"Super Mage/Thief" by Dirty_Dawg

Introduction:

This is my first strat here. It has worked very well for me this age.

200 to 450 Acres:

Draft Rate: 60-65%

  • Farms: 10%

  • Armouries: 15%

  • Banks: 25%

  • Towers: 10%

  • Guilds: 30%

  • Libraries: 10%

In this protection strat you want to explore until you reach about 450 acres, and then start training all defensive specs. DO NOT train any thieves while in protection. Make sure during this to have Love and Peace and Patriotism on constantly. You might want to speed build your towers and some guilds.

450 to 900 Acres:

Draft Rate: 60-65%

  • Farms: 8%

  • Armouries: 15%

  • Banks: 30%

  • Towers: 10%

  • Guilds: 20%

  • Libraries: 17%

Dpa: About 50 to 55
Tpa: About 1 to 2

This is the exploring stage. This stage is pretty basic, just explore, explore, and then explore some more. Make sure you keep a nice DPA during this to avoid being attacked. Try to keep a low TPA just because it allows you to have more soldiers to explore. Some spells to keep on 24/7 are MP, L&P, and FL. The reason for the 15% armories is for those free elites. The 17% Libraries will help make the next stage a lot more effective. If you have any extra cash left over put it into Elites.

In case your Kingdom go into war during this stage just drop the banks down to 20% and put 10% forts. Also turn that 15% Armories and 5% Libs into 20% Thieves' Dens. Also you will want to raise your TPA a little.

900 to 925 Acres:

Draft Rate: 60%

  • Farms: 10%

  • Banks: 50%

  • Towers: 5%

  • Guilds: 8%

  • Universities: 27%

Dpa: About 55 to 60
Tpa: About 1 to 2

This is the science pump stage. This should last no longer then 5 days (Note: Do not explore here, the reason for 900-925 acres is from the 5 acre bonus). The 50% Banks should give you plenty of GC's to help. The order of sciences to be most effective in my opinion is Max Pop., Income, Food, Magic and Runes, Thievery, and if you have time Building.

925 to 1,400 Acres:

Draft Rate: 60-65%

  • Farms: 8%

  • Forts: 10%

  • Banks: 30%

  • Towers: 20%

  • Guilds: 20%

  • Libraries: 12%

Dpa: About 58 to 62
Tpa: About 2

Growing Stage. This stage all that you are doing is casting Paradise. Dise about 45 acres a day depending on how your DPA sustains, just make sure your DPA does not get below 56. Keep on the normal spells, L&P, MP, and FL. With 20% towers and sciences, you will be getting lots of runes.

1,400 to 1,800 Acres:

Draft Rate: 65%

  • Farms: 10%

  • Armouries: 30%

  • Banks: 50%

  • Guilds: 5%

  • Schools: 5%

Dpa: About 58 to 62
Tpa: About 2

Elite pump stage. Self Explanatory, just train as many elites as you can. Make sure you don't let your DPA get too low when you start turning D specs into elites. Come out with as many elites as you can until you must move on. If you want you can stay here until you get all 20k elites (that's about how many d specs you would have at this size). It all depends on when you feel like moving on.

1,800 Acres and up:

Draft Rate: 65%

  • Farms: 8%

  • Forts: 10%

  • Banks: 32%

  • Towers: 15%

  • Guilds: 15%

  • Libraries: 20%

Dpa: At least 65
Tpa: At least 4

This is the last strat. It gives you enough runes to dise and for spells. It gives you plenty of free science points to let you get max sciences. It gives you that extra 10% forts for defense. It is also flexible for war, which all it needs is that 20% TD's which can be put there by dropping the banks to 20% and Libs to 12%.

- Dirty_Dawg (6-Mar-2003)

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stranger

seems like a good one. Shame i always use my own strats. Yep can't beat my awesome rainbow starts

Dirty_Dawg

Notice it says Super Mage/Thief. I meant for it to be Super Thief/Mage. I didn't know how to change it.

ThuggedOut

its ok looking i just looked at the building percents as i am kinda tired...u have too many stages i think tho

Dengar

How do you like the strat submital script? I tried to include some extra features to make the strats more readable

Dirty_Dawg

I like it alot. The problem I had though was on the 1800 acres and up. I had two optional strats for that and it would only let me put one. Should I have just put 1800-1801 instead of leaving it blank?

Dengar

Ya, you probably should have. It would be kind of hard to integrate optional acre strategies into the submitting system

agricola

in some stages, you have a lot of banks. it's better to make that 'banks + mines', so people can use the power tool to calculate how much they should build, to get the best income

Androgine

I'm currently playing halfer super thief/mage, and i really think your strat can be improved a lot. First of all, i wouldn't think of someboy who has 4 TPA as a super T, you should aim for at least 7 tpa raw.
You don't need all those banks on your final strat, but you do need AT LEAST 15% thieves den, cause this is a thief strat, right? Another must when you go to war are WATCHTOWERS, if you think having a high TPA will keep others thieves away you're completly wrong,15% WT minimum are a must during war, i can assure you that i get most of my honour from thieves who dont use WT. You should also seriously think of using schools, if you have maxed sciences 40% schools will give you A LOT of benefits, high income, pupulation, food, and it will also boost your WPA/TPA.

Outcast

I like it only last part sux kinda :x
lose 20% libs and 32% banks. They are useless in that stage cuz you have enough money. Also lose the 10% forts imo.

The result:

OOW: WAR:
Farms: 5% Farms: 5%
Towers: 20% Towers: 15%
Guilds: 25% Guilds: 15%
WT: 20% WT: 20%
Schools: 30% Schools: 30%
TD: 15%

You would be killed by other thieves if you wouldn't take the WT's.
Higer Guilds would get you a much better wpa and really necesairry. :)
Schools will raise pop income and mag and thief eff. Need I say anymore :)

Outcast

Uhh again =)

OOW:
Farms: 5%
Towers: 20%
Guilds: 25%
WT: 20%
Schools: 30%

WAR:
Farms: 5%
Towers: 15%
Guilds: 15%
WT: 20%
TD: 15%

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