Tired of seeing ads? Click here to upgrade to Elite Membership!


Good Races -- Merfolk
Unit Offensive Strength Defensive Strength Special Ability Cost
Mermen: 3 0 No boats needed 275p, 0r
Sirens: 0 3 - 300p, 0r
Kraken: 4 2 Sinks boats when attacking, No boats needed. 650p, 0r
Leviathan: 0 7 Sinks boats when defending. 1450p, 0r
  • Lumber Production: -30%
  • Attack Strength vs. Lizardfolk: +5%
  • Home Land Type: Water
  •  
    Special Self-Spell for Merfolk
  • Erosion: 20% of captured land automatically re-zoned into water.


  • Dominion Home Page
    The Tavern of Dominion -> Merfolk
    Control Panel
    Log In! | Register
    Your User Name:
    Your Password:    Forget your password? | Register
    Subject:
    Message:


    Emoticon Listing
    HTML Help

    Options: Check here to include your profile signature.
    Check here to stay logged in.
    Convert smiles.
    Preview your post. (This feature will still post your message,
    but you can edit it from there if you need to make changes)


     
    Tired of seeing ads? Click here to upgrade to Elite Membership!


    Author Message / Information
    Tim_Myth
    *Moderator*
    Avatar



    Merfolk Efficiency Calculator
    replied on: 6/9/2003 9:23:40 AM

    Sorry this took so long. My wife had plans for me this weekend.

    OPA/DPA: This is anybody's guess. It really has less to do with acres than it has to do with time. 2000 acres in week 2 requires a lot less defense than 2000 acres in week 6. A *very general* rule of thumb is 15-20 DPA week 1, 30-35 week 2, and go up by about 7 or 8 DPA per week after that depending on where you are in the rankings. Your DPA will always be dictated by the biggest offenses in your range, so if no one is in your range, you could put 0 in for that number. Also, the DPA is only figured with troops that you would probably use for defense. If you intend to use werewolves for your offense and defense, you'll want to change the elite offense strength and costs. Conversly, defense is not used when calcing your offense. If your a troll, and you set the sheet to 30 opa and dpa, you would actually have 60 dpa when your troops were home (assuming equal mods) and technically, you could send out 40 OPA leaving 20 DPA at home. It is always assumed that you have cast Ares' Call. Even if you're a halfer or icekin. To simulate Frenzy and Blizzrd, put 10 or 5 in the racial defense cell.

    "is it plan ahead to 1500, assess things": Yes, that is exactly what this sheet is for. It could be used during the round to help you determine how many towers, ore mines, farms, etc you need since the formulas for resources are what I would normally use anyhow, but the main purpose of the sheet is to help you decide "where to go from here?" It should help you decide when to start getting rid of smithies or alchs. It should help you decide which techs to take.

    Rezoning: 60% is an estimate. It varies by race. For races like WE, Gnome, DE, etc, the percentage might be a bit higher. Most races will have a lot of plains and a lot of hills. If those are what you need 60% isn't a bad estimate. If you hit one of the races that needs 80% forest, expect to rezone 75% or more.

    Towers: Never invest in your towers. A lot of people say not to invest in irrigation either, but I disagree (although it may be closer to true now that farms produce so much).
    Tired of seeing ads? Click here to upgrade to Elite Membership!


    ChatArea.com Help & News Forums | Terms of Use | Contact ChatArea.com | Advertising

    Powered By ChatArea.com - Get your free Society today! © Copyright 2003 Wewp!