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| 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 | |||
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| Author | Message / Information |
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Tim_Myth
*Moderator* |
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. "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). |
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