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Thread: Combat build for cities

  1. #11

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    [QUOTE=dulinl;601149][QUOTE=primalhuntjtr;600728]
    Quote Originally Posted by soul sky View Post
    A nice informative guide, thanks To constructively criticise though, some would suggest that your resource city should only be full iron mines or sawmills so that when you get the relevant lvl 10 valleys, you will be maxed out on that particular production rate, though this isn't that important for most people!

    Your not really getting any extra production...ppl just tell themselves that...you have the same ability in each city...all you do when u specialize cities is create a transport issue for yourself. Also you make it harder to find 9 or 10 of the specific valley you need.
    Completely wrong. Everyone knows that they make more doing it this way, and not because of the high number. If you have a 4 mil cap of each resource, then most of the time, they won't be producing - unless you don't farm npcs correctly.

    Transportation is also not a problem. My typical city wood producing city will have 20+ million iron, huge amounts of stone/food from npc and then whatever wood I have at the time. I transfer wood to iron cities and iron cities to wood, two times a day tops, to keep production going.

    My wood and iron production go up 24/7. I highly doubt anyone who splits up the resources can do that as well. It would require constant management, and a huge lack of npc farming. A single town will end up with 8 million stone in a day - which is how I judge my npc resource income. So 8 mil each resource, with a small resource cap of 4-8 million depending on the setup. It just won't keep producing.

  2. #12

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    Quote Originally Posted by Onslaughtx View Post
    6 lvl 9 cottages work well. My towns are usually 21 barracks, 6 cottages, rally, relief, feasting, academy, and beacon. Just drop production to build troops, then reset right after. 6 cottages is still enough to build 24/7 with a hero attack of 230, without a pop problem.

    It is best to do one resource per town. If you do multiple ones, you end up losing a ton of production. I see a lot of towns, and every production cap has been hit. It doesn't work well, if you mix. If you build all lumber, you can get a 16 mil cap, or higher. This way you won't have to constantly move resources to be able to produce. Just transfer iron to wood cities, and wood to iron cities and you will always be making tons of resources.
    You don't lose any production it is all the same and by seeing a bigger number it is just a mind trick...you guys really got to do the math on all this. I'm giving you an objective point and your responding subjectively. I also never hit production caps because I can move supplies or turn it into gold if I get close. Not to mention that I spend it faster because I have more barracks. There is no city build that you should follow to avoid managing your cities.

    you can yes build troops 24/7 with 6-9 cottages, but you will not build them as fast (again objective point). The comment about the 230 atk hero shouldn't factor into the point. You still have that hero if you have more barracks.

    I'm sorry to get a little annoyed but the comments just don't make sense to me. None of the alternatives can be argued to produce better protection or faster troop production (the focus of a combat build).

  3. #13

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    [QUOTE=Onslaughtx;601156][QUOTE=dulinl;601149]
    Quote Originally Posted by primalhuntjtr View Post

    Completely wrong. Everyone knows that they make more doing it this way, and not because of the high number. If you have a 4 mil cap of each resource, then most of the time, they won't be producing - unless you don't farm npcs correctly.

    Transportation is also not a problem. My typical city wood producing city will have 20+ million iron, huge amounts of stone/food from npc and then whatever wood I have at the time. I transfer wood to iron cities and iron cities to wood, two times a day tops, to keep production going.

    My wood and iron production go up 24/7. I highly doubt anyone who splits up the resources can do that as well. It would require constant management, and a huge lack of npc farming. A single town will end up with 8 million stone in a day - which is how I judge my npc resource income. So 8 mil each resource, with a small resource cap of 4-8 million depending on the setup. It just won't keep producing.
    No, again...do the math. You threw out 4mil as a cap. That isn't realistic. I split and have at least 10mil cap for both iron and lumber (slightly higher on lumber). I log on at least twice a day to do my farming. When I do that I max out my ques, and if need be sell extra lumber or iron to avoid my cap. Sometimes I shift to building some troops that are more expensive and I then buy the resource that I need. I manage to do all this without doing any transporting (other than to my troop producing city, as intended). So I send 1 transport to that city and 9 other units out to farm after maxing out my troops. Not a thing wasted and I produce more troops then you (per city).
    Crunch the numbers guys.

  4. #14

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    bump bump bump

  5. #15

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    Quote Originally Posted by dulinl View Post
    You don't lose any production it is all the same and by seeing a bigger number it is just a mind trick...you guys really got to do the math on all this.
    Situation A - Specialize:
    Lumber/Iron: 100(base production)*230% (10 lvl10 valley) = 230
    Total production for 1 city : Either 230 lumber or 230 iron /hr
    Therefore, total production for 2 city : 230 lumber + 230 iron /hr

    Situation B - Spreading out:
    Lumber/Iron: 50*230% (10 lvl10 valley) = 115
    As such, production of iron(lumber) for the city with pure forest(hill) = 50
    Total production for 1 city = 115 lumber, 50 iron or 115 iron, 50 lumber
    Therefore, total production for 2 city : 165 lumber + 165 iron /hr

    230>165.

  6. #16

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    Quote Originally Posted by imnub View Post
    Situation A - Specialize:
    Lumber/Iron: 100(base production)*230% (10 lvl10 valley) = 230
    Total production for 1 city : Either 230 lumber or 230 iron /hr
    Therefore, total production for 2 city : 230 lumber + 230 iron /hr

    Situation B - Spreading out:
    Lumber/Iron: 50*230% (10 lvl10 valley) = 115
    As such, production of iron(lumber) for the city with pure forest(hill) = 50
    Total production for 1 city = 115 lumber, 50 iron or 115 iron, 50 lumber
    Therefore, total production for 2 city : 165 lumber + 165 iron /hr

    230>165.
    Good try...getting close. The debate is with splitting resources on the production city. No one is arguing that your not losing production from the troop producing city. I specificly address that the troop production city will not produce resources...it has a different purpose. Although I keep a full complement of ballistas and transports in my troop producing city, so it does still get resources from NPCs (in addition from my resource cities).

    I think a lot of these post take away from my point. This is a "combat" build. Its intention is maximum troop production. I haven't heard any argument in that regard.

  7. #17

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    im searching for the original writer of this thread. does he/she still play?? i have Questions about your thread.

  8. #18

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    Quote Originally Posted by dulinl View Post

    Resource city

    Resource fields: all lumber and iron divided evenly. Sounds simple, but people will ask two questions: How do you feed your troops, or why not just iron (or just lumber)? The answer is you cannot produce enough food to feed a strong army. You will have to farm lvl 5 npcs. However, in the mean time you can sell your lumber or wood for food and you'll get way more than you could have made yourself. The answer to the second question is that the price of lumber and iron are pretty close (although iron seems higher on our server). Because the prices are similar it's best to just to have both, you'll need them nearly equal amounts anyway. If you don't then you sell the extra to buy what you need.



    Troops city

    Resource fields: this is easy...just build and lvl one of each resource field (as required for some other buildings).

    Cottages: here is the twist only build 3-4 of these. You will reduce your production level for everything to 0. These cottages will only be used to for troop production so they need to be lvl 9.

    Barracks: build 16-17 (to start).

    Feasting hall and inn: Same as resource city.

    Embassy: Same as resource city.

    Everything else: Same as resource city.

    Important note-This city also now portable. Because it has no ties to valleys you can port it where needed with no sacrifice. You should try to do most of your fighting from this city. You will be transferring resources from your other city to this one, so there should never be much left sitting around for people to take.

    Valleys

    Take what you can to boost your lumber/iron, but swap them out all the way to lvl 10 as soon as you can.


    Walls

    This is simple towers are key. Make all towers except 1 abatis and 2 traps.

    What to spend your lvl 10 scripts on? Easy Walls and Rally points. Walls will allow you to have more towers and rally points will allow you to attack with larger armies.

    So what order do you upgrade these things? Think defensively 1st. Walls and towers will keep you safe. Defense is easier in this game than offense. Take advantage of that early on.

    Good Hunting,

    Killerbeef (server 49)


    3-4 cottages is waaaay too low. I suppose in the beginning this would work. But as your attack hero levels up. You wont be building efficiently. You will not be able to build 24/7 and will be "losing" troops (not actually losing, but losing time)
    So the cottages/barracks can be dealt with later when you get higher attack hero by destroying and building.


    Resources.. Splitting rather than focusing on 1 does in fact lose production. Not base, but with the valley bonus. You might be doing the math right, but are probably leaving valley bonuses out of the equation.

    Example:
    -This is with 10 town hall and all lvl 9 resource fields

    Scenario 1: Focus on 1
    -Base: 180k
    -Pols Bonus: 180k (100 politics hero)
    -Tech Bonus: 162k (lvl 9 research)
    -Valley Bonus: 414k (all lvl 10 forests)
    -Total: 936k/hr

    Scenario 2: Splitting
    -Base: 90k/90k
    -Pols: 90k/90k
    -Tech: 81k/81k
    -Valley: 103.5k/103.5k
    -Total: 364.5k/364.5k

    Thats a total of 729k total resources per hour. Losing 207k per hour by not choosing to focus on 1 resource.

  9. #19

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    I think feasting halls are good to get to lvl 10 also, then u can send 10 attacks on lvl 5 npc's at a time, instead of just 9.
    if u farm 3 times a day, each giving u 3 mil food, that extra 3 hits would give u 9 more mil food each day

  10. #20

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    Pinnacle hit the nail on the head. I've specialized my iron/lumber and food cities. I get ~1 mil per hour from the iron/lumber cities. Its not harder to obtain the valleys needed at all. Ive my 3 cities in one central location, with a 15mi stretch of npcs to hit, and plenty of valleys to play with. all are lvl 9/10.

    He's also right on the cottages. Initially you get more from having tons of barracks, but as you farm lvl 10's and yer atk hero skyrockets, you'll begin to get hung up on your population. You can drop prod % to 0 to que up of course, but theres a point where using that, even with 9-10 cottages, won't work. Unless you have so little of a life(or are so dedicated to the game) that you race to find a computer to que up more troops every 3 hours or so and set your alarm clock accordingly. Basically I keep an eye on the ETA for a full que. If I que up all available population, and it takes less than 7 hours to finish them all; drop a barrack for a cottage until the que can last the work day or continue building overnight till you wake up and que more.

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