Talk:Farming villages: Difference between revisions
(draft - please review and tweak figures for booty if you farm with Diplomacy researched) |
(wip) |
||
Line 229: | Line 229: | ||
The following example unit choices correspond to the figures used in the Loot column of the above table. | The following example unit choices correspond to the figures used in the Loot column of the above table. | ||
* Reduction in mood will be <u>greater</u> than indicated if NPC strength is <u>less</u> than 100% at the time of the looting attack. So keep it predictable and ''always loot after first topping up NPC strength to 100%''. | * Reduction in mood will be <u>greater</u> than indicated if NPC strength is <u>less</u> than 100% at the time of the looting attack. So keep it predictable and ''always loot after first topping up NPC strength to 100%''. | ||
* The pairs of unit counts correspond to ''without'' : '''with''' [[Booty]] researched. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Loot | !Loot | ||
!Catapult | !Catapult | ||
!Chariot | !Chariot | ||
!Horseman | !Horseman | ||
!Hoplite | !Hoplite | ||
!Archer | !Archer | ||
!Slinger | !Slinger | ||
!Swordsman | !Swordsman | ||
|- valign="top" | |- valign="top" | ||
|3088 booty<br />''mood 100..75'' | |3088 booty<br />''mood 100..75'' | ||
Line 269: | Line 270: | ||
|} | |} | ||
[[User:Najevi|Najevi]] 05: | ;Opinion: The game seems designed to tempt players (while your city is still young) to spend resources (and free population) on units that become either redundant or less useful as your city grows in size, increases resource production/looting capacity or researches more advanced technologies. This is true for resources consumed to build units used in looting armies as well as research points used to research various technologies in the Academy. So ''plan for the long term and compromise for the short term''. e.g. Horsemen help you farm rapidly but they cannot be built as early on as archers. So make the building of horsemen a priority and make do with a smaller number of archers in the early days. Eventually, an army of archers built for looting is also a valuable city defense force whenever they are not deployed farming. | ||
[[User:Najevi|Najevi]] 05:29, 31 October 2010 (CET) |
Revision as of 04:29, 31 October 2010
Why is this page locked? I have useful info to contribute. Very annoying!
There was no useless copy of the main page, I updated copied it to the talk and did an added some usefull info and deleted some wrong info. - Zorrotwee
Mood info : Mood seems to increase roughly 1% every 30 minutes. Will need more testing to confirm
Slimline 18:07, 9 February 2010 (UTC)
Mood
When looting an NPC (farming village) with 100% strength (and therefore 6005 resources on hand) the mood seems to go down by a fixed amount (48%) regardless of the size or mix of army sent to do the looting. Najevi 05:34, 20 October 2010 (CEST)
Resource looting
An NPC village at 50% strength will yield 2275 resources. Therefore, in the very early stages of game play, you need not strengthen a farming village before looting it. Only once your loot carrying capacity has increased beyond 2275 do you need to become concerned with first strengthening an NPC village before looting it.
The mood of an NPC village reduces in proportion to the amount of loot your army carries away regardless of which type of unit (or mix of units) does the carrying. However, this proportional relationship is not a simple linear proportion. Najevi 19:57, 21 October 2010 (CEST)
Efficient farming procedure
Various opinions are voiced as to the virtue of researching Booty and Diplomacy to help with efficient farming. Rather than debating that point, this section aims to simply describe an efficient procedure for farming a non-player city (NPC) with and without Booty and Diplomacy. Each reader can then decide for them self which is best for their chosen style of game play.
The starting condition for the target NPC is 50% strength and 100% mood since that is where all NPC's drift toward if you leave them alone for long enough. Of course strength could be at any level depending on which other players are farming your targeted NPC. Notice that this procedure includes trade activity because that is just as important to increasing your supply of resources as looting.
The mood threshold mentioned below refers to that lowest mood level at which the village people are still smiling at you. (i.e. 75% without Diplomacy and 60% with Diplomacy) In either case the visual cue described in the section titled Mood is always your indicator.
Note that although the game expresses mood and strength in percentage points they are simply treated as points in this table - to avoid confusion.
General procedure | Without Diplomacy | With Diplomacy | |||||||
---|---|---|---|---|---|---|---|---|---|
Step | Action | Strengthen | Loot | NPC Mood | NPC Strength | Strengthen | Loot | NPC Mood | NPC Strength |
0 | Initial condition | 100 | 50 | 100 | 50 | ||||
1 | Increase strength toward 100 | 75 pop. | 100 | 65 | 75 pop. | 100 | 65 | ||
2 | Increase strength toward 100 | 75 pop. | 100 | 80 | 75 pop. | 100 | 80 | ||
3 | Increase strength toward 100 | 75 pop. | 100 | 95 | 75 pop. | 100 | 95 | ||
4 | Top up strength to 100 | 25 pop. | 100 | 100 | 25 pop. | 100 | 100 | ||
5 | Loot such that Mood drops to threshold | 3008 booty capacity | 75 | 92 | 4680 booty capacity | 60 | 88 | ||
6 | Top up strength to 100 | 40 pop. | 75 | 100 | 60 pop. | 60 | 100 | ||
7 | Loot maximum booty | 6005 booty capacity | 27 | 84 | 6005 booty capacity | 12 | 84 | ||
8 | Wait for mood to return to 80 | 80 | ?? | 80 | ?? | ||||
9 | Trade as needed to balance resources | 80 | ?? | 80 | ?? | ||||
10 | Wait for mood to return to 100 | 100 | ?? | 100 | ?? | ||||
11 | Repeat the entire cycle | 100 | ?? | 100 | ?? |
The following example unit choices correspond to the figures used in the Strengthen column of the above table.
Strengthen | Catapult | Chariot | Horseman | Hoplite | Archer | Slinger | Swordsman |
---|---|---|---|---|---|---|---|
5 pop. +1 strength |
0.333 | 1.250 | 1.666 | 5.000 | 5.000 | 5.000 | 5.000 |
25 pop. +5 strength |
2 | 7 | 9 | 25 | 25 | 25 | 25 |
45 pop. +9 strength |
3 | 12 | 15 | 45 | 45 | 45 | 45 |
75 pop. +15 strength |
5 | 19 | 25 | 75 | 75 | 75 | 75 |
The following example unit choices correspond to the figures used in the Loot column of the above table.
- Reduction in mood will be greater than indicated if NPC strength is less than 100% at the time of the looting attack. So keep it predictable and always loot after first topping up NPC strength to 100%.
- The pairs of unit counts correspond to without : with Booty researched.
Loot | Catapult | Chariot | Horseman | Hoplite | Archer | Slinger | Swordsman |
---|---|---|---|---|---|---|---|
3088 booty mood 100..75 |
7 : 5 | 48 : 37 | 42 : 32 | 386 : 296 | 128 : 98 | 386 : 296 | 193 : 148 |
4680 booty mood 100..60 |
11 : 9 | 73 : 56 | 65 : 50 | 585 : 450 | 195 : 150 | 585 : 450 | 292 : 225 |
6005 booty maximum booty |
16 : 12 | 94 : 73 | 84 : 65 | 751 : 578 | 251 : 193 | 751 : 578 | 376 : 289 |
- Opinion
- The game seems designed to tempt players (while your city is still young) to spend resources (and free population) on units that become either redundant or less useful as your city grows in size, increases resource production/looting capacity or researches more advanced technologies. This is true for resources consumed to build units used in looting armies as well as research points used to research various technologies in the Academy. So plan for the long term and compromise for the short term. e.g. Horsemen help you farm rapidly but they cannot be built as early on as archers. So make the building of horsemen a priority and make do with a smaller number of archers in the early days. Eventually, an army of archers built for looting is also a valuable city defense force whenever they are not deployed farming.
Najevi 05:29, 31 October 2010 (CET)