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Evil Races -- Kobold
Unit Offensive Strength Defensive Strength Special Ability Cost
Grunt: 2 0 - 225p, 10r
Underling: 0 2 - 225p, 10r
Beast: 0 3* * For every one Beast, if you have one Overlord at home to match the Beast, then defensive power of the Beast increases by 2. 850p, 0r
Overlord: 3* 2 * For every one Overlord, if you have one Grunt being sent on the attack to match the Overlord being sent on the attack, the offensive power of the Overlord increases by 2. 950p, 55r
  • Max Population: +35%
  • Population Growth Rate: +10%
  • Food Consumption: Minus 30%
  • Spy Strength: -10%
  • Wizard Strength: -10%
  • Home Land Type: Hills
  •  
    Self-Spell for Kobold Only
  • Howling: Increases defensive and offensive military strength by 10% (not cumulative with other spells).


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    Avilyn






    Quote | Reply |


    How does this sound?
    posted on: 7/1/2003 12:21:38 AM

    This is what I am aiming for at 2000 Acres.

    Buildings
    Homes: 27%
    Farms: 7%
    Factories: 12%
    Ore Mines: 2.5%
    Diamond Mines: 22%
    Treasuries: 14%
    Lumberyards: 3%
    Towers: 5.5%
    Docks: 2%
    Incoming: 5% (Yes, I like to account for this)

    Just started building up factories. If I stay on schedule, I should have 3 times as many boats as I need

    when/if I convert, which should protect me from being sunk (I hope). The Treasuries were built mainly to

    protect against early round plat theives. No more will be built.

    Military
    3000 Grunts
    0 Underlings
    10000 Beasts
    10000 Overlords
    0.5 Wizard Ratio
    0.7 Spy Ratio

    Grunts would be used for clearing the occasionally inactive so my atacking realmies don't have to. My

    defense may be breakable, but there should be much better targets to be found.

    Improvements
    8% Science
    15% Keep
    0% Towers
    0% Forges
    10% Walls
    10% Irrigation

    I'll start focusing on Irrigation as my population begans to soar. Keep, Walls, and then Science in priority

    after that.

    Technological Advancements
    Farmer's Growth
    Miner's Refining

    Going for bankers foresight at 2250.


    At 3000 acres I plan on converting to masonries.

    Buildings
    Homes: 33%
    Farms: 7%
    Factories: 12%
    Ore Mines: 2.5%
    Diamond Mines: 27% (800)
    Lumberyards: 2.5%
    Towers: 5%
    Docks: 2%
    Masonries: 9%

    Masonries will grow from the Diamond Mines. By now I will have decided whether or not I want to

    convert to attacking, and will either drop the docks or the factories (if I'm attacking factories aren't as

    good, and as fun as they are, docks aren't that good for explorers).

    Military
    3000 Grunts
    0 Underlings
    ~21000 Beasts
    ~21000 Overlords
    0.5 Wizard Ratio
    1.0 Spy Ratio

    Certainly, from this far off, I won't be able to tell how much DP I'll need at 3000. I based these numbers

    on what I had last round. I feel the spys are important, as people continue to try and steal from me

    constantly.

    Improvements (by order of investment amount)
    Keep
    Irrigation
    Walls
    Sciece

    It's hard to say how high they will be since there are many factors that influence how fast I grow.

    Technological Advancements (the new one)
    Caravan Leader (If I choose to explore the rest of the round)
    Commander's Insight (If I choose to attack)

    I don't think that aiming for the 5% pop bonus is going to be very benifitial. I have yet to get that high

    in land in my previous rounds. Also, I have such high pop bonuses already (should be at least 60% I

    think) that the extra 2% and then 5% won't make that big of a difference. At least not when compared

    to the platinum I would save on exploring and troop loses.


    So what do you think? Are there any areas that seem like they could use improvement? If you do

    suggest something, please give me an explanation as to why. I want to become a good player; not a

    good follower. Thanks!
    Tim_Myth
    *Moderator*
    Avatar

    Quote | Reply |


    How does this sound?
    replied on: 7/1/2003 11:31:08 AM

    I like the fact that you are building troops to clear inactives. So many explorers could do so much better OOP if they had just a couple hundred spec attackers.

    If you're an active player, I don't think you'll need the treasuries in the beginning. People can't steal what you don't have.

    Why convert at 2k acres? Why not explore for another 2 days, get your 10% plat bonus, then convert?

    I think you're probably right about the pop bonus tech. Unless you plan to explore all round that is.

    Otherwise, it looks like you've put much thought into it. Good luck!
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