Post by Asakari on Jul 24, 2008 20:37:54 GMT -5
1.Finding Allies
2.Making Enemies
3.Hiring/Firing your Hero
4.Location
5.Wall Formations
6.Road Formations
7.Farming
8.Population
9.Population Happiness
10.Population Incentives
11.Taxing
12.Research
13.Army
----------------------
1.Finding Allies
----------------------
Finding Allies is the first step to becoming a successful empire, you wouldn't want everyone to be an enemy now would you? Allies are an important measure to becoming an empire, because otherwise you wouldnt have anyone to bitch to or mooch off of when shit falls loose.
----------------------
2.Making Enemies
----------------------
The simple yet disregarded fact of being an Empire, is making Enemies. If you're the kind of person who likes to spice things up, you need to have enemies to keep the game entertaining. Unless you want to spend the rest of eternity killing Kale over and over with your noob allies that do absolutely nothing but question why their units are rebelling.
----------------------
3.Hiring/Firing your Hero.
----------------------
Having more or less of any number of Empires to Hero ratio is a bad thing. Mostly because all those heroes might grow jealous of your hero's level and might plan to gank up on you, or worse... Your hired uber hero ganks up on you! It is important to see these signs, for people are not always reliable. Always be sure that you have a tesla ready before you have your hero fired or unallied, because you never know. If you plan on unallying, be sure to fire him/her first, you still pay them if you don't.
----------------------
4. Location
----------------------
If it's one thing that matters it's location, location, location! If you're near Kale's base, you're an idiot! Make sure your enemies are funneled into one or more areas before you build your empire, because you don't want enemies coming from every direction. Don't build in small areas, allot of noobs like to do this and they end up dieing because of it.
Example of Noob Empire:
----------------------
4. Wall Formations
----------------------
Protecting your empire is one thing, but so is protecting your defenses! Formations are important not only because they are effective, but because they allow easy and quick tactical repair. If you have poor wall planning, then you'll most likely end up having blocks of empty spaces from splash attacks. Then later having your wall collapse after you try to repair it or from it being damaged.
The best wall formations are diagonal layered ones.
Example:
----------------------
5.Road formations
----------------------
Sumerians, Romans, Egyptians, and even the Myans had roads, and why? Because a nation is upheld by its roads! When road formation isn't good, then your Empire isn't either. Firemen can't get to fires quickly if you have poor road planning. Roads also help you get familiar with size and population control.
Example:
............[..F..].............[TOWNHALL]............[..F..]
............[......]............[.................]...........[......]
............[R][R][R][R]...[R][R][R][R]...[R][R][R][R]
[..F..][R][......][..H..][R][......][..H..][R][......][..H..][R][..F..]
[......][R][..H..][......][R][..H..][......][R][..H..][......][R][.....]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
............[R][R][R][R].....[..F..][..F..].....[R][R][R][R]
...........[..F..][..F..][..F..][......][.....][..F..][..F..][..F..]
...........[......][......][.....][.....][.....][......][......][.....]
............[R][R][R][R]....[..F..][..F..]....[R][R][R][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
[..F..][R][......][..H..][R][......][..H..][R][......][..H..][R][..F..]
[......][R][..H..][......][R][..H..][......][R][..H..][......][R][.....]
............[R][R][R][R]....[R][R][R][R]....[R][R][R][R]
----------------------
6.Farming
----------------------
Always get your farms before your houses, and make sure you have more farms than your houses later on. Food is good and whether you like it or not your people want allot of it. It's important to stay with demand and that your rations are always above your taxes.
Example:
----------------------
7.Population
----------------------
You don't need a shitload of houses just to get a decent population to tax. That's what housing capacity research is for, just 18 houses can make a population of 180k, and that's all you'll ever need. Because when you have 40% of your population researching things, it's enough to make you max out everything quickly.
----------------------
8.Population Happiness
----------------------
When your population is angry, it doesn't want to grow and it hinders population growth at the start of the game. Make sure you make them love you as fast as you can, so you can have a bigger set population before grace period ends.
----------------------
9.Population Incentives
----------------------
Your population is very lazy, mostly for the reason that after 20% of them start working, population starts to decline. What the hell kind of country has 80% of it's population unemployed? Make sure they have productive things to do by building malls and theaters. Keep in mind the range of these buildings, (IE. 500, 700, 1000) your road formation helps you understand how far it is before they stop effecting them. But buildings like these I hope you know are unimportant until later in the game, in beginning you have to worry about stabilizing your empire before you start to work it.
----------------------
10.Taxing
----------------------
Tax them too little and you have a happy but poor nation, tax them too much and you have an angry but rich one. Your food has to be a certain ratio to your taxes, and finding just the right ratio takes a few tinkering.
Hint: 1:(2)+1, but only if it's more than 6:13
----------------------
11.Research
----------------------
ALWAYS have your population researching something, this is the first thing to do when being an Empire. Have them research industry to get more lumber if you will, make them do something other than sit on their asses, because then you'll start stalling wishing you had more of this or that when you don't. You'll be able to handle 40% of them working when you have all the incentive buildings working on your population.
----------------------
12.Army
----------------------
The army is your defensive and offensive force of your empire, without it you're a sitting duck and it'll take a lot of resources to expand.
Note: If it's organic infantry, always have a healer:
Kickass Army:
Always know that plasma motars kick ass:
--------------------------------------------
The technique for Grace Period: (because a good start leads to a great victory)
--------------------------------------------
Find a position with only one or two entrances, then settle there and split your army to them. Use all you peasants and build a town hall and then quickly spawn more workers to harvest wood and do so till you have 150 gold left, but keep your beginning building your road formations. When your town hall is done training works, tell it to upgrade. As your road formation is completed, start working on a few foundations to build fire stations, but upgrade them to fire stations until just before grace period ends, and leave a few spots blank for foundations that increase population growth. Lower taxes to 0 and rations to 10, then build a farm. Meanwhile when the farm is being built, tell 20% of the population to work in the industry from your town hall and then start building houses. When your people start loving you, this is when you can raise your taxes, raise your taxes to 3. As you run out of lumber, you'll end up with a few workers with nothing to do, leave two workers to build the houses and tell the rest to explore and build walls or camp fires. Camp fires would be the cheapest way since it would prevent creep spawn, but not Kale attacks.
2.Making Enemies
3.Hiring/Firing your Hero
4.Location
5.Wall Formations
6.Road Formations
7.Farming
8.Population
9.Population Happiness
10.Population Incentives
11.Taxing
12.Research
13.Army
----------------------
1.Finding Allies
----------------------
Finding Allies is the first step to becoming a successful empire, you wouldn't want everyone to be an enemy now would you? Allies are an important measure to becoming an empire, because otherwise you wouldnt have anyone to bitch to or mooch off of when shit falls loose.
----------------------
2.Making Enemies
----------------------
The simple yet disregarded fact of being an Empire, is making Enemies. If you're the kind of person who likes to spice things up, you need to have enemies to keep the game entertaining. Unless you want to spend the rest of eternity killing Kale over and over with your noob allies that do absolutely nothing but question why their units are rebelling.
----------------------
3.Hiring/Firing your Hero.
----------------------
Having more or less of any number of Empires to Hero ratio is a bad thing. Mostly because all those heroes might grow jealous of your hero's level and might plan to gank up on you, or worse... Your hired uber hero ganks up on you! It is important to see these signs, for people are not always reliable. Always be sure that you have a tesla ready before you have your hero fired or unallied, because you never know. If you plan on unallying, be sure to fire him/her first, you still pay them if you don't.
----------------------
4. Location
----------------------
If it's one thing that matters it's location, location, location! If you're near Kale's base, you're an idiot! Make sure your enemies are funneled into one or more areas before you build your empire, because you don't want enemies coming from every direction. Don't build in small areas, allot of noobs like to do this and they end up dieing because of it.
Example of Noob Empire:
----------------------
4. Wall Formations
----------------------
Protecting your empire is one thing, but so is protecting your defenses! Formations are important not only because they are effective, but because they allow easy and quick tactical repair. If you have poor wall planning, then you'll most likely end up having blocks of empty spaces from splash attacks. Then later having your wall collapse after you try to repair it or from it being damaged.
The best wall formations are diagonal layered ones.
Example:
----------------------
5.Road formations
----------------------
Sumerians, Romans, Egyptians, and even the Myans had roads, and why? Because a nation is upheld by its roads! When road formation isn't good, then your Empire isn't either. Firemen can't get to fires quickly if you have poor road planning. Roads also help you get familiar with size and population control.
Example:
............[..F..].............[TOWNHALL]............[..F..]
............[......]............[.................]...........[......]
............[R][R][R][R]...[R][R][R][R]...[R][R][R][R]
[..F..][R][......][..H..][R][......][..H..][R][......][..H..][R][..F..]
[......][R][..H..][......][R][..H..][......][R][..H..][......][R][.....]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
............[R][R][R][R].....[..F..][..F..].....[R][R][R][R]
...........[..F..][..F..][..F..][......][.....][..F..][..F..][..F..]
...........[......][......][.....][.....][.....][......][......][.....]
............[R][R][R][R]....[..F..][..F..]....[R][R][R][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
........[R][......][..H..][R][......][..H..][R][......][..H..][R]
........[R][..H..][......][R][..H..][......][R][..H..][......][R]
[..F..][R][......][..H..][R][......][..H..][R][......][..H..][R][..F..]
[......][R][..H..][......][R][..H..][......][R][..H..][......][R][.....]
............[R][R][R][R]....[R][R][R][R]....[R][R][R][R]
----------------------
6.Farming
----------------------
Always get your farms before your houses, and make sure you have more farms than your houses later on. Food is good and whether you like it or not your people want allot of it. It's important to stay with demand and that your rations are always above your taxes.
Example:
----------------------
7.Population
----------------------
You don't need a shitload of houses just to get a decent population to tax. That's what housing capacity research is for, just 18 houses can make a population of 180k, and that's all you'll ever need. Because when you have 40% of your population researching things, it's enough to make you max out everything quickly.
----------------------
8.Population Happiness
----------------------
When your population is angry, it doesn't want to grow and it hinders population growth at the start of the game. Make sure you make them love you as fast as you can, so you can have a bigger set population before grace period ends.
----------------------
9.Population Incentives
----------------------
Your population is very lazy, mostly for the reason that after 20% of them start working, population starts to decline. What the hell kind of country has 80% of it's population unemployed? Make sure they have productive things to do by building malls and theaters. Keep in mind the range of these buildings, (IE. 500, 700, 1000) your road formation helps you understand how far it is before they stop effecting them. But buildings like these I hope you know are unimportant until later in the game, in beginning you have to worry about stabilizing your empire before you start to work it.
----------------------
10.Taxing
----------------------
Tax them too little and you have a happy but poor nation, tax them too much and you have an angry but rich one. Your food has to be a certain ratio to your taxes, and finding just the right ratio takes a few tinkering.
Hint: 1:(2)+1, but only if it's more than 6:13
----------------------
11.Research
----------------------
ALWAYS have your population researching something, this is the first thing to do when being an Empire. Have them research industry to get more lumber if you will, make them do something other than sit on their asses, because then you'll start stalling wishing you had more of this or that when you don't. You'll be able to handle 40% of them working when you have all the incentive buildings working on your population.
----------------------
12.Army
----------------------
The army is your defensive and offensive force of your empire, without it you're a sitting duck and it'll take a lot of resources to expand.
Note: If it's organic infantry, always have a healer:
Kickass Army:
Always know that plasma motars kick ass:
--------------------------------------------
The technique for Grace Period: (because a good start leads to a great victory)
--------------------------------------------
Find a position with only one or two entrances, then settle there and split your army to them. Use all you peasants and build a town hall and then quickly spawn more workers to harvest wood and do so till you have 150 gold left, but keep your beginning building your road formations. When your town hall is done training works, tell it to upgrade. As your road formation is completed, start working on a few foundations to build fire stations, but upgrade them to fire stations until just before grace period ends, and leave a few spots blank for foundations that increase population growth. Lower taxes to 0 and rations to 10, then build a farm. Meanwhile when the farm is being built, tell 20% of the population to work in the industry from your town hall and then start building houses. When your people start loving you, this is when you can raise your taxes, raise your taxes to 3. As you run out of lumber, you'll end up with a few workers with nothing to do, leave two workers to build the houses and tell the rest to explore and build walls or camp fires. Camp fires would be the cheapest way since it would prevent creep spawn, but not Kale attacks.