| Advice/Hints/Tips; Advice/Hints/Tips | |
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| Tweet Topic Started: Mar 12 2008, 06:32 PM (177 Views) | |
| Sausage Land | Mar 12 2008, 06:32 PM Post #1 |
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Please post here if u have any questions or hints/tips and advice for other alliance members... The advice i will give is..... 1. Get the bonus turns by clicking on the links on Main/Bonus 2. Open Notepad and copy/paste the score list into it. This becomes your bible for looking for targets today and tomorrow. First day it'll be lil hard to find targets so, look thru alliance lists or global attack lists for ppl around you. 3. Save the list as Rank n a todays date. You'll repeat this every day, so you'll be making new lists every day as you rise in power. 4. Open the windows calculator, and calculate bottom of your range. You can only attack those within 75% of your power. So to calculate ur range, do this: Enter your power into calculator, subtract 25% n hit equals. Thats your target power. Now look for ppl with that power or above. Or more simply mulitply your power by 75% 5. When you find a likely target at bottom of range, view him. If he's not been attacked today successfully (ie if no one won against him), then u can do a spy info on him (if u've got intel spies) n if that looks ok, attack him. Why do you look for ppl who've not been attacked? Because you get a land bonus off them Smiley Same reason you only attack once. Better to get another land bonus rather than not Smiley 6 Attacking: If you are sure you'll win the attack on your own, disable the Alliance assist tick box. That will allow you to save that for tough targets. It will also not weaken your team mates. 7. Regardless if you win don't attack again. If you lose, hit him again, you might've weakened him a enough for a win. If you lose that, move on. 8. If you've got free land, build for 5 turns ONLY, if not, generate for 5 turns only. Don't waste turns building on all ur free land. It means you will reduce the number of attacks you can do/day and reduce the total amount of land you'll make per day. You free land will be filled as u build over 5 turns so dont worry about it. Why 5 turns? To regain your readiness to 95% (if ur fascism). 8. During your attack/build/generate, you probably improved your power/rank, so you'll now copy/paste any new entries that show up on the list, onto ur target list. If you end up with almost a whole page of new ppl, then replace those ranks in ur list. 9. Now repeat the entire thing, n keep doing that till u get to 100 turns remaining n stop for the day. Don't forget to set ambush. Always try to keep 100 turns or so end of day. You'll see why first time you get into trouble lol. So everyday, you'll start out with yesterdays target list. You'd have also opened a new notepad and would be pasting todays score list. Some time during the day, the bottom of your fresh list will come within the bottom of your range, so switch to using that. Another method, is to go through an alliance list, n pick ppl below your ranking. This way, you can work through the alliances. Pick the better alliances, as they'd have more land most likely. This is good if you want to pick on a particular alliance. Do this when you've saved up 300+ turns. Since in most alliances, you'll end up taking land of up to half of them, they'll end up very pissed off, and will probably retaliate. If they are plutocracy, then expect missiles, so look carefully at all the players in that alliance you intend to attack, before you decide to do this. Another of course is to use the global list, n work on your competitors. if the targets are not juicy in your bot tum range, set your power to 150% and status to red.....now go get land of the top of your range *warning: Spending even one turn in Red Mode/Orange Mode causes massive damage. Its something you only do at end of day. Once set, it cannot be put back into Green mode until 24 hours. For that purpose, its quite useful. There u go, its everything you need to know to find targets. There are other methods you'll learn later but thats the best way for now. Happy Hunting |
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| Sausage Land | Apr 23 2008, 10:21 AM Post #2 |
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Hello all, A short very brief summary into Governments and what works and what doesnt..... By now were well into the round and SOME people still havent got much land at all whilst others are doing very well, this is how u should play the game until u get to at least 14k land and preferably about 17-19k land... When the round starts set ure government instantly to Democracy, Why? because in democracy it gives u a +10 Money generation, +5 Military unit production, +3 Build speed and +5 Land exploration, whilst ure under the 300 turn protection all ure attempting to do is generate and build, each time u generate land build on it the maximum u can, so if u can build 8 buildings per turn make sure u only build in multiples of 8 so not to waste turns ![]() When u hit very close to 300 turns stop everything!!!!!!! stay in ure protection for as long as possible whilst u gain turns, when u get close to 400 turns then come out in a blaze of glory ![]() U should now change ure government to Fascism!!! Very important, u should look at the players score list and copy it into a word document, this will be how u get ure good targets, firstly generate a few turns to build ure power up slightly above the level u were at, now u do ure maths, calculate ure bottom power range... (75% of ure power) and attack people close to the bottom of ure range, this way you should be winning yor attacks.... Why will you be winning ure attacks Fascism thats why, it has +20 Attacking force and + 5 Defending force and +15 Military production This means ure attacks are much stronger than those on other goverments.... The other massively important thing to Fascism is that it regains readyness Regains readiness twice as fast (2 points every 2 turns). So this is how it should go, find good target (near bottom of ure power range, has attacked people so has land to take and hasnt been attacked successfully in the last 12 hours so u get a land bonus) Attack ure target (Win), which will leave u with ure army at 90% readyness, now build on ure new land for 5 Turns (which regaining readyness twice as fast will put u at 95% readyness), now if u got good land off ure first target attack again if not find another. You can attack at 95% readyness at Fascism bcos when u attack it uses 5 turns to attack but it uses the 5 turns first b4 attacking which means u will be at 100% readyness on the actual attack .... This whole process means you can attack considerably more than any other government the more attacks the more land, the more land the more you can generate, the more u generate the better u are and so on u catch my drift ....FASCISM IS THE BEST FOR GAINING LAND!!!! I will also accept communism as that to has its own perks but the main one is the double ambush, but again this costs 16 turns everytime u set it and if it hasnt been broken by the time u next want to make a turn then its just a waste... Communism also has +10 attack and +5 defence. That is a very brief outline of the benifits to Fascism and why everyone should be either Fascism or Communism at this point in the round... ![]() Please if anyone else has an imput then post it and if anyone wants to chat further just PM me ![]() Cheers Sausage Land |
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| FreeErdely | Apr 23 2008, 04:31 PM Post #3 |
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Just an addition to our Leaders words. If we want to make it as an alliance to the end and at the TOP we have to work together. We have to turn 2 maybe 3 people on the top to be the Alliances ATM. The Price is PROTECTION. CSDS, ASDS. For this the Plan is. Everybody in the Alliance will have to gain as much LAND as Possible to be able to support the Army. The Top players are going to reward the BIGGEST Land Grabber of the Day. Prize to be Determined by Them but something meaningful $500m the Least. All attacks should be Posted on the Forum as a SCREEN Capture. Now the Prize Transfer. All contestants should Sell 100-200 Army Units for a Unique Price. Ex. 100 Missile Boats for $5,432,100 For Player A 150 RPG Troops for $5,123,400 for Player B. The Number and Price should be PMd to Top Players so they can IDENTIFY SELLER i.e. where to send the Money. When The Winner of the Day has been declared the TWO Top Players will Buy as many units as the Total Prize Money. It is a WIN-WIN solution. Alliance grows in Power we get Closer to Top Players hence creating a Buffer Zone around them. 8-10 Players around would make the Top THE UNTOUCHABLES What Do you think???? Should we put this Up to vote? |
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| Sausage Land | Apr 23 2008, 04:54 PM Post #4 |
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Administrator
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Im sorry but am i being really thick here ??? i dont understand y we are putting units on the market to be bought instead of just sending the money as aid and letting that person keep their units???? Ure gona have to explain it in laymans terms for me
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| FreeErdely | Apr 23 2008, 05:01 PM Post #5 |
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IF you are sending the Money It will arrive in 2hrs and Taxed and of course everybody on the server will see that somebody just got aid. If you are buying units there is the initial 2 hrs that the Player has to wait for the units to become available, after that when you Buy the Player gets the Money instantly NO TAX, NO INFO to others. The 100 units will be no change to you or to the players power but the MONEY goes through transparently to others and the MOST IMPORTANT NO TAX |
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| Sausage Land | Apr 23 2008, 05:04 PM Post #6 |
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Administrator
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Ahhhh now i get it, yea like the idea in principle, we just need a few more players with like 18-20k+ land to be the ATM's
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| FreeErdely | Apr 23 2008, 05:04 PM Post #7 |
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and another reason why this is better then sending. TO BUY 1 turn TO SEND 2 Turns |
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