| Resources Guide | |
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| Tweet Topic Started: Jun 13 2010, 03:15 AM (389 Views) | |
| Slavarossiya | Jun 13 2010, 03:15 AM Post #1 |
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The Dictator
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About the author: My name is Ajdj123321. I joined with the beta testers and thanks to muzzy34, I became a part of the U.S.S.R. family. I am taking on the challenge of writing a guide to keep my skills sharp for the summer. My first AP writing class starts next year =]. DISCLAIMER: This knowledge is based off of experience and what i know. It may not be 100% accurate, but I think its pretty darn close. Remember, THIS IS A GUIDE, NOT A BIBLE. Table of contents 1. Intro/basics 2. Food 3. Wood 4. Copper 5. Stone 6. Gold 7. Planning a city/Maxing resource output 7.1-Inner 7.2-Outskirts 7.3-Maxing resources 8. Vouchers/J credits 1. Intro/basics This is the topic of resources, so i will start with the basics. Resources are what you use in game to upgrade buildings, make troops, and advance in the game. Understanding the concepts of them are a big key in the game. The 5 main types of resources are: FOOD- Produced by croplands WOOD- Produced by timber mills COPPER- Produced by copper mines STONE- Produced by quarries GOLD- Earned from taxing your people living in your city (through villages) This guide should explain how each one falls into place. Each city you have produces these 5 resources using an output per hour system. For example, 3600 of a resource per hour is 1 unit produced a second. 2. Food Food is essential. It it used for every building upgrade, as well as paying for troops, and keeping troops "fed" while they wait for battle. This "feeding" of your troops is taken off your output per hour. Halberds are -1, Swordsmen/Archers -2, and charioteers -3 (Per troop). It is generally a good idea to have a large amount of croplands so that you can have a decent food output an hour and still house troops in case of attack. 3. Wood Wood is also rather important, as is has every use of food with the exception of feeding the troops. It is used in large quantities when making large amount of troops, upgrading the palace, and upgrading the ramparts. It is suggested to have a large amount of these as well. 4. Copper Copper is a little more simple. Its uses are buildings and making troops. The amount of copper needed per troop is less then that of food/wood, so it's good to have a fair amount of it as well. 5. Stone Stone is used in buildings only, it is used in rather large amounts when upgrading the palace and ramparts. Once ramparts are constructed, they must be maintained. It will take away a certain amount of stone per hour. For those in your alliance who have maxed out cities, try asking them for stone, they probably have plenty of excess. (I know I do). At one point stone was easily buy-able in the market, and still is to an extent. I recommend no more then 3 quarries in a city. 6. Gold Gold is used for buying things from the market, gambling on the divination trigram, certain building upgrades, hiring legends, increasing legend's loyalty, and Aspiration tasks. It is collected by taxing the citizens of your city. Legends in your city demand pay from your hourly gold production. Its the legends level*20 (*40 if famous, your starting legend never requires pay) The default starting tax rate is 10%, but this can be changed. If you raise your tax, your max population decreases and loyalty lowers. If you lower it, both increase. The exact formula for population to tax income is very complex. To better explain this complex formula, please look at this table below of an example city with a population of 1,000. * Taken from http://waroflegends.wikia.com/wiki/Gold * Tax rate /Loyalty/Population/Income (gold) per hour 0% /100 /1000 /0 5% /95 /950 /47 10% /90 /900 /90 15% /85 /850 /127 20% /80 /800 /160 25% /75 /750 /187 30% /70 /700 /210 35% /65 /650 /227 40% /60 /600 /240 45% /55 /550 /247 50% /50 /500 /250 55% /45 /450 /247 60% /40 /400 /240 65% /35 /350 /227 70% /30 /300 /210 80% /20 /200 /160 90% /10 /100 /90 100% /0 /0 /0 From this, we can conclude that the highest gold income per hour is 50%. Some players may choose to stay in the 70%-80% in case of someone attacking them. 7. Planning a city Planning out your city can be vital to your intent with the city. Here are some basic examples,these could be "hybrid-ed" in any which way. In my opinion, these are the most basic three: Storage city- 4-5 warehouses in the city to hold many supplies. War city- Full of croplands to hold troops in. You could wind this city to enemy territory and quickly deplete all the troops on invasions and conquests and wind out. Balanced city- My area of specialty- A mix of everything so there's a good troop output, and resource storage. 7.1- Inner part of city-ALL CITY RECOMMENDATIONS ARE ESTIMATES BASED ON WHAT I KNOW! THIS IS A GUIDE, NOT A BIBLE! Storage- Watchtower, University (for skills), Stable, Relay base, Legend pavilion, 3/4 warehouses, a garrison, rest in villages. War- University (For skills), Watchtower, Spy Camp, Armory (if you want charioteers), smithy- 3/4 Garrisons, Legend pavilion/sanctuary, rest in villages. Balanced- 1 of each individual building, 1/2 warehouses, 2/3 garrisons, rest in villages. 7.2- Outskirts of city- There are 33 plots of land with a level 20 palace. Again, these are my best guesses Storage 3 Stone ~6 Copper ~14 Food ~10 Wood War 3 Stone ~4 Copper ~18 Food ~8 Wood Balanced- I would like to point out this is what i use 3 Stone 5 Copper 13 Food 12 Wood ~ means my best guess. This is a guide, not a bible 7.3- Maxing resources Here are a few small tips on how to get the best out of your city 1. Get a high level monk Governor- This is important for two reasons. First, a governor adds a resource bonus to your resource output, and monks can wear the squall set. The squall set can be obtained from bronze/oak chests, and all four pieces total increase your resource output by 10% Study skills- for even more- study skills at your university, especially the ones for food and wood. Occupy wildlands-if you occupy wildlands, you can get a bones on your hourly output. 8. Vouchers/Jcredits -Since they fix in nowhere else, i figured i would explain Vouchers and Jcredits in this guide Vouchers- Voucher are obtainable through certain tasks. They act as currency in the shop, but cannot be used for any sales, such as "the big one" sales. You get vouchers from the following tasks: Novice tasks Affairs of state - 50 vouchers Loyal retainers - 50 vouchers Tour of duty - 50 vouchers Parting gifts - 50 vouchers Growth tasks Aspiration 6 - 15 vouchers Aspiration 7 - 30 vouchers Aspiration 8 - 45 vouchers Aspiration 9 - 60 vouchers Aspiration (High Priest) - 90 vouchers Aspiration (Civic Notary) - 120 vouchers Please note you CANNOT buy the following with vouchers: Discounted items Tokens/Charms Farsight Anything in the "Treasure" tab of the store Anything in the "Foraging" tab (Except bluestones) Task items Jcredits- Jcredits are in game credits that can be bought from Jagex with real life currency. Occasionaly they promote purchasing them by offering double or triple the amount you buy. If you can wait, it is best to wait until one of these offers becomes available. There are currently 5 increments to buy in: 18 Jcredits- $2.00 100 Jcredits- $9.9 200 Jcredits- $19.95 500 Jcredits- $49.95 1000 Jcredits- $99.95 If you have the time, the 100 J credit option gives the most credits per dollar as shown below. These were calculated by taking the number of credits over cost (Jcreds/cost) 18 Jcredits-9 100 Jcredits- 10.05 200 Jcredits- 10.02 500 Jcredits- 10.01 1000 Jcredits- 10.005 That's everything for this guide. Good luck =) |
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7:12 PM Jul 11
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7:12 PM Jul 11