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Old 04-17-2005, 10:25 AM   #201
BrianD
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Join Date: Jan 2005
Location: Appleton, WI
Anybody figure out how to get the trebuchet? I've seen a few people with it.

We really need to put together a FOFC technology tree. I'm seeing all kinds of defensive technologies, but none of the offensive techs that everyone else is getting. Looking at all of the top people in our guild, I see that nobody has the upgraded tower or walls which I thought might lead to the better offensive stuff.

What kind of production does everyone have? My best account is at +9 food/gold. I believe my next production upgrade is currency. And I still haven't seen the plate mail tech.
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Old 04-19-2005, 10:23 AM   #202
KevinNU7
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Brian do you have Siege Defense or any of the intelligence/espionage type techs? I think those unlocked plated mail for me.

Also, I am +7 in workers so you definetly don't need to go any further in that direction to grasp the offensive items.
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Old 04-19-2005, 10:27 AM   #203
KevinNU7
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Damn, just lost 2 catapults
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Old 04-19-2005, 11:01 AM   #204
BrianD
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Quote:
Originally Posted by KevinNU7
Brian do you have Siege Defense or any of the intelligence/espionage type techs? I think those unlocked plated mail for me.

Also, I am +7 in workers so you definetly don't need to go any further in that direction to grasp the offensive items.

It was the ancient writing that was holding me back. I never cared that much about getting a lot of experience, so I never grabbed the tech. I do have it now on most of my accounts.

I'm still considering running a defensive strategy on my main account. Once I get the castle, I should be able to run about 4 mil defense. Getting plate mail will push that to 6 mil. This may allow me to keep more of the money I produce rather than just giving it all away.
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Old 04-20-2005, 09:09 AM   #205
KevinNU7
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Travis, can you help me figure out what will release Greek Fire for me? I'm not too interested in any of these Techs to be quiet honest. I guess I'd pick Silk Weaving, but I am already +7 in workers so I doubt that is the one that I need

Techs to Purchase
Tower - Allows building a tower
Silk Weaving Mill - Increases production by 1 per worker
Navigation - Allows you to trade wool and oil
Commune - Allows you to change your commander every week
Advanced Intelligence - Allows advanced intelligence operations

26 Technologies Known
Farming - Basic Technology
Crop Rotation - Increases production by 1 per worker
Trade - Allows you to trade goods
Watchtower - Allows building a watchtower
Horse Shoes - Increases production by 1 per worker
Writing - Multiplies by 2 military experience acquired when killing units
Water Mill - Increases production by 1 per worker
Chain Mail - Doubles the attack and defense power of your units
Saddle and Stirrups - Allows creating knights
Water Clock - Increases production by 1 per worker
Mysticism - Allows building a wooden chapel
Espionage - Allows you to view other players' total number of military units
Fence - Allows building a fence
Mechanical Clock - Increases production by 1 per worker
Diplomacy - Increases support points to 6
Ancient Writing - Multiplies by 3 military experience acquired when killing units
Ballista - Allows creating ballistas
Siege Defense Strategy - Allows controlling defense strategy
Wind Mill - Increases production by 1 per worker
Theology - Allows building a stone chapel
Plate Mail - Increases the attack and defense power of your units by 50%
Intelligence - Allows you to run intelligence operations
Astronomy/Geography - Multiplies by 4 military experience acquired when killing units
Catapult - Allows creating catapults
Advanced Espionage - Allows you to view other players' defense buildings
Battering Ram - Multiplies by 3 the power of your attacking units
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Old 04-20-2005, 10:16 AM   #206
Marc Vaughan
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Something I've been mulling around doing with my accounts is using one to 'buff up' the others.

Ie. Using my biggest account to accumulate Gold using an 'attack only' (ie. no defense) setting and then putting all the Gold in the open and hitting it repeatedly with the small account I'm attempting to build up.

Using this method I could probably give my smallest account an income of over 75,000 Gold Pieces a day, if I did this for a week then it'd be possible to make it the same size as my main account in that timespan.

If the Guild used this practice then everyone could comfortably bring themselves up to a around a thousand points pretty quickly.

Thoughts? - too dirty a system to use or not ...

(Apologies to 'purist' game-players, I've a nasty habit of finding ways to 'break' games ...)
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Old 04-20-2005, 10:42 AM   #207
KevinNU7
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Marc,
Any dreams of finishing on the Top page will force you to do "unpure" things. The Top players arrange experience trades by allowing players above them to kill their units in exchange for the same. I personally hate it but see why they do it. I think your idea is a lot less servere and definetly plausable. The only issue is stealing the gold from your account before other people do.
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Old 04-20-2005, 08:44 PM   #208
BrianD
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I hope I didn't just start a guild war. I saw a guy hit me so I waited for him to hit 3k and I took it from him. The I did it again...and again. When he gave me a support point, I switched to a different account and hit him again. The idiot just kept grabbing gold. He eventually got pretty pissed.
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Old 04-21-2005, 03:40 AM   #209
daedalus
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Just updating what I've seen on the Tech Trees as I've charted them.

Upgrade: Writing;
Choices: Watchtower, Water Mill, Saddles and Stirrups

Upgrade: Saddles and Stirrups;
Choices: Watchtower, Water Mill, Espionage

Upgrade: Water Mill;
Choices: Watchtower, Water Clock, Mysticism, Espionage

Upgrade: Espionage;
Choices: Watchtower, Water Clock, Mysticism, Ballistas

Upgrade: Mysticism;
Choices: Watchtower, Water Clock, Diplomacy, Ballistas

Upgrade: Watchtower (8 000);
Choices: Chain Mail, Water Clock, Fence, Diplomacy, Ballistas

Upgrade: Chain Mail (10 000);
Choices: Water Clock, Fence, Diplomacy, Ancient Writing, Ballistas

Upgrade: Fence (12 000);
Choices: Water Clock, Diplomacy, Ancient Writing, Ballistas, Siege Defense Strategy

Upgrade: Siege Defense Strategy (14 000);
Choices: Water Clock, Diplomacy, Ancient Writing, Ballistas, Theology

Upgrade: Theology (17 000);
Choices: Water Clock, Diplomacy, Ancient Writing, Ballistas
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Old 04-21-2005, 06:51 AM   #210
Marc Vaughan
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Quote:
Originally Posted by BrianD
I hope I didn't just start a guild war. I saw a guy hit me so I waited for him to hit 3k and I took it from him. The I did it again...and again. When he gave me a support point, I switched to a different account and hit him again. The idiot just kept grabbing gold. He eventually got pretty pissed.
I've done the same a few times ...

My favourite was one player who sent a rather peeved mail to me, I responded politely and the next day got one from his dad apologising for his language
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Old 04-21-2005, 07:50 AM   #211
KevinNU7
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I get them all the time. My response is usually pretty rude. People who think it is alright to attack people for gold but then whine when they themselves get attacked need to grow up.
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Old 04-21-2005, 08:32 AM   #212
BrianD
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The guy was pretty dumb to keep gathering gold and lose it all to me...though I'm sure he thought he was safe after giving me the support point.
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Old 04-22-2005, 10:03 PM   #213
TazFTW
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Woot! Got my first military experience points from killing 2 units of an attacker. That'll teach'em.
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Old 04-23-2005, 12:50 AM   #214
hukarez
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Location: Chula Vista, CA
Quote:
Originally Posted by BrianD
I hope I didn't just start a guild war. I saw a guy hit me so I waited for him to hit 3k and I took it from him. The I did it again...and again. When he gave me a support point, I switched to a different account and hit him again. The idiot just kept grabbing gold. He eventually got pretty pissed.

I've been trying to stockpile products and stuff every day on occasion. In any case, I got my 1st message in ages from someone (Sini5t3r of 'The Scourge' Guild) I hit earlier this week:

"omfg... u killed one of my knights for a lame 400 gold?!?!?"

If I recall correctly, I needed just a couple hundred more before I could buy 1 unit of cloth, and in the process of getting that extra couple hundred, killed one of the bloke's knights.

So! Long story short: Feel free to rape this guy repeatedly!
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Old 04-23-2005, 04:17 PM   #215
BrianD
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Location: Appleton, WI
Quote:
Originally Posted by KevinNU7
Travis, can you help me figure out what will release Greek Fire for me? I'm not too interested in any of these Techs to be quiet honest. I guess I'd pick Silk Weaving, but I am already +7 in workers so I doubt that is the one that I need

Techs to Purchase
Tower - Allows building a tower
Silk Weaving Mill - Increases production by 1 per worker
Navigation - Allows you to trade wool and oil
Commune - Allows you to change your commander every week
Advanced Intelligence - Allows advanced intelligence operations

In case you haven't gotten your answer yet, here is what I have. Greek Fire is one of my next choices.

Farming - Basic Technology
Crop Rotation - Increases production by 1 per worker
Trade - Allows you to trade goods
Watchtower - Allows building a watchtower
Horse Shoes - Increases production by 1 per worker
Writing - Multiplies by 2 military experience acquired when killing units
Water Mill - Increases production by 1 per worker
Chain Mail - Doubles the attack and defense power of your units
Saddle and Stirrups - Allows creating knights
Water Clock - Increases production by 1 per worker
Espionage - Allows you to view other players' total number of military units
Fence - Allows building a fence
Mechanical Clock - Increases production by 1 per worker
Ancient Writing - Multiplies by 3 military experience acquired when killing units
Ballista - Allows creating ballistas
Siege Defense Strategy - Allows controlling defense strategy
Wind Mill - Increases production by 1 per worker
Plate Mail - Increases the attack and defense power of your units by 50%
Intelligence - Allows you to run intelligence operations
Silk Weaving Mill - Increases production by 1 per worker
Navigation - Allows you to trade wool and oil
Astronomy/Geography - Multiplies by 4 military experience acquired when killing units
Catapult - Allows creating catapults
Arithmetic - Increases production by 1 per worker

My guess would be the silk weaving. The last tech I got was Astronomy/Geography

Last edited by BrianD : 04-23-2005 at 04:18 PM.
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Old 04-25-2005, 10:41 AM   #216
KevinNU7
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I got Silk weaving and all it did was unlock another worker tech. So This time I got Navigation (which is a useless Tech) and it unlocked Greek Fire.
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Old 04-25-2005, 08:16 PM   #217
Travis
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Location: Canada eh
I can currently buy Diplomacy, Navigation, Walls (2nd level), Currency and Roman Art.

Ideally I'd like to unlock Trebuchets, so I'm thinking of grabbing Currency, though knowing that Navigation will unlock Greek Fire sure makes that a safer looking bet. On the bright side, getting to +10/+10 for my workers will let me have that many more offensive units, so may as well see what that opens up I guess.
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Old 04-26-2005, 05:17 AM   #218
daedalus
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For the heck of it, I bought some tech today. I found it interesting that Writing was the key to open up both Chain Mail (defensive tech) and Water Clock (production tech) but, ironically, not Ancient Writing (next level of experience tech).

Oh. As an aside, I'm intentionally not upgrading Fence with this account because I know it opened up Theology with Heka and I wanted to see what else opened with other upgrades.

Sorry that I'm not more help with the higher level stuff. I was never able to bring myself to attack people terribly much. (Yes, I suck at PvP.)

-----

Upgrade: Farming;
Choices: Crop Rotation, Watch Tower, Trade

Upgrade: Crop Rotation
Choices: Trade, Watch Tower, Horse Shoes

Upgrade: Horse Shoes;
Choices: Trade, Watchtower, Water Mill, Saddles and Stirrups

Upgrade: Water Mill;
Choices: Trade, Watchtower, Saddles and Stirrups, Mysticism

Upgrade: Mysticism;
Choices: Trade, Watchtower, Saddles and Stirrups, Diplomacy

Upgrade: Diplomacy (2 000);
Choices: Trade, Watchtower, Saddles and Stirrups, Commune

Upgrade: Watchtower (3 000);
Choices: Trade, Saddles and Stirrups, Commune

Upgrade: Trade (4 000);
Choices: Writing, Saddles and Stirrups, Commune

Upgrade: Saddles and Stirrups (6 000);
Choices: Writing, Espionage, Fence, Commune

Upgrade: Espionage (8 000);
Choices: Writing, Fence, Ballista, Commune

Upgrade: Espionage (10 000);
Choices: Writing, Fence, Navigation, Commune

Upgrade: Writing (12 000);
Choices: Chain Mail, Water Clock, Fence, Navigation, Commune

Last edited by daedalus : 04-26-2005 at 05:24 AM.
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Old 04-26-2005, 11:34 AM   #219
KevinNU7
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Join Date: May 2003
Location: Beantown
Quote:
Originally Posted by Travis
I can currently buy Diplomacy, Navigation, Walls (2nd level), Currency and Roman Art.

Ideally I'd like to unlock Trebuchets, so I'm thinking of grabbing Currency, though knowing that Navigation will unlock Greek Fire sure makes that a safer looking bet. On the bright side, getting to +10/+10 for my workers will let me have that many more offensive units, so may as well see what that opens up I guess.
What is Roman Art, experience?
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Old 04-26-2005, 12:06 PM   #220
Travis
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Location: Canada eh
Roman Art is the 3rd level for birth rate. The actual church costs 90,000 to build once you've bought the technology.

If you log into your accounts, you'll notice a rather important announcement was made today. The current age ends on May 15th.

Going to try and get a hold of trebuchets and pound my way into the top 100 before this age ends.
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Old 04-26-2005, 02:49 PM   #221
KevinNU7
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Well I have to say I've learned a lot of this age and am confident that I can be in the Top 50 next time around.

My subaccounts went from 150 points to almost 2,000 each after the announcement
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Old 04-26-2005, 03:21 PM   #222
Travis
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Location: Canada eh
Think it'll be a definite advantage to restart. Got a few new ideas to try as far as when to go techs, and when to go for kills. That and which techs to grab and when.

Think I just cracked the top 200 for right now, trebuchets should definitely give me a shot at getting into the double digits.
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Old 04-26-2005, 03:44 PM   #223
KevinNU7
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I think my plan for the next go with be to get to catapults as fast as possible and then horrid my money while I stay right around 200 points. Then I'll tech buy all the way up to about the cost of $100k per tech and then build up MXP
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Old 04-26-2005, 04:10 PM   #224
Travis
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That should be interesting, as I'm going to take a similar path, getting up to ballista (hoping that's high enough pure offense to get kills at the lower level), and try not to get any non-offensive techs other than trade and espionage, save up around 750,000 gold in trade, if not more, then try to raise my points strictly through kills until hitting that middle zone (where it seems everybody is pure offense and no D), then do my tech buying to try and get myself back to the people who have D (and therefor killable units) and skip on the catapault army level (hopefully being able to buy enough techs to go from ballista to trebuchets). Right now I have 29 techs, and it'll cost me 124,000 to get my 30th tech, so I'm definitely aiming to save up enough to get to around the 30 tech mark or higher before I start my tech expansion stage.
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Old 04-26-2005, 04:24 PM   #225
BrianD
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Should we try to put together a tech tree to use in the next age? I haven't figured out what strategy I want to use next age, but I'm thinking a tech tree might help out. With only a couple of weeks before the end of the age, we could all delete a sub-account and recreate one to get the lower level techs mapped out. Maybe our main accounts could help with the higher level accounts.
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Old 04-26-2005, 04:37 PM   #226
Travis
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Not sure what others opinions are, but I'm pretty sure I've read that the tech tree will be changed each age (additions/subtractions/rerouting to get to certain techs), so I'm not sure how beneficial it would be.

One main bonus to your idea would be to be able to compare the current tech tree to the new ages tree, and see just what sort of changes were made at what level, might give us an advantage moving into the next age after even moreso than the one in a few weeks.

That said, we may also want to keep it relatively quiet, as there is a big taboo on their board for tech tree discussion, maybe time I take a look at doing something similar to what what Icy did for Omerta. Would there be much interest is us having a seperate forum for X-King discussion, be it strategy/tech tree/etc, or should we just stay in this thread?
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Old 04-27-2005, 01:24 AM   #227
daedalus
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Actually, if I understand it correctly from the few times I ventured into their forum, my impression is that, while the Tech Tree does change from age to age, it's not a terribly drastic change. So we would see a benefit, if we were to go for it.

Two things, in addition:

1) I think it would be good for us to work out a plan for how we want to structure the Guild after the restart. Things like officers and commanders and what nots.

2) I'm going to have Nereus actually spend his money in a few days. Is there any specific path or anything anybody would like to see. He should be able to get close to 300 by then.
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Old 04-27-2005, 08:55 AM   #228
BrianD
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Join Date: Jan 2005
Location: Appleton, WI
Quote:
Originally Posted by Travis
Not sure what others opinions are, but I'm pretty sure I've read that the tech tree will be changed each age (additions/subtractions/rerouting to get to certain techs), so I'm not sure how beneficial it would be.

One main bonus to your idea would be to be able to compare the current tech tree to the new ages tree, and see just what sort of changes were made at what level, might give us an advantage moving into the next age after even moreso than the one in a few weeks.

That said, we may also want to keep it relatively quiet, as there is a big taboo on their board for tech tree discussion, maybe time I take a look at doing something similar to what what Icy did for Omerta. Would there be much interest is us having a seperate forum for X-King discussion, be it strategy/tech tree/etc, or should we just stay in this thread?

I would not want to use their board for tech tree discussion. Since most of the FOFC players are in our guild, I'd say to keep the tree discussions within the family...either in this thread, or one dedicated to tree talk.

As an aside, I'm about to buy a castle for my main account and will be converting all of my catapults to knights. This seems like a good time to test the effectiveness of a full defense. I'll either get smacked down to no army, or I'll be carried up high in the rankings.
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Old 04-27-2005, 10:06 AM   #229
Travis
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Brian, how many points are you at, and if possible, could you figure out what your defense would be approximately? Might be able to figure out how 'crackable' you'll be without you dropping the cash on a complete army overhaul. I'm still guessing that you need to have the big (2nd?) castle version to have an effective defense. Is that the level you're going for, or the 1st level castle?

Also, I just upgraded my workers to the +10 food/gold level, and it still didn't unlock trebuchets. D'oh.
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Old 04-27-2005, 11:18 AM   #230
BrianD
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Quote:
Originally Posted by Travis
Brian, how many points are you at, and if possible, could you figure out what your defense would be approximately? Might be able to figure out how 'crackable' you'll be without you dropping the cash on a complete army overhaul. I'm still guessing that you need to have the big (2nd?) castle version to have an effective defense. Is that the level you're going for, or the 1st level castle?

Also, I just upgraded my workers to the +10 food/gold level, and it still didn't unlock trebuchets. D'oh.

I am going for the actual castle building. I think it works out to castle level 3 since the tower was castle level 2. My defense will be a bit under 5 million. It wouldn't keep everyone out, but it might just get some kills from the bigger guys going for the 1-turn attack. Also keep in my that my ME is 69. Every successful kill from a bigger guy will bump that up and increase my overall defense.
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Old 04-27-2005, 12:38 PM   #231
Travis
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The only thing that would scare me with your plan is having your own knights get killed in attacks. Seems like until you can get the castle level above the one you're talking, things are really tilted towards offense (especially with battering ram). Just knowing the success I've been having against castled opponents, especially those with less points than I have, yet the lack of success I have against the big castles makes me think that's the big turning point for being able to have effective defense.

Not trying to talk you out of it, just know there are a lot of guys out there with 10 million + attack power.
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Old 04-27-2005, 02:47 PM   #232
BrianD
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Quote:
Originally Posted by Travis
The only thing that would scare me with your plan is having your own knights get killed in attacks. Seems like until you can get the castle level above the one you're talking, things are really tilted towards offense (especially with battering ram). Just knowing the success I've been having against castled opponents, especially those with less points than I have, yet the lack of success I have against the big castles makes me think that's the big turning point for being able to have effective defense.

Not trying to talk you out of it, just know there are a lot of guys out there with 10 million + attack power.

Quite honestly, I don't really care what position I end up in when the age closes. Generally you don't really know for sure anyway since the game pretty much resets and starts over. This is mostly an experiment to see how defense works. Once I get the castle built, I can start buying fortified walls. This is another 2x multiplier, so that should help.

Actually, I may have done my math wrong. I may not get to 5 million defense until after the walls. I guess we'll try it and see.
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Old 04-27-2005, 05:10 PM   #233
KevinNU7
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Well I made a nice run today with my sub accounts bringing both of them close to 4,000 points. Man if they had the same size army as my top account I could really do some damage. Looks like Travis is going to be tops in teh guild as my main account has fallen under a bit of bad luck and I'm a tech behind him.
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Old 04-28-2005, 07:45 AM   #234
KevinNU7
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Just killed someone with Halbuts or something to that effect. When I kill a solider I get 4 points, when I kill a knight I get 8, when I killed this thing I got 12.
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Old 04-28-2005, 12:34 PM   #235
BrianD
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Halbardier probably. They are the next unit after knights.

If anybody cares, I changed to a defensive strategy about 5 hours ago. In that time I've withstood 12 attacks, lost 0 gold, lost 0 units, and killed 8 units. Sadly, I've only gotten 12 ME points. I'm currently running at about 2.5 mil defense, with 3.6 mil where my general is. Not great, but not too bad.
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Old 04-28-2005, 02:17 PM   #236
Travis
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Location: Canada eh
Brian, what level guys have been attacking you? Army size/top unit? I'm curious if the offensive and defensive powers are taken at face value, and how much stronger an offense has to be to crack a defensive group. That's pretty much why I've gone completely offensive as it just seems like things were tilted that way so I've pretty much stuck with that and was going to develop defense later on.
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Old 04-28-2005, 02:52 PM   #237
KevinNU7
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I'm also intersted. I always assumed that a 4M offense would beat a 3M defense but that may not be the case.
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Old 04-28-2005, 08:14 PM   #238
BrianD
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I went from 1660ish to 2376 points. From the guys that gave me XP, one has 61 units, 37 army, another has 143 units, 110 army. Both guys had catapults. The most recent (and fun) result came from a guy who now has 83 units and 60 army. Hit hit me for 1 turn and lost 3. Then he hit me for 8 turns and lost 3 more. Then he hit me for another 8 turns and lost 5 units.

I had a guy with 235 units/135 army miss, and one with 245/171. This guy has 1809 points which works out to 27 techs and 67 ME. I'm guessing those techs give him some decent firepower. Of course he only hit me with 1 turn...more turns may have done more damage.

If you two each want to take a swing at me, go ahead. I really don't care what happens. My defense is 3.5 million everywhere but the south where it is 5.2 million.
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Old 04-28-2005, 08:16 PM   #239
BrianD
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Join Date: Jan 2005
Location: Appleton, WI
Correction, the biggest guy to miss me had 293 units with 212 army. His points are 3542 which works out to 23 techs and 154 ME.
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Old 04-29-2005, 07:18 PM   #240
KevinNU7
College Starter
 
Join Date: May 2003
Location: Beantown
BrianD, we get no benfit out of hitting you since you are below us in points. Plus my attack is over 21M the results would be pretty bad.

Here's my Tech update

Options to Buy
Tower - Allows building a tower
Arithmetic -Increases production by 1 per worker
Commune - Allows you to change your commander every week
Advanced Intelligence - Allows advanced intelligence operations

29 Technologies Known
Farming
Basic Technology
Already known

Crop Rotation
Increases production by 1 per worker
Already known

Trade
Allows you to trade goods
Already known

Watchtower
Allows building a watchtower
Already known

Horse Shoes
Increases production by 1 per worker
Already known

Writing
Multiplies by 2 military experience acquired when killing units
Already known

Water Mill
Increases production by 1 per worker
Already known

Chain Mail
Doubles the attack and defense power of your units
Already known

Saddle and Stirrups
Allows creating knights
Already known

Water Clock
Increases production by 1 per worker
Already known

Mysticism
Allows building a wooden chapel
Already known

Espionage
Allows you to view other players' total number of military units
Already known

Fence
Allows building a fence
Already known

Mechanical Clock
Increases production by 1 per worker
Already known

Diplomacy
Increases support points to 6
Already known

Ancient Writing
Multiplies by 3 military experience acquired when killing units
Already known

Ballista
Allows creating ballistas
Already known

Siege Defense Strategy
Allows controlling defense strategy
Already known

Wind Mill
Increases production by 1 per worker
Already known

Theology
Allows building a stone chapel
Already known

Plate Mail
Increases the attack and defense power of your units by 50%
Already known

Intelligence
Allows you to run intelligence operations
Already known

Silk Weaving Mill
Increases production by 1 per worker
Already known

Navigation
Allows you to trade wool and oil
Already known

Astronomy/Geography
Multiplies by 4 military experience acquired when killing units
Already known

Catapult
Allows creating catapults
Already known

Greek Fire
Increases the attack and defense power of your units by 33%
Already known

Advanced Espionage
Allows you to view other players' defense buildings
Already known

Battering Ram
Multiplies by 3 the power of your attacking units
Already known
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Old 04-29-2005, 08:42 PM   #241
BrianD
Grizzled Veteran
 
Join Date: Jan 2005
Location: Appleton, WI
Quote:
Originally Posted by KevinNU7
BrianD, we get no benfit out of hitting you since you are below us in points. Plus my attack is over 21M the results would be pretty bad.

I mean it more as a learning experience. 1 turn might kill some of my units. It probably would, but we don't know for sure. It was just a thought.
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Old 04-29-2005, 09:31 PM   #242
hukarez
College Starter
 
Join Date: Dec 2003
Location: Chula Vista, CA
Haha! I've become above mediocre!

I think I'm doing rather well for the time being. Been dishing out support points, just because I don't like seeing them go to waste.

I have been attacked by a bunch of members from another guild (DVD-something), but other than that, those surprising kills that I've gotten from their failed attacks has been bumping me up in pointage.

Nonetheless, all I need is to stock up on some attack turns. I feel compelled to get below 2k in gold to avoid being attacked, I've noticed.
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Old 05-01-2005, 09:33 PM   #243
KevinNU7
College Starter
 
Join Date: May 2003
Location: Beantown
Seems alot of people mail it in now late at night, It's pretty easy to average 1,500 gold per turn late at night.
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Old 05-02-2005, 12:16 AM   #244
Travis
Pro Rookie
 
Join Date: Aug 2001
Location: Canada eh
Weekends seem to be a great time to have turns built up. Guess most people have lives or something and aren't online enough to either use their money, or attack others for it, works out great for those the rest of us though

Got another 10,000+ hit tonight, too bad I had already traded it in when they hit me back for 64 gold, heh.
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Old 05-02-2005, 06:35 AM   #245
KevinNU7
College Starter
 
Join Date: May 2003
Location: Beantown
I tend to play very little on the weekends. But Sunday night I check out my hattrick game and usually use up all the turns that have built up.

Last night I found a nice target that I usedf 8 turns with my two subaccounts and killed 3 knights each. Unfortuently I only had 3 turns left on my main account at the time and they did nothing against the guy. THis morning I tried again and failed two times, what a waste of 16 turns. I guess he turned up his defense
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Old 05-03-2005, 01:25 PM   #246
KevinNU7
College Starter
 
Join Date: May 2003
Location: Beantown
Well I bought Arithmetic so now my workers are +9. This unlocked Roman Art (next level in teh birth rate) and another Tech for workers.

In one of my subaccounts I decided to unlock the "Change your Commander" to see if it took me down a different path. It didn't in fact it didn't even give me Roman Art, so I now have 3 techs to chose from for that account, what a waste of $113k.

In my 3rd account which is actually leading the guild right now I may buy advanded intelligence to see if that unlocks anything cool.

Travis, do you have advanced intelligence? If so, I guess that would prove to me that it doesn't unlock anything adn I could save my money for something better
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Old 05-03-2005, 02:10 PM   #247
KevinNU7
College Starter
 
Join Date: May 2003
Location: Beantown
Military Experience more important then attack power in killing Units
I've been running some analysis on this issue for the last two days now.

Account name Kevin_M11 has a MXP of 278 but only an attack rating of 20M because of army size
Account name KevinNU7 has MXP of 235 but an attack rating of 27M because of a larger army

Last night I found a target with Kevin_M11 and killed 3 knights with an 8 turn attack to the East. I then logged out and logged back in as KevinNU7 and did the same attack. This time KevinNU7 register no kills!

Today Kevin_M11 killed 2 Halbuts with 8 turn attack to the east. KevinNU7 followed with teh same attack and only recieved 1 kill

Something to chew on
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Last edited by KevinNU7 : 05-03-2005 at 02:10 PM.
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Old 05-03-2005, 04:29 PM   #248
Travis
Pro Rookie
 
Join Date: Aug 2001
Location: Canada eh
Something else to chew on, the #1 player in the game has cannons now.

FREAKING CANNONS PEOPLE!
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Old 05-03-2005, 04:40 PM   #249
BrianD
Grizzled Veteran
 
Join Date: Jan 2005
Location: Appleton, WI
He also has a castle of at least level 4 or 5, and fortified walls with a moat.
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Old 05-03-2005, 05:48 PM   #250
NevStar
High School Varsity
 
Join Date: Oct 2000
Location: Raleigh, NC
Quote:
Originally Posted by KevinNU7
Military Experience more important then attack power in killing Units
I've been running some analysis on this issue for the last two days now.

Account name Kevin_M11 has a MXP of 278 but only an attack rating of 20M because of army size
Account name KevinNU7 has MXP of 235 but an attack rating of 27M because of a larger army

Last night I found a target with Kevin_M11 and killed 3 knights with an 8 turn attack to the East. I then logged out and logged back in as KevinNU7 and did the same attack. This time KevinNU7 register no kills!

Today Kevin_M11 killed 2 Halbuts with 8 turn attack to the east. KevinNU7 followed with teh same attack and only recieved 1 kill

Something to chew on

Remember, it gets harder to kill units as their numbers decrease. That's why it's impossible to lose any units when you have 2 knights defending.

Just for the sake of completeness, you might want to attack with KevinNU7 first.
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