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 Post subject: merchant guilds
PostPosted: Fri Aug 01, 2008 00:36 
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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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 Post subject: Re: merchant guilds
PostPosted: Sun Aug 02, 2009 18:13 
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I am bumping this, because this seems like the most recent Gryphons/Merchant Guild discussion that is still "live."

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 Post subject: Re: merchant guilds
PostPosted: Mon Aug 03, 2009 00:29 
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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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 Post subject: Re: merchant guilds
PostPosted: Mon Aug 03, 2009 11:46 
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Full merchant guilds for OOP. Slowly reduce the number(%) throughout the round.

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 Post subject: Re: merchant guilds
PostPosted: Mon Aug 03, 2009 16:46 
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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?

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 Post subject: Re: merchant guilds
PostPosted: Mon Aug 03, 2009 17:38 
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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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 Post subject: Re: merchant guilds
PostPosted: Tue Aug 04, 2009 06:42 
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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).

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 Post subject: Re: merchant guilds
PostPosted: Tue Aug 04, 2009 14:00 
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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.

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 Post subject: Re: merchant guilds
PostPosted: Tue Aug 04, 2009 15:41 
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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. :)

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 Post subject: Re: merchant guilds
PostPosted: Tue Aug 04, 2009 15:51 
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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! :)

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 Post subject: Re: merchant guilds
PostPosted: Tue Aug 04, 2009 17:14 
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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.

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 Post subject: Re: merchant guilds
PostPosted: Fri Aug 07, 2009 05:10 
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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?

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 Post subject: Re: merchant guilds
PostPosted: Fri Aug 07, 2009 05:34 
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It gives you the best of 2 worlds, you just need to pick which you need at a specific moment.

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 Post subject: Re: merchant guilds
PostPosted: Fri Aug 07, 2009 07:50 
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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.

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 Post subject: Re: merchant guilds
PostPosted: Wed Nov 25, 2009 06:12 
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I usually run about 25-40% merchant guilds. Its works pretty well for me.

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