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Thread: Zaraf's War Whoring Guide

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    Postaholic DonJuan's Avatar
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    Zaraf's War Whoring Guide

    Back by popular demand:

    =============================

    Zaraf was one of the most successful monarchs to every play the early game.

    Countless generations of monarchs have followed his teachings, shaping
    strategy into what it is now known today. Although much has changed since
    Age 20, much has stayed the same.

    This is like a bible to me. I have learned much from it and I encourage ALL
    monarchs to read it at least once. If you have doubts or questions about how
    to run your kingdom, in one way or another you will find it here

    --------| Zaraf's War Whoring Guide |--------

    Many people have asked me advice on what they should do and prepare for
    because they want to make their kingdoms into war whore kingdoms. Well, to
    answer all of their questions at the same time, I’ve decided to make up an
    entire guide which will include almost everything you need to know about how
    to become a successful war whore kingdom. Keep in mind that this is MY
    guide, and MY way of doing things. These methods work for me, but they might
    not necessarily work for you. Also, this isn’t the only way to become a good
    war whore kingdom, nor is it the easiest way, it is simply “a” way to do it.

    I will divide this guide up into separate sections.

    1. What exactly is a war whore kingdom?
    2. What are the requirements to become a good war whore kingdom?
    3. What races/personalities should you have?
    4. What kind of building strategies should you use?
    5. Guide to picking good war targets and getting the war.
    6. Strategies to increase your chances of winning a war.
    7. Methods to get them to surrender.
    8. Attacker guide for hostility/war.
    9. Thief/mage guide for hostility/war.
    10. Playing for yourself vs. Playing for the kingdom.


    Section 1 - What exactly is a war whore kingdom?

    A war whore kingdom is a kingdom that organizes itself to fight as many wars
    as fast as possible, and most often winning those wars. Their priority is
    usually wins, total number of wars, honor, or a combination of any of these.
    Compared to the other styles of play, war whore kingdoms are fairly
    difficult. They require players to be active, alert, good, and fast. Players
    receive little time and luxury to explore or build up in peace, and rather,
    have to rush their defences, and push themselves as fast as possible. This
    style of play is not recommended for new players, nor is it for everyone. It
    is meant for those who like to live on the edge and in the fast lane, and
    those who want to test their limits. Personally, I think it’s the most
    enjoyable way to play the game as it pushes you to the limits, and forces
    you to play as a team member and not a loner.


    Section 2 - What are the requirements to become a good war whore kingdom?

    To make a good war whore kingdom, you need dedicated players who can
    cooperate, coordinate, and listen to orders well. Even with the best
    players, if they cannot be coordinated, then being a war whore kingdom is
    difficult. Similarly, you could have average players, but if you can
    coordinate them well, then they can be superior players. One of the most
    important things you need is a dedicated monarch. A monarch who plays for
    the sake of the kingdom and not for him/herself is required. All of the
    players also need to focus on the good of the kingdom, and not their own
    self interests. This prevents people from just honor raping and not doing
    much damage, and also for following orders, because if the monarch gives you
    an order to follow, you follow what is best for the kingdom, and the monarch
    tells you to do what is best for the kingdom, you will do what the monarch
    tells you to do. This system requires obedient players, and no corruption.
    It is often difficult to first get going, but once you have it set, it flows
    smoothly. The job of the monarch is much heavier in a war whore kingdom than
    normal kingdoms, unless you appoint other players to share responsibility.
    One person should be responsible for helping coordinate everyone’s attacks
    and assaults to assure that you have proper coordination. Cooperation is
    required from the members to make sure that orders are followed.


    Section 3 - What races/personalities should you have?

    The best races for war whore kingdoms are undead and faeries. This could
    change according to any game changes at the beginning of the age, but
    currently, these two races are the best. It is a good idea to try and have a
    balanced number of each race. 12 undeads, 13 faeries, or vice versa would
    work well. For personalities, the only attacker personalities you should
    bother using for a war whore kingdom are Shepard, Sage, or War Hero.
    Shepards are good for keeping honor, and are a good idea to pick if you are
    going to be a dwarf. Sage are “ok” but are really not needed. The best war
    whore personality is War Hero. You automatically get lots of honor from your
    wars, and War Hero helps you to make optimal use of the honor that you get.
    Not only does it make your attacks better, but your income, population, etc.
    Some people say the General personality is also good, but the War Hero is
    better than the General personality for the reasons: Don’t bother using
    conquest. You don’t get honor for it, and the gains aren’t anything great
    either. If you’re in a war, you will have access to conquest anyway if you
    really need it. Second, once you are baron war hero, you have already made
    up the offence bonus that you receive as a general, plus your bonuses affect
    more than just attacks. War Hero also gives you +30% honor gains from
    attacking! The ONLY real advantage that the general personality has is that
    you can make a total of 5 attacks over 4 attacks. But that really isn’t
    worth sacrificing war hero.

    For t/ms, rogues are a must, and having a couple mystics is also good.
    However, rogues take priority over mystics because of ops like assassinate
    wizards (AW) and enhanced nightstrikes. T/ms should be either one of these
    personalities, and nothing else. You do not want to have “attacker/thief” or
    “attacker/mage” strats. Each player should be specific to his/her area of
    strength. This is because you can’t be really good in all fields, thus you
    have to pick one, either attacker or t/m. Also, you don’t want to be just a
    thief, or just a mage. You want to utilize both your mana and stealth, thus
    being a t/m. You can be better at one over the other, but you should be
    capable in both. Attackers will also be required to have some magic and
    thieving capabilities so that they can hurt those occasional people who have
    no thief or magic defence.


    Section 4 - What kind of building strategies should you use?

    For attackers, your building strats should have max barracks (25%). You need
    to be able to hit hard, and hit fast. If you are an attacker or any race
    other than undead, you should also run hospitals, at least 15%. Combat
    losses will pile up on you if you do not reduce them with hospitals, and the
    hospitals also help with plague and restoring your population when you lose
    some to fireballs and kidnapping. Barracks is the only main requirement, and
    hospitals if you are not undead. The rest of your strat is whatever you want
    it to be.

    T/ms should also run a strong strat, but not the usual “defensive” t/m
    strat. You want to have a very strong offence, and be able to hurt them
    harder than they can hurt you and before they can hurt you. This means that
    you should avoid running watchtowers (WT). Your tpa should be high enough
    that you don’t need WT to protect you, plus, if you are faery, you have
    Clear Sight. But in the case that you are being mass targeted by hard ops
    like AW, then you might want to temporarily make WT just for added defence
    if you find that you don’t have enough. But generally, WT are out of the
    strat. Banks are also out of the strat. As a t/m, you want to max your
    sciences as fast as possible, and then run a 40% schools strat and around
    100% utilization. Your income will be high enough without needing banks, and
    it’s unlikely to get stolen since you should have good thief defence. If you
    are a rogue, you might also want to run some thieves dens to lower the thief
    losses. T/m strats are pretty optional, but it’s best to run a strat to give
    you more offensive power than defensive power.


    Section 5 - Guide to picking good war targets and getting the war.

    Especially after you win a few wars, you will find that people will avoid
    wars with you. If you are going solely for wars and wins, then this wouldn't
    exactly be a positive situation from you. Basically, what you want to do is
    make sure you have a peace block so that they cannot peace you at all. Once
    they peace you, there is NO way to start the war, even if they start
    attacking you. For the kingdom that declared peace, their hostility meter
    will no longer increase, thus, the war cannot start. If you threaten them
    with "another kingdom will declare on you" they could take that as a threat
    of gangbanging, and most likely will call in friends and alliances for
    assistance. It is best to leave 1 on 1 wars at the 1 on 1 level, and not
    start a huge world war.

    Now, when they can't peace you, but they are still not willing to fight
    back, then what you do is hammer on one of their big provinces...or do
    something to get one of their dangerous provinces really pissed off. You
    could mass AW or just drop them a ton of acres, etc. What you also want to
    do is try to find those players who could be "newbies". Newbies are easier
    to crack than veteran players, so you bash on the newbies for awhile, and
    then you send them taunting messages. Not insulting, but taunting. Here are
    some sample messages that I've sent before to taunt:

    "Whoa, sucks to be you :P"
    "Well, I just noticed you dropped quite a bit...too bad you can't do
    anything about it. Hahaha"
    "Haha, this is like walking through the front door, and robbing a house
    clean...the home owners don't do anything."

    As you can see, none of these messages aren't insulting, but they are
    taunting, and that is the effect you want to develop. You want them to get
    pissed off enough so that they attack you in blind rage. Hopefully that
    would start the war.

    Of course, you have to be prepared for outside interference. With you
    basically "feeding" on them, they might call in assistance, especially if
    you declare on someone smaller than yourself.

    But the best way to get a war is to declare on someone bigger, and more
    powerful than you. It is less likely that they will peace with you unless
    they are really scared of you, in which case, you use the above tactics.


    Section 6 - Strategies to increase your chances of winning a war.

    Now, one strategy that many people overlook is that of gaining acres during
    hostility. If you wish to win a war, it is best NOT to gain acres during
    hostility. What you do is let your opponent take your acres during the
    hostility, and you take it back during the war. Why should you get landfat
    off of acres that do not count towards the war meter? You get less honor,
    and also just lose your troops from combat losses. Instead, attackers should
    use only plunders, massacres and learn attacks. Don’t even raze them during
    the hostility because that just makes them less landfat, and you want them
    to be as landfat as possible when the war starts. This enables your kingdom
    to get some big hits right off the start, which will throw the war meter in
    your favour. Even if the war is even from there on, you will have the
    advantage because of that initial surge of acres. Not only that, but they
    will lose tons of honor. Not only because it is now a war, but also because
    they are bigger than you. But only do this if you know that your hostility
    is going to go to war. If they are not fighting back, and your hostility
    will most likely not go to war, then it is better to just take what you can
    during the hostility, but be careful to leave after, because if they start
    the war, they could turn the situation around in your face.
    Another strategy is the nightmare/nightstrike combo. Get one or more of your
    t/ms to mass nightmare one of their big guys, especially after he’s
    attacked, and then let your attackers walk through his/her lands. If you had
    that target AWed earlier, that will make the spells much easier. If you get
    two or 3 t/ms to spend all of their mana nightmaring, and all of their
    stealth nightstriking a guy, he will lose a lot of defence, and will be very
    easy to bring down. Bringing down big players can also have a psychological
    effect on the opponents as well. Some people will succumb to despair if they
    see one of their prime players fall into the dust so easily, or it could
    have the opposite effect, and they could make rash decisions in their blind
    rage. So either way, it could turn to your advantage. Winning wars isn’t
    just about the physical aspect, but the psychological one too :)
    Keep in mind that it is important to hit hard and fast, so that means that
    you want to get your attackers to be able to attack again the moment their
    armies come back. And t/ms should keep on track with screwing over their
    kingdom.


    Section 7 - Methods to get them to surrender.

    There always comes the dilemma of "How do I get them to surrender!?" Well,
    you could be lucky, and war with a monarch who genuinely cares about the
    rest of his kingdom, and seeing them losing, will allow himself a loss to
    save his kingdom. But more likely, you're gonna get a stubborn monarch who
    is more concerned about a number on a record than he is about saving his
    kingdom. What do you do in these circumstances? Here are a few methods that
    I have used this age, and found to be very successful.


    1) Intimidation

    This is the first method you should use, but it is also the least likely to
    work. But you should still give it a shot. With this, basically you tell
    their monarch the situation of the war, and the end results. Here is a
    sample message that I usually send.

    "Well, as you can see, we are clearly winning, so as I outlined in my
    original message to you, I would like you to surrender. Please do not think
    that I will simply walk away when we are winning, because I won't, so if you
    refuse to surrender, it will only hurt you and your kingdom. In the end, you
    WILL surrender, it's just a matter of how much of your kingdom will be left
    when you do, and that is only something that YOU can control.
    Choose wisely. Good day!"

    Of course, intimidation becomes easier as the more wins you get, especially
    if you have a perfect record, because then you can just point to your record
    and say "Well, that's what everyone else said, but they surrendered in the
    end." etc.

    I also like to "bluff" sometimes to cause them to surrender. I send their
    monarch a message like this:

    "Don't you DARE surrender! My kingdom is having way too much fun ripping
    your kingdom to shreds, and we're reaping a lot of acres and honor. Besides,
    I don't particularly like not having control of when the war ends."

    This can have some funny results :)


    2) Player Killing (PKing)
    This is the easiest method, and most widely used. Now the reason I find
    player killing acceptable in this circumstance, and not for what happened
    with Autobot City is that the opponent is able to STOP the PKing at any
    time! They can just surrender, and it's over! But with the situation I was
    in, we couldn't escape them, thus, we couldn't stop their PKing. That I find
    unacceptable. You should only PK when the opponent has the ability to stop
    it, should they choose to. At least, this is how I view it.

    Most people think PKing the monarch is the way to go, but honestly, only a
    newbie monarch would surrender as soon as they started to take the heat. Any
    other monarch wouldn't really care that much about what is happening to
    him/her. So who do you hit? Well, the best choices are to pick those
    provinces who look to be "the best" in the kingdom at something. Whether
    it's the best attacker, best t/m, highest acres, highest honor, etc. Choose
    someone like that, and start hammering them. You don't even have to kill
    them, just drop them a ton. Yo can do several provinces at the same time
    doing it this way.


    3) Spies

    You can get spies in the opponent kingdom, and this is usually easiest to
    get if you are bashing on a newbie who can't take the heat. I've
    occassionally had newbies message me saying "Please stop hurting me! I'll be
    a spy for you if you stop hurting me please!" While you have to judge the
    situation to see if you can trust the spy or not, you can work it to your
    choice. Use the spy to find out what's in the forums, and what the kingdom
    is talking about. You might find a weak point or something like that to help
    you get your surrender.


    4) Civil War

    This is my personal favorite method. Starting a civil war. This age, I
    started 5 civil wars to get the wins that I needed from them :) After you've
    bashed people around a bit, and again, the newbies are the most easily
    swayed in this method, you send everyone except the monarch a message
    similiar to this:

    "Well, it appears that your monarch does not care for your kingdom. He is
    willing to sacrifice his kingdom for the sake of his pride. Instead of
    surrendering to us and ending this peacefully, he chooses to resist the
    surrender, and thus put your kingdom in further danger. I hope your next
    monarch is one who cares for his kingdom, and not just for himself.
    Good day to you."

    For those people who don't know what's going on, this lets them know about
    the situation. Veteran players who support the monarch will either start to
    question their loyalty, or will just continue to blindly support the
    monarch. Newbies are most likely to just go along with the dissension and
    start disrupting the kingdom. Provinces will most likely start voting for a
    surrender, especially those who are taking the hardest hits. If you have a
    spy from the above methods, you can find out those people who are crying the
    most for a surrender, and you can send them messages like this:

    "Well, I have found out that you wish for your monarch to surrender. If you
    support the surrender, I can have my kingdom stop assaults on you, but I
    would like you to help get the surrender, and I can tell you what sorts of
    things you might need to do to get that surrender. Keep in touch with me.
    Good day to you!"

    This gets them on your side, and adds to the allies that you have, thus, you
    now have planted the seeds of a civil war, now all you have to do is spark
    the flame. Get your kingdom to weaken their monarch, and tell your spies to
    start attacking their own monarch. Those provinces who support the monarch
    and those who are just indifferent will become confused at the chaos going
    on, and if they succeed in killing off the monarch, they can elect a new
    one, and surrender. Quite devastating, but effective. Just remember that it
    was their monarch's fault for not surrendering when he should have, and he
    got what was coming to him :) That's how I justify my cruel actions :)
    hehehe Another thing is that since their monarch takes a few intra-kingdom
    hits, if he dies, he won't be able to restart back in his kingdom because of
    those intra-kingdom hits :) hahaha

    One thing to note is that the civil war strategy is not very effective
    against organized kingdoms since they are more trusting of each other, and
    thus, it is difficult to create doubt and resetment.


    Section 8 - Attacker guide for hostility/war.

    Basically, attackers want to try and coordinate with t/ms. T/ms weaken the
    target, attackers move in for the acres. During hostility, if you know that
    it will go to war, avoid taking acres, and instead, do massacre, plunder or
    learn attacks. Massacre is really good because it kills off a lot of
    defence, along with peasants, wizards and thieves. Plunder is good if the
    target has a lot of stockpiled resources, and learn is only good in the
    beginning of the age when your science levels are low, and a few thousand
    points make a big difference.

    During the war, avoid using conquest. Low acre gain and no honor. Not worth
    it unless you have no other targets to break. Wars are won by the amount of
    acres you nail. So make sure that you fight hard and fast to gain the upper
    hand.


    Section 9 - Thief/mage guide for hostility/war.

    Now, I will talk about what t/ms should do:

    FOR HOSTILITY!!

    In the start of hostility, t/ms, your PRIORITY should be to get information
    (CBs, SoM) on everyone! If you have this information, you can better plan
    who to target and such.

    Second, using the information you've gotten, find those people with lots of
    runes, and steal them! Quickly deprive them of their runes, so they cannot
    retaliate with spells right away, and it gives YOU the opportunity to cast
    spells on THEM! Now, although you will do this first, you must constantly
    check your opponents throughout the hostility and war for runes, and take
    them before they can use them!

    Third, go to the attackers and starve them! Try to do the following ops and
    spells on EACH attacker:

    Steal as much food as you can.
    Cast Vermin
    Cast drought
    Cast explosions (to lower aid sent and received)
    Torch farms (especially if you have a LOT of thieves)

    Fourth, hinder the t/ms with ops and spells like "sabotage wizards" and
    "expose thieves". If you are a rogue, you can also assassinate wizards.
    Fifth, stealing gold during hostility/war is never VERY beneficial, as there
    are many other much more preferable ops to be done, however, if you or the
    kingdom really does need gold, then you are permitted to do some gold
    stealing, but only if the target has a lot of gold. And only if you are able
    to steal a lot of gold per op.

    More preferable to stealing gold is to cast Fool's Gold on those people who
    have stockpiled money. This will prevent money from being sent as aid to
    others who need it, and also prevent them from using it for themselves.
    Also, greed and riots are good to add on too if you want to hinder their
    income.

    Now, this is all you should need to do during the hostility. If you do this
    correctly, you should NOT need to starve them heavily during the war, and
    instead can concentrate now on lowering their utilization. When you lower
    their utilization, it will make their farms less effective as well, so it
    will promote their starving.

    FOR WAR!!!

    First, you should drop their utilization by using spells and ops like:
    (Although this worked last age, not sure how it will work with regards to
    happiness.)

    Fireball
    Kidnapping
    Meteor Shower

    This will basically screw them over. If they are starving right now (which
    they should be) then this will practically take most people out of the war,
    if not make them almost useless. But keep in mind...ALMOST useless :)
    Second, destroy their military. Do this by using ops and spells like:

    Nightstrike (especially rogues and especially if they have stockpiled
    soldiers)
    Nightmares

    Now, with regards to nightmares, if you are going to do them, or are asked
    to, make sure that you do LOTS of them! At LEAST +5 nightmares. Otherwise,
    they aren't very effective if only a few are done. If you can team up with
    an attacker or a few attackers who will hit the target after one or more
    t/ms have nightmared him/her, then it will be even more effective.

    Third, if any of their t/ms are hurting us, you have to kill them. Kill them
    by doing ops like assassinate wizards, bribe thieves, sabotage wizards and
    expose thieves. Remember to always keep stealing runes whenever you can! And
    if your magic is not strong enough to be effective casting, then send the
    runes to someone who is!

    Now, this is basically everything that needs to be done. Other things that
    you can do, I will outline certain circumstances in which they are
    effective:

    Propaganda - Only use this if you can send a LOT of thieves. And I mean like
    +10k thieves. So none of you should be doing propaganda anytime soon. Yes, I
    know it helps you, but it's more or less a "playing for myself" op until you
    can send a lot of thieves. Then when you start converting like 200 elites in
    a single op, THAT is when this becomes powerful :)

    Tornadoes - On BIG provinces, when their building costs are high, doing MASS
    tornadoes can be very effective. But since this spell is expensive, it's
    more preferable to make sure you've cut their utilization first before you
    bother with tornadoes. This spell can also work well with screwing their
    income.

    Landlust - If you need acres, ONLY do this on BIG provinces! Otherwise, you
    get like 4 acres per spell...it's even worse then paradise then! If you use
    this spell on BIG provinces, then you can get +20 acres per spell, and THEN
    this spell is effective in also helping shift the war meter in our favor.


    Section 10 - Playing for yourself vs. Playing for the kingdom.

    This excerpt is from a post I made to my kingdom with regards to playing for
    themselves. I didn’t have time to type this all out again, so I will just
    re-post what I told them.

    Now, I want to briefly discuss "playing for yourself"...and this is
    information everyone can benefit from.

    In this kingdom, I expect everyone to "play for the team" and NOT to "play
    for themselves". Sure, it's OK to choose to hit one guy over another because
    you'll get more acres, or more honor, or things like that, but when instead
    of razing a dangerous person like you are told to, you make a landgrab for
    meaningless acres, and when it would have been MORE beneficial to the
    kingdom for you to have made that raze, THAT is when you are playing for
    yourself.

    Basically, when you do an action, and you know that your actions will hurt
    or hinder the rest of the kingdom, that is playing for yourself. Do not do
    this, friends. It's not good for you, and it is not good for the whole
    kingdom.

    Take my example from last age. Although I didn't entirely "play for myself"
    I didn't stay small either and regardless of everyone else's size, I just
    grew quickly. Can you all recall what happened to me in the last few weeks
    of the age? I got gangbanged hard. In the end, that is the result of playing
    for yourself. Sure, you might become huge or big or powerful, but in the
    end, you will stick out, and be a target for everyone.

    It's very easy to understand how playing for yourself works with attacking,
    but is it so easy to see with t/ms? Not as easy to see, and that is why it
    happens often.

    Playing for yourself as a t/m means when you do meaningless ops that do not
    hurt your opponent and are only meant for you to gain honor. Such ops are
    like propaganda with 500 thieves, or assassinate wizards on an attacker who
    has barely any wizards, etc.

    Yes I know, ops like stealing food, stealing runes, kidnaping, etc don't
    provide much honor, but think of it this way. It is better to gain honor
    slowly and steadily than it is to gain it in a big jump, and then lose it
    all just as quickly. "Easy come, easy go."

    How do you lose it quickly? Well, your meaningless ops don't hinder the
    opponent, and then they attack you and you lose all of the honor that you
    had gained, and your opponents are still not hurt. Only YOU are! So not only
    does playing for yourself hurt you in the long run, it hurts the rest of the
    kingdom. This is a team game and we need to work together to become
    powerful! Especially since almost all of you are newbies.

    There is an exception to this rule, but a very slight exception, and even
    though it's an exception, it really shouldn't be. Experienced players can
    "play for themselves" and get away with a lot for quite awhile, but again,
    usually in the end, they "get theirs". The only provinces in this kingdom
    that I could expect to "play for themselves" and do well would be myself,
    and Ohayou Urusai. Both of us have been playing Utopia since the beta, and
    know this game like the back of our hands. However, I still refuse to play
    for myself, and I promote team playing. Why? Mainly because I set an
    example, and I want you all to follow my example.

    During our hostility, instead of making a landgrab, I went for a plunder,
    and then used that money towards the dragon. THAT is an example of playing
    for the team! Did my actions directly help my province? No. But
    "indirectly", it helped not only MY province, but EVERYONE else in the
    kingdom! That is what team play is all about!

    I will always be a team player, and I hope the rest of you will follow in my
    example.

    Well, that’s it for my war whore guide. Keep in mind that these strategies
    are according to age 16, and with the drastic changes in age 17, these
    strategies may have to be altered. Please send me your questions, comments,
    and such. I hope you enjoy it and find it helpful. Feel free to post any of
    this information in your kingdom forums, but I ask that you give me proper
    credit for it :) Thanks. Good luck to you all this age!
    Last edited by DonJuan; 30-06-2015 at 00:34.
    "Respect the one who defends his land with bravery;
    Honor the price he pays to fufill his duty."

    -DonJuan, The Legendary KaMiKaZe King
    WhatsApp +16264286874 | SC2/D3 BattleNet: DonJuan5420 | PSN: DonJuan5420

    Age 54: #1 Land KD (HaLL of Heroes)
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    Age 81: #1 Honor KD (The Faery Circle)
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    The Tactical Technical Institute

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    Undead shepard for the win.

    CB is a top priority for mana in thief/mage provinces.

    Basically, what you want to do is
    make sure you have a peace block so that they cannot peace you at all. Once
    they peace you, there is NO way to start the war, even if they start
    attacking you.
    and with the drastic changes in age 17, these
    strategies may have to be altered
    Last edited by pathetic sheep; 30-06-2015 at 04:01.

  3. #3
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    Wow what a throwback, I played with Zaraf way back in the day. Just checked my ancient ICQ account to confirm it was him. Cooooooooooooool :)

  4. #4
    Postaholic DonJuan's Avatar
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    LoL I think I mentioned this before the roll back and also successfully defended most things in this guide that can be converted to new-age strategy...except for the Peace-Block since its no longer used

    But tell me when someone needs a SoM on a Hu/Sage bank with with +2k bpa, you gonna ask an attacker with 2-3 tpa?

    Sometimes, you need a TM to do a chump's job.
    "Respect the one who defends his land with bravery;
    Honor the price he pays to fufill his duty."

    -DonJuan, The Legendary KaMiKaZe King
    WhatsApp +16264286874 | SC2/D3 BattleNet: DonJuan5420 | PSN: DonJuan5420

    Age 54: #1 Land KD (HaLL of Heroes)
    Age 54: #1 NW KD (HaLL of Heroes)

    Age 81: #1 Honor KD (The Faery Circle)
    Age 81: #1 WW KD (The Faery Circle)
    The Tactical Technical Institute

  5. #5
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    Who is this famous, one of the most successful monarchs person?

    And his guide.... it struggles.

    You should probably rework every mention of utilization -- it (BE) doesn't work that way anymore.

    Focusing on starving t/ms? That's a huge waste of resources, especially in hostile. Bad advice.

    Shep bad these days, obviously -- but shep was significantly superior to both sage (which was pretty bad) and WH as a kd-wide strategy back then. You couldn't afford to run more than ~7 WH and hold your honor. Bad advice both now and then!

    25% rax? Also bad, this guide predates DBE (and he doesn't recognize that running literally 10 rax buildings beats 25%, nor did he look at threshholds the way he probably should have)

    not hitting for land in hostile in order to win the war... (bad strategy for getting an advantage as he indicates, good for getting a war by giving the opponent an advantage).

    PKing....

    Essentially, everything after section 2 seems flawed.
    Last edited by Zauper; 30-06-2015 at 18:59.

  6. #6
    Postaholic DonJuan's Avatar
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    Basically everything from Section 2 really is subjective...tho you are right that much of the info after section 2 is very inefficient, especially in today's standards.

    However this guide was coming from a monarch who had to build a kingdom from scratch, and back then there were less proven players to rely on to give you the specific roles, as well as a monarch that did not try to top NW/Land charts consistently...he would typically play in the Top 10 in Honor

    I may have stretched it a bit by calling him the most successful monarch to ever play the early game, however his influence was definitely powerful and can be verified by sifting through tons of posts in UT.
    "Respect the one who defends his land with bravery;
    Honor the price he pays to fufill his duty."

    -DonJuan, The Legendary KaMiKaZe King
    WhatsApp +16264286874 | SC2/D3 BattleNet: DonJuan5420 | PSN: DonJuan5420

    Age 54: #1 Land KD (HaLL of Heroes)
    Age 54: #1 NW KD (HaLL of Heroes)

    Age 81: #1 Honor KD (The Faery Circle)
    Age 81: #1 WW KD (The Faery Circle)
    The Tactical Technical Institute

  7. #7
    Dear Friend Korp's Avatar
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    Quote Originally Posted by Zauper View Post
    Who is this famous, one of the most successful monarchs person?

    And his guide.... it struggles.

    You should probably rework every mention of utilization -- it (BE) doesn't work that way anymore.

    Focusing on starving t/ms? That's a huge waste of resources, especially in hostile. Bad advice.

    Shep bad these days, obviously -- but shep was significantly superior to both sage (which was pretty bad) and WH as a kd-wide strategy back then. You couldn't afford to run more than ~7 WH and hold your honor. Bad advice both now and then!

    25% rax? Also bad, this guide predates DBE (and he doesn't recognize that running literally 10 rax buildings beats 25%, nor did he look at threshholds the way he probably should have)

    not hitting for land in hostile in order to win the war... (bad strategy for getting an advantage as he indicates, good for getting a war by giving the opponent an advantage).

    PKing....

    Essentially, everything after section 2 seems flawed.
    omg really, woah you so smart, a old guide being flawed, WHO WOULD THOUGHT THAT?!

  8. #8
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    It's old but I'm reading it. Thanks for posting.
    Crazies, Sillies, and an Olarpear.

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