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-50% soldier recruiting costs
larger random factor in all battles
pressingonalways |
Latest page update: made by pressingonalways
, Jan 10 2008, 8:55 PM EST
(about this update
About This Update
added high alert strategy
- pressingonalways
203 words added view changes - complete history) |
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| Started By | Thread Subject | Replies | Last Post | ||
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| Anonymous | Warmonger-Necro Teamwork Possibilities | 0 | Nov 7 2008, 11:19 PM EST by Anonymous | ||
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Thread started: Nov 7 2008, 11:19 PM EST
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Mongers and necros complement each other very nicely. Necros generally depend entirely on magic to "raise the dead" and create elites; hence, they never actually use gold on that; they just buy soldiers and use magic. That's where mongers come in, b/c mongers are able to buy soldiers at only 25 gold when they've got their barracks maxed out (which you should do via barracks cycling on every single run). Mongers can "sell" soldiers by buying a few million extra and sending them as aid to a friendly necro (remember the 10% tax though) and in exchange, the necro sends some gold to the monger which is less than what the necro would pay per soldier but more than what the monger paid. You have to factor in the 10% tax each way though, so the general price is somewhere between 35-40 per soldier as a raw starting point. Also, new to the game is an additional tax to anyone giving aid to someone much larger than them (do I have that right?) but not to someone much smaller...but that's no problem for mongers b/c they easily rise above and below depending on the time of day, so you just have to send the aid back and forth when the acres are properly aligned. Generally speaking, this is much more helpful to necros than it is to mongers, so necros will often return the favor by tapping the monger every once in awhile...or, in a well-organized alliance, you can get tapped all the time. But that's kind of cheating...though it is very nice in moderation. Anyway, that's the best way to make extra gold as a monger and put it back into soldiers...which gets you extra gold...which gets you extra soldiers...it's nice. Try it. As far as networking with people and doing things as a team, this is the bread and butter of a monger in the alliance context. Besides protection, there is no reason for a monger to be aligned with anyone. But this is quite useful and effective, though not really essential unless your goal is the leaderboard.
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| Anonymous | Building the monger army | 1 | Nov 7 2008, 10:52 PM EST by Anonymous | ||
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Thread started: Oct 12 2008, 4:10 AM EDT
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I'm testing a little glitch in the game to see if it works at all. I've noticed that there is no such thing as negative gold, and I know some defensive-minded people have abused that glitch a lot, but I'm testing to see if mongers can do anything w/ it. Here's how: I saved up gold after a run via hourly output and alchemy a couple times a day. Then I bought up the necessary barracks and spent the rest of my gold on soldiers. Now my profits are at -27mil per hour, but it doesn't actually go down at all since it's at zero. A few hours later, I got back on and cast alchemy twice. I had enough money to buy over 3mil more elites. I don't know for sure, but it looks like during that period of time I lost a quarter million troops, tops. And in reality, I lost no money. I wonder how long tis can work. It seems like I can get my elite numbers up by an extra 10mil or so over the course of a day or a day 1/2. If I can get an extra 10mil elites for every run w/o losing anything except a little bit of land that takes an extra 30 seconds to regain on a run, I think that's a pretty good deal. We'll see if it works.
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| Anonymous | Mongers attacking autos | 0 | Oct 12 2008, 4:01 AM EDT by Anonymous | ||
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Thread started: Oct 12 2008, 4:01 AM EDT
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Once you reach the point where you start w/ at least 20mil elites on a run, autos cease to be a monger's worst enemy and become their best friend. From 1mil acres up to 2mil, there will be a few non-auto targets w/ plentiful resources, but it's precious few. If you are attacking people in the 1mil range and up and have sufficient elites, about 20-30mil, by all means bottom/mid feed on autos as high up as you can possibly go. Then turn your barracks back into mines, accumulate gold, and start over w/ brand new barracks and an even larger army. Here's why: If you take too long to find targets, you will lose anywhere from 300k to 1mil acres while attacking that you don't really need to lose. Then you find yourself fresh out of targets and you don't have the acreage to cover your army's expenses for very long. If you attack autos, though, you will have plenty of plentiful targets in the 1mil plus range. You can attack quickly and set yourself up without too many losses in the middle of your run. As a high-level monger, it's all about speed, and once you have a general feel for what range of auto you can defeat w/ 26mil elites as opposed to 20 or 18mil, you should be able to fire off lots of successful, long-term profitable attacks on all the autos in your range. Remember: One and done. Get the maximum from one, then move on to the next. Chances are, if you hit 150 autos once each in a run, only 5 or 10 will ever be able to find you when your resources are at plentiful. But you can always find autos with plentiful resources. They're everywhere. Start incorporating some auto bottom-feeding at the lower levels just so you get a feel for how high you can go w/ a given number of men. Pretty soon, you'll be hitting autos almost exclusively.
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