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dark cloud
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Posted: Fri Mar 10, 2006 06:41 |
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Joined: Thu Oct 13, 2005 18:02 Posts: 2
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i found a useful topic on this but it was for some reason, locked, so i have to create a new one..
i've read up some guides on building % so i think i have that sorted out. my resource buildings will be spread somewhat evenly between gold mines, farms and iron mines.
i want to have brutes when i come out of OOP. my questions is this - should i amass food for the brutes until 12 hours before OOP and suffer food losses to decay, or should i start training them in OOP to cut losses to decay at the expense of molds/gold production.
also what's the minimum sawmill % to have if i use lumber solely for construction?
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Cenerae
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Posted: Fri Mar 10, 2006 15:42 |
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Joined: Sun Dec 12, 2004 23:47 Posts: 2725 Location: Anorein, City in the Sky
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the default 30 sawmills will suffice for construction.
And, I would say you're better off training the brutes whenever you're online, to avoid decay.
_________________ Anger not the dragons, for thou art crunchy and tasteth good with ketchup.
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BobTheWhite
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Posted: Mon Mar 13, 2006 05:36 |
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Joined: Sun Aug 15, 2004 08:25 Posts: 231
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As Cen said, train brutes whenever you can, you need power coming OOP.. not gold so much. Try 15 SMs to start off with. You can go with lower, about 10, depending on how much land you bring in. Just dont r/r them until after the third day or so since youll need much more lumber during that period, although you can always start chopping down your defense if your over defended.
^ I say much too much...
My advice to a newer animator player would be to not touch your SMs until your confident about what your doing. Managing animators op/dp can be hard enough early on, and blowing up your defense factories for some minor efficiency gains wont buy you any breathing room.
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Gabriel
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Posted: Mon Mar 13, 2006 06:16 |
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Joined: Wed Nov 16, 2005 00:19 Posts: 337 Location: Brazil
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sincerely, id suggest u to try another race. try to get s1 who knows about ani's for next round and only then play with'em. at least thats what i'd do  .
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Kalle
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Posted: Mon Mar 13, 2006 15:36 |
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Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
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I don't think building gold mines with animators is a good thing. Better with homes.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
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dark cloud
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Posted: Wed Mar 15, 2006 03:50 |
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Joined: Thu Oct 13, 2005 18:02 Posts: 2
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thanks for the replies!
well i built gold mines during protection...later on i'll put everything in homes, warehouses and processors. i hope i'm on the right track here.
i have 10 sawmills now it seems to be ok so far.
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Kalle
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Posted: Sat Mar 18, 2006 01:43 |
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Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
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get some IM and DM also, I doubt you can fill those WH fast enough.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
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ibliss
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Posted: Wed Mar 29, 2006 11:26 |
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Joined: Tue Mar 16, 2004 10:16 Posts: 60
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hmm.. is it just me or are animators a really difficult race to play? i have currently 22k def and 6k pure off for something more than 50k nw... looking at other races around the same landsize, that seems really low...
im putting all my land into iron & diamond mines currently...
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NyteShade
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Posted: Wed Mar 29, 2006 11:31 |
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Joined: Tue Sep 21, 2004 17:58 Posts: 2933 Location: Pervading the thoughts of others...
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ibliss wrote: hmm.. is it just me or are animators a really difficult race to play?
I've always assumed that they are a tough race to succeed with, and possibly beyond my capacities as an Elveron player. Might have to try them out one day to see if my assumptions were well-made.
_________________ "The GREEN button, Commander Boots! Press the GREEN button!"
Yesterday is dead,
Tomorrow's lurking in wait,
Today can only last so long.
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Aristotle
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Posted: Wed Mar 29, 2006 11:40 |
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Joined: Fri Nov 26, 2004 12:25 Posts: 866
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Quote: For those who are interested ; here's the processor-optimalization formula I used :
First we put the different kind of buildings in groups. The first group are the direct-resourcebuildings ; Iron mines, diamond mines, farms, sawmills, towers. We call the ratio of these building compared to total land r
The second kind of building is the warehouses. We call this ratio over total land w
Third building are the processors. We call this ratio over total land p
The last group are all the buildings that are not in the other groups. This can be homes, courthouses, GQs, but also barren land. We call their ratio over total land h (from homes)
The last parameter we use is k, this number indicates how much you value the production of warehouses. I usually took k=3 (1 warehouse produces about the same amount of resources as 3 resourcebuildings
What we are interested in, is in optimalizing the resource-production-efficiency(E). We have the following formula :
E = ( r + kw ) x ( 1 + 2.5p )
If the value for this formula is for example 1.2 , it means that it's if you have 120 resourcebuildings, for every 100 land.
To optimize E over p, we will need to get rid of some of the other parameters. Although w is a parameter here, it's value depends a lot on the other buildings like homes. The amount of homes decides how much you're gold-income is, and thus how many warehouses you can fill. So if you choose to take a certain h-ratio, then w is restricted by this. So we can make use of the following :
1 = r + w + p + h --> r = 1 - w -p - h
This gives :
E = ( 1 + (k-1)w - p - h ) x ( 1 + 2.5p )
If we take h,k and w as constants, we get :
p.max = 0.3 + 0.5 ( (k-1)w - h )
So if for example if you start with a neglectable amount of w and h, you can best build 30% processors and the other 70% resourcebuildings. Note, you'll have a resource-production-efficiency of 122.5%
If you have for example 15% homes (or GQS, courthouses, etc) and 15% warehouses, and we take k=3, it's best to have 37.5% processors and 33.5% other resourcebuildings. Here we have a resource-prodcution-efficiency of 150% !
From one of the other animator strat threads.
Yes animators are a tricky race to play. They are very inflexible, and making mistakes with them tends to have more consequences than with other races. Though, they can be quite powerful.
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Animator
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Posted: Wed Mar 29, 2006 23:54 |
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Joined: Wed Mar 29, 2006 23:40 Posts: 4
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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. Animators can be more efficient than that. You pick some of the factors to relate them to each other, which is established well against each other. But you need to look at a bigger picture. There are many important factors which you missed.
However, I did gain some insites to tweak my formula further. Thank you for your post.
^I say much too much.... 
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Aristotle
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Posted: Thu Mar 30, 2006 00:12 |
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Joined: Fri Nov 26, 2004 12:25 Posts: 866
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I have to say that I'm curious  . Could you give an example of an important factor I missed ?
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Animator
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Posted: Thu Mar 30, 2006 00:18 |
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Joined: Wed Mar 29, 2006 23:40 Posts: 4
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If you were using this formula exactly as it were laid out, maybe you could share with us what difficulties you were facing. 
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Aristotle
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Posted: Thu Mar 30, 2006 00:42 |
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Joined: Fri Nov 26, 2004 12:25 Posts: 866
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Animators certainly do have a lot of problems. Though most of them are more traits of the race generally, instead of a trait of the strat.
- 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.
- 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.
- 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.
- 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.
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 
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Gabriel
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Posted: Thu Mar 30, 2006 04:37 |
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Joined: Wed Nov 16, 2005 00:19 Posts: 337 Location: Brazil
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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. Animators can be more efficient than that. You pick some of the factors to relate them to each other, which is established well against each other. But you need to look at a bigger picture. There are many important factors which you missed. However, I did gain some insites to tweak my formula further. Thank you for your post. ^I say much too much.... 
could u share ur formula with us? maybe we could tweak arist's with some points from that
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