1 Attachment(s)
The Art of Daytrading: Fast Starts on Merged & Established Servers
The first thing I should tell you, is that you know more about this game than me, in all likelihood; I played for a month and then retired with all the suddenness with which I entered the game; I cannot tell you a great deal about what armies to attack what with, or what units cost effectively beat which combinations once honour and train times and feeding have all been considered. Almost the bulk of my knowledge of the game is contained in the next volume of words insofar as it would deviate from the standard literature.
I found Evony to be a delightful and addictive game and I am glad that I played it; I left ultimately because I did not wish to devote the time to some of the more tedious things like NPC farming, and what follows is the brief excursion from it that I was able to find. From my reading and discussions with top level players on my server, I believe the following to be completely uncharted waters.
So although I do not propose to know Evony, I know RTS, having once been a top player in other games; and it is from that background that I approached Evony as any top player would: understanding it to be yet in its infancy, the players not having yet established all of the tricks, the secrets, the strategies; Evony is fresh, and even though Daytrading will now be unveiled, I promise that for those who look closely, there are other strategies yet to be discovered.
This guide is about two things: joining established servers, and the strategy of Daytrading.
The premise: Joining a new server is rather dull. It's full of brand new players, or players who were intermediates on their old servers and want to start a new life as a top ranked player, with the occasional expert player whose alliance was destroyed, or an expert player who is using the new server as a second, low stress "play" game. The new games do not offer the same wide field of strong competition as the old established servers do. Previously, it has been thought that it is mostly too difficult to join established servers, competing with players who've had such a head start. But if you are willing to put a lot of time and effort into it, there is a fast track to it, which offers 300-400k prestige in 7 days, fully researched techs in 2 weeks, and 1.2-1.5M prestige in 30 days, a main attack hero with around 200 attack, 10 cities and an army eating between 20 and 35M food/hr. You could do it without spending a dime (although if you could spend $5 or $30 that would be beneficial, for the purchase of several war horns, one Excalibur, one Wealth of Nations and one The Art of War).
How in the world?
Well, it's called Daytrading, and there's a few things you'll need to know...
Production is overrated.
When you've got an empire of cities to manage with clapped out techs and full resources, production, and which players are doing it best, has value. But if you're just entering a game where most other players have reached their mid or lategame, you'll never catch up to their heroes with mayors in the 160+ politics range.
In truth, even with this guide, you'll never catch up in a week's time. It's absolutely critical that you join a good alliance and stay in BP for your max 7 days. If you were spawned in a hostile area and cannot teleport, sometimes you'll even need to move immediately into 12-hour Truce upon exiting BP just to buy yourself a little more time.
So if you can't depend on resources when you'll never have enough to compete with your opponents on a financial scale, with a third of the cities and tiny resource fields with pitiful techs . . . does this mean we shouldn't enter a developed game period?
No. There's another way, and it's right in front of your nose.
When players are that wealthy, the price of resources will be inflated, making it tempting for you to make lumber farms and sell off the resources. Don't. All you get for it is gold, which is nice, but it won't buy you all the building upgrades and troops that you need - those cost resources.
What does happen is ridiculous spreads in the marketplace that occur when a fabulously wealthy player is getting attacked by a bunch of other fabulously wealthy players. With huge resource production and the ability to recover quickly if he can just fend of this attack, he's can afford to buy resources for more than their true marketplace worth. For the sake of immediacy he will not wait for a "buy" order to go through, he will simply purchase the resources he needs at the Sell (Offer) price. And he's not wrong in doing so - if he won't pay the inflated price, he risks his Buy order not filling quickly enough, or getting outbid by another player. Meanwhile if his opponents are willing to purchase resources at retail prices, they will be able to mount defenses and launch attacks faster.
So you see people buying food for 15 (wholesale price) but selling it at 30 (retail price). This spread is a chance to double your money. So you become a Daytrader. At the beginning it won't seem like that much. But if you keep doubling your income, and by the end of 7 days of Beginner Protection you'll be constanting producing troops out of 3 cities with 14-20 rax each, with 3 academies in constant research, wall defenses constantly queuing from your walls, and immediate liquid wealth that far exceeds that of any midlevel player and rivals the reserves of many of the top players (in truth this is actually one of the pitfalls of this strategy, and we'll talk about that later).
The Art of Daytrading Companion Guide
Is now available here, a spreadsheet which contains important calculations for profit margins in the marketplace, net worth converted to adjusted prices for food or lumber, army train time projections and comparisons, and more:
http://rapidshare.com/files/342217706/wreckoning_s_TAD_companion__v_1-0.xls.html
Day 1
The Build
Here's what you do. When you first enter the game, follow the quests to build your first farm, lumbermill, ironmine and quarry. Get up the Inn, Feasting Hall, Marketplace. Keep your Town Center at level 2 for the first 4-5 days of BP. Stay there as long as you can; you gain far much more prestige for things when your Town Center is this low, and you'll want a higher prestige for getting into a good alliance.
From one of your amulets you'll probably get 40k worth of food, iron, or wood. (Hopefully not gold or stone). Get your marketplace up if it's not already, sell the excess of whatever you got, now look for some spreads. It doesn't matter what resource the spread's occurring in. Stone tends to take the longest to sell but yields the highest spreads, so if you are just trying to get some starting capital and don't mind the wait while you do some other stuff, you can put in some bids on that. Once you have made a couple trades to turn your pitiful holdings into a bit more, you want to make your start in food. Food buys and sells the fastest, and you want your little snowball to pick up speed. Don't hold much for reserves at this point. Your snowball isn't worth protecting, and the more times you throw its entirety down the hill, the better result you will tend to have at the end of your seven BP days.
So you trade, and then you build. Your build will follow a similar transition as other players who are using the low townhall strategy. Your resource fields should be one farm, quarry, and ironmine; the rest are all sawmills; build sawmills until the income they provide is completely irrelevant to you, and at that point stop building them (yes: STOP), and just build things like barracks upgrades, relief stations and so on. Build things that you are going to use right away. You technically won't need an embassy or beacon until your eighth day, so stall those as long as you can. Put barracks in the spaces that an embassy or beacon would occupy. On the 6th or 7th day, demolish these and replace them with the embassy and beacon. Build wall upgrades as overnighter projects or when your wall defenses have capped out.
Rax/Cottage Ratios
Where the cottage/rax ratio is concerned, you want to err on the rax heavy side. THIS IS VERY IMPORTANT. Basically all of your wealth will come from daytrading and you will STOP building sawmills after the initial first few days; so almost your entire population will be idle; plus your attack heroes in the beginning of the game will be very weak, and you will be able to get a lot of use out of the limited idle population you do have. The more success you have had as a daytrader, the more juicy of a target you will have become for your opponents; your great dilemna towards the end of BP is that of turning your resources into fighting power so that the threat of your defenses is more of a challenge than the reward posed by attacking you. The truth of the matter is that in no way will you be able to fully protect your treasure; but this shouldn't stop you from investing your resources in every way you can think of. We will discuss the rest of what you'll need later.
In the beginning, you need more cottages, maybe 8-10, because they will be capped out at level 3; once you can upgrade your town hall, start demolishing cottages and turning them into rax, until you have only 5-6 cottages per city.