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Mogul
About
The mogul is all about trade and income. Although the mogul's military might seem weaker, one cannot underestimate the power of money.
able to form 5 trade agreements instead of 3
trade agreements provide double effect
-10% to build costs Strategy
A character based around money and trading. Moguls are allowed 5 trade agreements. Set them up quickly to increase your income. With money, you can make your kingdom strong. Don't leave too much money laying around though, because people may attack you for your surplus of money and resources.
How the Mogul can defeat the other heros in WarBook?
Overview:
The Mogul is a great character in the WarBook game. As the key fundamentals for WarBook lies in one's ablilty to capture land and grow one's kingdom, Mogul's strengths certainly helps to achieve that.
The key features of Mogul character are:
- Lowest Cost of Elites
- Fairly Strong Defence for Elites (only weaker than Visionary)
- Higher Hourly Income than others
- Fairly Weak Attack (only stronger than Visionary)
Defence Strategy:
Unlike Warmongers and Slayers, a Mogul only needs one type of unit when the Kingdom is "resting" - that is it's Elite. With a Attack Score of 3 and a Defence Score of 5, a Mogul's defence is as strong as the General and Automator elite class. But the good news here is, the Richest Hero Type in WarBook also has the Lowest Elite Cost.
Assuming one do not buy soldiers from a Warmonger, the lowest cost for an Elite is 250 gold (50 gold for a soldier and 200 gold for upgrade), based on max. cost reduction of 50%. This is way lower than the General's cost of 400 gold and Automator's cost of 550 gold.
While one may argue that the Automator class have a super low upkeep of 0.2 gold per hour instead of 3 gold for a Mogul's elite, one should note that the Automator class have a hourly rust rate of about 0.08% to 0.14% of troops. So unless a guy is logins every hour to replace the loss, an Automator kingdom is actually getting weaker by the hour.
This problem does not exist with a Mogul. What you buy cheaply, you get to keep. No loss.
As a general rule, aim to buy as much Elites a you can afford, and leave no gold behind.
Land allocation is easy. 25% Barracks, 25% Forts and 50% Mines.
You will need the Forts to boost your defence as much as possible.
For myself, i see it as time to move when my hourly income starts to be the same about as my landsize. ie. Gold = Acres (eg. I am earning 100,000 gold per hour and my kingdom is 100,000 acres) All the expenses have gone into the purchase of troops, elites specifically.
For those who are less willing to wait and wish for faster growth, i suggest starting to expand when your Gold to Acres ration is 2.5:1 instead of 1:1.
Which will bring me to my next point, Attack Strategy:
Attack Strategy:
In war, you will face the lost of troops. As a Knight and your elite have the same attack score, buy knights specially for Attacking purposes. As they are 100 gold cheaper than your elite. However, don't by too many, just buy enough for you to attack and let them die in the process.
Technically you do not want to keep them around after you have reached your targeted land size as each Knight cost 2 gold to upkeep and only offer you a 1 point defence.
As a general rule, aim to buy the same amount of Knights as the number of acres you have.
An alternative strategy is to only buy elites. No knights.
Buy elites and attack all the way.
Under this model, one would need to follow the DPA rule. See the DPA section for a detailed explaination.
Who to attack?
Think of Moguls as a Visionary hero type.
One obvious strategy is to bottom feed. Aim for Kingdoms around half your size.
If you prefer to attack someone closer to your size, aim for Warmongers, Magicians and Slayers.
Technically, Magicians are the most ideal class for a Mogul to attack.
They offer the weakest offence and defence ratio.
As such, it is least likely that after you break through a Magician's defence, they will be able to counter successfully.
Why? Because their attack score is 5, same as your defence score. But as you would / should be larger and earn more income, you will have more elites. coupled with the fact that you have forts too. The odds are stack against Magicians to do an effective counter attack.
Having said that, Magicians may use Magic on you. From Fireballs to Landgrab... your kingdom can be toasted in no time. Thus, aim for only one attack for each kingdom and move on. Players tend not to counter attack kingdoms who are more than double their size and have only hit them once.
Mana Allocation:
Aim for 65 mana.
It will allow you to counter with some magic if need be.
If you login in only on a once or twice a day basis, this is ideal.
If you are online all the time and you check your WarBook account hourly, then the amount of mana you need is determined by the hours you wish to sleep at night. :-)
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, Jan 23 2008, 4:41 PM EST
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| Started By | Thread Subject | Replies | Last Post | |
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| Anonymous | CPT from Last Man Standing | 5 | Apr 2 2008, 6:15 PM EDT by daicalkia | |
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Thread started: Oct 25 2007, 1:43 PM EDT
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I have 5 trade agreements and would welcome more!
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| Anonymous | maximise revenue and land size | 1 | Feb 10 2008, 8:25 AM EST by Anonymous | |
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Thread started: Feb 1 2008, 9:30 AM EST
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this is similar to the above thread, with my own twists..... 100% mines and 5 trade agreements... this is what moguls have above the other classes, so we should use it.
save up a lot of money, buy soldiers from a warmonger, and always upgrade them straight away (the upkeep is more efficient for upgraded units compared to their attack/defence - see the Troop Production thread above). what i do is to go for warmongers much larger than urself... usually they wont retal cos ur much smaller, and if they do then they get less than what u took from them. this method allows u to get an enormous hourly income (ive gotten up to 50million gold / hr net revenue at a size of 1mill acres) which then allows u to save up money quickly. use this method efficiently and then u have huge stockpiles of gold quite quickly. get soldiers and upgrade them to knights and go on the attack, else if ur defence is really lacking upgrade them all to elites and attack a bit less (if at all) so u dont lose many unnecessarily. ur land size will be inconsistent as u get pegged back a bit, but on the whole ive found it FAR quicker to grow than any other method ive seen. |
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| Athanasius | Where to spend points when levelling ? | 0 | Jan 8 2008, 3:05 PM EST by Athanasius | |
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Thread started: Jan 8 2008, 3:05 PM EST
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It would be great if this article included something on where to put your points when you level up. I took the 65 mana hint and put everything into that until I hit it, but what now ? More Defense to turn away attacks? More Attack so I can successfully attack that little bit more in a rush ? Is there anything to be gained by upping Spell Power ?
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| Anonymous | Troop Production | 2 | Dec 19 2007, 2:33 AM EST by Anonymous | |
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Thread started: Nov 8 2007, 2:44 PM EST
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Step 1 - Find a warmonger who sells soldiers real cheap (30g per soldier). NEVER make your own.
Step 2 - Build 50% mines, 25% Forts, 25% Training Grounds Now for some number crunching to figure out the best troop configuration. For defensive purposes, the Elite Mogul is the best, here's why. Elite 500g+100g:5 DF, upkeep 3 5 Soldiers 500g:5 DF, upkeep 5 100 gold saved initially by buying soldiers. After 50 hours the soldiers become more expensive due to upkeep. If buying soldiers at 30g the it takes 8 days before they become more expensive. Now let's test Elite Mogul v. Pikeman 2 Elite 1000g+200g:10 DF, 6 upkeep 3 Pikeman 900+300g: 9 DF, 6 upkeep Initial cost and upkeep are the same. However you have a 11% higher defense with the Elite unit. For defensive purposes knights trump soldiers, here's why: Knight 300g+100g:AT3, upkeep 2 3 Soldiers 300 g:AT3, upkeep 3 400g-300g = 100g saved initially with soldiers. However, their upkeep cost will exceed that of the knights after 33 hours. The time extends to 80 hours if paying 30g for each soldier. FINAL ANALYSIS: For Attack: Knights win For Defense: Elite Unit wins |
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| Anonymous | make gold | 1 | Dec 5 2007, 3:10 AM EST by darkhopper | |
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Thread started: Nov 30 2007, 1:34 PM EST
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100% mines, 5 trade agreements. When you buy soldiers (never build yourself) from a dealer, get a LOT. Then grow until you can no longer kill anyone. Then release or give away soldiers. You will lose acreage but no where near as much as you have gained(generally doubles each time). Make sure to be in alliance to protect from chainers, as that can hurt this strategy a lot.
basically screw defense, your land is a resource to be used - dont let soldiers hurt your upkeep. |
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