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Veranor
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Post by Veranor »

Zephyrus wrote:
Veranor wrote: Though something explaining the locations as you can now choose your starting location in /dev.
I was going to ask for the removal of that. It would render location hiding useless.
Not really.

1) The person signing up would have to know the location of the person who's hiding if they're "out to get them"
2) Once they've signed up you could move anyways
"The truth is a trap: you can not get it without it getting you; you cannot get the truth by capturing it, only by its capturing you." - Søren Kierkegaard
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Zephyrus
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Post by Zephyrus »

I enjoy being the only Northlander whenever possible.
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Veranor
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Post by Veranor »

Zephyrus wrote: I enjoy being the only Northlander whenever possible.
But it's not useless... there will be more people in northlands but not everyound will choose it... besides if they care enough they just prepare raiders.
"The truth is a trap: you can not get it without it getting you; you cannot get the truth by capturing it, only by its capturing you." - Søren Kierkegaard
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Ruddertail
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Post by Ruddertail »

Ok, here's my peice.


Comments? Criticisms? Suggestions?
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Post by Zephyrus »

Microsoft Word.
Two words that generally signal destruction.
I have Word 97 and expected everything formatting related to go kaboom.
But, it didn't.
So I got to read what you wrote.

Going agaist a masser with standarding isn't something I would recommend. Since they generally have minimal guards, all you really need is any troop except what they have. Going against someone sharing forces with standard isn't too great, either, as plain troop attacks would have the same effect as if they were unallied to a clan. Really, standard is just for anti-guard purposes in day-to-day fighting. There are also those who recommend standard against leader massers, but here, land is scarce enough that standarding would just be a waste of time. If someone goes to standard, they don't need every troop. In fact, massers may choose to standard. Really, you only need some mice and/or hares, and perhaps the odd otter.

I would add a recommendation that new players choose either mice or squirrels, as they are the most bang for your proverbial buck, and you're going to be losing them anyways so upkeep and death aren't really your worry.

You mentioned naval and aerial attack as just a use everyday sort of attack. But, there are very good reasons why they can be sometimes better than mice. Both are incredibly sturdy and, 3% rule aside, die quite slowly.

Also, I would say that otters also have the advantage of being able to break most, just like squirrels, as both are rare.

I would advise you lose all formatting and just copy/paste it into a post as text.

Good job. B)
I don't need to tell you what you did right, since that would be everything else, more or less, minus a few strategical bits I can't figure out either.
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Ruddertail
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Post by Ruddertail »

The reason I advise standarding a masser is that it lets you destroy some of the troops they mass, while still having a good chance of breaking them.
I don't belive I advised using standard attack against clans that are sharing forces. That was the one use I mention for supprise attack.
I'll add the thing about otters and hares. And about mice and squirrels. And I think I'll maybe post it on the forums plain, like you said.
Thanks for commenting. Any other comments?
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Post by Ruddertail »

Attacking

Ok. You’ve just come out of protection. You’ve got a sturdy little warband, but to be any good, you’ll need to grow. And to grow, you’ll need land. You could get it from scouting, but by attacking, you can get a whole lot more in a lot less turns, and besides, attacking is a lot more fun, too! Now, hold on a second. Before you go out and start attacking a bunch of other warbands, remember as a general rule, (Hawks straters and food masers excluded,) that the larger the warband, the larger the army. Also, other warbands can, and will, retaliate. Don’t expect them to just sit around while you take their land.

Ok, so you know to expect some retal, and you’re cool with that. You’ve also made an army that you feel confidant can win most of your battles. Now, how many times should you attack someone? Well, the most you can attack under regular conditions is 21 times. After that, a warband is “maxed� and they can’t have any more attacks on them until some time passes. Every hour they “lose� one attack, that is, it doesn’t affect their attack max anymore, so you can attack them one more time, and bring them up to max again. Every time they attack, they “lose� two attacks from their max.

Before you go out and attack someone 21 times, remember that 21 is a maximum, not the only amount. And most warbands don’t like getting attacked 21 times. If you attack someone too much, instead of just retaling for their land, they will likely try to do some serious damage, which could end up basically destroying your warband. Generally, somewhere around 5-6 attacks are acceptable. Less, of course, is always fine. More will tend to evoke a strong response. Also, online attacking is a bad idea. It is generally considered very rude, and will tend to evoke a strong response, even for a small number of attacks.

Right, now you know how many times to attack someone, you need to know what kind of attack to use. First off, I would suggest you read the Troops section of the game guide. This will give you a basic overview of your troops, which is all you really need. Now, you need to know how to use them.

Before we go into attacks, I need to touch on the concept of health. When you start out, your health is at 100%. However, when you attack, it decreases by 6%. As your health gets lower, your attack points also get lower, and once you get down to 20% health, you can’t keep attacking anymore, until bring your health back up. You do this in one of three ways. When you use turns, your health increases by 1% every turn. When you use turns “Healing�. (See sidebar in-game.) You get a 2% increase in health. When you use the hawk mission “Heal� (See the guide section on hawk missions.) you get 5% health per the 2 turns hawk missions require.

First, read the attacking section of the guide. This gives you a good overview, but now you need something more in-depth. I’ll go over each attack.




Standard Attack:
This attack sends all four troop types, pitting your entire army against your opponent’s entire army. The main disadvantage to this is the fact that it includes the heavily defensive squirrels, which gives your opponent an advantage; providing he has a lot of them. If he hardly has any squirrels, then it doesn’t really factor in. But this is still a good attack to use. It is very simple, and easy to use, and very beneficial in some situations, like attacking someone who masses only one type of troop.

Surprise Attack:
This sends all four troop types, like the standard attack, but grants an 18% attack bonus, costs an 25% health penalty and causes 50% more losses. It also prevents troops shared in a clan from helping with the defense. This attack is generally not worth the penalties. It may be useful for going up against a member of a strong clan that is sharing forces. However, in normal situations breaking someone 2 or 3 times just isn’t enough to make it worth the costs, which are so severe that once you’ve launched two or three, you need a bunch of turns to recover.

Guerilla Strike:
This attack uses only mice, pitting your mice against your opponent’s. This is a good attack to use if you have a good amount of mice. Mice are cheap, and can be easily bought or produced. They have a 2/2 attack/defense rating, so you need slightly more mice then your opponent to have the 5% margin required to win a battle.

Arial Attack:
This attack uses only your squirrels. Now, you may be thinking. “Wait a minute. If squirrels are so defensively based, why should I use them in an attack?� The reason is that because of the low attack factor of squirrels, some people have only a very small number of squirrels, if any. So with a modest number of squirrels you can win quite a few battles if you pick your targets carefully.

Frontal Assault.
A frontal assault uses hares. Hares are 5/4, so the have an offensive advantage. If you have more hares then your opponent, this is a good way to go.

Naval Battle
Otters, like hares, are better on offense then defense. Like a frontal assault, use it if you have more otters then your opponent.

Also, hares and otters are lost slowly, compared to mice and squirrels, also, otters are a troop type not used very often, so a few otters can go a long way.


Now, before you go out and attack someone, you need to know about guards. Guards are a strictly defensive building, worth 500 defense points each. Be careful to allow for enough troops to beat you enemy’s guards. This can range from no land in guards to almost all of it, but usually somewhere between 10% and 40 – 50% of their land in guards. Don’t be scared by this however. You needn’t spend hours trying to calculate the number guards an opponent has. Just make sure you have a comfortable margin, and you should be fine.

And a final note, since mice and squirrels can be replaced quickly, either being produced by barracks, or bought as mercenaries, they have an advantage over hares and otters at first, and are a good choice for new players. Once you are larger, and have the capacity to produce your troops more quickly, hares or otters might be the way you want to go. Of course, some of you might want to maintain as good of a balance as possible between the four troop types. In that case, you’ll want to have mice as the most numerous troop, followed by hares, otters and squirrels, from largest number to smallest.

Well, that’s about it. Go fourth and conquer, my young friend!

Ruddertail

There. Now you can copy it off here, or download my file, whichever you prefer.
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Zephyrus
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Post by Zephyrus »

Want it SPAG-ed?
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Post by Ruddertail »

Sure. Thanks.
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Post by Zephyrus »

Hm. No glaring errors in the posted plain text version.
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Post by Zephyrus »

Just copy/pasting from:
http://frostnflame.org/forum/index.php?showtopic=189

Here is a quick explanation of which buildings you may need.

There are many buildings in the game. Each has a purpose. Depending on what you are trying to do, you may need or not need each of these.

Markets, Tents: These two control how much money you recieve. It works like this, your per capita income is determined by markets, while your workers are determined by your tents. Pay attention to this. If you gain resources through buildings, you need these. Workers come if you have space. They use empty land, but prefer tents. Each tent fills at a steady rate per turn until is has 80 workers (I think.). After that, it stops filling. If in war you lose tents, your workers will leave if there are more than 120 or so per tent (I think.). Markets increase your per capita income, or how much money you get each turn from a worker. More markets make richer workers. If you get more workers, however, you will need more markets to keep their income steady. Generally, land for markets and tents is split in the ratio of 2:1 or 3:1. That is, you should have between twice and three times as many markets as you have tents. This is because markets do not vary, whereas your workers come and leave. Markets also tend to produce more.

Huts are what are perhaps the most important building in the entire game. They are the only structure you can have 100% of and still do well, with the exception of GTs after a long period of resource massing. In short, they hold your hawks, which are undoubtedbly then most impostant thing in the game, as there is nothing you cannot gain with them. They can be both offensive and defensive.

Huts work like tents in a way. They fill and empty. If you have too many, they leave. If you have too few, they come. It's that simple.

The hard part is getting the math right.

Huts and hawks are almost rock vs. paper vs. scissors as opposed to troops being rock vs. larger rock. More isn't always better. It's all ratios. (You did listen in Pre-Algebra a few years ago, right?)

Since hawking will take a while to explain, they are part of a seperate FAQ.

Barracks are a nice addition to any strategy, and HPR and pvtmarket aside, there is no way to go without them in a game the size of FaF. Barracks are simple. They produce troops. The amount they make is linear, and that is the simplictiy of it. Your barracks do not require complicated math, and never will they fail.

Remember here, set your industry settings. Go to management-->manage in the menu and look where there are troop names. The FaF default is 25/25/25/25, and that makes barracks mostly useless. You don't want this. (NOTE: If you're really food starved and can't handle more troops, zeros across the board will save your current army from the rule of three, i.e. lose troop/worker for being food starved/cash deprived.) So, remember to set them, and never worry about them again, hopefully.

That's the point of this post. Set your industry, before you use any turns, because 10 mice and a squirrel do not constitute an army.

Foragers gain you food, in the same way barracks give troops. You get a set amount of food per structure per troop, regaardless of anything else except racial bonuses. Foragers are nice because they aren't affected adversely by too much, and that extra grain can add a nice bit of networth.

Guards are wonderful, and often underestimated. They're certainly a double edged sword, but well worth it for those going purely industrial. The basic concept is that a guard tower gives 500 defence points at a cost of one land, plus turns and money spent making/breaking it. Not bad, and it's one of the reasons industry can often beat leadering. You simply build guards and they work. The problem is the land they occupy. having full guards forever is wasting about 50k land at LP's current net, far too much in such a land starved game. So, you need to demolish, and build. Running turns with these guards as barracks will give an extra million or so troops, and land is often used as barrack when online and guard when not. But, remember, it's 50 of your 500 max turns to tear down, and 100 to rebuild. Keep that in mind.

NOTE: You need 150 mice (unsure of number, someone check) to occupy each guard tower. Just have 150 * your guards worth of mice at least. Else, guards are at somewhere near half strength.

Using camps directly for cash is not really something that works well. But, a camp does have extra effects. A camp can speed up your goods en route to the public market, fill up your private market, and give you better prices both in selling and buying. Consider 10% of your land in camps if you use a industrial strategy with buying and or selling troops.

~Zephyrus
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Ruddertail
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Post by Ruddertail »

FAF default is 25/25/25/25, not 0/0/0/0. Also, I don't belive you addressed foragers.
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Post by Zephyrus »

Edited. Thanks.
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