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the "difference" I guess you can say, between warring at the top and other levels, is that for the top, war is just the means (get acres) to an end (chart somewhere), whereas, on lower levels you can war for "fun" and an outcome does not really determine your age so to say. The top does not war frequently, but it does not mean they don't war; they just need to pick their spots. If to you, that means they don't know how to war, then fine, thats your opinion.
As for the distribution of top middle and ghetto, it really is subjective, but I'd put the relative top at around top 10~15 nowadays, middle at top 30~50 and the rest is ghetto. It will probably upset some people, but i'm sure im not alone with this way of categorizing +/- a few slots.
Lastly, Honour and WW charts are not even an indication of your kd's ability, except that you know how to bash ghettos, farm, or both. To say we should use either of these criteria to judge a kd's warring ability is laughable.
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Well now we're slightly losing VT2 and my point. It's not just the length of the range in a particular chart that's subjective. It's that it's not a chart based on a single set of statistics at all, but just whoever the rest of the top deems to be the top, because apparently you can still call certain kingdoms of the top 10 networth ghettos. This is what peeves me.
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calling certain kingdoms that manages to overgrow a ghetto is merely just showing disrespect. Obviously, whats ghetto to me might be godlike to you. There's no correct quantitative measure for this, so you just have to observe and judge performance. I think Spheric pointed that out to me, and it has its merts :P
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for OOP wars, DE mystic is awesome. Dark Elf = No towers + ToG = extra early science or army.
Let's say that spells cost 3% mana each on average. You can't cast spells if you get under 10% mana, so this leaves you with 31 spells. Say you also need some more cash to train the last of your troops. Cast 10 ToG, you'll get at least 200k gc, and have 21 spells to go. Cast 20 MS to cripple the opposing kingdom, you have 1 spell left. For this example, cast minor protection to help prevent violent reprisals. You have gained enough cash to train 222 drow or 666 night riders; you have sent meteors to most, if not all of your opponents; and you have boosted your defense a little to prevent counterattack. In any decent kingdom, your war has gotten off to a great start, and you haven't attacked once. Add in your attack, and it's just icing on the cake.