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Good Races -- Gnome
Unit Offensive Strength Defensive Strength Special Ability Cost
Suicide Squad: 4 0 Squad Suffers 50% casualties 200p, 50r
Tinker: 0 2.5 - 250p, 5r
Rockapult: 2 4* * Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. 675p, 330r
Juggernaut: * 3 * Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between 75% and 90% of your land, Juggernaut's Power is 6. Over 90% of your land, and Juggernaut's Power is 7. 775p, 550r
  • Max Population: -5%
  • Food Consumption: -20%
  • Gem Production: +5%
  • Cannot build Barracks
  • Home Land Type: Mountain
  •  
    Self-Spell for Gnome Only
  • Mechanical Genius: 10% reduction of re-zoning costs.


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    LiveWire






    Quote | Reply |


    OOP attacker.
    posted on: 6/1/2003 5:49:24 PM

    i need a sim to perfect this but heres what im thinking.

    25% homes
    15% OMs
    10% DMs
    10-20% masonry?
    10-20% GNs
    20 docks or so

    should i raise my home/OM numbers?

    i plan on using suicide squads for a couple fast grabs then switching to explorer.

    also.. im thinkin i wont need alchs or smithys at all.

    lemme know!
    mickles
    mIRC Representative



    Quote | Reply |


    OOP attacker.
    replied on: 6/1/2003 6:15:07 PM

    probably gonna want to double your oremines. Also masonries are worthless till you get your imps up. Go all dms first, then all masons.
    LiveWire




    Quote | Reply |


    OOP attacker.
    replied on: 6/1/2003 7:13:05 PM

    alrite. so gnome oop attacker isnt a bad idea then? i think gnomes got some good indirect buffs with the OM buff and the improvement buff. i plan on getting the +pop tech path and hefty keep improvements.

    Tim_Myth
    *Moderator*
    Avatar

    Quote | Reply |


    OOP attacker.
    replied on: 6/4/2003 9:54:40 AM

    Hmmm...I swear to god I replied to this post, but I don't see it now. I wonder if I posted an irrelevant reply somewhere else, or if I fell asleep before I clicked the Post button...


    Anyhow, Mickles is right, double your OMs. My wife played Gnomes one round and she was always hurting for ore with 27% ore mines. If by some odd twist you still have problems getting 40% mountains, run enough GNs to make up the difference. Otherwise you'd do better to run alchs, DMs, Shrines, or Factories (I'm trusting mickles on this one).
    LiveWire




    Quote | Reply |


    OOP attacker.
    replied on: 6/4/2003 3:38:05 PM

    hmm.. ive been hearin alot of anti-masonry talk. im really hoping this aint true =o

    and ya mostly asking cus i had no sim around
    now that ive got a sim i runnin things nicely!
    Tim_Myth
    *Moderator*
    Avatar

    Quote | Reply |


    OOP attacker.
    replied on: 6/4/2003 4:06:32 PM

    To make the masonries worthwhile, you have to have pretty decent improvements in the first place. If you grow quickly, you won't have high improvements unless you run an insane number of diamond mines or have a race that natually produce a sh*t-pile of some resource that can be invested like dwarves or wood elves. If you know you're not a top 100 player, you could probably run 20% diamond mines and 20% masonries and come out ok. For your average fast growing race, they don't seem to pay off...
    LinkBot





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