"Heavy Attacker" by ThuggedOut

Introduction:

I have never been a attacker before, but my KD needs more, so next age I am going to try to become one next age. It plays on human strengths science and attack speed (due to the spell quick feet). I also try to cover the theif and mage defense as best I can without giving up to much attack power.

200 to 500 Acres:

Draft Rate: 60-65%

  • Mines: 5%

  • Farms: 7.5%

  • Armouries: 20%

  • Banks: 2.5%

  • Towers: 10%

  • Guilds: 25%

  • Libraries: 30%

Dpa: At least 25

OK, during this stage you really are just doing a science and wizard pump, as well as starting to build up the defensive part of your army. You, in all honesty will be pretty useless at this stage of the game, but chances are you will be close to 500 acres at the end of protection, so being useless here reall dosent matter to much. The object here is to explore as much as possible, train no army or theives until the last 30 hours of protection. During this time cast love and peace and patritism. After 30 hours are left cast inspire army, (also love and peace and patritism if still neccessary) and train all defensive specs until out of protection(the more the better), with the exception of getting about .25 tpa (for defense only). When leaving protection make sure you have minor protection casted on you and get a elf in you KD to cast clear sight on you if it is possible. With the sciences ( using some sort of science calculator, possibly from some other utopia related site ;) ) raise your sciences to 70% of max in this order population, money, war, food, magic, thievery. Keep the building science at a acceptable level to you throught the entire process. I realize that you wont be able to get all the sciences that high that fast, but follow that order throught the age until its completed.

500 to 1,000 Acres:

Draft Rate: 65%

  • Farms: 7.5%

  • Barracks: 15%

  • Hospitals: 9%

  • Banks: 9%

  • Towers: 4%

  • Guilds: 9%

  • Watchtowers: 9%

  • Stables: 6.5%

  • Dungeons: 1%

  • Libraries: 30%

Dpa: At least 40
Tpa: At least 1

Ok, in this stage of the game we are going to start to build up the offensive part of the army as well as start to get up some basic defense, while still pumping that science. You will still be a little on the useless side here, but do not worry...soon you will really shine! Well first off we need to raise that .25 tpa to 1 tpa, defense first I always say. After that, we will aim for 10 defense specialists per acre (our main goal), while still starting to produce offensive specialists. When attacking, cast quick feet and annonymity to be able to attack fast and avoid retals, so you can grow fast still. By the end of this stage you shouldhave the 10 defensive specialist per acre as well as close to the goal 70% maxed science in all categories. If you do not have the target science at the end of this stage stop at the end and pump science to acheive that goal. Rember that building science is getting less and less important as you grow bigger and it can suffer here, it really dosent matter to you. During war you may want to increase your amount of WTs by about 5% or so, if you want to do this raze libs, but then replace them after the war. During this stage also try to keep the obvious spells casted - minor protection ect..

1,000 to 1,500 Acres:

Draft Rate: 65%

  • Farms: 6.5%

  • Barracks: 15%

  • Armouries: 3%

  • Hospitals: 10%

  • Banks: 5%

  • Towers: 4%

  • Guilds: 9%

  • Schools: 30%

  • Watchtowers: 9%

  • Stables: 7.5%

  • Dungeons: 1%

Dpa: At least 40
Tpa: At least 1

Ok guys, here is what you have been waiting for. We have switched thoose libs into schools, your science effectiveness should be out the roof! Your population will dramtically increase, thus increasing your offense. The barracks have also increased slightly, making you be able to attack more often. We have also added a few armouries to increase elite conversion a little. For your attacks still use quick feet, and use annoynimoty if necessary. We should be trying to build up some honor now. Your offense should also start to get real high here. If you want to you can pump elites before you begin this stage as well by changing your libs to arms and pumping the elites by attacking and just training them. After you put up the schools you cant really take them away without hurting your provence alot.... also if you need more WTs in war i suggest taking away the armouries for them, you really cant afford to lose anything else...

1,500 Acres and up:

Draft Rate: 65%

  • Farms: 6.5%

  • Barracks: 20%

  • Armouries: 4%

  • Hospitals: 10%

  • Banks: 3%

  • Towers: 3%

  • Guilds: 7.5%

  • Schools: 30%

  • Watchtowers: 7.5%

  • Stables: 7.5%

  • Dungeons: 1%

Dpa: At least 40
Tpa: At least 1

Ok, here is the strat we will use the rest of the age out, it sacrafices some defense for power, but its the end of age and we have worked so hard to become strong, why not just become a POWERHOUSE. The towers and banks might be a problem, if you cant manage with them that low ask for aid, if that dosent help trime 1% from Arms and 1% from stables and add it where it needs to go. still use quick feet with every attack and leave MP on at all times. In war you can help yourself out by asking the freindly neighbord elf to cast clear sight on you as well as magic sheild. Well if you made it this far and used this strat, I know you have a huge offense and have a great attack speed. That was basically the goal of the strat, the more elites you get the better you will be so attack as much as possible. Like I said earlier, I have never been a attacker before, but I believe that this strat will work pretty well, maybe it needs a few tweaks here and there, any imput would be appreciated....Thanks!

- ThuggedOut (6-Mar-2003)

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Author

Comment

Dirty_Dawg

Certain Parts seem make it seem kinda like a rainbow strat, but I guess that's what you get for being an attacker though.

ThuggedOut

well the guilds and stuff are there for defense....i see attackers in my KD get hammered by T/Ms, i tried to have defense against that in the strat....

Dirty_Dawg

It's not the guilds. Those are needed. I mean like the 4% Armories or 3% banks or the 1% Dungeonss. That little of percentage is pointless

Dengar

lol, ya if I were you I would clump all those little percentages together into just one building

ThuggedOut

well 1% dungeons is really usefull, because if i use all my prisoners, every attack, then they dungeon will refill and be ready to be used for the next attack.....anything more than 1% dungeon is pointless...unless you want to save up prisoners. Also you kinda need to have a income...thats why the banks are there....and the arms...yeah maybe your right there....that was just to help with elites a little....but still thanks for the imput.

Hand of Reason

How about this ...

Protection ...

First buildings build 80 mills .. 40 hospitals and 15 towers ... explore 125 acres ...

u should be at least 500+ acres at the point of protection ending ...

from there build a total of ...

10% farms
30% banks
25% arms
15% mills
12% guilds
8% towers

Most is self expanitory ... arms for cheaper training .. mills for cheaper buildings and exploring costs .. ( trust me it does help alot) ... banks for cash ... guilds for wizzies ..

Durring protection you should be able to get at least 2k+ defenders and thats if you really suck ..

500+

spend a few more days exporing and training so that you keep up with the big time explorers as they will be your main targets for the next 2 weeks ...

1000 acres ...

10% farms
20% mins
30% banks
25% uni
10% guilds
5% towers

Do a minor science pump so that you have at least 30k in each one at this time as its still early in the age and you dont want to fall behind ...

change to this once done science pump ...

7% farms
25% barracks
10% forts
30% banks
10% forts
10% guilds
8% towers so that you have the runes to cast spells as they really start to get expencive ...

2k acres ... chagen back to science pump strat and raise them to at least 75k in each ...

then go to ...

40% homes
5% farms
40% schools
10% guilds
6% towers
1% dungeons

once again do this till around 3500 acres which honestly you should now be at around 3-4 weeks into age ...
do another science pump up to 200k in each one and continue .. ever 1500 acres there on do science pump .. all you ave to do is change 25% of your homes to uni ... you should be makin at least 250k after expences at this size as i was ...

Now you can do an elite pump at any time ... but recomended at around 3k+ acres ...

Hand of Reason

sory -2% from guilds in last build strat ...

ThuggedOut

40% schools and 40% homes? hmmmmm i dunno sounds kinda odd....plz message me man i wanna talk to you

Falcon_RD

Might be best with:
40% Schools,
7% farms,
7% towers,
1% Dungeons,
12.5% guilds,
7.5% towers,
20% homes,
5% banks or unis.

Tyriel

As an attacker:

Toss Banks, Mines, and Thieves Dens completely. You need other things more.

Toss Mills after you've reached a certain point.

Ignore Schools at first, pick a number of acres and put it into Libraries. When your sciences approach your racial max, switch those acres to Schools. If you end up at 40% Schools, good, but you'll have to give up something.

Homes are a personal choice...as an attacker you expand quickly when you so desire, so population isn't that big a deal, or so it seems to me at this point. And you are really hurting for percentages as an attacker.

Put 10% in Forts unless you really, really need it elsewhere. If you wish to be a specialized attacker, your DPA will be lower than any other specialization strat.

Put at least 10% in Watchtowers, or don't even bother. I suggest 20% unless you have a decent TPA.

And finally...don't ignore Hospitals. 10% is ideal. As a fast attacker, you lose troops at a nasty rate, and it's nice to be able to save almost half of them. Also as an attacker with a low DPA, you need to maintain the defense you DO have very well.

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