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June 4th, 2004, 05:50 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Early game expansion rate
For those who have not had the pleasure to play against me, let me preface this by saying I am a poor player of this game.
What are minimum goals that I should be trying for in order to survive to mid-game in terms of:
1. expansion (X no. of territories by turn no. Y)
2. research (level X in Y no. of schools by turn Z)
3. mages/priests (no. of each for research & battle purposes by turn X)
4. magic sites/gem income (again, X no. of sites found by turn Y, and/or X gems/turn by turn Y)
5. gold income/turn by turn X
Replies or tips for terms for searching prior Posts are equally welcome (I've tried some searches already without finding just what I am after).
I know much depends on nations and scales. I am looking for minimums here, something along the lines of "if you don't have at LEAST this, you are screwed unless __________"
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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June 4th, 2004, 06:09 PM
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Re: Early game expansion rate
Quote:
Originally posted by Reverend Zombie:
What are minimum goals that I should be trying for in order to survive to mid-game in terms of:
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Disclaimer: Let me preface this, that it all depends on the map/conditions of victory/nation/pretender. But I will answer in generalities as best I can.
Quote:
1. expansion (X no. of territories by turn no. Y)
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In the TTT a benchmark is 12-14 by turn 10. Depending on the size of the map. But assuming you don't run straight into another players territory and you path your army correctly, this is achievable in all but the most crowded of games. My minimum where I feel I am doing 'decent' is a Province a Turn until turn 10. Though this is slow going, if you are sacrificing those early provinces for something (like research, or gems), then it could be worth it.
Quote:
2. research (level X in Y no. of schools by turn Z)
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Like the Disclaimer said, this depends on alot of variabilities. You should have reached a Research Goal on the following turns 5, 7, 10, and 15. You can have earlier goals. (Like Raise Skeletons by turn 4) and this is hard to gauge, but I find myself setting goals based on those levels 5, 10, and 15 in particular.
Quote:
3. mages/priests (no. of each for research & battle purposes by turn X)
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Personally I only pull mage/priests from research duty if needed and I pull as many as I need and only those, as I don't want to hamper research. By turn 10 you should have a second fortress or in the end stages of one (Castle on turn 3 of 4). But I usually have 8-10 Mages by turn 10.
Quote:
4. magic sites/gem income (again, X no. of sites found by turn Y, and/or X gems/turn by turn Y)
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This is really a variable of the map. You want as many as you can get. I usually have one mage on search duty as soon as I recieve a site searching spell that I can use. I will also take a hit in research (unless needed) and put my entire crew of mages on a search to cover all provinces when I get it.
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June 4th, 2004, 07:06 PM
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Private
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Join Date: Jan 2004
Location: CT
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Re: Early game expansion rate
Turn 1:
Take 1st territory
Buy mercenary
Recruit a mage + any troops you can afford.
Have your pretender research spells the first turn.
Turn 2
Take 2nd territory with starting army
Take 3rd territory with merc army.
Buy second merc army
Recruit a mage + any troops you can afford.
Move pretender to 1st territory to search for magic sites.
Have your 1st mage research.
I follow this format ~ until turn 4 or 5 when I buy a priest and a commander to start castling and building temples.
I usually use the mercs for larger provinces that have more troops so I don't waste my own. If the mercs are down to a low number of men ~ I usually try to kill the merc off in turn three so a new merc is available on turn 4.
I'm very new to the game so I don't know how smart this approach is but I haven't had much difficulty against the computer on normal.
I think a big part of the game is developing magic sites as soon as possible to give yourself an advantage over the competition.
I'm curious to how good/bad this approach is.
__________________
Better to remain silent and be thought a fool than to speak out and remove all doubt - Honest Abe
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June 4th, 2004, 07:09 PM
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Major
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Join Date: Sep 2003
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Re: Early game expansion rate
Quote:
Originally posted by Reverend Zombie:
What are minimum goals that I should be trying for in order to survive to mid-game in terms of:
[snip]
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In the early turns, maximizing your income should be your primary goal - with gold you can buy mages to research and/or locate magic sites, you can buy troops to expand faster and thus gather even more gold, and you can raise buildings to strengthen your emerging empire.
There are a few cases where you need to push reasonably fast for a specific research target - typically for a SC pretender to be able to buff him/her/itself before a battle.
So basically it's (5) first - which typically means (1) since these 2 points are strongly correlated, and sometimes (2) at the same time - which may require (3) if you aren't good at research, but OFC (3) requires (5). When you're good at (5), the rest should be easy to get.
__________________
God does not play dice, He plays Dominions Albert von Ulm
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June 4th, 2004, 08:21 PM
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General
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Join Date: Nov 2000
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Re: Early game expansion rate
Quote:
Originally posted by Tuskerlove:
Turn 1:
Take 1st territory
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This is a recipe for probable disaster with independent strength of 6 or greater.
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June 4th, 2004, 09:11 PM
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Major General
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Re: Early game expansion rate
Quote:
Originally posted by Graeme Dice:
This is a recipe for probable disaster with independent strength of 6 or greater.
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He did say he was new at this. Maybe he's unaccustomed to playing at anything above Indy-3, where they likely wilt when you so much as breathe on them, as opposed to slaughtering anything but a potent national army or buffed SC.
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