Unity Strategy
Just to prove that I am online 24 hours and constantly watch all my realms I decided to take the time to post a strategy thread. A place where everyone can maybe share a little bit of their knowledge to spice up the game. Here is a start to some of the things that I find myself doing in the game.
Forting: I am a stickler on properly forted realms. When it comes time to decide to tell what everyone to fort I have to take into account all the realms that are in play. In this game there is NO WAY you can possibly fluff and keep out everyone, unless it's the end game and you are so huge it doesn't matter. What is key is keeping out the highest % of realms possible. I want to fluff enough scum to keep 75% of the guild out. But yet not make myself vulnerable to war from everyone.
Pre War Fluffs.
Offensive: If you wanna go on the offensive I recommend a hybrid of offensive/defensive troops because if you are caught with all Pikemen or Kobolds, I will instictively gun for you. I will toss in whoever I need to make the stats fair, but I will go for you. That is life. By doing a hybrid your intent isn't 100% known. You could be waiting for a hit or you could hit first. By fluffing like that the ball is in your court. Oh yeah and have good money too.
Defensive: Obviously you want to see the general fluffing topic, but what is tricky is you know a guild is comming but they are just too small to take the offensive againts so you gotta wait it out. The key to a successful defensive move is judge how your enemy will hit. If they seem short on their temples you can sacrifice some of the scum. But land is everything. A parking lot is better to play than a 3k acre realm. Additionally, you do NOT want to fund your enemies war. DoC was ready to hit but they had 90 million in every realm making it possible for us to hit em left and right. (thanks Dux for holding onto our cash for us). What you want to hold in your realms is about 25-30m. At this stage your treasury is too low for someone to actively waste turns looting it. But it's high enough that you can successfully mount a counter attack with it.
Sorcery: Sorcery is the best option in the game. I don't see why people don't utilize it more often. With 150 max turns a realm can burn AND sorc the same target. Or one scummer can burn two realms and one sorceror can take out two targets. It is the best way to render a large realm useless assuming you have no hopes of breaking the target first. Personally I don't really believe in Sidhes since they lack defense and humans can sorc almost just as well. humans can do the same damage with an additional 5-10 more sorces than a Sidhe.
Scum: This too is one of the best things in the game. With one scum realm you have the potential of crippling three realms that you can not break on your first hit. Forcing these three realms to spend a day regaining their treasury before they can hit. Which in the mean time buys you an extra war strike on them before they can get one off of you. If I can't destroy a well forted realm and I don't have the ability to sorc. I find myself having my scummers looting a realm to a low treasury and burning ALL guildhalls. Or even ALL temples because then the realm has to take a gamble. Hit and be sorced, or build and be useless.
War: Summons are everything, they make the difference between breaking an opponent or going home beat like a little nerd. ALWAYS break the ambush first. This will remove the summons and the ambush in one fell swoop. That way your CS of 1 will do that much more damage. ALWAYS ensure that your full strikes are with ease. That means you can downsize as you hit. AND you aren't killing your allies troops. Getting success on a FA? Throw in a few mobs first. It will ensure that you can hit with minimal troops while still dominating on your target. Every full strike you get with ease means you can downsize about 20% of your troops and STILL get ease. Why waste the money when you don't have to?
There are tons more strategies about these things but I'll let others give a shot at it. It's time to release the little quirks about the game you all probably didn't think about.
The Ultimadatabase. Your Lover your friend.
The ultimate database is an excellent addition into the game. But it can be what gets you in the butt. Why do you ask? Why it's obviously the rankings page. Every now and then I will take a screen shot of the rankings and I will see who's the number one scouting guild which faith is increasing in scouts the fastest. You may wonder why that is so important. Here is an example.
Let's say we have this screen shot.
Guild Rank
TNE 1000
DoC 900
BBB 800
WeeC 700
Individual
Torkano 230
Nagash 180
Kaz 160
Souldemon 140
3 hours WeeC was scout swept, burned, looted. I go wow interesting and check the rankings page again
Guild Rank
TNE 1100
DoC 900
BBB 800
WeeC 700
Individual
Torkano 263
Nagash 180
Kaz 160
Souldemon 140
That's interesting Torkano's rank went up as well. Although it's obviously not enough proof to say who did it. But it gives me GREAT evidence and notice that TNE is up to no good. I better neutralize them before they make a move on me. Perhaps if I scout him and he has a lot of money then maybe it was him and I can deal with him.
Turns: in scouts it shows how much longer till someone reaches full turns. I have a strong policy in WeeC that we play at regular time intervals. That we play our realms roughly the same times (with the addition of 12 hours of course due to the turn rate and max turns). Why is that important? For the guilds that normally don't, I can judge when you guys are about to war. Normally you guys all play at your random convienent times. But when war comes up, you guys begin to slowly shift your turn spent so that come war time you guys hit max turns at the same time. That to me is a fishy fishy thing. It helps me see who is and when they are about to go to war.
Sabbing Caravans: NEVER NEVER do this unless you are about to war a guild. When I sent cash and you intercept it your Networth WILL change and I WILL see who's networth changed and trust me, I'll take the chances and hit you blindly for your stupidity.
Unguilded realms: I'm not sure if this is possible since I've never tried it myself and I will make sure Kaz is aware of this theory after I post it. Since the utlimate database is open to ALL realms. What's to stop someone from lower moral standpoint to make an Angie realm while his friends are barnies. Barnies are scout swept and they ask their friend yo check the DB to see who scouted us. That angie realm goes oh man it's Torkano from TNE since it displays names of who is scouted. Additionally this means to all you GUILDED realms. NEVER EVER go FULL max scum. if you have zero troops that information is open to all UGs. That means. You could easily easily be taken out by a 500 acre realm. And that would be the most frusrating thing to EVER occur to you.
Well that's it for me now back to studying. hope this helps you all in your future game play. I will post more stuff later. I've got a long list to go.
Forting: I am a stickler on properly forted realms. When it comes time to decide to tell what everyone to fort I have to take into account all the realms that are in play. In this game there is NO WAY you can possibly fluff and keep out everyone, unless it's the end game and you are so huge it doesn't matter. What is key is keeping out the highest % of realms possible. I want to fluff enough scum to keep 75% of the guild out. But yet not make myself vulnerable to war from everyone.
Pre War Fluffs.
Offensive: If you wanna go on the offensive I recommend a hybrid of offensive/defensive troops because if you are caught with all Pikemen or Kobolds, I will instictively gun for you. I will toss in whoever I need to make the stats fair, but I will go for you. That is life. By doing a hybrid your intent isn't 100% known. You could be waiting for a hit or you could hit first. By fluffing like that the ball is in your court. Oh yeah and have good money too.
Defensive: Obviously you want to see the general fluffing topic, but what is tricky is you know a guild is comming but they are just too small to take the offensive againts so you gotta wait it out. The key to a successful defensive move is judge how your enemy will hit. If they seem short on their temples you can sacrifice some of the scum. But land is everything. A parking lot is better to play than a 3k acre realm. Additionally, you do NOT want to fund your enemies war. DoC was ready to hit but they had 90 million in every realm making it possible for us to hit em left and right. (thanks Dux for holding onto our cash for us). What you want to hold in your realms is about 25-30m. At this stage your treasury is too low for someone to actively waste turns looting it. But it's high enough that you can successfully mount a counter attack with it.
Sorcery: Sorcery is the best option in the game. I don't see why people don't utilize it more often. With 150 max turns a realm can burn AND sorc the same target. Or one scummer can burn two realms and one sorceror can take out two targets. It is the best way to render a large realm useless assuming you have no hopes of breaking the target first. Personally I don't really believe in Sidhes since they lack defense and humans can sorc almost just as well. humans can do the same damage with an additional 5-10 more sorces than a Sidhe.
Scum: This too is one of the best things in the game. With one scum realm you have the potential of crippling three realms that you can not break on your first hit. Forcing these three realms to spend a day regaining their treasury before they can hit. Which in the mean time buys you an extra war strike on them before they can get one off of you. If I can't destroy a well forted realm and I don't have the ability to sorc. I find myself having my scummers looting a realm to a low treasury and burning ALL guildhalls. Or even ALL temples because then the realm has to take a gamble. Hit and be sorced, or build and be useless.
War: Summons are everything, they make the difference between breaking an opponent or going home beat like a little nerd. ALWAYS break the ambush first. This will remove the summons and the ambush in one fell swoop. That way your CS of 1 will do that much more damage. ALWAYS ensure that your full strikes are with ease. That means you can downsize as you hit. AND you aren't killing your allies troops. Getting success on a FA? Throw in a few mobs first. It will ensure that you can hit with minimal troops while still dominating on your target. Every full strike you get with ease means you can downsize about 20% of your troops and STILL get ease. Why waste the money when you don't have to?
There are tons more strategies about these things but I'll let others give a shot at it. It's time to release the little quirks about the game you all probably didn't think about.
The Ultimadatabase. Your Lover your friend.
The ultimate database is an excellent addition into the game. But it can be what gets you in the butt. Why do you ask? Why it's obviously the rankings page. Every now and then I will take a screen shot of the rankings and I will see who's the number one scouting guild which faith is increasing in scouts the fastest. You may wonder why that is so important. Here is an example.
Let's say we have this screen shot.
Guild Rank
TNE 1000
DoC 900
BBB 800
WeeC 700
Individual
Torkano 230
Nagash 180
Kaz 160
Souldemon 140
3 hours WeeC was scout swept, burned, looted. I go wow interesting and check the rankings page again
Guild Rank
TNE 1100
DoC 900
BBB 800
WeeC 700
Individual
Torkano 263
Nagash 180
Kaz 160
Souldemon 140
That's interesting Torkano's rank went up as well. Although it's obviously not enough proof to say who did it. But it gives me GREAT evidence and notice that TNE is up to no good. I better neutralize them before they make a move on me. Perhaps if I scout him and he has a lot of money then maybe it was him and I can deal with him.
Turns: in scouts it shows how much longer till someone reaches full turns. I have a strong policy in WeeC that we play at regular time intervals. That we play our realms roughly the same times (with the addition of 12 hours of course due to the turn rate and max turns). Why is that important? For the guilds that normally don't, I can judge when you guys are about to war. Normally you guys all play at your random convienent times. But when war comes up, you guys begin to slowly shift your turn spent so that come war time you guys hit max turns at the same time. That to me is a fishy fishy thing. It helps me see who is and when they are about to go to war.
Sabbing Caravans: NEVER NEVER do this unless you are about to war a guild. When I sent cash and you intercept it your Networth WILL change and I WILL see who's networth changed and trust me, I'll take the chances and hit you blindly for your stupidity.
Unguilded realms: I'm not sure if this is possible since I've never tried it myself and I will make sure Kaz is aware of this theory after I post it. Since the utlimate database is open to ALL realms. What's to stop someone from lower moral standpoint to make an Angie realm while his friends are barnies. Barnies are scout swept and they ask their friend yo check the DB to see who scouted us. That angie realm goes oh man it's Torkano from TNE since it displays names of who is scouted. Additionally this means to all you GUILDED realms. NEVER EVER go FULL max scum. if you have zero troops that information is open to all UGs. That means. You could easily easily be taken out by a 500 acre realm. And that would be the most frusrating thing to EVER occur to you.
Well that's it for me now back to studying. hope this helps you all in your future game play. I will post more stuff later. I've got a long list to go.