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borealelf
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Posted: Thu Feb 14, 2008 00:18 |
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Joined: Wed Jan 09, 2008 22:05 Posts: 470 Location: Orie-Gun
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Just curious on how these strategies work against each other, especially as round progresses.
From experience last round, it would seem XPers (and in packs) would always win the battles, given they gain more heroes, gain more hero attack points and keep heroes longer. I noticed, XPers could attack with heroes only by mid-end round, plus fluctuations in land size gives them increasing abilities to hit smaller kds.
Last round, as was new tried to switch towards xp tactics mid-round; higher FTs & academies. But this backfired as I lost economy in the process trying to maintain a modest 2hr reduction in return time, so know there is no switching once you go one way or the other.
Any insights on the flip side, where Land/NW have the advantage over XPers?
On the math side, I can see an XPer gaining 100+pts of offense with 7-10 heroes in their arsenal per attack, with attacks every 6-8 hrs as they are not concerned with holding/building land. This multiplies up quickly. Also their economies, maybe being at 70% that of kingdoms they are feeding off, allows them to grow their military unit numbers as well. Hence, it appears they will always be stronger.
Obviously, efficient kingdom design is important, but defenses need to be huge to fend off XPer's attacks.
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knicoal
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Posted: Thu Feb 14, 2008 02:10 |
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Joined: Sat Nov 12, 2005 00:38 Posts: 4883
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borealelf wrote: defenses need to be huge to fend off XPer's attacks. LOL
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Graduated Plum
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Posted: Thu Feb 14, 2008 07:24 |
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Joined: Sun Oct 01, 2006 15:52 Posts: 3032 Location: ...in a purple jellybean.
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knicoal wrote: borealelf wrote: defenses need to be huge to fend off XPer's attacks. LOL This made me giggle. ^^;
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BFiddy
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Posted: Thu Feb 14, 2008 07:54 |
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Joined: Mon Mar 19, 2007 03:11 Posts: 834 Location: Indiana
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Graduated Plum wrote: knicoal wrote: borealelf wrote: defenses need to be huge to fend off XPer's attacks. LOL This made me giggle. ^^; It's true if you start with ten days to go in a 6 week round... ^^
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Neodymium
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Posted: Sat Feb 16, 2008 01:39 |
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Joined: Sun Oct 14, 2007 17:27 Posts: 439 Location: On the fucking ceiling in position to strike your brains out.
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xpers don't have good economies...max economy for a xper i have seen is max 50k per hour.
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gothicca
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Posted: Sun Feb 17, 2008 19:41 |
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Joined: Fri Aug 25, 2006 10:39 Posts: 658
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Neodymium wrote: xpers don't have good economies...max economy for a xper i have seen is max 50k per hour. You should look a bit harder ;-)
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Sawyn
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Posted: Mon Feb 18, 2008 10:51 |
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Joined: Tue Oct 19, 2004 07:44 Posts: 42 Location: Tennessee
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You don't go for economy as an XP'er, you go for efficiency. Races with less required resources to build troops (like Vamps only need gold) are ideal, and races that have casualty reduction help even more so you don't have as much retrain costs.
The idea isn't to make bank, it's to find a build strategy that will give you good XP gains while enabling you to sustain (not necessarily grow) your current size/military. Growth as an XP player will be much much slower than that of a land player. You only need to maintain a size that keeps your XP gains high enough to be efficient. This is why most XP players play the conversion style which will allow them time in the beginning of the round to have a good economy, pump imps and train enough troops before they ditch the economy for an XP build.
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bloodbane
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Posted: Mon Feb 18, 2008 15:00 |
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Joined: Mon Dec 18, 2006 14:11 Posts: 120
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Quote: On the math side, I can see an XPer gaining 100+pts of offense with 7-10 heroes in their arsenal per attack, with attacks every 6-8 hrs as they are not concerned with holding/building land. 100? I was thinking 1000 to 2000. Depends on how far you've been exping i guess:p
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quaffle
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Posted: Wed Mar 05, 2008 04:44 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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bloodbane wrote: Quote: On the math side, I can see an XPer gaining 100+pts of offense with 7-10 heroes in their arsenal per attack, with attacks every 6-8 hrs as they are not concerned with holding/building land. 100? I was thinking 1000 to 2000. Depends on how far you've been exping i guess:p and i was thinking more like 8-10k op mid-round
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fruitl00ps
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Posted: Wed Mar 05, 2008 06:53 |
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Joined: Mon Feb 26, 2007 23:20 Posts: 987 Location: Almost there
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I have never played XP but 1k xp (read hero offense) per hero is impossible. I believe the original poster had it right 100-150 points of xp per hero per attack. Which can in turn mean about 1k-1500 offense increase considering xp'ers have around 10-12 heroes atleast.
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Scamelot
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Posted: Wed Mar 05, 2008 08:11 |
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Joined: Sun Mar 04, 2007 05:47 Posts: 54 Location: Australia
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Here is an example of what a hero can become, i had 15 when i played this round.
Rupprecht, The Farmer Level: 10 Experience: 9032 Faith: None Status: Is Home Offense: 9032 Mortality: 0.34% Victories: 98 Special Ability: +10.0% food production
Main hero also had 21k op.
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Sawyn
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Posted: Thu Mar 06, 2008 03:29 |
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Joined: Tue Oct 19, 2004 07:44 Posts: 42 Location: Tennessee
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Scamelot wrote: Here is an example of what a hero can become, i had 15 when i played this round.
Rupprecht, The Farmer Level: 10 Experience: 9032 Faith: None Status: Is Home Offense: 9032 Mortality: 0.34% Victories: 98 Special Ability: +10.0% food production
Main hero also had 21k op. QFT.
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quaffle
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Posted: Sat Mar 08, 2008 18:52 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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what does QFT mean? i dont see it a lot but i bugs me so ive decided to ask
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MoD
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Posted: Sat Mar 08, 2008 19:27 |
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Joined: Sun May 01, 2005 14:44 Posts: 2185 Location: The Netherlands
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quoting for truth.
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BFiddy
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Posted: Sat Mar 08, 2008 22:56 |
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Joined: Mon Mar 19, 2007 03:11 Posts: 834 Location: Indiana
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Funny...
I always like to think of it as "Quit Fucking Talking."
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BFiddy ?
popcorn10 probably not in china yet bracelets that make shapes like those rubber things that were popular when we were in hs but they make shapes when you take them off
BFiddy hmm condoms?
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