Forums / Questions and Answers / questions and help requested
questions and help requested | ||||
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hello, | ||||
I havent played for couple of months but I will do my best to help :) here are some info you might want to learn; | ||||
Thanks and no moral did not go down i was just wondering what use the building has. | ||||
Oh I see, you said morale never went down, thats good... When morale is down I think production is not so good, troops with low morale are weaker, peasant growth is slower... So morale is important. | ||||
oke now making my armory hope it works out well, if this keeps up i will have a decent armory ready. | ||||
"Taverns are most useless building in the game, I never build them." Not if you're human! | ||||
dont see the reason why humans are different or that was a joke. | ||||
Humans got an ability to do mobilize force. That ability lets a human player train his troops twice as fast. But the cost is that the morale of the city will lower. So if you have taverns in your city and use mobilize force the morale wont drop or will drop really slow. | ||||
mmm but mobilize force will also kill some soldiers (whats the %?) | ||||
5%-ish... never actually calculated, but it never seemed that bad to me | ||||
Honestly, the speed bonus far outweighs the need to build some taverns and some losses, in my opinion. lol and to build off what Legend says, even when it decays, if you turn off mobilize for a bit afterward, it'll bounce back faaaaaaaast, with taverns. | ||||
oke thanks any rec how many taverns go for **** homes 7500 armory? | ||||
some more questions if i do a blitz attack against someone and he does not | ||||
I'm not exactly sure how the 50% protection worlds work, but I guess if he doesn't initiate an attack on any of your armies not already prepping, he might be safe, once you knock him to around half your land or less. Yes, you can take towns from other races. Naz are powerful for one unit, but they also cost a fair penny for the stats they give. Awesome raid units and fast armies with them. So yes, never underestimate an orc army lightly. lol Drawback being that it takes a fair amount of time/plundering to get a decent army going with them. If not played right, orc can easily start lagging behind in power. Yes, you'll get a bonus for both resources. | ||||
thanks again ^^. | ||||
You'll get tax from the peasants, since it considers them employed, if you have five per armories. But no; armories, guard towers, warehouses, magic towers, and taverns all don't need peasants to keep production from dropping. That's why most will suggest not mixing up your armories and mines, in one town. So you can train in your armory/homes towns without fear of production drop. (low production makes your troops clump more towards the last days of training instead of more spread out) | ||||
thanks that helps a lot and making rainbow cities is never smart in any game :p | ||||
Well, it isn't a biggie if you mixed lumbermills, mines, and farms into one town, but yeah. :P I just like to ramble; being ambiguous is a sin! | ||||
lol oh well you dont get the max out of your cities (most of them dont have 3 times a bonus^^) | ||||
Yup - but keep in mind. Your towns will get the bonus at certain sizes depending on how far it is from that resource. Though, once it gets to 90k size, it'll have all the bonuses no matter how far away it is from those resources. | ||||
(by size, I mean building total, so over 78k buildings will do it) ^just in case the question comes up for small dwarven and elven towns. lol | ||||
i made the mistake and build them to close 14400 oh well i am doing fine military wise. | ||||
Soul Hunter with 19685 soldiers awaiting your orders, Mr. Soul... Door is defended by 2 soldiers who seem to be armed with magic weapons and mithril armor. The city is also defended by 85100 peasants. And has 6220 guard stations. Door has 1019 walls, which will increase our preparation time by 8 day(s). Our strategists say that we currently have around 0% chance for a successful attack or 100% for a successful siege assault. We have prepared 5 days for this attack. It will take another 12 days before our soldiers are fully prepared. will waiting reduce my losses or will it not?
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It will increase your success, also the lower the dice rolls. the less troops you loss, So if u have a higher chance, the dice can roll in a wider arrange. So u can then win and loss a little | ||||
oke i get it now | ||||
Put it this way, u want to attack at the highest percent if possible, its less losses. | ||||
Zero % will get your army slaughtered. All you can do is seige, at the moment. Just keep that in mind. lol | ||||
ye first attack and lost 1000 units vs 0 and 2 towers how do you think that made me feel second attack i found out what i did wrong :P Soul Hunter with 19685 soldiers awaiting your orders, Mr. Soul... Door is defended by 2 soldiers who seem to be armed with magic weapons and mithril armor. The city is also defended by 50953 peasants. And has 6900 guard stations. Door has 1043 walls, which will increase our preparation time by 8 day(s). Our strategists say that we currently have around 12% chance for a successful attack. The city is already under siege. We have prepared 10 days for this attack. It will take another 7 days before our soldiers are fully prepared. | ||||
can someone explain me how moral works. | ||||
1: Soldiers inside a town (housed) will fight with the towns morale, those in an army, will fight at the armies morale. 2: Troops start deserting (the army starts to lose troops) Like when you're not able to pay the upkeep, your morale goes down until it reaches a point where they start deserting. 3: I believe so, but you might want to get a second opinion on that. | ||||
4: how does moral decrease because i see some of my armies has 97% no battle even took place. | ||||
4: Morale degrades naturally, while an army is moving on the field. Rate at which it degrades is based upon, a kingdom mate and I strongly believe, what tiers your army is made up of (higher tier, slower morale degradation) 5: I believe it halves it with merges. For transferring troops from a town into an army, I think it goes down by a small bit for every 1-10kish (been awhile, since I've dealt with Xp for advents though) | ||||
thanks | ||||
i am wondering something, with swordmen i always got 0% attack then i do siege and then it increases even to 98% | ||||
Nothing needs siege to win. Swordmen are weaker, there for need to prepare more. If you wait long enough and are strong enough the swords can take it without seige. The knights are stronger, so dont need to prep as much in order to get a good percent. | ||||
Well, not completely true, Zond. When preparing on a town, not all of your army's OP is prepared on first tick. If you see "We have prepared 3 days for this attack. It will take another 7 days before our soldiers are fully prepared." it means 3/10ths(30%) of your OP is prepared so far (being counted for your % in winning and what will hit the enemy town) The more troops in your army, the more days of prep it'll need to prep all of its power, or you could say, the more it spreads out your power throughout a larger preptime. Things that contribute to prep time are troop numbers, town size, and wall bonus. | ||||
i didnt get to finish :p had to go. but u finished lol | ||||
From my experience Guard towers (GTs) are not affected by morale. | ||||
Combat spell :- Rain of Fire - kills troops and destroys lumbermills | ||||
Trying to remember max power for full effect, but rain of fire can kill up to 20% of the troops in one casting. 20k mages with magic five gives you 20k power exactly (.2 power per mu per magic level) and that should at least get you 10-15% deaths per a few castes. Would do some damage to some nazzies (and considering the cost of nazzies, it'd be ouchsome) But with rain of fire, you're not losing only such a small amount per cast though. | ||||
you're not losing only such a small amount per cast though. | ||||
Not a "huge" amount, but more than 2-3%, especially if it fails at all. Rain of fire ain't uber cheap, afterall. lol Then again, 20% of an army taken out in one spell is considerable. | ||||
oke i get it now | ||||
Taverne how does the morale increase thing work (how many do you need to make it effective (human) | ||||
Not something I've seen tested or tested myself yet, but I think town size, volume of spam, or a combination of factors, but I'd start with around 500 taverns and see how it works out. It won't stop decay from heavy spam for long durations, but it should make morale recovery rather quick when you stop for a few ticks | ||||
Note: by not tested, I mean I haven't gone in and tested exacts. I have tested that certain amounts of taverns counteract or lessen the decay. | ||||
oke thats good to hear. | ||||
what is the minimal % so they dont revolt? morale | ||||
Really, there is none. After you take a town from someone, there's a chance of it revolting for the next 1-15ish ticks is always there. High morale just means a lower chance, although I have seen a town revolt and over 80% morale.... somewhat of a freak occurrence for it to happen, but the chance is there. lol You can prevent revolts by putting all pezz into training for so many ticks though. (99% sure) | ||||
Yes, with no peasants in (due to training, you cannot take peasants out of cities with low morale), the city cannot revolt. Also I think Halfers cities rarely revolt, as a Halfer, I've only had a few cities (always peoples last city) revolt on me. While as orc, many revolted on me. | ||||
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