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 Post subject: Sacrificing Units OOP
PostPosted: Sat Feb 09, 2008 00:53 
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Wont it be a good thing to sacrifice ur starting units (all or some of them) at hr0?

you will get gold, you will have more peassies, resulting in more income... kinda a bit like dom :D


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PostPosted: Sat Feb 09, 2008 00:56 
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Meh depends on a few things. Say you kill 100 specs, so you get 100 more pop. 100 more pop over 60 hrs is gonna be 260 x 60= 15600 more gold

Lets say these specs each cost 400 gold thus you get half back, so 200 x 100= 20000 gold

So thats 35600 more gold you get from killing them. The issue is you NEED that power, at the very least that offensive power, within 48-51 hrs of sacking them (so they will be ready for oop). So is making 36k extra gold actually beneficial? I dont think so as you cannot remake that OP and DP for that price, thus it seems like a waste to me.

I could see killing the DP units only, but killing the OP units seems unwise.


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PostPosted: Sat Feb 09, 2008 02:12 
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I sacked my mages hr0 for magic dust though? I think you can do that since you don't need mages at oop.

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PostPosted: Sat Feb 09, 2008 23:26 
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doesn't work like that i'm afraid. a big flaw to this plan is that your population won't be maxed for a good ~16 hours or so. so sacrificing your units doesn't increase income for a long while.

if you sacrifice your unit and make it pay for itself, it takes a long time to pay itself off. for example, a vampire bat would take ~70 hours. that's not enough to make it to oop.
add about 16 hours to that and now it's not even close.

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PostPosted: Sat Feb 09, 2008 23:44 
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Saccing mages for MD for OOP is very viable and has its pros. It even saves you the need to buy md at hour 0 to rezone/cast fertility. And that itself is a boost enough for some races.

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PostPosted: Sun Feb 10, 2008 20:23 
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how about if your units cost lumber... the extra lumber could help you get a few more building quicker. havn't done any calcs on it though.

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PostPosted: Sun Feb 10, 2008 20:28 
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Most units that cost lumber are either offensive or defensive troops and it does not become viable saccing your *free* offensive or defensive troops as at some point you have to train them again and hence incurring a loss by saccing them.

Thats my understanding atleast. Kylian and likes might find ways to use it to their advantage anyways.

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PostPosted: Sun Feb 10, 2008 20:46 
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homerbadman wrote:
how about if your units cost lumber... the extra lumber could help you get a few more building quicker. havn't done any calcs on it though.


Since no troops has a high lumber cost, and since your starting lumber production will be really good, i can see no way where its worth it. I mean, saccing 10 longbow men, for 700 lumber, which means 2 more buildings can hardly be worth it.

For late oops, sacrificing specs could be worth it.

the only elite troop, that could be worth considering to sacrifice is the woodland ranger of elves, since its way overpriced to buy with gold. It'll also give you an additional 4-5 buildings hour 0.


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PostPosted: Sun Feb 10, 2008 21:23 
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If woodland rangers are so overpriced to buy with gold then why would you sac the ones you got for free??? Beats me.

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PostPosted: Sun Feb 10, 2008 21:37 
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cause you wont train them the whole round, right?


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PostPosted: Sun Feb 10, 2008 23:07 
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fruitl00ps wrote:
If woodland rangers are so overpriced to buy with gold then why would you sac the ones you got for free??? Beats me.


couse you get them for free from SR like B said yeh. But still, i said the only unit worth considering. I can't bother to do so meaningless calcs if its worth to sac them or not. I mean a few more buildings first hour, and some extra peasies for a few hours. together with 1375g/WR, could turn out to benifit some strats. But in general elves are the race that max pop out latest which will make some extra building first hour pretty useless.


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PostPosted: Sun Feb 10, 2008 23:43 
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elves struggle with lumber production for OOP, the extra sawmills earlier could be a boost.... more workers=more specs :-)

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PostPosted: Mon Feb 11, 2008 00:00 
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homerbadman wrote:
elves struggle with lumber production for OOP, the extra sawmills earlier could be a boost.... more workers=more specs :-)


lumber production is not the point if ur strat is good... you just need to plan your lumber use(buildings and imps eventually) with the lumber needed for training workers


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PostPosted: Mon Feb 11, 2008 01:11 
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like i said, i havn't done any calcs, figured it would be an insignificant boost if there is one at all.

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