Strategies
Can someone give me a quick overview of some of the more popular strats here?
also:
what are the OP/DP for the different troops types?
why are ships about 100 times more expensive than other troops?
How many DP does a fully manned tower give?
I am going to look for a game guide, but the links I have tried so far have been broken.
also:
what are the OP/DP for the different troops types?
why are ships about 100 times more expensive than other troops?
How many DP does a fully manned tower give?
I am going to look for a game guide, but the links I have tried so far have been broken.
Phillip says:
Tell me more about your Undefined
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ohmyjapan16
- Sir Devari's Squire
- Posts: 941
- Joined: Sun Feb 27, 2005 2:15 am
Hey Shadow,
Build
99% Farms
1% Dens (Or whatever produce spies)
First Run:
Follow the build percentages above. (Spend your protection turns scouting) Spend your turns producing food, then sell it on the BM and buy troops.
Every run after that:
Spend your initial turns attacking for land. Once you've gathered up a good chunk, after following the building percentages you're going to want to use the remainder of your turns foraging. Sell all of your food on the BM and buy troops. Put those troops on the PM so you can pull them on the last day of the set. Don't forget to keep a spy shield up, and on your last few runs work on getting a higher spy count/ratio so all of the troops you pull at the end of the set don't get murdered. Make sure you leave enough of one troop type on your empire to break people though so you can get land for your next run.
I know there's much more to it, but that's the general outline to the strat that everyone that's playing solo wins with.
Just a little note, I tend to build 5-10% Dens so I get enough mana to use the heal spell to recover health which saves many more turns than if you use the regular heal function.
Good luck!
Build
99% Farms
1% Dens (Or whatever produce spies)
First Run:
Follow the build percentages above. (Spend your protection turns scouting) Spend your turns producing food, then sell it on the BM and buy troops.
Every run after that:
Spend your initial turns attacking for land. Once you've gathered up a good chunk, after following the building percentages you're going to want to use the remainder of your turns foraging. Sell all of your food on the BM and buy troops. Put those troops on the PM so you can pull them on the last day of the set. Don't forget to keep a spy shield up, and on your last few runs work on getting a higher spy count/ratio so all of the troops you pull at the end of the set don't get murdered. Make sure you leave enough of one troop type on your empire to break people though so you can get land for your next run.
I know there's much more to it, but that's the general outline to the strat that everyone that's playing solo wins with.
Just a little note, I tend to build 5-10% Dens so I get enough mana to use the heal spell to recover health which saves many more turns than if you use the regular heal function.
Good luck!
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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ohmyjapan16
- Sir Devari's Squire
- Posts: 941
- Joined: Sun Feb 27, 2005 2:15 am
- Gen. Volkov
- I'm blue, if I was green I would die.
- Posts: 2342
- Joined: Sat Dec 11, 2004 11:47 pm
- Location: Boringtown, Indiana
The first and last should be in the Game Guide. The middle is because of scaling. Each ship represents 100 or maybe 1000 actual ships, so the prices are scaled accordingly.what are the OP/DP for the different troops types?
why are ships about 100 times more expensive than other troops?
How many DP does a fully manned tower give?
Japan's strat is the basic one. It's the farming strat. Leaders/mages still work here, but are underpowered compared to farming. I generally run the mage strat because someone always tries to landlock in the first few days of every set, and without a mage in the mix, they succeed. The last time it happened, the guy who did it managed to landlock for half the set, and won easily. I basically sacrifice my shot at winning for the good of the game.
It is said that when Rincewind dies, the occult ability of the human race will go UP by a fraction. -Terry Pratchett
reselling is getting max merc price reduction and selling mercs on the PM at a price somewhere over what you pay and under what others would pay on the BM without price reduction?Arthus wrote: I find reselling a good strat here. It works for me at least.
why all the confusion? why not just use actual numbers?The middle is because of scaling. Each ship represents 100 or maybe 1000 actual ships, so the prices are scaled accordingly.
Phillip says:
Tell me more about your Undefined
- Nuclear Raunch
- The Wanderer
- Posts: 950
- Joined: Tue May 24, 2005 4:30 am
Attackers ratio is spies/((attackers land + defenders land)/2)Shadow I wrote: fair enough. what is the formula for calculating spy mission ratios? (mages*1000)/dens?
Defenders ratio is spies/land
The 2 ratios are multiplied by their respective magic bonuses or penalties and then compared. if the attacker beats the defender by at least 1 then he can scan him, by 1.15 and he can murder, etc
I know the voices in my head arn't real but they usually have some pretty good ideas.
- Nuclear Raunch
- The Wanderer
- Posts: 950
- Joined: Tue May 24, 2005 4:30 am
That was for the offensive missions. For the utility missions they removed all ratio requirements.Shadow I wrote: i meant for the offensive missions. because you need say 15 ratio for some, but i am succeeding with 1000 spies on 20000 dens, which makes no sense. therefore, there must be a multiplier in there somewhere. what is it?
I know the voices in my head arn't real but they usually have some pretty good ideas.
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