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Old February 6th, 2012, 01:11 AM

Torgon Torgon is offline
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Default Re: Income and population mechanics

Then don't build the third fortress until turn 20 or whenever to avoid looking like a target. It doesn't change the fact the more gold early = more fortresses and labs earlier and more mages earlier. Start over taxing on turn 15 after you've had a chance to crank out a forester instead of immediately. Adjust accordingly.

Are you really saying that you never, ever, ever end a turn with 50 gold left over after mage recruitment, troop recruitment, infrastructure development, with a fortress that hasn't produced a mage? I find that statement somewhat ridiculous. At some point in the first 20 turns you're going to have a chance to recruit a forester, and prior to that use the one you start with. I may not be the most min-max player ever, but I hardly think I'm coming out of nowhere with this.

I already pointed to one strategy guide written by a very good player (much better than myself) that's not to far off exactly this. Yes your using a summons rather than a recruit-able, but you're still using a mage turn + gems to get them.

Last edited by Torgon; February 6th, 2012 at 01:19 AM..
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Old February 6th, 2012, 05:12 AM

Kobal2 Kobal2 is offline
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Default Re: Income and population mechanics

Quote:
Originally Posted by Nightfall View Post
Quote:
Originally Posted by Torgon View Post
With more gold you get more fortresses and labs, and thus more mages.
Not exactly, a second early fortress and lab is a great start, a third early fortress and lab makes you a big fat target at exactly the time rush builds are looking for one.
Actually, I'd say the more fortresses you have the less you look like a rush target. In the early game, sieges are a pain in the neck.
It's even less of a concern for Man because a) everyone knows their fortresses are going to be even harder to break than average and b) everyone assumes they're gimps in the late game.

Which, y'know, they probably are at that.
But more often than not they do get to see it, because in my experience people try to snuff either easier or more ultimately dangerous targets first.
It doesn't help that Man's early game is actually pretty strong - longbows and knights with magic weapons shut down many different sacred rushes, air magic stops elephant rushes dead in their tracks, a handful of spies quickly make rushes that depend on cap-only units or mages unsustainable.
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