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B
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Posted: Sat Feb 09, 2008 00:53 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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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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reddaddy32
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Posted: Sat Feb 09, 2008 00:56 |
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Joined: Mon Jun 26, 2006 22:36 Posts: 1507 Location: CBUS
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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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Neodymium
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Posted: Sat Feb 09, 2008 02:12 |
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Joined: Sun Oct 14, 2007 17:27 Posts: 439 Location: On the fucking ceiling in position to strike your brains out.
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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.
_________________ I'm raising money for Children's Miracle Network by simply surfing the web. Join me at http://tinyurl.com/laudq9Fact: Lefty cancelled a trip to his girlfriends house for Elveron.
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Tsukehane
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Posted: Sat Feb 09, 2008 23:26 |
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Joined: Wed Oct 19, 2005 06:01 Posts: 1402 Location: Stony Brook, New York
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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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fruitl00ps
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Posted: Sat Feb 09, 2008 23:44 |
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Joined: Mon Feb 26, 2007 23:20 Posts: 987 Location: Almost there
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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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-Ceekayed for the Quote of the Year :)
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homerbadman
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Posted: Sun Feb 10, 2008 20:23 |
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Joined: Sat Aug 18, 2007 03:13 Posts: 825
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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.
_________________ Foe: Borealelf
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fruitl00ps
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Posted: Sun Feb 10, 2008 20:28 |
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Joined: Mon Feb 26, 2007 23:20 Posts: 987 Location: Almost there
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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.
_________________ With the tools we've created to make our lives easier we're slowly evolving into brainless, arm-less and leg-less self-destructive bags of fat.
-Ceekayed for the Quote of the Year :)
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the Striker
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Posted: Sun Feb 10, 2008 20:46 |
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Joined: Tue Mar 16, 2004 20:11 Posts: 616 Location: Sweden
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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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fruitl00ps
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Posted: Sun Feb 10, 2008 21:23 |
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Joined: Mon Feb 26, 2007 23:20 Posts: 987 Location: Almost there
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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.
_________________ With the tools we've created to make our lives easier we're slowly evolving into brainless, arm-less and leg-less self-destructive bags of fat.
-Ceekayed for the Quote of the Year :)
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B
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Posted: Sun Feb 10, 2008 21:37 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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cause you wont train them the whole round, right?
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the Striker
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Posted: Sun Feb 10, 2008 23:07 |
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Joined: Tue Mar 16, 2004 20:11 Posts: 616 Location: Sweden
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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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homerbadman
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Posted: Sun Feb 10, 2008 23:43 |
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Joined: Sat Aug 18, 2007 03:13 Posts: 825
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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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B
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Posted: Mon Feb 11, 2008 00:00 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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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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homerbadman
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Posted: Mon Feb 11, 2008 01:11 |
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Joined: Sat Aug 18, 2007 03:13 Posts: 825
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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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