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Good Races -- Human/Nomad
Unit Offensive Strength Defensive Strength Special Ability Cost
Spearmen/Fighter: 3 0 - 275p, 25r
Archer/Crossbowman: 0 3 - 275p, 10r
Knight/Blademaster: 2 6 25% fewer casualties 950p, 85r
Cavalry/Valkyrie: 5 3 Returns 3 hours faster from battle 1200p, 80r
  • Human Food Production: +5%
  • Nomad Mana Production: +5%
  • Both
  • Home Land Type: Plain
  •  
    Self-Spell for Human/Nomad Only
  • Crusade: Gives 10% attack strength bonus against all EVIL races, and allows you to kill Undead/Spirits.

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    Author Message / Information
    Regis






    This message was updated on 6/5/2003 7:47:47 PM by Regis

    Thank You Viruz!!!!
    replied on: 6/5/2003 7:15:14 PM

    I have two reasons why I went with Knights instead of Archers. First, the Knights are *very* cheap compared to all other elite defensive units. The costs are 532k for Knights and 308k for Archers (with 20% Smithies). That means a difference of 224k plat. However, the Archers mean I have 600 less draftees that I can use for exploring. The plat is not what is going to limit my ability to explore much longer.

    The second reason is efficiency. Those 600 Archers could be peasants. 600 employed peasants over 45 days (the rest of the round) make ~2 million plat (Only counting Midas' Touch). Quite a trade off isn't it? 200k now for ~2 million over the course of the round. Even if you release your troops relatively early on in the round you still lose out because you didn't have those 600 peasants for however long you waited PLUS you have to re-train them as Knights.

    I think I'll stick with Knights and the 2 million extra plat.

    -Regis

    P.S. I just did the math and it takes 125 hours 5 1/4 days) for the 224k plat to be made up using all elites. Obviously it would take much longer for other races because Humans have a very cheap defense elite that is 2x as strong as its defense spec. Halflings, for example, would take 4 weeks; Which almost begs the question-Why use MTs at all except for keeping 1-2 SPA?
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