Introduction:
Elven Mage/Scientist Strat
(Mystic or Merchant personalities suggested)
NOTES ON THIS STRAT (and most others):
Firstly, The calculations made below are for the sciences listed and the number goals. Things such as the Wizzie and Elf Lord numbers are the goal when following this strat, not necessarily what WILL happen (eg. 500 wizzies at 500 acres probably won't happen that fast with the 18% effective guilds, but if it does the strat is made assuming you will halt production at 500 to ensure best accuracy).
Secondly, This strat is what I use as I play. Some of yous may have to modify this (like if you land in 1:1) due to differences in our playing styles and unforseen game occurences. I encourage the more experienced players to do this. Newbies, on the other hand should try following the strat until they hit 1500 acres, at which point they should see where their curiosities lead them and gain the experience they need to make their own strat.
Finally, don't say my numbers are wrong without checking the math. I take great pride in my strats and a lot of time out of my day to make them and i, as well as everyone who posts strats, hate to see a bad rating with no backing. If you have a suggestion, post it; if you don't like this strat, post why; if you use this with modifications, post them for the benefit of the newbies and users of this strat - i took every post i got on this last age into consideration when i remade it for this age and will do the same this time around.
1 Acres - 205 Acres:
Homes: 10%
Farms: 8%
Armouries: 30%
Banks: 34%
Guilds: 9%
Towers: 9%
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BUILDINGS
1. Homes: 21 - House 525 people (3,680 live elsewhere)
2. Farms: 16 - Produce 1120 bushels per day (1,400 with FL)
3. Armouries: 62 - Decrease army training costs by 60%
4. Banks: 70 - +68.2% to income, protect 60% of gold from thievery
5. Guilds: 18 - 4% chance of training a wizard daily (per guild)
6. Towers: 18 - Produce 180 runes per day
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ECONOMY
9,225gc rInc
15,525gc mInc
mInc w/ Wages = 14,805gc
Specialists - 80gc
Elf Lords - 545gc
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SCIENCES
Work on Alchemy a bit - try to come out with around 2000 points on this
Crime and Channeling Sciences - try to come out with as many points on each as possible since you won't have much of a chance to pump them until later
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PEASANTRY
4205 Total Peasants - 3075 Jobs = 1130 Free Peasants for 100% Util. and Employment
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MILITARY & MYSTICS
21.9% Draft Rate
720 Archers/Lords = 2160 to 3600 Defense = 10.54 to 17.56 rDPA
205 Thieves = 1 TPA
205 Wizzies = 1 WPA
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NOTES
Merchants should modify this to have less banks and more guilds.
Don't worry about Wizzie overkill if it happens, just try not to exceed 300 cause then they'll begin to hinder your utilization quite a bit and, ultimately, your income
(First Day)
-Try to log in at least twice, the first to begin the construction of your buildings and the second to cast love and peace to get your economy up and running even faster.
-There are no 12-hour or 20-hour bonuses the first day so don't worry about when to log in, though if you are going to cast spells it will be at least 16 days before you have enough runes for L&P
-Double construct the towers and guilds for sure if you are going to cast SELF spells some time on the first day. Don't double construct the armouries since you won't need them just yet.
-Save your leftover cash for later if you have any
(Second Day)
-Train your Thieves and Lords/Archers, as many as possible OR work on you alchemy science, whichever you deem more important
-You may want to log in a second time to ensure you get as much defense as possible made before you're OoP
(Third Day)
-If you worked on your alchemy science the 2nd day then you better log in early now to make sure you get your defense ready
-After you have trained all the desired troops, release the leftover soldiers and lower your draft to make sure they don't come back. Your DPA won't offer too much protection, I'm sure, but if you lay low it shouldn't be too much of a problem.
206 Acres - 500 Acres:
Homes: 40%
Farms: 8%
Armouries: 13%
Banks: 10%
Guilds: 9%
Towers: 10%
Universities: 10%
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BUILDINGS
1. Homes: 200 - House 5,000 people (6,000 live elsewhere)
2. Farms: 40 - Produce 2,800 bushels per day (3,500 with FL)
3. Armouries: 65 - Decrease army training costs by 26%
4. Banks: 50 - +20% to income, protect 40% of gold from thievery
5. Guilds: 45 - 4% chance of training a wizard daily (per guild)
6. Towers: 50 - Produce 500 runes per day
7. Universities: 50 - Decrease learning costs by 30%
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ECONOMY
22,500gc rInc
27,000gc mInc
mInc w/ Wages = 24,500gc
Specialists = 160gc
Elf Lords = 960gc
Science Points = 70gc
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SCIENCES
20% Alchemy (2550 points needed at least)
NOTE: Point Values are from last age, so they are probably higher now....i will post them when i have the numbers
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PEASANTRY
11000 Total Peasants - 7500 Jobs = 4100 Free Peasants for 100% Util. and Employment
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MILITARY & MYSTICS
27.2% Draft Rate
2500 Lords = 12,500 Defense = 25rDPA
500 Thieves = 1 TPA
500 Wizzies = 1 WPA
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NOTES
Create 4 Lords for every acre you get until you reach 300 acres, then switch to 7 lords for every acre you get until 500.
Dump all extra cash (and you WILL have some) first into alchemy science for a while, then into housing and food
(First few days OoP)
Cast as many paradises as possible every login and build homes on those acres until you get about 80 homes.
(About 4 days out)
Start exploring\paradising and building in a ratio of around 4:1:1 - Homes:Towers:Guilds until you reach the goals above. Now, with the acres you explore\paradise build your 3 additional armouries and 50 universities.
Pump sciences as much as possible, focusing primarily on housing and food (Don't forget to use Mind Focus)
501 Acres - 1,000 Acres:
Homes: 46%
Farms: 6%
Armouries: 10%
Banks: 8%
Guilds: 10%
Towers: 10%
Universities: 10%
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BUILDINGS
1. Homes: 466 - House 11,650 people (10,680 live elsewhere)
2. Farms: 58 - Produce 4,690 bushels per day (5,863 with FL)
3. Armouries: 100 - Decrease army training costs by 20%
4. Banks: 80 - +16% to income, protect 32% of gold from thievery
5. Guilds: 96 - 4% chance of training a wizard daily (per guild)
6. Towers: 100 - Produce 1,000 runes per day
7. Universities: 100 - Decrease learning costs by 30%
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ECONOMY
66,990gc rInc
91,107gc mInc
mInc w/ Wages = 84,927gc
Specialists = 160gc
Elf Lords = 960gc
Science Points = 70gc
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SCIENCES
Alchemy - 20% (4930 points needed at least)
Housing - 15% (5300 points needed at least)
Food - 55% (8950 points needed at least)
NOTE: Point Values are from last age, so they are probably higher now....i will post them when i have the definite numbers
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PEASANTRY
25,680 Total Peasants - 15,000 Jobs = 10,680 Free Peasants
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MILITARY & MYSTICS
33.8% Draft Rate
6180 Elf Lords = 30,900 Defense = 30.9rDPA
2500 Thieves = 2.5 TPA
2000 Wizzies = 2 WPA
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NOTES
You'll be well-protected from quite a bit with all your pretty per acres. The universities are there for your science pump, which you should begin now. Heavy attackers can likely break you right now, which means you'll need to start training additional defense with every extra point of housing you can get. Remember, though, with more peasants comes the need for more food so work on food sciences too.
When i officially begin my science pump, i usually work in a ratio of about 7:7:5:4:4:2:0 - Alchemy:Food:Housing:Channeling:Crime:Tools:War until i hit about 40k on each, though it is never set in stone and this age will require more science than the previous ones. Your income at this point is insane so you're prepared for it.
Now would be the best time to work on your own 1500 Acres strat. From this point you could easily convert to Superthief, Super-Mage, Attacker/Mage, Thief/Mage, etc. There IS a 1500 Acres strategy provided below, but as i said in the very beginning, it is my own style of play.
As you grow be aware of the fact that you are now in Heavy Attacker size & NW range.
1,001 Acres - 1,500 Acres:
Homes: 59%
Farms: 6%
Guilds: 10%
Towers: 7%
Schools: 18%
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BUILDINGS
1. Homes: 885 - House 22,125 people (12,300 live elsewhere)
2. Farms: 86 - Produce 6,020 bushels per day (7,525 with FL)
3. Guilds: 150 - 4% chance of training a wizard daily (per guild)
4. Towers: 109 - Produce 1,090 runes per day
5. Schools: 270 - Increase science effectiveness by 18%
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ECONOMY
67,500gc rInc
93,150gc mInc
mInc w/ Wages = 80,586gc
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SCIENCES
38% Alchemy
28% Housing
82% Food
(Basically all sciences as close to max as possible)
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PEASANTRY
44064 Total Peasants - 22,500 Jobs = 21,564 Free Peasants for 100% Util. and Employment
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MILITARY & MYSTICS
38.7% Draft Rate
12,564 Lords = 62,820 Defense = 41.88rDPA
4500 Thieves = 3 TPA
4500 Wizzies = 3 WPA
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NOTES
Keep the Universities until you finish your science pump (convert them to Schools when you're done), and keep the Armouries and Banks until about 1400 Acres.
I tried to implement a much higher DPA here but due to the changes Mehul made, i could not do it without sacrificing Utilization. That is a sacrifice i am not willing to make, but if you are, then by all means.
Mills would probably help here but i'm not going to use them just yet. Be sure to read the updates in the posts below for the finalized strat (which i will probably post after i have tested this in the sims extensively). This goes for the entire strat - it is not yet finalized. The updates below will provide you with more info on how to make this strat better - please read them before you rate it cause this was rushed a little bit to get it done before time started.
Have a Good Age!
| - Erd Tird Mans (29-Oct-2001) |
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