Thursday, September 25, 2014

Chat Conv. with Dianais About Outposts Sept. 26 2014

[00:49] Dianais: Then the castellan can put attack in the first wave, to clean up survivors, but defense in all remaining waves.
[00:49] Dianais: The attack previous to the occupation needs to wipe out defenses...
[00:50] Dianais: If not the castellan will suffer defeat.
[00:50] Dianais: Alternate, you send a castellan with good attack strength to wipe out defenses...
[00:50] Crector: From my past experience, it seems that armies with a castellan move at the rate of 1 mile per hour and since the nearest of the 2 outposts available is 115 miles away, that it might take 115 hours for the army with castellan to reach it.  Am I right in that?
[00:51] Dianais: and immediately send defense support to avoid capture by a rival.
[00:52] Dianais: Yes, that's about it. As soon as you had the castellan you can simulate the times, but  that's a typical speed.
[00:52] Dianais: You can enhance the speed selecting equipment for speed for the castellan. And paying some coins...
[00:54] Crector: Since the estate won't finish upgrading until 3PM tomorrow, I'm going to be pretty lucky if someone else does not claim the place before my castellan can reach it.
[00:56] Dianais: If we have someone close to it with a castellan available, maybe the outpost can be occupied now. Later we will need to arrange the delivery...
[00:58] Dianais: The main disadvantage there is that there will be more fires due to the double strike.
[00:58] Crector: Seems like everyone in this alliance with a higher level than myself already has 3 outposts.
[01:00] Crector: Only one of the newer members seems to be interested in getting an outpost and according to him, his military is well under the 230-some troops at either one of the 2 remaining outposts.
[01:01] Dianais: Yeah. More outposts are correlated with more forces. The best deals are the food outpost
[01:03] Crector: Don't all outposts have agricultural production?
[01:05] Dianais: Yes, but not all the same.
[01:06] Crector: So the higher the food number, the more food per hour can be produced?
[01:07] Dianais: Your castle has 3 fields, ensuring 100% production for your first 3 farmhouses, and decreasing for farmhouse number 4, 5, etc.
[01:08] Dianais: As you said. There are outposts with more fields, then with as many more 100% production farmhouses, there you have more food, and then more forces.
[01:10] Dianais: And there are outposts with less than 3 fields, so less potential for food, though surely more wood/stone.
[01:10] Dianais: In the long term, the idea is to replace earlier outposts by other outposts with more food potential.
[01:11] Crector: Can you simply give up outposts you already have?  What would you need to do to keep it in the alliance?  Have you done this?
[01:13] Dianais: Yes, I think I went thru a couple of rounds of outpost replacement already, the best is to pass the worked outpost to someone helping saving time.
[01:14] Dianais: But for this, either you or the one receiving the outpost have to go temporarily out of the alliance, better if to a friendly alliance to avoid being isolated.
[01:15] Dianais: Then, who is receiving the outposts has to attack it with a free castellan.
[01:16] Dianais: Once the outpost is taken and the ocupation time done, all came together again in the original alliance.
[01:17] Dianais: You can also just abandon the outpost, then all the works and enhancements are lost.
[01:19] Dianais: Thanks. Do you need anything? I usually have spare stone, and at this time also spare food.
[01:21] Crector: No thank you.  Got the wood.stone needed to upgrade the estate from SB 17 yesterday.
[01:21] Crector: Just looked at the outposts and 1 of them has 2 100% farms while the other has 6.
[01:23] Dianais: 6 is your best target.
[01:23] Dianais: No doubt.
[01:24] Dianais: Wait, you talking about farmhouses or fields?
[01:25] Crector: farmhouses with 100% workloads.
[01:25] Dianais: Ok.
[01:25] Dianais: You already have one of this in Trex.
[01:26] Dianais: Solar Empire has only 2.
[01:27] Dianais: Though it has stone for 6 stone quarry at 100%.
[01:27] Crector: That's right.  Did yyou write down the numbers of resoruces in unclaimed outposts in a notebook?
[01:28] Dianais: Nope...
[01:28] Crector: You figured it out by lookig at the number of farms at each outpost?
[01:30] Dianais: By correlating production % at farmhouses with number of farmhouses.
[01:30] Dianais: You get 100% up to the food potential.
[01:31] Crector: Were you a math major?
[01:31] Dianais: Then 75%, then 56%, etc. Each new farmhouse production has 75% of the previous one, decreasing very fast.
[01:32] Dianais: At some point building an additional farmhouse contributes close to zero food.
[01:32] Dianais: Same with stone and wood, of course.
[01:34] Dianais: But you will see that the players are paying attention to good food resources.
[01:34] Crector: I always stop building new resource buildings when they reach the 7% workload.
[01:34] Dianais: You will not find extra food (8 fields) outposts free.
[01:35] Crector: Do they even exist?
[01:36] Dianais: Yup! Not many, and when available they are gone very fast.
[01:37] Dianais: Extra resource outposts of stone, wood, food,  all are marked in the map with sort of angelic rings.
[01:38] Dianais: Going to sleep...
[01:38] Dianais: Have a good one.
[01:39] Crector: Thank you good night.

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