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PostPosted: Thu Mar 30, 2006 21:39 
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Aristotle wrote:
- total inflexibility. If you have a certain defense economy, and one of the competitors decides to make an offense-push, you're done for. At most you can do is then training no offense, and just investing the diamonds into walls
Also the other way around, if you have overkill dp and low op, it's difficult to increase your op. A 3/8 unit is far from optimal as attacker.

Yes, I agree. The game mechanics for Animator don't really support an explorer path. But the tree guardians can make a real boost to the defense if wisely used. Few competitors, unless they are an offense kingdom can rival an Animator's all defensive capabilty. As I would believe for other races. Animators are not in a serious disadvantage in this area. Use crystal soldiers for offense. I don't ever need to send steel guardians in all of my attacks and I could hit many with the same npa 15% more of my land size.


Aristotle wrote:
- population, or rather workers. Late game, you can have such a high resource-economy, that you actually can't train enough workers to keep up with that. More homes can help, though the problem is still there. It used to be even worse, when collectors were still trained from workers instead of peasants.

I agree. But I believe this would be the same case for other races as well. A kingdom approaching its optimum use of pop in the military area always have this problem. However, this is my first time playing in Elevron. So I don't really know the comparative race advantage others have over animators in this area.

I am also puzzled that you did not mention an income problem when you hit the optimum use of your pop. Given your inclination to have homes, I would presume your income would be a real problem when pop starts dwindling.


Aristotle wrote:
- you need a steady stream of land. If you don't get land for a couple of days, you can't get rid efficiently of your gold. Also, if you get a lot of land suddenly (like at OOP) you have to make a choice to either be less efficient (by building overkill processors, or warehouses that stay empty for a while), or to build mines, knowingly that later you might need to destroy them because you need more warehouses/processors/homes.

For animators, gold is primarily used for training workers, collectors and building or even for exploring new lands occasionally. I don't think there would be a problem of "too much gold" on your hands if you plan your income level wisely. Getting land, I presume is always the business of all Elveron players. So there, I don't think any animators would want to sit around feeling satisfied over a constant land mass. About having too much land to chew, I believe you are right over the dilemma of processors vs warehouse. It depends on how fast you want to expand. Using more processors would help a fast expansion. But there is a limit to that before the benefit/cost ratio becomes too low to sustain the path. Also, you would have a defense problem, a.k.a getting too land fat and vulnerable. I suppose the problems of constant or exponential growth holds true for all races, not only the animators.


Aristotle wrote:
- imps. With the low population and a lesser need for gold, the banking-imp is less powerful, while for other races it amplifies a lot. Also, other races can afford to sit down after the OOP-gains for some time, to work up their imps. An animator can't do that, since they need constant land, and their imps don't allow them to accelerate the same way as imps do for other races.

Contrary to your belief, I think its the imps that helps an animator greatly over the other races if not leveling the field. Why would an animator wants constant stream of land that he can't defend or build? There is no need for a constant stream of land unless optimum level is close to being reached as in other races as well. At OOP, if an animator wants to stay stagnant like other races do, thery could always use the warehouse-heavy path. To add to their imps with resources as well as training a pool of collectors. And who says banking imps don't help animators. Ahh right, you did xP. I disagree here, once your pop goes low and income becomes a real pain, banking imps are the one that helps keep the collectors flowing into your new warehouse. :D

Aristotle wrote:
Yes, the formula I made last age (round2 last age) is still a model, with all simplifications and assumptions in it. Also, it's a guide, an aim, not a thing which tells you what you exactly need to do. You still have to make decisions yourself ;)

A guide, no doubt. But its too detailed to be just a guide. Any newbie taking your formula at face value would be stuck at some stage. It needs a reworked! xP
But seriously, kudos for your effort. :)
I was led into structural problems by the posts above yours. (I don't blame them) I think I have got the ins and outs of the Animator race after much fumbling since.

To Gabriel,
Sorry, I don't have a real formula. I adjust my building percentage every few days to attain the most efficient way to achieve my growth objectives.


There is one real big problem facing an animator though. That is I find steel guardians way too expensive. Maybe the developers can lower it to 1200-1500 iron ores next round? Or increase the collectors' ore production? This race has potential, but hard to compete against the rest with the high Steel Guardian cost.


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PostPosted: Thu Mar 30, 2006 22:52 
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I love how new people don't know who Arist is. :)

BTW, your suggestion to reduce the steel guardian's price that much would horribly overpower the race. They're slightly too good atm in my opinion anyways...

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PostPosted: Fri Mar 31, 2006 00:26 
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I fully agree that the formula doesn't take everything in mind. Neither do I claim that any newbie using this formula suddenly can play the race very well. That's why I said that this formula is more like a guide, an aim for the amount of processors.

Keep in mind that when this formula was created (halfway during round 1, last age), basically there was no real idea about how many processors one should build. Some said 40%, because 40 x 2.5 = 100% bonus, and that would be some magical number, so that was optimal. There was no real argumentation.

In round 1, Kenntoft was the first one who made some calcs about this subject. He came to the number 30%, with which he came quite far that round. But there he forgot that warehouses have a heavier impact on the optimal processor% than he thought.

I started late that round, and decided to give animators a try. I did some spy-ops on Kenntoft to see what kind of build he had. I messaged him about that he was running too few processors. Imagine how it would have been for Kenntoft that some unknown kingdom 1/4 his size told him that he was doing it wrong ;)

Anyway, we had some discussions, and we came to the formula. Round 2, Kenntoft won the round as animator. I was a little behind and ended 3rd. Also during that round, a lot more animators were active in the top. Though the circumstance were also ideal for animators that round. Afer that, there have been several animators been in the top10. A lot of them were explorers though, or rather, attackers that converted half-round to exploring (having some WHs up, and sacrificing the offense gives a nice imp-boost)


Anyways, this is some history about the formula. Also, at my work I value argumentation in models, so that's why I did post the entire model of which the formula is a result.

I'll post some more comments about a few things you said, but that will have to wait till tomorrow. A bit tired here ;)


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PostPosted: Fri Mar 31, 2006 02:49 
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Location: AFK somewhere I'm sure. :P
Animator wrote:
Your formula does look complicated and impressive. It shows you have given much thought on it. Effortwise, you score 100%. But I think its wrong.

I believe you will have problems with your kingdom with this.


*Chuckles*
I think this is my favourite post in a long time.

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PostPosted: Fri Mar 31, 2006 03:57 
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Location: Brazil
id like to have SGs for 1.2 k ore hehehe id be over 200k dp with all atckers out at this moment hehe honestly, if u think SGs are too expensive and are that worthy only, probably u need to rethink ur strat.

TGs are not that good as u think cause they take too much space in race with pop limitations...

if u dont have a real formula have u thought u might be very far from the optimum%? a guideline is needed and thats what the formula does.

upper in the rankings, atcking gets more difficult and mators feel the lack of a good turtler atcker... 3/8 makes'em lose too much dp for a small add in op.

probably u r missing some basic points, do u care to discuss ur strat? i think we could help ya. i also make some mistakes but im cahtting with good players about my general planning to prevent them from happening


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PostPosted: Fri Mar 31, 2006 10:58 
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To all peeps who replied,

Thank you for your posts. I can clearly see my fault now. I will just go and restart my kingdom... All that will be left to do is applying the technical and not so technical comments of this thread. There's still hope for my 300+acre kingdom! Wish me luck!!! :lol:

I shan't waste anymore of your time. :wink:


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PostPosted: Fri Mar 31, 2006 13:40 
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Location: AFK somewhere I'm sure. :P
Aww why restart? That sounds very frustrating. (trust me I've restarted halfway through the round several times before) Best of luck to ya though. :P

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PostPosted: Fri Mar 31, 2006 15:05 
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Animator wrote:
There's still hope for my 300+acre kingdom! Wish me luck!!! :lol:


Good luck :)


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PostPosted: Fri Mar 31, 2006 18:31 
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Well... good luck in whatever you do, but do not take this thread negatively. You're one of the better new people I've seen around here for a while (as measured by typing, at least) and I would hate to see this discourage you.

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PostPosted: Sat Apr 01, 2006 18:59 
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just play human next round and you will do fine :D


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PostPosted: Sat Apr 01, 2006 19:02 
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By the way, how did Kenntoft manage to play half a round without realizing that he should run more processors? I mean, the superior man should know what is right shouldn't he?

Shouldn't he also have tried a simple trick such as making a little comparison when he had barren acres and play with the calculator to answer: "how much would those 18 processors do vs those 18 ware houses or mines etc"! How hard can it be! :lol:


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PostPosted: Sun Apr 02, 2006 02:14 
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It is nice you think I am superior man. :-)

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PostPosted: Sun Apr 02, 2006 03:56 
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Can someone tell me if processors affect collectors?

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PostPosted: Sun Apr 02, 2006 12:26 
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yes, they do.

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PostPosted: Mon Apr 03, 2006 00:06 
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Alright Thank you for your help :)

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