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Fresh Water Fighters
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Post by Fresh Water Fighters »

If you had 20k land and were trying to net how would you go about it?
How would you divied your land?
How would you use your turns?
(Saying you were not attacked and had no one to attack)
~FWF
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Nuclear Raunch
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Post by Nuclear Raunch »

What race? What era are you in? How many runs are you going to spend netting? Just for FAF code or for other proms too? Do other players buy off the PM much?

Many, many variables that go into prom. There is no one-size-fits-all strats for getting good net anywhere anytime.
I know the voices in my head arn't real but they usually have some pretty good ideas.
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Urran Voh
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Post by Urran Voh »

I'd be hawking at the moment. Almost 100% of your land goes to Huts, with a few Camps to fill up the Bazaar. In BFR, I'd sell my left over troops from my last run (buying them from the Bazaar) on the Bazaar. Then I would do a rune run for the first 300 turns. If I'm in desperate need of food or cash (as in turns stopping because of lack of either), I will do Hawk Loot or Forage until I have enough to finish the rune run. For the last 200 turns, I'd Hawk Loot and buy Bazaar troops at the end of my run, then store them on the Pub Market or Clan Market. Pub works better if someone buys them for high prices.
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Fresh Water Fighters
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Post by Fresh Water Fighters »

I was just think of FAF.
I am a Mole at the moment in the Northlands
ohmyjapan16
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Post by ohmyjapan16 »

Food is the key, not those unruly hawks! Build all foragers 'cept for a few huts then forage away all of your turns, then buy from the bazaar. (Don't forage with troops out)
It ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward. How much you can take and keep moving forward. That's how winning is done!
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Nuclear Raunch
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Post by Nuclear Raunch »

Moles are good at indy and farming. You can farm and BM as Japan suggested or you can produce the troops yourself. Farming and indy are both pretty overpowered here, I'm just not sure exactly which of the 2 is best yet.
I know the voices in my head arn't real but they usually have some pretty good ideas.
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Devari
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Post by Devari »

Raunch:

Indy and agrarian overpowered? Not too much. Hawking, indy, and farm/agrarian are all about equal, thankfully. In terms of raw cash production, hawking has a slight advantage over agrarian. However, agrarians (which is why I play this strategy sometimes) are able to take lots of land in a run and make tons of cash. It all balances out between hawks and farming - one is able to make more on a static amount of land, one is able to take advantage of a weakness in the enemy to grab tons of land and make enormous profits on it.

One of the reasons I don't play Redwall Warlords is because agrarian/farming is crippled and I dislike playing hawks all the time. What we DON'T need is food selling for only $3 <_<.

It's more a case of some strategies being underpowerd here - cashing is horribly underpowered compared to a game such as QMT. A balanced strategy is hard to run here effectively. To the best of my knowledge, guard towers are difficult to use after the first week of a BFR round. I know Slasher has used 'em early on in the round to great effect, but as soon as one person can break you, you're completely done for. Then again, maybe that isn't the best thing to center a strategy around. ;)

On topic, FWF:

Since you are a mole, you definately want to farm/indy. Indy, the way I play it, is certainly very aggressive. If you plan on being at war or simply making lots of land grabs, go for it! Otherwise, agrarian is good for a peaceful strategy. Make food, sell food, buy troops. Repeat.

There are little variations on it - I play around with that strategy a lot. However, the basic mechanics of a farmer is the simple formula that I described.

You can, of course, just make the food and keep it for a nice little net boost. But, it's pretty easy to take, especially if I want more food to sell. ;)
If you go down to the woods today, you better not go alone
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Nohc
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Post by Nohc »

With a mole in the Northlands, It's definately best to use barracks to mass troops and sell food for cash, troops if you're good at it.
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Zephyrus
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Post by Zephyrus »

Indy nets fast, though it's got a much lower break-even point on given land (where your troops made all get sold to feed others), and so similarly a limit on gain.
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ohmyjapan16
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Post by ohmyjapan16 »

Sir Devari, ever done 50%foragers/50%barracks?
It ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward. How much you can take and keep moving forward. That's how winning is done!
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Nuclear Raunch
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Post by Nuclear Raunch »

Devari wrote: Raunch:

Indy and agrarian overpowered? Not too much. Hawking, indy, and farm/agrarian are all about equal, thankfully. In terms of raw cash production, hawking has a slight advantage over agrarian. However, agrarians (which is why I play this strategy sometimes) are able to take lots of land in a run and make tons of cash. It all balances out between hawks and farming - one is able to make more on a static amount of land, one is able to take advantage of a weakness in the enemy to grab tons of land and make enormous profits on it.

One of the reasons I don't play Redwall Warlords is because agrarian/farming is crippled and I dislike playing hawks all the time. What we DON'T need is food selling for only $3 <_<.

It's more a case of some strategies being underpowerd here - cashing is horribly underpowered compared to a game such as QMT. A balanced strategy is hard to run here effectively. To the best of my knowledge, guard towers are difficult to use after the first week of a BFR round. I know Slasher has used 'em early on in the round to great effect, but as soon as one person can break you, you're completely done for. Then again, maybe that isn't the best thing to center a strategy around. ;)

On topic, FWF:

Since you are a mole, you definately want to farm/indy. Indy, the way I play it, is certainly very aggressive. If you plan on being at war or simply making lots of land grabs, go for it! Otherwise, agrarian is good for a peaceful strategy. Make food, sell food, buy troops. Repeat.

There are little variations on it - I play around with that strategy a lot. However, the basic mechanics of a farmer is the simple formula that I described.

You can, of course, just make the food and keep it for a nice little net boost. But, it's pretty easy to take, especially if I want more food to sell. ;)
Barracks produce 25% more troops than normal here, combined with the prod market spell and the ability to store unlimited amounts of cash makes indy overpowered.

Not sure how much but it appears grain production has received a boost as well. Combine that with grains selling for $7 on BM and unlimited cash storing and farming is an extremely effective strat. Especially with BM prices being so cheap.

Wizard production and mana production have both been nerfed. Mage towers also hold fewer mages so you have to ToG with more land. More land increases mana cost which means you can ToG fewer times. The reason mages have been overpowered in most proms is because they could store cash all set and pull it out at the end and buy up a bunch of troops. Now everyone can do it so it's not much of an advantage.

Cashers here intrigue me. Magers get a 50% boost to mana with a hero, farmers get a 50% bonus from hero, but cashers get to hold 5X the peasants with a hero. I haven't been able to test out the strat much but it may very well be the most overpowered strat here. Without heros there's no question it's not the most effective strat, but if you use heros properly you just might have a winning strat.

And guard towers are quickly obsolete at most proms. I almost never build em.
I know the voices in my head arn't real but they usually have some pretty good ideas.
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Ruddertail
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Post by Ruddertail »

I would advise not trying that. You'd be very easy to murder/rob graneries on. You might try 50% Barracks, 5% Huts, 45% Foragers.
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Devari
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Post by Devari »

Japan - No. When I did indy, it was based on however much food income I needed to break even on the selling. Since I don't troop sell, this could have been anywhere between 25 and 75% foragers. I tended to cut it close at times, though.

Never forget a small amount of huts for raise defenses. Murder is brutal to an indy. I learned this first-hand. ;)
Wizard production and mana production have both been nerfed. Mage towers also hold fewer mages so you have to ToG with more land. More land increases mana cost which means you can ToG fewer times. The reason mages have been overpowered in most proms is because they could store cash all set and pull it out at the end and buy up a bunch of troops. Now everyone can do it so it's not much of an advantage.
I'd have to disagree with you on Hawks/Mages. They are still very effective here, on par with indy and agrarian. I may just go ahead and attempt that strategy soon. I'm fairly sure it would come out at around the same level as indy or agrarian.

How could Mages store cash in other proms? Never seen that before...
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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Zephyrus
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Post by Zephyrus »

There are only two ways to remove cash. Embezzle and storms. Both can be spell shielded. Against a mage, neither is likely to succeed in the first place.
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Devari
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Post by Devari »

Right, forgot about that. Thanks, Zeph.
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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