Non-Leader Strats

Started by Coral, December 05, 2010, 09:27:08 AM

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Coral

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.
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Shadow

Unfortunately, markets and tents are not comparable to an all-hut leader strat at RWL, something that really does need to be remedied. It produces less cash overall, but the biggest problem with resource massing without leaders is the lack of defense - you are at a mercy of any full leader player who wants your stuff.
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Coral

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?
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Shadow

#3
I couldn't say for sure offhand, but maybe around 10 bil on average? It really depends on how much loyalty you have to work with, how many leaders you have per huts, etc, so it is not something that is a simple constant each run. If you had 175 leaders per hut and enough loyalty to loot/goldmine all 550 turns, probably a lot more.

This is just a rough guess though, I would have to try it out to see for sure.
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Coral

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.
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Pippin

with goldmine and around 4m leaders you could easily make 10b per 25.
1. Mike Oxlong (#14)
$16,999,999,999 with 275,000 Acres
3. AL CAPONE (#23)
$887,873,381 with 14,939 Acres
3. wrecking balls (#9)
$801,398,171 with 32,301 Acres
1. Nazgul (#5)
$1,503,190,327 with 201,952 Acres

Shadow

#6
Well, that's me corrected ^_^

My idea of how much a marten can produce is all skewed from the custom race round where goldmine could make truly ridiculous numbers.

What you might find beneficial while learning leader strategies is to spend an entire run scraping land and building it all on huts, so you earn tons of loyalty. Then, when someone takes some land from you, your ratio will be high and you can cast loot/goldmine for a lot longer. It evens out in the end with just scraping and looting each run, but it can be good to get a feel for how the spell responds.

Also, if you are leardering, make sure you move to mossflower. You get more loyalty per turn there.
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Coral

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?
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Shadow

Indeed. Indy can make a lot of net in a short time, but they have to sell most of it each run so they don't make a whole lot of long term progress solo. Leader players are the turtles - slow and steady wins the race.
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Gen. Volkov

QuoteIs it typical for indys to take an early lead and leaders to progress more slowly but with great potential?

With the exception of leaderless rounds, a leader player has won every single round of Turbo.
It is said that when Rincewind dies the occult ability of the entire human race will go up by a fraction. -Terry Pratchett

cloud says: I'm pretty sure I'm immune to everything that I can be immune to...brb snorting anthrax.

Sticker334 says(Peace Alliance): OMG! HOBOES

Shadow

I would say that a lot of them did so with the help of indys though. Leader players win solo, but a clan of two leaders and an indy > three leaders, and even indy + leader > 2 leaders if the indy is careful with the timing of moving the army.
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Twilight Shadow

This round and maybe more I am going to be testing a couple of strats to see if I can get them efficient enough to where they could possibly be equal or close to leader or indy strats.

Gen. Volkov

QuoteI would say that a lot of them did so with the help of indys though. Leader players win solo, but a clan of two leaders and an indy > three leaders, and even indy + leader > 2 leaders if the indy is careful with the timing of moving the army.

Depends on when we are talking about. In the last couple years, that is certainly true, but before that, leader players or a team of leader players would win without indies. Have to remember, for awhile indy was not a really effective strat on RWL.
It is said that when Rincewind dies the occult ability of the entire human race will go up by a fraction. -Terry Pratchett

cloud says: I'm pretty sure I'm immune to everything that I can be immune to...brb snorting anthrax.

Sticker334 says(Peace Alliance): OMG! HOBOES

Shadow

#13
I think that when Coral asks about strats, he/she is probably not so  interested in what the code was years ago ^_^
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Gen. Volkov

QuoteI think that when Coral asks about strats, he/she is probably not so  interested in what the code was years ago ^_^

I was talking about the history though.
It is said that when Rincewind dies the occult ability of the entire human race will go up by a fraction. -Terry Pratchett

cloud says: I'm pretty sure I'm immune to everything that I can be immune to...brb snorting anthrax.

Sticker334 says(Peace Alliance): OMG! HOBOES