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Messages - Coral

#1
Strategy / Re: Non-Leader Strats
December 09, 2010, 10:34:17 PM
You're right, I guess we do need some specifics.

I'm not really sure about the number of markets to tents I use, I just kinda go by feel. But what I try to do is bring in as many workers as possible in 5 turns by lowering my tax rate to 5%. Using more than 5 turns isn't very efficient. Then I change the rate to 60% and loot for 50 turns. I tried a few different tax rates and over the 50 turn period 60% seemed to bring in the most cash without losing too many workers to regain over a 5 turn period. And then its kinda rinse and repeat, nothing too complex.

I can't quite figure out how income is calculated based on tax, workers, and per cap income so I'm not sure where the changes should be made exactly. Despite this it does seem that increasing workers per tent would be a reasonable way to begin balancing. I did some quick division and found that only around 80 workers lived in each tent, even at a 5% tax rate. When compared to max leaders per hut this seems very small. I'm sure that with a few more turns dedicated to bringing in workers that number would increase slightly though.

Or instead of increasing workers per tent, the number of workers that leave when upset about high taxes could be lowered. This, I believe, would help with making cash throughout the, in the case above, 50 turn loot. But this depends on when workers actually leave. If there is a mass exodus on the first turn and then much smaller numbers leave with every subsequent turn it may make only a small, yet positive change. If the number of workers who leave is fairly evenly distributed per turn then it could be more helpful.

I'll be experimenting this round and see what conclusions I can come to. It may be faster and more accurate for someone who really knows the game to chime in with answers pertaining to these areas.
#2
Strategy / Re: Non-Leader Strats
December 09, 2010, 09:00:31 PM
Yeah that's what I meant. So someone playing a Stoat would build huts and tents and use academy to try and maximize their leaders. How many workers are there per tent?

So is there anyone reading this that could take these ideas into serious consideration and maybe start work on them?
#3
Strategy / Re: Non-Leader Strats
December 09, 2010, 07:10:47 PM
Quote from: Gen. Volkov on December 09, 2010, 12:05:09 AM
QuoteI don't know enough about the code to say for sure but increasing workers per tent by around 25% could make things better for non-leader cashing strategies (at least how I do it). It also wouldn't effect leaders or any other strategies negatively.

That might give Stoat to much of a boost. It's special ability relies on converting workers to leaders.

But would a player using Stoats bother with tents? If other races would gain too much from extra workers maybe markets could be given a boost. 
#4
Strategy / Re: Non-Leader Strats
December 08, 2010, 10:24:22 PM
I don't know enough about the code to say for sure but increasing workers per tent by around 25% could make things better for non-leader cashing strategies (at least how I do it). It also wouldn't effect leaders or any other strategies negatively.

I was surprised that none of the races have any sort of food bonuses. I've seen farming races in every other Promisance so I'm curious as to the reasons behind that choice.
#5
Strategy / Re: Non-Leader Strats
December 08, 2010, 08:23:56 PM
What are you trying to run that isn't working?
Does anyone foresee code changes that could make non-leader strategies more effective or at least competitive? It seems fairly boring to have only two useful strategies in the game.
#6
Strategy / Re: Non-Leader Strats
December 06, 2010, 08:52:51 PM
I'll have to play a leader next round then since its so powerful haha.
I'm not too disappointed in how I've done so far unless those playing leader strats are simply building up loyalty before making major net jumps later on. Is it typical for indys to take an early lead and leaders to progress more slowly but with great potential?
#7
Strategy / Re: Non-Leader Strats
December 05, 2010, 09:03:54 PM
That's almost double what I made in one run, but I had to scrape up land and only ended up at around 12000 before I began to loot. Obviously not every run would have enough loyalty available and perhaps not 175 leaders per hut (I haven't played a leader strat here before so I'm just guessing.). Maybe they are closer in the long run but workers do seem weaker overall. Thanks for the help.
#8
Strategy / Re: Non-Leader Strats
December 05, 2010, 08:38:17 PM
That's what I was afraid of. It seems like a tricky balance issue, you can't limit the leader strategies much for various reasons, but it's a shame workers can't be a comparable or competitive strategy. I may try to finish out the round with my current set up unless it seems to be too far outpaced. At around 15,000 land how much cash would a leader expect to make in a run?
#9
Strategy / Non-Leader Strats
December 05, 2010, 09:27:08 AM
I'm new to RWL and there are a lot of differences and nuances to this code. Almost everything I've been looking at to learn about strategies has been dominated by leaders, aside from indys of course. Use leaders to make cash, use leaders to make food. Are there any strategies that focus on workers and markets to make cash effectively? I'm currently running a 2/3 tents, 1/4 markets, with the remainder in huts as a Marten. I'm also exploiting the tax rate to bring in extra workers and cash. I don't know how this compares to the productivity of a leader strat that focuses on making cash. Any insight would be greatly appreciated.
#10
Turbo Discussion / Re: Land
July 04, 2008, 06:10:29 PM
I scraped up 150k today.
*6   ?   Psychedelia (#15)   158,151   $173,723,278   Trident   Wolf   Sampetra
Not too hard really.
#11
WhOOO HOOOO!!! I broke the emp. Say thank you for the 150k land that just got added to the game.
Trident rocks!
#12
I think a week is too long for waiting on a leader. Can it be 5 days instead?
#13
^ Do you think Camino will adopt the latest improvements to Gecko?
I definitely agree that interface is important and therefore really struggle with Windows in general but especially IE.
#14
What if you become the emp and then kill the landfarm? Is that like the ultimate scenario?
#15
So there is no reason to become the emp? Or can the emp win if he is larger than the largest clanned player?