Week One, New Person Guide

Strategies and active Q&A's concerning game mechanics should be done here. (Note: this is not a general "help how do I do..." type of forum. It is strictly for strategies and game mechanics)
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Zephyrus
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Post by Zephyrus »

Well, this is where you refer people to when they first join. Preferably, it should be linked to the signup page, so that people can't sign up and walk away. Instead, something of this sort could be put in large, accented lettering and lead to this post. It's also an excuse to sign someone up for the forums, so hah.

If that's not relevant to you, then you're here to learn strategy, I assume. Well, strategy later. For now, we work with this:

One: How Not To Quit

It sounds silly, almost insulting, but consider the facts. There are currently less than ten active players, yet some number in the forties. Meaning, there were forty who signed up, and so few who stayed. Dismal.

So, here's the deal. Come back tomorrow. The day after, and infinitely more, hopefully. We'll make it worth your time. How? Simple. We ship you aid (pending the bug fix) and watch and laugh as you pound others with otters. Trust us, it's fun.

The main thing is not to leave. Your account dies rather quickly. And, we need active players. Don't just spend turns today. Come back tomorrow. it doesn't matter how you remind yourself, but do. Don't leave.

Get it into your head, and repeat to yourself, "I WILL NOT QUIT."

(End Part 1, much more to come, and :ph34r: the otters.)
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Zephyrus
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Post by Zephyrus »

You haven't quit? Good job. Consider yourself to be something more than just a statistic, and for that, we congratulate you.

What next, you might ask. Well, you've got turns now, right? But don't use them just yet.

You did think about strategy, right? Right? if you haven't, this is a good time to start.

There are two main categories of strategies, industry and hawk. People will always argue that there are more, but I consider those subcategories. there are only two main types as far as I am concerned. There are countless ways to play each, but you're still hawk or industry.

(From now on, indy=industry and if you see the word leader, it's just another name for hawk.)

A hawk strategy is unique because of its means for existence, hawks. While most warbands choose to use every building, hawk users will likely depend on only one, the hut. A hawk masser gains massive amounts of power, far faster than with any other strategy, and a hawk masser can usually get seemingly impossible amounts of wealth. But, hawk massers aren't everything. Massing hawks effectively means dedicating 90% or more of your land to huts. That pretty much disallows anything else. Such is a great sacrifice. Hawks can be exteremely fickle, and you may end up bankrupt when you least expect it, should you either take too great a land loss or run out of loyalty.

Oh the flip side on the cliched coin, there is industry. A nice definition for industry is everything not hawk. More specific ones exist, but I say that's more or less it. Industrialists rely on every other building in the game. There are many soprts of industry, but most tend to take pride on two things. First, good industry allows for the production of massive amounts of troops in a short period. Also, industry can often allow for the effective use of guards, allowing most troop attacks to just bounce off of your empire.

So, pick one, one suited to your race if you already have an account.

A hawk masser would need a good bonus to the stats of magic/hawk and mana/runes/loyalty. These are absolutely essential, and everything else secondary. Currently, the only true hawk race is the squirrel, but I assume there are ways to hawk perfectly well with any race, even badger.

Industry is more varied. You must consider what your power will be based on. Either way, you probably need good statistics to the attack trait. Since there is variation, industrialists should probably base their strategy on more specific things.

Another axis around which your strategy fits is one of land, and your attitudes towards it. Every strategy requires land to run, and even the administrators do not dare change that. But, do you need your land indefinitely, or do you take losses with no effect. Since hawking makes defence very difficult, it's recommended you just take losses and hit back harder. Industrialists can also do this, but why bother? You can always tear everything down and build guards when not running turns, and thus become invincible against troops. Now you get to keep your hard earned land.

So, make a choice.
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South
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Post by South »

bump^

good read for noobs :D
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Ruddertail
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Post by Ruddertail »

BUMP: Possibley revise & add too, then link to sign up page?
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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Kyrodo
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Post by Kyrodo »

why use gards? XD but yeah, good for noobs a guess...
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Ruddertail
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Post by Ruddertail »

This was written a while ago, and I think a lot of Zeph's experience was based on conditions even longer ago, back in the Warbands II days. Things were different then. That's why I said it needs some revision.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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