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Re: Income and population mechanics
And if you really have a problem with using two at 120%. Then just use one at 110%. Still nets you an extra 600 gold in the first 24 turns, and doesn't reach gold parity until turn 46.
It just seems sort of strange that there are plenty of people out there who are willing to take death scales in order to get an advantage early at the cost of some gold later in the game, but very few are willing to do the same with overtaxing. 120% taxing along with patrolling kills off less % population than death 3 scales, but actually nets you more gold than 3 scales of order. |
Re: Income and population mechanics
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Re: Income and population mechanics
Alright. Assume no growth and O3P3 (But for MA man thats pretty sub-optimal since all your crones are old and without growth will be seriously hurting) Tax at 120. You still end up with 1073 more gold by turn 22 with gold hitting parity at turn 45. As I said before, since all the math is multiplicative, an extra multiplier like production scales increases the effectiveness as well.
And yes, I would agree that overtaxing even higher while holding your intial army back is even better, but that doesn't change the fact that perpetual overtaxing is also effective. Answer this question with actual numbers. Why is temporary overtaxing at 200% an effective strategy but temporary taxing at 200% followed by long term overtaxing at 120% not an effective strategy? Obviously, it not as effective if you have to use 10 x 10 GP units plus a 40 GP commander to do it. But if you can do it with a 20 GP unit the math works out pretty well it its favor. You keep saying that its not effective, but I haven't seen any actual numbers illustrating why its not. It seems like the real downside is not the amount of gold you generate, but rather the micromanagement that the strategy entails. |
Re: Income and population mechanics
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I have not disputed the fact that you can get an extra 1000-1500gp doing it, I actually stated that before you did, but the biggest cost in doing so is the 120 pretender points you have wasted. There are just plain better ways to spend those points if your not going to take advantage of the exponential nature of the Growth scale. |
Re: Income and population mechanics
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If you want another good look at this check out Executor's recent guide for Bogarus. Basically the same idea but it uses Simargls for the patrolling. |
Re: Income and population mechanics
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Every forester you hire is a mage you aren't hiring if you had played efficiently. Quote:
The value of taxing high early for the first couple of turns isn't that it gives you extra gold; It's that you can convert that gold quickly into an early second castle with lab, and recruit 2 mages a turn. |
Re: Income and population mechanics
I agree. Mages now vs. mages later are much better. However, what you're saying is that you have to give up mage recruitment in order to recruit a few foresters. I'm saying that isn't the case. One, you don't have to give up mage recruitment and two you end up with more mages very quickly.
First, you probably don't have to give up mage recruitment, one of several things could occur: 1. You have a fortress up but have not had a chance to build a lab yet. 2. You have some gold left over and can't afford to recruit another mage. 3. You have a fortress up that you don't intend to put a lab in at least for a few turns. Two, you end up with more mages, faster. Just 4 turns of overtaxing at 120 can net you +300 gold. Which = 2 additional mothers of Avalon. So even if you had to give up one turn of mage recruitment to get the forester, you end up being able to afford 2 additional mages within 4 turns. |
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