Difference between revisions of "Researching for dummies"

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* at some point you may want to sell items
 
* at some point you may want to sell items
  
==Speeding up Research==
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==Basics of speeding up Research==
 
* at some point you may want to cast Concentration, to reduce the number of turns used to research a spell.  
 
* at some point you may want to cast Concentration, to reduce the number of turns used to research a spell.  
 
* It depends on what colour you are when it is benefitial. Green+Red: cast once after spelllevel is ~200, Blues cast every 100 spell level, white+black inbetween.  When you are about ready for Concentration:
 
* It depends on what colour you are when it is benefitial. Green+Red: cast once after spelllevel is ~200, Blues cast every 100 spell level, white+black inbetween.  When you are about ready for Concentration:
 
* build a few nodes, then spend more turns researching (and let the nodes fill),  
 
* build a few nodes, then spend more turns researching (and let the nodes fill),  
 
* cast Concentration (it may fail if you are not a blue mage and unlucky)
 
* cast Concentration (it may fail if you are not a blue mage and unlucky)
 +
 +
* veterans dream of researching with the help of a Sage hero... competition for the few available sages early in the game is tough though.
  
 
==Geld start, switching to research==
 
==Geld start, switching to research==

Revision as of 12:16, 26 February 2006

Researching right after reincarnating your mage

You have a couple of choices to make the first day:

  • Rushing for land with relative simple units available in the beginning of the game (not discussed here)
  • Gelding for off-color spells, heroes etc. (not discussed here)
  • Just researching as quick as possible (YEAH! discussed here!)

If you to do the latter, you can still do it in several ways. This post presents two.


note: This post is not intended to present the very best, quickest, most optimal researching strategies. Even if you start a mage when the gameround on your server is a couple of days to weeks old, the stuff from this pages can work fine too.

First, Second and Third run

(print this and stick it to your monitor)

  • don't keep an army: you are not gonna waste time defending, just research.
  • you are going to use the council protection feature to your benefit
  • don't spend more than 120 turns on the first run you want to stay in protection
  • Depending on your server, you will have accumulated 120 turns 10 hours (Blitz) / 20 hours (Guild) / 30 hours (App) after official server-opening.

simple focus on research

First run

  • use the first 120 turns doing stuff like this
  • disband all the troops you get initially
  • explore a few turns - build some farms and towns -
  • explore a bit more - build workshops one turn by one turn
  • explore a bit more - build some workshops more
  • watch your geld income using status report, watch your population growth
  • if your population is close to max: build farms and towns for 2-3 turns.
  • keep food production (from farms) and residential space (mainly from towns) in balance

If you don't grasp the above: go read Players Manual, then read this again!

Doing the above stuff in small steps, in 120 turns, you should be able to build to:

  • 800 land
  • around 400 workshops
  • about 350 land in farms-plus-towns
  • remaining small amount of forts, barracks, nodes etc.
  • No guilds yet - we'll build those in the 2nd run.
  • if you have turns left: great - explore a bit already in advance for 2nd run, but don't build that land yet.

Second run

  • explore to 1550-1600 land
  • build to 8 forts (and add 2 forts for every 100 land above 1600 land)
  • then build guilds on the remaining land
  • build ~100 turns at one time, and check your status report inbetween
  • Notice that your income drops as maintaining guilds cost geld.
  • You will have about 150 turns left:
  • start researching advanced and simple spells

Watch the geld in between... if you have a (too) negative budget

  • you need a bit more farms and towns... and a little more guilds and workshops
  • use destroy to free ~ 100 land, build it up, and geld for a few turns (to let your pop grow).

Third and following runs

For a couple of days:

  • just stick to the basics presented below
  • when you are nearly finished research, you need to prepare for leaving research mode and start 'the real game', warring opponents.
  • Council protection will work for the first 2000 turns

Your status report shows your spell level.

A fully researched mage will have this spell level:

With UltimatesWithout Ultimates
Speciality (color)Guild and BlitzApprentice
Ascendancy (white) xxxxx yyy
Verdancy (green) xxxxx yyy
Eradication (red) xxxxx yyy
Nether (black) xxxxx yyy
Phantasm (blue) xxxxx yyy

Basics of troopless defense

  • as long as you are not attacked: spend every turn researching
  • when you are attacked and are 'in council protection "C"' : DON'T MOVE ANYMORE: You'll lose council protection by moving 1 turn (or by not spending turns for 48 hours).
  • wait with moving until you have accumulated ~200 new turns
  • be on the watch if you are not hit online: if it happens: check yourself on the ranklist: if you are in "C" - don't move anymore just wait for turns
  • you'll need to rebuild a fort or two occasionally.

Basics of financing your research

  • don't keep an army
  • watch your geld stock (make notes) to see how fast it is dropping. Perhaps at some point you need more geld... someway.
  • at some point you may want to sell items

Basics of speeding up Research

  • at some point you may want to cast Concentration, to reduce the number of turns used to research a spell.
  • It depends on what colour you are when it is benefitial. Green+Red: cast once after spelllevel is ~200, Blues cast every 100 spell level, white+black inbetween. When you are about ready for Concentration:
  • build a few nodes, then spend more turns researching (and let the nodes fill),
  • cast Concentration (it may fail if you are not a blue mage and unlucky)
  • veterans dream of researching with the help of a Sage hero... competition for the few available sages early in the game is tough though.

Geld start, switching to research

This is an alternative way, aiming to get less land and workshops at turn 120, but more geld in stock saving you from worries. Skip it if you did the above.

First run

  • try a gelding start (on 550-ish land, elsewhere on this forum), for the first 120 turns.
  • don't bid on anything, just sit and wait for 200 turns (max turns) before you move out of Apprentice Status and enter the battle zone.

Second run

  • do 50 turns more gelding (to 170 turns)
  • then explore to about 1550 land
  • then build workshops 1 turn by 1 turn to about 399
  • build to 8 forts
  • then build guilds on the remaining land
  • start researching advanced and simple spells until 0 turns.

third run

  • with 200 new turns
  • destroy A PART of your Farms, Towns and 100 workshops (in 1 and the same turn) and build the remainder with guilds.
  • you will have enough geld from the first gelding day to keep researching.

thereafter

as above

Second last and last days of researching

You should start to prepare to upkeep an army (e.g. get nodes for m.p. for summoning and a first enchantment, get some barracks). There are mages that finish research very fast - but they need an extra day to switch from research to grabbing... and then they lose the time they won earlier.

You can try to start grabbing when you are NEARLY researched (e.g. last ultimate to go), you can start generating a basic army (with enchantment that gives troops, and/or with setting a slow recruit (low number of barracks). Be sure you have the geld for this. If not: try pilllaging at the start of the 200 turns in which you will finish researching, and summon an army with your last 20 turns!