbs and doing self spells then use the first build, with 35% gs/wt and 10% stables and go with 11% towers, guilds @ 12.5%. You will need to invest fairly heavily into channeling science in the last 2 situations
    Last edited by crease; 17-11-2012 at 18:55.
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  5. #35
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    I used to play around age 30, just came back this age-

    I thought I'd post my strat here, for undead:
    00 115 banks 70 guilds 35 towers 60 stables
    06 explore 295-305 acres

    BUILD PRIORITY:
    ASAP build up to 280 banks. As soon as you can afford to, raze farms and homes and build them to banks. Keep in mind this is impossible before day 16 due to tiny income.
    THEN build up to 180 armories
    THEN BEFORE day 37 build 60 TG's 14 dungeons.
    Cast Patriotism and L&P whenever you can or need to (starting day 21)

    53 inspire army. Train troops as needed
    54-71 train troops

    72 stats:
    [rough, would be more because hard to factor in spells. This is based on my preferred spec allocation]
    710 land, 72knw. 102 nw/acre
    134 wizards,
    141 thieves
    Net Offensive Points at Home: 24,710
    Net Defensive Points at Home: 7,148

    didn't want to post this much earlier for obvious reasons.

  6. #36
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    why not get 1-1.5 tpa to steal some gold off the multitude of farms/inactives/people who mess up their oop?

  7. #37
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    It's up to the user's discretion as to what they do with the resources. I prefer having 8-10k extra offence or defence instead of 1-1.4 tpa. Money never seems to be a problem with so many armories and banks.

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    As an UD/Tact with no Rax, will I be able to hit twice a day in war?

    Also, Crease, if I want to go A/t, can I switch WT for TD ? It will somehow boost my thievery defence...

    Thanks

  9. #39
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    Sure, what you invest your resources in is up to you. I just want to point out that you'll only get about 4k extra off if you don't go for the 1-1.5 tpa. And also, that tpa helps defend your resources as well.

  10. #40
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    Quote Originally Posted by draeney View Post
    Sure, what you invest your resources in is up to you. I just want to point out that you'll only get about 4k extra off if you don't go for the 1-1.5 tpa. And also, that tpa helps defend your resources as well.
    1-1.5tpa @ 700 acres = 700-1050 thieves, when one spec costs 247 as opposed to 500 for a thief, that's 1417-2125 specs, which is 5688-8500, factoring in horses and 10% TG's it's 8157-12218 extra offence.

  11. #41
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    That is some amazing number work there to make those 700-1050 Thieves equate out to between 8,000 and 12,000 Offense.
    I think you should try to do that in the game and not on paper.
    I'm not totally sure, but I don't think it will work.
    I think part of the problem is where you talk about the cost of Thieves compared to Specs. That doesn't matter here. It isn't about cost.
    You only have between 1-1.5 whatever to fill that gap. If you have Thieves there then you have the rest of your Pop doing other things.
    You can't just pull another 1-1.5 out of mid-air because of cost. That is about population. Again, I Think.

    Doing some math, there is 4900-7350 Offense, using Elites to fill that space. Horses make it between 5600 and 8400. 10% Training Grounds is close to +13.5%OME. So that makes it between 6356 and 9534. That is the best case scenario, using Elites, adding Horses and giving a 13.5% boost to OME with TG's. You were close, and I still may be wrong somewhere. I just did this real fast in my head. Your numbers just seemed strange. I use between 2 and 2.5 TPA and I am an Attacker. I don't use them for much Offensive thievery. It is mostly Defensive along with Watch Towers. This keeps the Casual Thief at bay. There is no real way to deter a Super Thief from his rounds. So I never even worry about that. But it is definitely worth the cover I get in trade for the max shown here of 9500 Offense. Absolutely Worth IT!!!!!
    Last edited by JackRabbitSlim; 18-11-2012 at 02:12.

  12. #42
    Forum Addict crease's Avatar
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    Quote Originally Posted by StevenH View Post
    As an UD/Tact with no Rax, will I be able to hit twice a day in war?

    Also, Crease, if I want to go A/t, can I switch WT for TD ? It will somehow boost my thievery defence...

    Thanks
    sure in the ghetto, you will want decent tpa before trying it, and any decent thief will eat you alive. ur better off using magic hybrid and keeping up high defenses on thievery
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  13. #43
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    Jack, you forget that we're talking oop here. The limiting factor, for most, is money. Not a maxed out military. And with decent armories one thief is just over 8 raw spec points of offence/defence. Plus OOP you shouldn't have anything worth losing from thievery. just pump them by your first war and you'll be ok.

    Otherwise you would be correct after military reaches 60-70% draft rate.

  14. #44
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    How you go about training your army affects when you should start drafting. So with careful planning, soldiers shouldn't be the limiting factor comes training time.

  15. #45
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    Razing farms at the beginning is simple enough, but not optimal - you should raze them when they do not cause unemployment.

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