Difference between revisions of "Workshops"
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Later in game: | Later in game: | ||
− | + | A high number of workshops are essential if you loose and reconquer a lot of land often (aggressive play, war). | |
+ | Stable players can do with a 100-200 less workshops. | ||
* keep them at 300-400-ish ammounts. | * keep them at 300-400-ish ammounts. | ||
* If you have a lot of workshops (think >400) and suffient geld: you can ride out spells like [[Death and Decay]] and/or [[Meteor Storm]] through turn-by-turn building about the amount of buildings that these spells destroy each turn. | * If you have a lot of workshops (think >400) and suffient geld: you can ride out spells like [[Death and Decay]] and/or [[Meteor Storm]] through turn-by-turn building about the amount of buildings that these spells destroy each turn. |
Revision as of 16:14, 28 January 2007
This is basic construction sites for your country. More workshops will allow you to build more buildings per turn.
To get nice round numbers of buildings per turn, build workshops up to x99: that is, 199, 299, 399, etcetera.
Workshops & building rate
Building rate is based on the number of workshops you have.
- The more workshops you have, the faster you can build any building
- EXCEPT barriers (which are magical things that always 1 turn to build, not influenced by workshops.
formula
- Farms and Barracks: ( ( Workshops / 10 ) + .1 ) * 2
- Workshops: ( Workshops / 10 ) + .1
- Guilds: ( ( Workshops / 10 ) + .1 ) / 2
- Towns and Nodes: ( ( Workshops / 10 ) + .1 ) / 3
- Fortresses: ( ( Workshops / 10 ) + .1 ) / 30
- Barriers: 1
strategy
Early in game:
- At the beginning of a game, it is worth it to build workshops one turn by one turn. That way you go MUCH faster from 50 to 400 workshops than by building 350 works in one big bunch of turns.
Later in game: A high number of workshops are essential if you loose and reconquer a lot of land often (aggressive play, war). Stable players can do with a 100-200 less workshops.
- keep them at 300-400-ish ammounts.
- If you have a lot of workshops (think >400) and suffient geld: you can ride out spells like Death and Decay and/or Meteor Storm through turn-by-turn building about the amount of buildings that these spells destroy each turn.
- Loosing your workshops through bankrupcy should be avoided at all costs - it takes dozens of turns to build them back to decent ammounts - which means you lose a day worth of turns.