How's 14 bil on 300 turns sound?
Cashing is back in business
- Gen. Volkov
- I'm blue, if I was green I would die.
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- Location: Boringtown, Indiana
- Freenhult
- 13th Division Captain
- Posts: 3380
- Joined: Mon Jan 02, 2006 2:30 am
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Also, you're forgetting that you are able to only loot every other run do to loyalty issues.Gen. Volkov wrote: I hope that was sarcasm. Unless I'm missing something, that's substantially lower than hawk loot returns. I remember regularly making 20-30 bil in 200 hundred turns with hawk loot.
Within 2 runs, I can make 25-30 bil.
Which would be equivalent to a hawker making in one run.
Also, I made 4 bil today scouting for 150 turns. That was pretty exciting.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
- Gen. Volkov
- I'm blue, if I was green I would die.
- Posts: 2342
- Joined: Sat Dec 11, 2004 11:47 pm
- Location: Boringtown, Indiana
Oh, he was on 15k? Well, I suppose 14 bil is reasonable then. That sounds about equal to what I could do as a hawker per run, but it wouldn't be every other run. Unless you've decreased the amount of loyalty you make that is.
It is said that when Rincewind dies, the occult ability of the human race will go UP by a fraction. -Terry Pratchett
Yeah, you don't cash alternate runs if you are playing defensive mage, which is really the only viable mage play here. If resource hording were possible that might change, but if you cash and earn scrolls alternate runs you are just asking to be broken.
But yeah, cashing seems about par with mage at the moment for cash output, but mage would still win easily since the casher lacks mage defense.
But yeah, cashing seems about par with mage at the moment for cash output, but mage would still win easily since the casher lacks mage defense.
Phillip says:
Tell me more about your Undefined
If memory serves, one of the previous problems with cashing is that supporting an army costs a metric tonne. Most units seem to consume a hell of a lot of cash, but never very much food.
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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ohmyjapan16
- Sir Devari's Squire
- Posts: 941
- Joined: Sun Feb 27, 2005 2:15 am
The process of attacking for a casher would be the exact same as an agrarian would use, the only difference being is that a different resource is being produced.Devari wrote:Hm, indeed. Shouldn't it be a valid solo strategy, though?
Buy troops, attack, get rid of them/market them/dont have them on your emp, produce your resources, convert resources to cash (lolz can't sell cash), buy more troops with your resources.
Then on your next run sell off the troops you don't need for attacking, and then follow the same cycle of attacking, gettin rid of troops, producin your resources and buyin more troops.
One thing is that agrarians probably make a lot more excess cash when attacking, as Sir Devari pointed out that troops do consume a buttload of cash compared to food.
If you can find a hole in an empire and buy only a few troops to break someone, that's obviously the way you want to go and seems to be pretty easy to figure out which warband is weak in which troop, even without maging. It's just too hard to defend in every troop type on your own.
Side note:
I miss the good ol' days when there was a mere 20% commission on the PM!
TL;DR Cashing is a more tedious and annoying version of farming.
It ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward. How much you can take and keep moving forward. That's how winning is done!
- Freenhult
- 13th Division Captain
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- Joined: Mon Jan 02, 2006 2:30 am
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That it is Japan. I don't see why we shouldn't have support classes. Every class tanks enough as it is. In terms of large scale high level play, someone being a support base for an entire clan would be good. Instead of everyone farming/indy/hawking. You have 3 attacking strats and then a recovery one.
Hawking revolves on being attacked to have a ratio.
Farming and Indy can prevent being attacked to stay ahead.
Cashing doesn't matter as long as there is a whole. Since its a clan strat, your mates should make it easy for you to break. Also, you should have a sizeable army after you spend your cash from last run like a farm. Only difference is selling the army / sepuku to get max money.
Hawking revolves on being attacked to have a ratio.
Farming and Indy can prevent being attacked to stay ahead.
Cashing doesn't matter as long as there is a whole. Since its a clan strat, your mates should make it easy for you to break. Also, you should have a sizeable army after you spend your cash from last run like a farm. Only difference is selling the army / sepuku to get max money.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
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