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 Post subject: Slave strat
PostPosted: Sun May 15, 2005 23:57 
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Joined: Tue Jul 20, 2004 14:10
Posts: 227
With the changes in hospitals that are made for this round, how beneficial would it be for someone who is running slave pits to also run some hospitals to also reduce the slave casualties. I'm not a number cruncher, so I'm hoping someone with more knowledge can help me out with this.

edit: this was the bit I was refering to:

HOSPITAL
============
Decreases troop and slave casualties by Hospital% * 4 to max 60%. Decreases hero mortaility by Hospital% * 3.5 (no max).


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 Post subject:
PostPosted: Sun May 15, 2005 23:59 
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Joined: Sun Mar 14, 2004 21:31
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Location: The Netherlands
the building only looks usefull to minotaurs.


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 Post subject:
PostPosted: Mon May 16, 2005 01:30 
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Joined: Thu Mar 25, 2004 09:41
Posts: 215
Location: Sweden, Göteborg
I think you save more gold by using those extra percentages of land for either more slave pits or even gold mines. If you don't run an outrageous amount of pits, the casualties are not that bad and you make lots of money as long as you refill them every 6-8 hours or so.

if you have 20,000 slaves you lose 200 per hour. Every hour 200*3,2 = 640 gold is lost due to slaves dying.

In this example of 20,000 slaves, which is a rather large amount, every 1 % hospitals would save you 8 slaves per hour. (1 % hospital * 4) equals a reduction of 4 % of your slave-casualties. 4 % of 200 = 8.

If you have 5 % hospitals that is only 40 slaves saved per hour. The income you gain is 40*3,2 = 128 gold per hour.
That's basically less than the production of 1 gold mine or 1 slave pit. Imagine how many hospitals you need to make up 5 % of your land when you have 20k slaves... Urrrrk not worth it!!!

(I think I calculated everythign correctly! :lol: )

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 Post subject:
PostPosted: Mon May 16, 2005 18:12 
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Joined: Sun Mar 14, 2004 20:36
Posts: 682
Location: On the Run!
You forgot to add in the gold saved by attacking every 12 hours, and the bonuses you gain from your level 5 heros.

But thats all conditional and can't easily be calced. Try simming it, that usually works better.


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 Post subject:
PostPosted: Mon May 16, 2005 22:28 
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Joined: Sun Mar 14, 2004 23:45
Posts: 2030
Location: Idaho, USA
Yeah Kyle, the main savings for hospitals looks to be troops with slave deaths an added bonus. Preliminary number crunching for hosps look good if causalty rate on attacks is 10%, with troops 100% or higher. Under that, I don't think they are any good still, as you might as well go with homes/gms instead. Will have to sim soon on it. :)


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 Post subject:
PostPosted: Tue May 17, 2005 15:19 
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Joined: Thu Mar 25, 2004 09:41
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Location: Sweden, Göteborg
Kyle - yeah I didn't add the decreased troop losses! It makes the hospitals a little better. But our fellow realm mate never said he would attack either hehe! :lol:

maybe he will explore, what do you think? :wink:

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