Monday, February 13, 2006

Utopia Game Strategies

Introduction:
Merchant in Genesis
not going Rogue simply because so many other people are going Rogue

1 Acres and up:
Farms: 13%
Training Grounds: 15%
Barracks: 20%
Thieves' Den: 15%
Banks: 5%
Guilds: 12%
Towers: 7%
Stables: 10%
Dungeons: 3%
Not going into protection because I still havent figured that one out.
Plan on drafting 60-62%. With +30% population (assuming i can keep it filled) there will still be plenty of room for economy. I'll have 32.5ppa to do with as I will. Approx...10 dspecs/a8 ospec/a1wpa2tpaNo idea if that comes out to my 60-62% DR, but if not its easy enough to adjust. As elites come in theyll replace ospecs.
13% farms - 30% more population = 30% more farms than usual
20% barracks - the standard
12% guilds - higher than your normal attacker because I'll need more wizards to get 1 per acre than someone with a lesser population, and I really dont want to get fireballed.
7% towers - self-spells, CB's
10% stables - should be enough to horse the army
3% dungeons - prisoners...
20% banks/TG's - I just put down a guess, I'm already getting higher income from merchant personality and will have a big army, so more TG's than banks seems logical.
15% TD's - Ah, the fun part. Gotta keep my 2 tpa alive and effective enough to keep my peasantry up.Clearly nothing about science, us undeads dont get science...
Forgot stuff I know, oh well. let me know if I did.
KnightoftheNite (13-Feb-2006)

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