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Cayman Islands24199 Posts
On February 28 2006 03:57 Jim wrote: you are right but they cost 3 times as much; so true they are 2x as effective but I am not sure its worth the tech cost. Tehy are more than 5 times more effeective. Speed * capacity. ^^
(14/6)(100/40) 35/6 5.8333333...times more effective.
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Cayman Islands24199 Posts
monsen is right though, because the clubbie is more than 10 times more effective under ideal circumstances than a similar cost field (maybe much much more, like 50 times more effective -_-) And thsi ratio can absorb teh other factors. With the additional military you are supposed to destory bigger people and gain bigger farms.
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Cayman Islands24199 Posts
On February 28 2006 11:52 Anihc wrote:Show nested quote +On February 28 2006 03:52 oneofthem wrote: nah, horses are 6 times more effecetive at raids What is the state of his economy? If he only has 3-4 legionnaires I can't imagine that he even has all lvl 3 fields yet. The tech cost to roman horses is TREMENDOUS. For legionnaires all you need is ... a rax. Nothing else. Now for horses, you'll need lvl 5 acad, lvl 3 blacksmith, then lvl 5 stables, and then the research cost for the horses at the academy is daunting in itself. It'll probably take at least half a week to even get horses. By that time, if you simply get more legionnaires, you'll be able to upgrade fields as well, and have more troops to raid with. Infantry sucks at raiding for romans T_T
yes you should build an army of around 30 legs before going horses, but no need to mass 60 legs.
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ok i have all level 3 fields, and ghin killed about 10 of my legs with like 30 tt's... I built up a level 3 rax and a level 2 acad, but seeing as someone suggested upgrading fields to level 5 is recommended before cavalry I am left with 2 options: finishing the tech to horses with no army and risking being raided but with cavalry payoff, or building up another army of infantry and upgrading fields. which is the better choice?
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Cayman Islands24199 Posts
LOL. Tell ghin to send you 7 or so praes for defense as payback, then build a raiding force.
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On February 28 2006 15:14 zdd wrote: ok i have all level 3 fields, and ghin killed about 10 of my legs with like 30 tt's... I built up a level 3 rax and a level 2 acad, but seeing as someone suggested upgrading fields to level 5 is recommended before cavalry I am left with 2 options: finishing the tech to horses with no army and risking being raided but with cavalry payoff, or building up another army of infantry and upgrading fields. which is the better choice? Sorry about that. I knew your name looked familiar...
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thedeadhaji
39489 Posts
>dark-link
only excess resource i have is iron at the moment, and am in a severe clay shortage lol. i think i got my 14th phalanx soon so i'll prolly go raiding to see how that goes. We'll see from there, if the inactives are farmed out in the area already
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Good, so we're all in agreement =D I probably should of made myself clearer when I said don't tech to horses too fast.
Now here's a question - I'm beginning to raid active people who have small forces (ex. about 10-20 legions/phalanxs). Should I continue massing clubswingers to attack them, or use axefighters instead? Would axefighters give me less casualties? The slightly less travel speed and carrying capacity of axefighters don't matter.
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Someone with cavalry go beat up DigitalLychee, (-162|100). He is picking on me while I'm afk. 
He's got maybe 70 clubbers.
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Cayman Islands24199 Posts
He already got raped. Check it.
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United States37500 Posts
On February 28 2006 17:19 Anihc wrote: Good, so we're all in agreement =D I probably should of made myself clearer when I said don't tech to horses too fast.
Now here's a question - I'm beginning to raid active people who have small forces (ex. about 10-20 legions/phalanxs). Should I continue massing clubswingers to attack them, or use axefighters instead? Would axefighters give me less casualties? The slightly less travel speed and carrying capacity of axefighters don't matter.
Against Romans, you can definitely go mass clubbers without any problems. 60 clubbers can rape 20 legs with 10 casualities (not taking into consideration city walls). That's rape. =D
Against Gauls, I still think clubbers are the way to go. Yes, phalanx have the highest defense out of the three base units, but clubbers are just so much cheaper than axe. 60 clubbers kill 30 phalanx with 22 deaths.
I would almost say stick with clubbers until you can get Teuton Knight.
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man i got pwned, i made level 3 building and now if i make rally point i won't be able to make rax until i'm asleep, but while i'm sleeping my clay will stockpile into max and go to waste. i think i'm going to make a crop instead, cuz rax and rally point and 2 clubs are already -7 food
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Just signed up...where to begin? I'm upgrading some wood thingy. Dunno, whatever.
-103/201
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Well the thing is that losing 10 clubbers is not good. The most I can steal with 60 clubbers and losing 10 is 750 of each resource, which barely covers the cost of the clubbers lost. Now if he was inactive, it would be worth it because then he'll just be a defenseless farm. However, since he's active, he'll probably build more legions, so I'll have to kill them again, or even worse, lvl his cranny.
But I think you're right. Clubswingers are still more cost effective than axefighters. Is the only advantage of axefighters a better attack/crop ratio? Is that a big factor now? I hit a max (or I should say min) of -400 crop yesterday, but I have no problems with crop shortages. Or is attack/crop ratio not important until much later?
And requiem, how do you have clubs and no rax?
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thedeadhaji
39489 Posts
Kill if you are bloodthirsty. He has attacked, so there is just cause for retaliation =D. Ursularium (-107|179)
edit: Oh wait, he's in some alliance (WraithNW) 1. Ghaanz 193 2. LeneMarlin 114 3. ccedward 58 4. ess 58 5. Ursulo 52 6. Lord Parole 24
he is 52 pop, roman so pretty damn weak. my forces were out raiding, when he hit me. Luckily I spent all resources (and i'm gaul with 440 cranny) so he took like 50 iron and that was it.
BUT IT"S WAR!
>p.s. dark-link i reinforced your villiage to let my 1 phalanx at base survivve =D
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what i mean is after i have rax/rally/clubs it'll be -7 drain on my food, so i think i'll get a crop to get +6 right now to balance out the future negation
heh too bad i'm gonna lose like 200 clay from being at 800/800 until i wake up tomorrow
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I just had a great idea for those who want to do a specific BO in this game, basically the whole game is based on the browser visiting a set of php links after being authenciated with the server, which means like (link http://s4.travian.com/build.php?id=1 ) leads the client to their top left hexagon on their fields page, and the build commands take 3 parameters, building type, location, and "c" which is "74d" for me, though I haven't seen it change or signify anything, perhaps this c distinguishes the builds from each other by specifying building number or specific player number or something, or is just a random hex-value. My point is, is that a relatively simple script in almost any programming language (perl comes to mind) could be written to visit these links successively after defined periods of time, making the initial build order (i.e. all fields level 3, rax, troops) timed flawlessly and without player intervention. The program could perhaps be then expanded to deal with resource shortages and dynamically build the base with a set of predefined tasks (i.e. over the next x days make x legs and upgrade to cavalry, while making all fields level 5).. but I'm jumping ahead a bit there.
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Cayman Islands24199 Posts
"attack/crop ratio not important until much later?" yes, you can take that as a fact for now.
As for wraithNW, I'm sure we cna work something out.
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thedeadhaji
39489 Posts
On February 28 2006 20:11 zdd wrote:I just had a great idea for those who want to do a specific BO in this game, basically the whole game is based on the browser visiting a set of php links after being authenciated with the server, which means like (link http://s4.travian.com/build.php?id=1 ) leads the client to their top left hexagon on their fields page, and the build commands take 3 parameters, building type, location, and "c" which is "74d" for me, though I haven't seen it change or signify anything, perhaps this c distinguishes the builds from each other by specifying building number or specific player number or something, or is just a random hex-value. My point is, is that a relatively simple script in almost any programming language (perl comes to mind) could be written to visit these links successively after defined periods of time, making the initial build order (i.e. all fields level 3, rax, troops) timed flawlessly and without player intervention. The program could perhaps be then expanded to deal with resource shortages and dynamically build the base with a set of predefined tasks (i.e. over the next x days make x legs and upgrade to cavalry, while making all fields level 5).. but I'm jumping ahead a bit there.
sounds very promising and actually very realistic, if those are true. I can only code moderately in C tho -_-;;
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