Attackers Notes
Mon, 02/05/2007 - 21:41 — kmann3
- Keep *at least* 1 WPA (wizards per acre) and 1 TPA (thieves per acre). These are for defensive purposes only. It also allows you to cast self spells fairly easily. Higher spells like land lust will be difficult to cast (if not impossible) -- but you aren't a T/M anyways. Having 10% guilds is the bare minimal to keep maintance on your wizards (so you can keep training about as fast as you get land).
- During war times and after a successfull attack, keep some land unbuilt -- incase of a retaliation. This is so they don't take useful land.
- Attacking people about your size is the best. Maybe a little smaller. If you attack someone too big, then you don't have a chance. Too small and the gains are too little -- and ruins the game for the smaller people.
- Use UtopiaAngel to calculate your attacks. Assuming you have a 1 WPA, then you should be able to get a Crystal Ball on the person so you can calcualte *exactly* how much you need to send. It's not a bad idea to send a little extra, incase they have magic on their side.
- To calculate ambush you do a SoM on the one that attacked you. You need to find out which army attacked you and calculate it's defense. You need to have 1% more offense than that to get 50% of your land back.
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