Forums / Questions and Answers / Example of mechanic knowledge

Example of mechanic knowledge
23:43:06 Jan 30th 24 - Konstant (The Ancient Niccolo Machiavelli):

Correct.

FM doesn't change their rate of death, but greatly reduces their death total since they move twice as fast.


07:07:43 Jan 31st 24 - Prince Mirelurker:

Thank you!

I am trying to build a city by using a method to prevent low production, I am building only homes for quite some time, till at least 1k homes but I was curious, do peasants come slower this method because there is nowhere to work? Also there is a specific amount of buildings you can build, and I noticed its a pretty low number if you do only homes, but I did not pay attention does that increase when there are production buildings as well? Does having some production buildings make a big increase to the peasant growth and amount of buildings to build each hour?


12:17:34 Jan 31st 24 - Konstant (The Ancient Niccolo Machiavelli):

Simply put for PG:

1. More homes = more PG
2. More Pez = more PG
3. Without jobs, very, very low PG (you can have 90k homes and no jobs, and it will still be extremely low)
4. Any building that's not a home is considered a job (which includes taverns, MT, GTs, and arms)

---

For building, your calculation is basically current # of buildings * 2. This means if you have 1k buildings built (does not count what's in queue), then you can build 2k buildings if you have the resources. PG, Prod, or anything else has nothing to do with your build count.


15:12:24 Feb 2nd 24 - Dark Spawn (Sir Dementor):

When Orc preps a city, if its too weak you can’t see defenders. Is it 7 op points? So 7 Gaia?

Or does it also depend on what target city has?





Mr. Uniras (2/2/2024 4:02:33 PM)GOODBAD
How many soldiers I need to not get this

We are currently too weak to make any attacks!


00:32:43 Feb 4th 24 - Percy (Sir Percy The Tester):

The rule of thumb is 7 T1 units will always give you a scouting report. This works for all races except Halfling, since their T1 has 0 OP, so instead use T2.


The technical answer depends on both attacking army’s OP vs defender DP, where at a certain ratio you lose the ability to see defenses. But for whatever reason, above a certain attacker OP value, it allows it regardless. It’s not super constistent to track exact ratios, but 7 T1’s always does the trick (except use T2’s for Halfer)


07:18:07 Feb 4th 24 - Mr. Mullet Also:

i know this aint a guide forum but it seems active

ive played this game off and on for 16 years and never done a magic

do magic towers need mages to work for magic defense


08:04:29 Feb 4th 24 - Prince Mirelurker:

No, magic towers give magic defense on their own, think of it like the mages come with the tower. Like guard towers do not need soldiers, they come with the tower when you  build them.


08:19:57 Feb 4th 24 - Mr. Mullet Also:

https://www.youtube.com/watch?v=qMPpnCvCZvw



08:30:07 Feb 4th 24 - Mr. Mullet Also:

i gotta fire off on that thought because i know g towers only give a percentage bonus to op/dp with the flat prep time

if thats not old 
or just old falseness



09:07:31 Feb 4th 24 - Edi (Sir Edi The Great):

Thats not true

Click Guide in the main view
It tells you this



Guard Towers

Each guard tower gives 5 + military level, extra defence and increase line of sight


10:13:07 Feb 4th 24 - Mr. Mullet Also:

what 
wtf does 5 + military level mean brosef
because it dosnt mean they got dwarf not sticks
it adds prep time to a point same as sight distance
notice spaces 5 is a fn arbit number to a nothing stat gives% 

2k tower as you say would boost 2k pes into 2k T1s that dont happen



10:20:02 Feb 4th 24 - Dark Spawn (Lord Dark Spawn):

Each guard tower has 5 defensive points, and if you have military science you add that. For example if you have military science level 5, then guard towers have 10 defensive points each.


If you have 2k guard towers that is 10k defensive points and if you get 5 military science 2k guard towers would have 20k defensive points. 

If you have 4 military science your guard towers would have 9 defensive points (5+4) and so on.


10:28:30 Feb 4th 24 - Mr. Mullet Also:

okay possible
but it still does a wall boost no
or is this also old falseness


10:48:18 Feb 4th 24 - Dark Spawn (Lord Dark Spawn):

What do you mean? Guard towers have nothing to do with wall boost. If you want to increase prep time of enemies you just build walls.


08:01:01 Feb 5th 24 - Mr. Grendel:


Dark Spawn:

Each guard tower has 5 defensive points, and if you have military science you add that. For example if you have military science level 5, then guard towers have 10 defensive points each.


If you have 2k guard towers that is 10k defensive points and if you get 5 military science 2k guard towers would have 20k defensive points. 

If you have 4 military science your guard towers would have 9 defensive points (5+4) and so on.
Just learned something lol


16:21:08 Feb 5th 24 - Mr. Perrin:

And GT's defend against take over, NOT seige.

 5k GT's with no troops/pezz can be seiged with a scout. 
Which is something to consider in the "should LOS be affected by seige" conversation. Might do away with the dropping of all GT cities for los. 


16:42:13 Feb 5th 24 - Sable (Arkanist Sable Shorthalt):

Vision from GTs caps at 2k GTs anyways


18:00:22 Feb 5th 24 - Ms. Aisha:

That is not true actually, regarding siege using a scout. Only if the town is all empty except towers? If you have homes and peasants you will be fine. Keep in mind: 


Each peasant provides 0.05 defence.

So peasants alone are enough to prevent siege by a scout. Plus you can just do "new army" multiple times and get 5 soldiers instantly. 


18:11:50 Feb 5th 24 - Mr. Perrin:

 The 5k was to get his attention about the defense of GT'S, or lack thereof in siege...not just related to 2k los cap.  

 Didn't want him thinking a bunch of GT's is all the defense needed. 


18:24:56 Feb 5th 24 - Mr. Perrin:

That is not always true...a 3 Nazz scout can siege 9k pezz with 2k GT's... 5k GT's...50k GT's. 

A 3 cat scout, a 3 Archmages scout, 3 zerks..you can waste money spawning level 1 troops or creating a few armies if u want. And now your wasting money doing that, not getting income while your doing it, morale going down cuz my Nazz are hungry,  and I can break off and siege again. If you spam troops, fine. 

But then we are back to my GT'S are not defense all by themselves especially in siege statement. 



07:32:09 Feb 13th 24 - Mr. Plizzard:

From guide:


The Strength of the units are shown as Offence & Defence. Offence is how good the unit is at attacking and killing while defence is how good the unit is at defending.


But now I am told when you attack someone they hit you back with their offence points. For example if you hit pony riders you attack their 4 points and they hit you with 6 points? Does that mean attacking elf archers is almost free kill? Like you attack 10 but they hit back 2 only?




07:37:55 Feb 13th 24 - Mr. Ignix Garf:

Yes. That's why you should always calculate and use etis before attacking. Technical right now with aotd defence is better than attacking.


And I think you mean ghost which 2 offensive power and 1 on defence. So if 1 ghost scout meets 1 hobgoblin on the field. The hobgoblin will win(of course only if the have the same morale and military lv). Since Hobgoblin has 2 on offence and 3 on defence while ghost elf has 2 on offence and 1 on defence.
 


07:53:33 Feb 13th 24 - Mr. Plizzard:

I mean if army of lets say 100k warlors (10op10dp) fights army of 100k warlors that have same stat, 50% attack if you win or lose, both armies will sustain great casualties. Because both armies hit using 10op.


On other hand 100k warlords attack 100k elf archers ( (2/10) you will have 50% but after battle warlords would have minor loses cause archers only use 2 op. 

Edit: following this logic attacking gaia should give less casualties too?


14:03:06 Feb 16th 24 - Percy (Mr. Percy The Range Test Officer):

Plizzard, you are correct in the warlord vs archer battle example. Another way to view it is DP basically only dictates chances (how well the unit handles being attacked, think likelihood to turn and run), OP is what dictates losses (how well the unit either attacks if aggressor or counterattacks if defender). So in your example, attacking archers with warlords yields less-than-usual losses for the warlords for the given chance.

Following that same logic, when you attack someone else's gaia, they should take "normal" losses, but inflict extra losses on you.

Another fun caveat is, as a result, attacker DP is ignored, as they are the aggressor, so their likelihood to "turn and run" is not factored in


17:19:28 Feb 28th 24 - Prophet Eldarion:

Is this a thing, anyone knows? So, an army in city defending will have injured that will heal, but if they are all in cities, they would die without injured. Talking about when you defend the town and attack is not successful.




14:01:00 Feb 28th 24 - Mr. Plizzard:

If I had kept all my soldiers in army would I have more injured and not all these dead in homes?

If so, is that something you guys pay attention to, always have all soldiers in army no matter the upkeep?

Our Glass successfully defend Histeria. Why lead by Mr. Grendel attempted to forcefully return Histeria to Mr. Binh. We lost xxxxx Gaia, 0 Hammerthrowers, xxxx Ogres, xxxx Shamans, xxxx Nazguls and 0 peasants in the battle and xxxx of our soldiers got injured.
02:55:36
Why lead by Mr. Grendel attempted to forcefully return Histeria to Mr. Binh. We lost 0 Gaia, xxxx Hammerthrowers, 0 Ogres, xxx Shamans, 0 Nazguls and xxx peasants in the battle.


21:35:25 Feb 28th 24 - Konstant (The Ancient Ancient):

This is entirely situational. 


In general, most of the time it's best to avoid upkeep. This gives you a significant long term edge over someone who's eating the upkeep. Allowing you to continue massing units.

Sometimes it can give you some advantage by getting healed units back after an attack.

The best of both worlds is to put your units in an army when you suspect an attack is imminent. 

It also depends on what units? Naz? Almost always in an army when being attacked. AMs/Zerks/Cats? Probably good to keep in an army in a defending city as those 4 units are low quantity - high quality. 


23:33:13 Feb 28th 24 - Percy (Sir Percy The Retreat Tester):

@Elle Correct. Soldiers in homes do not take injuries, while troops in armies defending cities do. As Kon said, it’s best to keep soldiers in army when defending against attacks, but housed when no threat exists to prevent eating the upkeep costs.


There are reasons to deviate (as Kon also explains, so I won’t elaborate), but in 95% or more of defense cases where you expect the enemy to actually attack your city, it’s best to keep troops in armies despite the costs. But not all troops needs to be in army. MUs, for example, can be housed since they don’t help with defense, and does losing an extra few thousand MUs matter? In some cases yes, but most of the time no. For fighting troops, every little bit helps, so depends on your situation.

Personally, if I suspect they’re going to actually attack, I keep troops in army at all times for this very reason.


15:42:50 Feb 29th 24 - Mr. Zaneth:

I am even more confused now. What the hell happened here? 

His army is +200k soldiers, preparing me for quite some time
And then he attacks and fails. 
And suddenly from 200k units he's down to 2k units? 
Is that normal?



Curtain Call

Army Info
Commander:Bartimaeus The ForgottenKingdom Banner
Kingdom:Renaissance
Size:Regiment (2000-4000)
Race:Orc
Status:Moving North West

We have made 3 hostile attacks on them and they have made 6 hostile attacks on us.

This ruler owns more than three times as much land than we do.


Send Bartimaeus The Forgotten a message


Eye in the sky results brought by Sir Ghostfaces 0 hours ago:
Casting Eye in the sky from Gdjlssd upon Curtain Call with 92% chance of success... and Successful!
Through the eye we can see this information about The Curtain Call from Bartimaeus The Forgotten:
Curtain Call from Bartimaeus The Forgotten
Gaia:143989
Hammerthrowers:65590
Ogres:0
Shamans:0
Nazguls:0
Peasants:0


15:49:10 Feb 29th 24 - Binh (Mr. Binh):

Fail attack on town can have deadly losses especially at low % attack


16:53:13 Feb 29th 24 - Sable (Arkanist Sable Blackbrush):

or two failed attacks both taken above 85% :Eyeroll:


21:27:41 Feb 29th 24 - Phat (Lord Crados):

Boy, I'd hate to be a mage in that kingdom. 

AOTD MY SPAM!


@Zaneth, this may have been strategic as well. That army will only be expensive to maintain and provide little value past an OOP conflict. If they can use it to capture a city or two while also destroying that army, they're ahead. 

They get the income back from not paying upkeep and they've leveraged the resource. Esp with gaia, which cannot be released back into pez and trained into something else. They just release back into dirt, from which they came.


08:11:25 Mar 1st 24 - Mr. Plizzard:

So I am told I have waited for too long with low level units, I should have switched to high level units while back. Some others did, but those others have been killed in enemy core while back, while I have kept enemy city in their core all era, by using low level units. Having attracted attention there, enemies were unable to move around freely because of the danger of my large low level troop count. 


At what time is my tactic bad? Is there a specific time when I should switch to high level troops? Do enemies consider me a joke now in their core with my low level units? I mean any time I move there is an enemy army reacting to me, moving in my direction. I do not think they are laughing at me. 


Total:+720,860-37,121+330,348+0
Army Upkeep:-627,824
Building Upkeep:-121,093
Total Income:-28,057



Sure my income is really bad, and the idea now is to lose some of these units. But in the meanwhile due to some plunders I was able to have a lot of resources and I also have a small Naz army too. 

But why is having a huge army in enemy core bad? 


15:04:15 Mar 1st 24 - Dark Spawn (Sir Dementor):

A kingdom is a mix of all its members, all contributing equally for it to be successful. There is early era, mid era and late era, and roles are assigned. Orcs are expected to go hard early era and switch to Naz for late era. It all also depends on the era.


Lets take Mantrax as example, you are orc and as someone with less than 5 eras of experience you are doing a magnificent job. Core drop is super important to stall the enemy, look what Obliterator did to us, made us all fall behind drastically, even though he does not have an army now, he did his job early well. Its the core drop and humans sacrificing to stop orcs what makes mid era races strong. 

I did nothing early era, so that I can have a decent army now. If we do not have orcs we die early on, and if we do not have mid era races we die around this time. Everyone is important. There is no set time when you must switch to Naz, depends on situation. Main reason why people dislike low level troops is upkeep that gets you in negative. So once you go negative income means you must switch to Naz. And getting your low levels killed is not bad.


15:09:32 Mar 1st 24 - Venomz (High Warlord Venomz):

Low level units just give great value for money.

If you ever fall behind and need to match an enemies op/dp it's something you can do later on also, but usually you struggle to get the peasants for it, or to be able to manage the upkeep.

In your situation you're 1 of many armies, so having to deal with multiple at the same time is already annoying, regardless of the army strength.

If you have a mage that can aotd your army, that basically gives you an upper edge to other races that can't. But you don't need that if your kd members are the ones fighting the bigger threats.

Strength in numbers, it counts for low lvl units & # of kd members


17:00:54 Mar 4th 24 - Princess Yasmina:

One example of mechanic knowledge is this: 


Army from kingdom 1 is prepping city from kingdom 2. Same time army from kingdom 3 preps city from kingdom 2. If army from kingdom 1 takes the city, then the army from kingdom 3 stops prep and loses all the prep that it had. You had to move army to adjust to prep again. 

Makes no sense, but good to know. 


18:56:59 Mar 7th 24 - Mr. Ghostish:

I am sure this was asked before, but please remind me how do I know if aotd was already done if the guy does not reply in urgent moments. You can check aotd % and if its certain high number than there is nothing to revive? Is it 67%?


21:29:40 Mar 7th 24 - Binh (Mr. Binh):

Yes 67%


22:53:17 Mar 7th 24 - Sable (Arkanist Sable Blackbrush):


Binh:

Yes 67%


67% is technically just the max success rate so it's theoretically possible there could still be dead units just not many.

Like when casting on a small army of 10k ferocious nazgul, given enough mop it would still be incredibly easy to get 67%


02:25:25 Mar 8th 24 - Percy (Sir Percy The Retreat Tester):

The way I see if an army has received AotD is to check the chances with like 1k MOP.

First: check that you have full power range on the target with large MOP amount. Want the displayed MOP to match the expected value. Displayed MOP = Expected MOP = MU * 0.2 * MagSci * boostMT. If displayed MOP matches expected, you have full power range.

Second: assuming you have full power range, check chances with 1k MOP. If you get 67%, there is nothing of value dead in the army (either 0 or very few). If you get 0% despite full power range, there are a measurable number dead, so keep increasing power to see what relative count are dead. If you get something other than 0 and 67%, there is some dead, but whether its worth casting on depends on the race and expected troop level.



06:11:48 Mar 8th 24 - Mr. Mullet Also:

not a guide but active question again

tavernes  
how many is to many or little 
i go 1 per 1250 pez 
do soldiers drink more?
it would make sense
thoughts? 


14:06:05 Mar 8th 24 - Jack Daniels The drunk (Dragonlord Whiskey Watcher):

tavs are not needed but do nothing till you have about 1k of them


12:46:36 Mar 9th 24 - Mr. Mullet Also:

thank you 
ive got a block move army thats all pissy 
wasnt sure why tave wasnt doing
i know transfer does exp drop but wasnt sure why the morale drop


18:07:20 Mar 21st 24 - Uni (Mr. Uniras):

Why does burn and destroy lower morale so the army is now 20% weaker? What the hell???


22:06:22 Mar 21st 24 - Jack Daniels The drunk (Dragonlord Whiskey Watcher):

you lost 40 points of morale on 1 bnd?


14:21:18 Mar 22nd 24 - Uni (Mr. Uniras):

No, the fact you lose 20 points makes no sense


16:29:14 Mar 22nd 24 - Jack Daniels The drunk (Dragonlord Whiskey Watcher):

your army is only 10% weaker then. Morale only drops your op/dp by 0.5% per point of morale.

dont play orc much so cant really talk about how bnd works. just wanted to clarify how much op/dp you actually lost.


20:48:16 Mar 22nd 24 - Dark Lord Anewbis:

It's why you generally do not BnD with your main army though, unless of course you can merge into a high morale scout afterwards 


17:21:07 Mar 23rd 24 - Dark Spawn (Sir Dementor):

Keep in mind when ever you settle a city, the morale of the city will be 100%. So burn, settle city, merge into new army (remove level 1s if you are using horses) and move on. Unless you need aotd then you can’t do that.


Funny thing is enemy angered my army to 31% morale and I spent 15 hours walking to a scout to merge into and while writing this I realised I can just settle city. So, confirmed, army at 31% morale will settle 100% morale city. 


17:58:06 Mar 23rd 24 - Percy (Sir Percy The Testing Tester):

The morale loss on BND was meant as a penalty to the mechanic. Its too easily countered by the ways Newb mentions, but thats my own opinion :P


18:23:38 Mar 23rd 24 - Prince Mirelurker:

When you're trying to block enemy from settling cities in your core by moving your scout near their scout. Do scouts need to be stationary to prevent spawning cities or can I block the enemy if my scout is moving?


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