Talk:Farming villages

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Revision as of 22:52, 29 October 2010 by Najevi (talk | contribs) (link added)
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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).

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 ??

To be added:

  1. Suggested unit count for various unit types. (With Booty researched and without Booty researched.)
    3088 booty capacity archers actually reduce NPC mood more than 3088 booty capacity horsemen - so this is not trivial substitution.

Najevi 05:56, 29 October 2010 (CEST)