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Noz13
*Coolest Lady in the World*






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OOP Guidelines
posted on: 6/7/2003 5:48:19 AM

I found this on the Dominion Forum posted by Wolfy there, I thought it was a great post for newbs, so I am reposting it here, but the thanks goes out to wolfy.

Discussion: Wolfie's oop guide

Original Post- Posted at: 6/3/2003 7:18:00 AM

Hello evry1 out there! When I check this boards it seems like the same mistakes is made over and over again so I though it would be good to post some tips here. This is mainly for you players that have trouble getting over 500 acres oop with nice offense and defense.
The first thing have to be the buildings... The first buildings you need is Towers and Alchemies. 20 towers is good enough. You wont need more in protection. Maybe more if you want to use all spells under protection. But the only main spells you need in protection is harmony and midas touch. Harmony is a truly wonderfull spell... Its great. It increases the number of peasents you get each hour. You need much peasents in protection. Both for exploring and getting some platinum. I also mentioned alchemies. They are GREAT in protection. They really rule. I would recommend as many as possible. ATLEAST 100. 200 is great. They give you the fast money you need so badly in protection. There is also another great building in protection. They are called smithies. They reduce the cost of your military. I dunno whats about them right now, I would need a simulator to tell you about the case this round. And I dont think viruz simulator is updated? Correct me if im wrong! On the other hand elites (the last 2 units for each race) have gotten more expensive. So... I dunno a % in this building. Listen to some1 else in that question! However... if you are going to use smithies explore the plains you need before or on when its 35 hours left of protection. Build the lands when its 23 hours left and then you can train elites when its 11 hours left. And specs when its 8 hours left. Some of you maybe think im stupid now when im saying 35, 23 and 11 and you think its 36, 24 and 12 but im sorry, thats not the case. Im smarter than you Count with the 0 hours left in protection. And then the hour change when you leave protection. So its 35, 23 and 11.
Ok... now I bored you enough with the buildings I guess...

Now for the exploring part! This is very important in protection! You want as many draftees and as much platinum as possible. The platinum cost for exploring change for evry single acre you get the draftee cost however change on certain land amounts. At 300, 420 and 633. You should worry about the others in protection . So you want to stay first on 299, then 419 and then go to 500 acres. Or 632 if you are an explorer. There are 2 main ways for the first exploring wave. Either explore 19 acres or 34. If you explore 34 acres you lose like... 8-10 hours of the 4 draftee cost. But you get the buildings later... Its just to chose. I personally like 19 more. Oh, maybe I should explain why its 19 and 34. You maybe know that the land bunos is 15 acres. If you explore 34 acres and then take the bunos its 34+15=49. 250+49=299. the draftee cost dont change. If you explore one single acre more it will change. if you explore 19 acres its 19+15=34. And then you wait some to explore so you can get another land bunos. 34+15=49 and 49+250 is 299. And you can explore HUGE amounts of land for only 4 draftees/acre. Remember to explore BEFORE you get the new land. Explore in 11 hour cycles. Its MUCH cheaper. Ok... and that was the exploring part...

About the land and plat bonus. Well... this actually doesnt matter so much but you should get your land and plat bonus as late as possible. The cost for constructing and exploring increase with the amount of land you have. So 15 acres more increase the cost. Get it as late as possible evry day to avoid this. And the plat bonus is maybe more important. You get more peasents all the time. And how much plat you get from the bonus depends on the amount of peasents you have. So more peasents means more platinum. So get it as late as possible! But get your bonus each day! VERY important!

Some land amount and offense/defense you should aim for? 500 acres for attack and 632 acres for explorers. Defense for the 500 acres attack is like 2,5k-3k defense. Depends on the wave you are in. (There are six waves in protection. Each wave start at different times, 1 hour after each other. So first start wave 1, 1 hour later wave 2, one hour after that wave 3 and so on till wave 6. The later wave the more resources and peasents you start with) The later wave the more defense you need! And you should be able to get like.... i dont know... 3,5k-5k offense depending on race and how much you want to attack. If you get 5k offense you should be able to get like 300 acres oop (out of protection). The explorer might need 4,5k-6k def. I dont know acutally But like no serious good guy would attack a 632 acre guy that have 5k offense. No way. But it exist suiciders, I know that beacuse they attacked me evry single round so far Of course the explorer shouldnt have any offence. Or maybe little if you want to join the big oop party But not much.

I guess thats it! I will continue this guide if I see that I forgot something. Please come with comments and PLEASE correct me if im wrong!

Enjoy the game and dont be lame!

/Wolfy

-Wolfy
Noz13
*Coolest Lady in the World*



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OOP Guidelines
replied on: 6/8/2003 4:46:47 PM

Exploring, land sizes & important hours

- Explore new land an hour before the previous patch comes in.
- Explore oop: 500-650 acres
- Attack oop: 450-500 acres
- 1,13,36,48,60,63;
1 = Start building
13 = Start casting spells
36 = Explore enough land for smithys
48 = Build smithys
60 = Build elites & spies/wizzies
63 = Build Specs

Buildings & Spells

- Hour one: Build atleast 17 towers in order to cast Harmony ASAP (hr 13)
- Docks: 10 docks built on hour 1 = 30 boats
15 docks built on hour 1 = 45 boats
20 docks built on hour 1 = 60 boats
- Alchemy; Great building, alchemy > home/barrack/treasury, NOTE: ONLY on the first 72 hours of the game. 100-150 is a good number.
- Farms: Depending on your race, you might survive with the 30 from the beginning; however, it will slow you down OOP -> 35-45
- Ore Mines: For all other races except gnomes and those who do not need ore; 20-30 should suffice
- Lumberyard: 25 will do for the protection, however, you are limited with investing if you explore huge chunks. Again, it would slow you down OOP if you have just 25 of them. -> 30-35 is good (except for races that gain power from forests, they usually build more).
- Towers; 17 is a must on hour 1. 25-30 will do for OOP and they give enough mana to seek targets.
- Diamond Mine; not very beneficial building for OOP now as income bonus is only +10%. Round 17 saw many players going without them in protection (me included). Later on they are good for everyone - people build up to 500 of them.

Troops & attacking

- ~2500 defense is enough for an attacker - people seek defenseless targets. If you explore, higher defense should be built, ~3500-5000 (higher it is, more you can explore without building troops).
- Offense: get as much as you can - but keep in mind the 2:1 mod. rule
- Spies and Wizzies. 100 spies is good (maybe even too much?!), 25 wizzies will even suffice. You can go 2:1.
- Look for people who have a lot of land but low nw -> means that they did not train troops, or they are not trained yet. CHECK FOR FOREST HAVENS.

I'd say the most you want to explore oop is 632 acres, you dont have the peasants to employ more buildings than that, and the draftee cost for exploring goes up at 633 acres

(im saying the highest acreage you want to COME out on is 632, you can obviously have more incoming)

I would say 40-50 spies are enough since your opponent will only have 10 spies. You will need a little more wizards though since your opponents will probably have 10 wizzies and 10 AM (30 wiz in total)



Reposted from Dominion Strategy Forums. Orginally posted by Para
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