Legends of Elveron
Forums for Legends of Elveron

Home Guide Forum Archive
FAQ SearchRegisterLogin



Post new topic Reply to topic  [ 6 posts ] 

All times are UTC + 1 hour [ DST ]

Author Message
PostPosted: Thu Mar 22, 2012 20:55 
Offline
User avatar

Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
I'm sure many are playing dwarf next round. I'm most likely not playing next round, here are some of thoughts about dwarves.

Costs:
    Axeman 490/3 * .7 = 114 gpp
    Longbeard 475/3 *.7 = 111 gpp
    Ironbreaker (505 + 1510*60/110)/5.5 *.7 = 170 gpp
    Berzerker (60 + 3910*60/110)/11 *.7 = 140 gpp

    (These costs ignore the inefficiency of using 20% land for reduced unit costs... but this is still useful for comparing dwarves vs dwarves)

Offensive cas = 7.5%
    Berserker/Axemen: 1/(1.00*.075) = 13.3
      You can send up to 13 berserkers/axemen on each attack, and suffer 0 cas.
    Ironbreaker: 1/(0.90*.075) = 14.8
      You can send up to 14 ironbreakers on each attack, and suffer 0 cas.
      You can send up to 29 ironbreakers on each attack, and suffer 1 cas.
      You can send up to 44 ironbreakers on each attack, and suffer 2 cas.

Berserker
    13 berserkers * 11 OP = 143 OP
    143 OP / 3 op/axemen = 47.67 Axemen (let's round to 47, and assume the .67 is an oversend)
    47 Axemen * .075 cas = 3.52 cas (3 to 4 axemen saved on each attack, by sending berserkers. This is 9 to 12 OP saved on each attack. I'll assume 10 OP saved on each attack)

    47 Axemen - 13 berserkers = 34 peasants saved
    34 peasants * 2.6 g/hr * 12hrs = 1060g saved every 12 hrs (each attack)
    1060g/111gpp= +9.5 OP/DP

    143 OP * 114 gpp = 16302 g
    143 OP * 140 gpp = 20020 g
    16302 g - 20020 g = -3718 g
    -3718 / 114 gpp = -32.6 OP

For every 13 berserkers sent
    Wave 1: -32.6 OP
    Wave 2: -13.1 OP
    Wave 3: +6.4 OP (+13 retal OP = +19.4 total retal OP)

    Attacks after wave 2, dwarves will be sending more than 13 berserkers per an attack (i.e. no longer immortal, and will have to take cas into consideration)

Advantages of using up to 13 berserkers per attack
    More OP wave 3
    Building strat uses more IMs instead of GMs
    More retal OP for wave 3+ (Also take this into consideration when attacking 30 kd ghettos that contain high NW Dwarves)
    More efficient build
Disadvantages
    Wave 1: Either 1 less attack (with +500 more dp) or - 300 DP
    Wave 2: up to 150 less dp
    Berserkers use Iron (not multiplied by small banking %)

Exploring
  • If your ld > target ld, then every ~5 ld you are bigger than target, will make you gain 1 less acre per attack.
    If your ld <= target ld <= 1.15* your ld, then land size has no effect on land gain.
    If 1.15* your land < target ld, then for every ~9 more land, you will gain 1 more acre.
  • On 386 ld, you will come OOP with 4% corruption, 427 ld is the maximum amount of land that you can have and still have 4% corruption. .5% of 427 is 2.1 acres (amount of CH required to reduce corruption by 1%). I consider 427 ld a threshold, only explore more than this amount if you are planning on exploring a significant amount more than 427 (to make the -2 acre ch penalty worthwhile).
  • For most land gain wave 1 & 2, it's better to not explore any acres (and not take land bonus).** Except if reaching land cap, then it's better to explore,
  • For most OP/DP wave 1+, it's better to explore a small amount of land.
    • Exploring in protection should be considered a "fast strat". It will provide more OP for the first few days, until the income from the extra land (from those that didn't explore) makes up for the extra military.
    • Exploring in protection gives less land for waves: 1, 2 & 3. This will make waves 4+ gain slightly more land (because targets will be relatively bigger).

Rough timeline
    hr 0: Train 13 zerkers per attack, axemen, 165+ IB
    hr 3: Train 450+ LB, Train Max IB
    hr 3-12: If awake, Train max IB
    hr 12: OOP... attack
    hr 14: Make 1 unslowed attack (to raise max land gain cap), or explore some highland (only enough to raise the cap).
    hr 23: Near end of tic, make as many attacks as possible (assuming enough defense comes in next hr)


Top
 Profile  
 
PostPosted: Fri Mar 23, 2012 08:32 
Offline

Joined: Wed Dec 10, 2008 17:13
Posts: 1564
Creative thinking fergy. But the main disadvantage of your suggestion is low all in. I think a dorf running this kind of a strategy would have a hard time with all in def a couple days into the round.


Top
 Profile  
 
PostPosted: Fri Mar 23, 2012 18:24 
Offline
User avatar

Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
I only posted minimum numbers for defense. Except for the 13 berserkers per attack, I did not post any numbers for an offensive build. I think a dwarf player will get hit a few days after OOP if they don't build more IB for attacking/turtle (and they will not have enough dp to send all of their OP during wave 3).

Summary of first post
  • Training 13 berserkers per an attack is worthwhile
  • Make 1 unslowed attack 2 hours after wave 1. More DP is incoming next tic so this isn't too risky (even if sitting on 1.5k dp).
  • Land size:
    • Exploring is probably not worthwhile (unless suiciding wave 3/4), but if doing so, I would not go above 427 ld.
    • 350 acres would be worthwhile. . . except the player better know what he's doing. This will give most land, but probably kill his wave 4. If starting on 350 acres, I would probably build 14 FT so I can take my land bonus after wave 2 (if attacking wave 4+, only build blacksmiths/CHs with incoming land).
    • ~386 ld is probably the best overall for most players.
  • Necessary DP amounts should be in spec d (450+ LB). I've seen many players use hybrid dp for wave 1, to me this is an inefficient use of resources. (The hybrids are so expensive, they work best if using them for at least 1 attack, then letting them be necessary dp in future waves.)
  • Train IB for defense after hr 3.


Top
 Profile  
 
PostPosted: Fri Mar 23, 2012 19:09 
Offline

Joined: Wed Feb 24, 2010 09:41
Posts: 104
Please forgive my noobiness, but what is the 'max land gain cap' and how does it work (couldn't find anything on this on the global council).


Top
 Profile  
 
PostPosted: Fri Mar 23, 2012 19:21 
Offline
User avatar

Joined: Wed Apr 13, 2005 21:25
Posts: 1850
Location: Michigan
Dante wrote:
Max incoming land = Current land *1.5

Meaning if you already have 1.5*current land you cannot make an attack.
viewtopic.php?f=2&t=12129&start=60

I suppose I should have written it as "Max incoming land cap". With the change of land defense to 2.5*Ld size, it's much harder to reach the cap.


Top
 Profile  
 
PostPosted: Mon Apr 16, 2012 20:11 
Offline
User avatar

Joined: Thu Oct 09, 2008 07:08
Posts: 645
If you want my thoughts just ask B. He knows them all :lol:

_________________
Oh Eighty
____________________
Wonderland says
he is pwning you with a wooden spoon!
Immor says
i use chopstick


Top
 Profile  
 
Display posts from previous:  Sort by  

All times are UTC + 1 hour [ DST ]

Post new topic Reply to topic  [ 6 posts ] 

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  





Elveron - the online strategy game
Elveron phpBB3 style by Ulf Frisk and Michael Schaeffer
Copyright © Ulf Frisk, Michael Schaeffer 2007.
Powered by phpBB® Forum Software © phpBB Group