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Tim_Myth
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heyhey TimMyth
replied on: 5/29/2003 2:43:54 PM

When you get land in, each acre houses 5 people (10 for some races) and employs none. Buildings under construction house 15 peasansts and employ none. What you ideally want to do is have a high enough employment that those people are earning you money. If you had 100% employment on 1000 acres with 15 employed peasants per acre, you'd have 15000 employed peasants and 15000 jobs. If you take 50 acres, you get 250 more peasants who are unemployed. As you build those 50 acres, you'd have 750 (500 more) peasants laying around freeloading. If you ran an employment of 104% instead, you would have 15600 jobs, and 600 of those 750 peasants would be making you about 1800-2000 extra plat per hour (with mods). If you're attacking very frequently, you may want to go a little higher. If you're hitting once every 3 days, you may want to go a little lower. It's kind of a JIT (Just In Time) Inventory System.

As for building barracks, if your pop bonus is over 33.3333% don't build barracks. Barracks house 40 trained and training troops. They are not affected by pop mods at all. They will always hold only 40 troops. Houses hold 30 troops, but are affected by pop mods. If you have a 33.3333% pop bonus, your house holds 40 people. So, if you were an Icekin with a 33.3333% pop bonus, it wouldn't matter if you built your bonus acres into homes or barracks.

Forcasting DPA is a tough cookie. A *very* general rule of thumb is 20DPA by the end of week 1, 30 by the end of week 2, and then about 1-1.5 extra DPA per day after that until the end of the round. Your best bet is to find someone bigger than you with a huge amount of networth and spy on them. Make sure you have more defense than they have offense. An exception to this is if you know a majority of the people bigger than you have less defense than you. Defense isn't always about being the toughest to break, its about not being the easiest target.
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