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quaffle
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Posted: Fri Apr 01, 2011 06:56 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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Wuaffle House VlogsStream: http://justin.tv/quaffleEpisodes: http://blip.tv/quaffle#1 Pilot and Introductions (Part 1) (Part 2)#2 Top Players (excuse my terrible mic setup -_-)#3 Early Vampire Bat push timingWuaffle House Protection BuildsGeneral Rules of good protection builds: - Always have fertility casted while your population is growing.
- Do not train non-production units until you are 12 hours from OOP. (Some races can differ.)
- Only spend workers to rezone land when you can build it.
- Do not train workers until your population is near max.
Rule of thumb defense requirements: - GT 12 – 2000
- GT 24 – 4200
- GT 36 – 6400+
You may want to keep more defense if you are in the top 10 land rankings. Wuaffle House abbreviations: - OOP – Out of protection. This stands for the time when you leave protection (generally GT 12) and are able to attack.
- op/att/off – All stating a kingdom or unit’s attack strength.
- dp/def – All stating a kingdom or unit’s defense strength.
- Turtle – The extra defense you have when your units are not out on an attack. This mainly comes from your attacking units defensive points.
- GT – Game Time
- HC - Hourchange
Goal of this thread: Wuaffle House provides detailed protection builds for all nublets to follow and learn from. Each build should include relative numbers of stock before push, and military composition of push. This will help prove the strength of your build compared to others. It’s also important to include the economy after your push. The economy allows players to understand what they train after OOP. If you have strategies of your own, please post them! Remember Elveron is not just a game of numbers, but strategy as well. If your strategy is detailed enough, I will add it to the top race post with credit to you. If you have suggests on how to improve the thread, such as more abbreviations, please post them!
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Sun Nov 13, 2011 18:44, edited 20 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:57 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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HUMANquaffle wrote: 30 Farms 69 Houses 8 Court Houses 40 Sawmills 18 Towers 100 Gold Mines 40 Iron Mines 80 Diamond Mines 1 Guild Quarter
Always have fertility casted while population is growing.
Build the Iron, Gold, and Diamond mines before anything else, in that order. Once you have ~7200 population, start to train 1/12th of your max trainable Workers each hour until population is maxed. Stop once you have 1400 workers in total. Invest all diamonds into banking until your population maxes. Then invest into housing until points invested are equal to bankings. Invest equally into housing and banking from there.
--12 ticks until OOP Resources Gold: 1,088,459 Lumber: 121,669 Iron Ore: 177,800
Train 260 Longbowmen (1820 def) 711 Knights [max train] (4977 att)
---9 ticks until OOP Train 309 Footman [max train] (1080 att)
Post train Economy Gold 28,930 Lumber 4,600 Iron Ore 4,400 Diamonds 800 Magic Dust 900 Food 3,000 Max Population 9,518 Peasants: 7,978 Workers: 120
After you train Footman, you want to train Longbowman every hour you are active. Do not train specs until the very end of the round, the elite units are far superior. Constantly train Longbowman in order to keep up with required defense.
From here you want to get ~300 or 30% diamond mines. You will want to run about 8% iron mines, 8% sawmills, 5% towers, and 8% farms. Remember to build enough court houses to avoid corruption and the rest of your land should be Houses.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Wed May 11, 2011 06:17, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:57 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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TOLLSPRYSQuote: *** 48 HC remaining - Build 39 Tuning Halls, 30 Frost Temples, 10 Sawmills, 10 Towers, 60 Song Hives - Sacrifice 42 Harmonizers, 49 Melodys, 9 Singers, 9 Bells - Invest Iron Ore, Food, and Diamonds to KIMP Banking - Invest all Food hourly - Keep fertility casted while population is growing
*** 40 HC remaining - Take land bonus - Build 20 Song Hives
*** 39 HC remaining - Build 29 Song Hives
*** 38 HC remaining - Build 32 Song Hives
*** 37 HC remaining - Build 36 Song Hives
*** 36 HC remaining - Build 26 Song Hives, 8 Orchards, 6 Frost Temples - Invest Lumber hourly
*** 24 HC remaining - Train 3502 Chimes - Stop investing Lumber and Food
*** 19 HC remaining - Train ~500 Chimes - Destroy 39 Tuning Halls - Build 8 Mourning Halls, 20 Song Hives, 11 Frost Temples - Invest Lumber hourly
*** GT 3 - 9 hours until OOP Gold Stock: 900,932 - Train max Harmonizers [3917] - Post Push Economy: 23,229g/h Peasants: 8,370 Chimes: 1 Max Population 12,380
*** GT 12 - OOP - Wave one [9 attacks], SLOW all attacks - Train Chimes and Harmonizers hourly
*** GT 19 - Sacrifice 1575 Harmonizers for 750 Melodys - Wave two [4-5 attacks], SLOW all attacks - Sacrifice incoming Harmonizers into Melodys
*** GT 24 - Have some% Tuning Halls (I havent decided yet, probably whatever my economy will allow) with all incoming land + land bonuses - Build enough Farms, Mourning Halls, 6% Towers (r/r your Frost Temples to Towers) - Overbuild Sawmills - Build Song Hives
*** GT 26 - Sacrifice Harmonizers to have safe defense (still determining how this will work)
*** GT 31 - Build Song Hives
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Sun Nov 06, 2011 23:59, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:57 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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GRYPHON
None, yet. Be the first!
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Sep 23, 2011 01:28, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:58 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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SYLVAN
None, yet. Be the first!
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Sep 23, 2011 01:29, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:58 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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SHINOBIquaffle wrote: 30 Farms 100 Gold Mines 30 Sawmills 18 Towers 100 Diamond Mines 99 Homes 1 Guild Quarter 8 Court Houses
Always have fertility casted while population is growing.
Build your Gold and Diamond mines first. At ~7750 population, start to train 1/12th of your max trainable Trainees each hour until you max population. Stop once you have 2000 workers. Invest all diamonds into banking until your population maxes. Then invest into housing until points invested are equal to bankings. Invest equally into housing and banking from there.
--- 12 ticks until OOP Resources Gold: 1,071,867
Train 700 Crescent Knights (4900 att/def)
--- 9 ticks until OOP Train 360 Rokkaku Adepts [max train] (1440 att)
Post push Economy Gold 33,642 Lumber 3,450 Diamonds 1,000 Magic Dust 900 Food 3,000 Max Population 10,358 Peasants: 8,158 Trainees: 941
Once you train your Rokkaku Adepts, you can train Crescent Knights hourly. At GT 23, make sure to have enough gold to train 500 Rokkaku Adepts.
Make ~300 or 30% diamonds mines, 8.5% farms, 5% towers, enough court houses to avoid corruption and the rest Homes. If your realm provides some strong cover, consider pushing Rokkaku Adepts and Crescent Knights for your first post OOP push. If not, push full Crescent Knights and just grow even if it be 68% attacks. You will not have a strong military, nor as much land as many others early, but your 7 point efficiency will eventually grant you an enormous economy.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Wed May 11, 2011 18:52, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:58 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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BARBARIAN
None, yet. Be the first!?
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Sep 23, 2011 01:30, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:59 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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ANIMATOR
None, be the first?
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Sep 23, 2011 01:22, edited 6 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:59 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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VAMPIREquaffle wrote: 30 Farms 150 Gold Mines 30 Sawmills 18 Towers 50 Diamond Mines 99 Mansions 1 Guild Quarter 8 Court Houses
Always have fertility casted while population is growing.
Build gold and diamond mines first. Once you have ~7760 population, start to train 1/12th of your max trainable The Kissed each hour until population is maxed. Train 1200 total The Kissed. Invest all diamonds into banking until your population maxes. Then invest into housing until points invested are equal to bankings. Invest equally into housing and banking from there.
--- 12 ticks until OOP Resources Gold: 1,220,826
Train 1200 Daywalkers (6000 att/def)
--- 9 ticks until OOP Train 781 Vampire Bats [max train] (2343 att)
Post push Economy Gold 31,331 Lumber 3,450 Diamonds 500 Magic Dust 900 Food 3,000 Max Population 10,029 Peasants: 7,908 The Kissed: 0
After you train Bats, you want to train Daywalkers hourly to keep up with required defense. Cast slow before all attacks you make. You should be able to make a third attack with your bats and a few daywalkers.
With two more land bonuses and a third attack, you will end ~1078 land. Get to ~300 DMs, 8% farms, 5% towers and build the rest into Mansions. Remember to have enough court houses to avoid corruption.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri May 13, 2011 07:42, edited 2 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:59 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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ELEMENTALquaffle wrote: 32 Farms 30 Sawmills 8 Court Houses 52 Towers 92 Dark Temples 116 Gold Mines 55 Diamond mines 1 Guild Quarter
Always have fertility casted while population is growing.
Build Gold and Diamond mines first, then towers. Once you have all buildings in construction, start to upgrade all current military into Anger Elementals (should have 120 by OOP time). Invest all diamonds into banking until your population maxes. Then invest into housing until points invested are equal to bankings. Invest equally into housing and banking from there.
At ~7800 population, start to train 1/12th of your max trainable Elementins each hour. Once population maxes, make one full que of workers (Or train workers until you have ~2700).
---18 ticks until OOP Train 500 Sloth Elementals
---9 ticks until OOP Resources Gold: 626,680 Magic Dust: 23,239
Train 500 Gluttony Elementals [train first] (2500 att) 1649 Sloth Elementals [max train] (4947 att/def)
Post push Economy Gold 28,841 Lumber 3,450 Diamonds 550 Magic Dust 2,600 Food 3,200 Max Population 9,845 Peasants: 7,005 Elementins: 551
Do not train anything until OOP, because you will want to stock magic dust in order to cast SLOW for every attack. You should get your worker count up to ~900 before then.
Make sure to leave at least 600 Waters home for your first wave. Once you send, train 600 more Sloths then train Gluttonys hourly from there. Leave ~4200 defense for your second wave (slowing the land isnt necessary, but if you have the dust, slow as much as you can) and continue to train Earths until you have 3000.
From here you want ~300 or 30% diamond mines. You want to run at least 13-15% towers and 8% farms. Remember to build enough court houses to avoid corruption and the rest of your land should be Dark Temples. Its important to build all your land the hour it comes in. To ensure having enough gold to build all your land when it gets in, cut training 3-5 ticks.
Elementals are overall a flexible race, but must be decisive. Pick your push carefully and make sure you can attack. I suggest making a quick push after OOP (push ~GT 75).
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Sat Sep 24, 2011 20:13, edited 3 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 06:59 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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TROLLquaffle wrote: 30 Farms 40 Sawmills 18 Towers 12 Iron Mines 50 Diamond Mines 1 Guild Quarter 8 Altar of Justice 227 Gold Mines
Build Gold mines first. You may need to buy up to 25 magic dust an hour to cast fertility and rezone until you have 227 gold mines. Invest all diamonds into banking.
Always have fertility casted while population is growing. Start training 1/12th of your max trainable Whelps each hour until population maxes. Train until you have 1400 total Whelps.
--- 12 ticks until OOP Resources Gold: 1,054,375 Lumber: 116,973 Iron Ore: 57,900
Train 300 Swamp Trolls (1500 def) 1041 Hill Trolls (6246 att)
Post economy Push Gold 26,744 Lumber 4,600 Iron Ore 1,320 Diamonds 500 Magic Dust 900 Food 3,000 Max Population 5,790 Peasants: 4,250 Troll Whelps: 59
After you train, start to train Forest Troll each hour you can be active. You may need to train Swamp trolls to keep up with required defense. Get to ~300 diamond mines, ~100-200 slave pits, 7.5% farms, 15% sawmills, 2% Iron mines, 5% towers, enough court houses to avoid corruption and the rest can go into Gold mines. Your main unit for awhile will be the Forest Troll. Dante wrote: Troll - early spec converting to elite strat
Build IM, towers and 174 GM first, build CH last. I skipped fertility one tick since pop maxed before buildings were in anyway, and could thus use volcano a bit more. Extra towers is so you can HC before W2.
8 IM 18 towers 8 CH rest GM
Trained some 960 workers with 27HC left, and 12hrs later 828 workers. When out of HC, train 350 swamp trolls and rest hill, about 1k of them if i remember correctly.
Then train max swamp trolls while hitting. OOP should get you to 900ish acres easily. Build essentials (CH, farm, towers), a bunch of extra IM and sawmills, and then a mix of DM and pits with the rest. I believe i did DM with all high/mountain and pits with the rest. Build most of the pits last, and possibly wait a bit with building them, no point building them if you cant fill them.
Try to get workers up asap so you can fill those pits. Then start training forest trolls that you will use for OP. Stock up a bit and push big swamp trolls. Since you are mainly specs should be able to grow, though not being top op.
Once you cannot grow anymore it is time to stop going fast and go ultra efficient. I sacked all my hill trolls, r/red my GM for DM for a total of 750 DM (on a 5w round), and then aimed for a long sit upgrading swamp trolls to forest. Remember to build some extra IM since now you will start doing mountain trolls.
After a few days i used landbonus to overbuild farms and started doing some cave trolls as well, and then just bottomfeeding whenever i could. After that i trained mountain/cave trolls and continuosly upgrading my swamp trolls for forest. Upgrade when you cant grow/when you have just grown and train new units when you are about to grow/when you have land incoming.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Sun Nov 13, 2011 18:42, edited 4 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 07:00 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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MINOTAURquaffle wrote: 30 Farms 204 Gold Mines 30 Sawmills 18 Towers 40 Iron Mines 10 Mazes 8 Court Houses 46 Slave pits (build with 12 hours until OOP)
Always have fertility casted while population is growing.
Build Gold mines first, then Iron Mines. You have to buy some magic dust to rezone highland to mountain hourly and cast fertility 1 hour at a time to be most efficient. Invest all food into banking.
At ~5300 population, start to train 1/12th of your max trainable Initiates each hour. Once population maxes, train until you have ~2300 total Initiates.
--- 12 hours until OOP Build 46 Slave Pits
--- 9 hours till OOP Resources Gold: 1,038,766 Iron Ore: 169,990
Train 20 Goblin Scouts 750 Warriors (4000 att) 1214 Guardians [max train] (3793 att/ 5056 def)
Post push Economy Gold 22,347 (will increase ~6700 from slaves) Lumber 3,450 Iron Ore 4,400 Magic Dust 900 Food 3,000 Max Population 6,716 Peasants: 4,276 Initiates: 316
Continually train Guardians while you are active. You should be able to make two nice waves at OOP. Your real strength will come from being able to make a third and fourth wave attack thanks to cheap specs. You must end up in the top ranks with this build before you stop attacking.
At OOP, concentrate on filling your slave pits from inactive Spirits or Elves who havent trained extra High Priests. Consider casting Slave Labour for a few hours to get your Banking % up a bit. quaffle wrote: 30 Farms 128 Gold Mines 56 Sawmills 30 Towers 40 Iron Mines 58 Mazes 9 Court Houses 35 Slave Pits
Rezone to build Mazes with 37 free hour changes remaining (make like 14 per hour). Start trickling workers with 27 free hour changes remaining (get to ~2300 workers total). Invest all extra lumber, food, and magic dust into KIMP Banking. Stop investing magic dust/lumber with 12 hours remaining. Build Slave pits with 12 hours remaining.
***Train with 9 hours remaining 25 Goblin Scouts 500 Warriors ~1570 Guardians [max train]
***Post Train Economy Gold: TBD (+5600 raw from slaves) Lumber: 6440 Iron Ore: 4400 Magic Dust: 1500 Max Population: 7677 (+1750 slaves)
***OOP Strategy Fill slave pits Continuously train Guardians for ~18 hours Train a batch of Warriors in line for wave 3 If possible, continue training for a 4th and 5th wave
***Building composition goal 1000+ land 300 slave pits, necessary buildings Only a few hours of Diamond production until first goal of military composition is reached
***Military composition goal Sac Warriors 2000 Shamans, from there Ill decide if my kingdom is better suited to explore or grow through Veterans
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Fri Sep 23, 2011 01:24, edited 7 times in total.
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quaffle
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Posted: Fri Apr 01, 2011 07:00 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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DARK DWARFquaffle wrote: 30 Farms 132 Gold Mines 30 Sawmills 20 Towers 14 Iron Mines 50 Diamond Mines 69 (hehe) Mountain Halls 1 Guild Quarter 40 Spider Slaverys
Always have fertility casted while population is growing.
Its important to build the spider slaverys on your first tick, since it takes 51 ticks to make 1020 spiders. Next make gold, diamond, and iron mines in that order. At ~6650 population, train 1/12th of your max trainable Laborers each hour until population is maxed. Train 1450 Laborers in total. Invest all diamonds into banking.
--- 12 ticks until OOP Resources Gold: 1,109,981 Iron Ore: 76,600
Train 1020 Spider Riders (6120 att/def)
--- 9 ticks until OOP Train 391 Defenders [max train] (1083 def)
Post push Economy Gold 28,023 Lumber 3,450 Iron Ore 1,540 Diamonds 500 Magic Dust 1,000 Food 3,000 Max Population 8,300 Peasants: 6,720 Laborers: 69
Get to about 500 total Defenders then train only Spider Riders as often as you can. Dark Dwarf can max their economy faster than any other race because of reduced build times and the speed of slave pits. Take advantage of this by building your land the hour it gets in.
From there get ~250 or 25% DMs, ~200 Spider Slaverys, 4% iron mines, 8% farms, 6% towers. The rest of your land can go into Mountain Halls.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
Last edited by quaffle on Wed May 11, 2011 18:58, edited 1 time in total.
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Dante
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Posted: Fri Apr 01, 2011 16:34 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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Awesome work quaffles. I will stickify this and add a link to it in the FAQ thread in GT&Q.
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MisterBarca
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Posted: Fri Apr 01, 2011 17:00 |
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Joined: Wed Jun 17, 2009 23:09 Posts: 1288
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Well-done, but three friendly criticisms:
1. I think your builds for all races carry too many Diamond Mines in Protection--especially for short rounds. With the "land inflation" phenomenon, early land is really cheap, and I think you fall too far behind by carrying 50-80 Diamond Mines in Protection.
2. Relatedly, I think you are ignoring the consequence of the land inflation phenomenon on the availability of targets--or more specifically, the needed OP to acquire certain number of acres. As we discussed in another thread, I think you assume there are virgin 350 or 350-plus inactive land farms at 2nd wave, and this will not likely be the case for those races with 12-hour returns, and even 10-hour return races will have steep competition to get them.
3. I think your expected DP is a bit on the low side for both OOP and OOP+12; it's certainly much lower than what my pack usually carries. But ultimately I suppose it's a matter of a willingness to take chances: The top players in your pack generally get slightly more land at OOP than we do but also get hit more often.
_________________ Our pack's Royal Family Message every round now:
"Please don't hit active guys with huge OP--even if they leave land DP!!!"
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