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dominator
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Posted: Fri Aug 01, 2008 00:36 |
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Joined: Fri Nov 02, 2007 08:30 Posts: 247
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so im doing some sims with gryphon and just wondering what the general consenus on the % of merchant guilds to use is? I thought it was around 20% but im just not sure and would like some advice from anyone whose willing to give it. thanks to all who answer.
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MisterBarca
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Posted: Sun Aug 02, 2009 18:13 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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I am bumping this, because this seems like the most recent Gryphons/Merchant Guild discussion that is still "live."
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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darklord84
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Posted: Mon Aug 03, 2009 00:29 |
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Joined: Sun Nov 04, 2007 05:38 Posts: 345 Location: Canada
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Best answer is : from 80% to 40%, depend on the round lenght, your strategy and the moment in the round.
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Graduated Plum
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Posted: Mon Aug 03, 2009 11:46 |
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Joined: Sun Oct 01, 2006 15:52 Posts: 3032 Location: ...in a purple jellybean.
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Full merchant guilds for OOP. Slowly reduce the number(%) throughout the round.
_________________ I want the public schools to leave my children alone. No condoms, no heterosexual ed. Under the guise of sex ed, public schools are trying to instill un-Catholic views into our children. The public schools, and the gay lobby, want access to MY CHILDREN.
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MisterBarca
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Posted: Mon Aug 03, 2009 16:46 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Graduated Plum wrote: Full merchant guilds for OOP. Slowly reduce the number(%) throughout the round. So no Improvements at all then for OOP?
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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Dante
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Posted: Mon Aug 03, 2009 17:38 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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MisterBarca wrote: Graduated Plum wrote: Full merchant guilds for OOP. Slowly reduce the number(%) throughout the round. So no Improvements at all then for OOP? For people planning to hit at oop imps should be postponed. But you are going to explore i guess, so imping is good for you.
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Ceekayed
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Posted: Tue Aug 04, 2009 06:42 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2758 Location: Finland
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darklord84 wrote: Best answer is : from 80% to 40%, depend on the round lenght, your strategy and the moment in the round. From 50% to 20% should be better. :) Some 30-60 homes are better than mgs in protection. But the difference is really small. I'd never go past 50% mgs during any other than a 3 week round - they're great but not that great. Once you have 50% mgs, the difference between homes and mgs goes down rapidly, and when speaking of gold economy, anything beyond 50% mgs just hurts. Once you hit that percent, you can either keep it up (if you're playing fast with low imps) or drop some 10% off per week for homes/alchs (if playing efficient with high imps).
_________________ www.ceekayed.com
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MisterBarca
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Posted: Tue Aug 04, 2009 14:00 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Ceekayed wrote: darklord84 wrote: Best answer is : from 80% to 40%, depend on the round lenght, your strategy and the moment in the round. From 50% to 20% should be better.  Some 30-60 homes are better than mgs in protection. But the difference is really small. I'd never go past 50% mgs during any other than a 3 week round - they're great but not that great. Once you have 50% mgs, the difference between homes and mgs goes down rapidly, and when speaking of gold economy, anything beyond 50% mgs just hurts. Once you hit that percent, you can either keep it up (if you're playing fast with low imps) or drop some 10% off per week for homes/alchs (if playing efficient with high imps). In the alternative, is it viable to ignore Merchant Guilds altogether? I've only played Humans thus far, and I am wondering if Gryphons can be played like I play Humans, except that you get a 2-hour reduction in troop returning time. That is, can I go my usual 30-35 percent Diamond Mines and 25-30 percent Houses (until conversion time the last week or so) with Gryphons? It seems to me that the stats/efficiencies on the Gryphon elites are not that different from the Human elites.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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Scorpio
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Posted: Tue Aug 04, 2009 15:41 |
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Joined: Mon Mar 15, 2004 20:38 Posts: 5406 Location: AFK somewhere I'm sure. :P
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MisterBarca wrote: In the alternative, is it viable to ignore Merchant Guilds altogether?
I've only played Humans thus far, and I am wondering if Gryphons can be played like I play Humans, except that you get a 2-hour reduction in troop returning time. That is, can I go my usual 30-35 percent Diamond Mines and 25-30 percent Houses (until conversion time the last week or so) with Gryphons? It seems to me that the stats/efficiencies on the Gryphon elites are not that different from the Human elites. If you are going to ignore their main racial bonus I would honestly recommend you simply stay with human as I think a human would do better than a gryph running 0 MG's. Also i know you're already aware of this since we discussed it, but I'd just like to comment on it 'cuz it seems to be a common error with a lot of people, not just you (don't feel bad I've had this same discussion with jiriky in the past as well as my husband) But the 2 hr reduction is NOT a reduction! It is a 2 hr INCREASE not decarese, for some reason most peoples brains just simply want to read it as decrease cuz well it sounds more appealing. 
_________________ I don't have a dirty mind, I have a sexy imagination. XD
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MisterBarca
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Posted: Tue Aug 04, 2009 15:51 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Scorpio wrote: MisterBarca wrote: In the alternative, is it viable to ignore Merchant Guilds altogether?
I've only played Humans thus far, and I am wondering if Gryphons can be played like I play Humans, except that you get a 2-hour reduction in troop returning time. That is, can I go my usual 30-35 percent Diamond Mines and 25-30 percent Houses (until conversion time the last week or so) with Gryphons? It seems to me that the stats/efficiencies on the Gryphon elites are not that different from the Human elites. If you are going to ignore their main racial bonus I would honestly recommend you simply stay with human as I think a human would do better than a gryph running 0 MG's. Also i know you're already aware of this since we discussed it, but I'd just like to comment on it 'cuz it seems to be a common error with a lot of people, not just you (don't feel bad I've had this same discussion with jiriky in the past as well as my husband) But the 2 hr reduction is NOT a reduction! It is a 2 hr INCREASE not decarese, for some reason most peoples brains just simply want to read it as decrease cuz well it sounds more appealing.  Indeed, we believe what we want to believe! 
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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Ceekayed
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Posted: Tue Aug 04, 2009 17:14 |
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Joined: Wed Jul 06, 2005 02:17 Posts: 2758 Location: Finland
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What Scorps said.
Ignoring MGs with a gryph is like not using the r/r ability on noid, or like ignoring heroines with a zon, or like not using the zorb racial spell etc.
_________________ www.ceekayed.com
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MisterBarca
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Posted: Fri Aug 07, 2009 05:10 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Thanks for the tips everyone. Now another question about the race:
Do people find Aerial Evasion worth using?
In a very old thread, Kalle claimed that it is one of the best racial spell in the game, but I don't see how. Isn't a 10-hour return better than 20 percent casualties reduction?
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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LUF
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Posted: Fri Aug 07, 2009 05:34 |
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Joined: Thu Mar 18, 2004 05:55 Posts: 2303 Location: Dorkland
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It gives you the best of 2 worlds, you just need to pick which you need at a specific moment.
_________________ We can't hear the truth When we kneel down In front of what we think We cannot change
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quaffle
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Posted: Fri Aug 07, 2009 07:50 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6870 Location: Chi-Town
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Well, if you send and can be safe for 12 hours, why not save an extra 20% of your troops? The only time I would NOT use that spell is if I was trying to shadow TOP OP.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Lordrahl22
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Posted: Wed Nov 25, 2009 06:12 |
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Joined: Wed Nov 25, 2009 04:56 Posts: 455 Location: True as toasted toads
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I usually run about 25-40% merchant guilds. Its works pretty well for me.
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