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Dec 31, 2009, 6:54am



Icekin

Alignment: Evil
Homes: Mountains
Food Consumption: -50%
Lumber Production: -10%
Platinum Production: +5%
Offense vs Gnome: +5%
Archmage costs 850p

Blizzard:

Stronger version of Ares' Call (not cumulative) giving +15% defensive strength.


Icebeast:
3 / 0
-
300p, 0r
Snow Witch:
0 / 3
Reduces losses in combat
350p, 25r
FrostMage:
3 / 3*
* Increases by 1 for every 20% mountains (buildings inclusive), maximum +3
825p, 80r
Ice Elemental:
4* / 2
* Increases by .6 * Raw Wizard Ratio (Wizards Per Acre), maximum +3
1000p, 0r

Dominion Strategy Forums :: Evil Race Strategies :: Icekin Strategy :: Exploring Strat rnd 17
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 AuthorTopic: Exploring Strat rnd 17 (Read 401 times)
Nathan
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 Exploring Strat rnd 17
« Thread Started on May 10, 2003, 3:38am »
[Quote]

Although not actually playing Icekin this round - I think they'd make pretty good explorers this round after the massive changes. Prolly only bettered by merfolk.

I have no idea about what is best to build in protection though.
Assume wave 6 going for 700 acres OOP. I did a sim and got 702 acres built/building and 5.2k def. 7hrs OOP i would have had 750 acres with nearly 8k def using the strat below:

27% smithies (190)- i wanted 34% but didnt explore enough in time for them to be built by hour 60
6% farm (40)
12%home (83)
6% tower (40)
22% ore (154)
4% barracks (25)
20% alch (145)
3% LY (25) - just the initial ones

900 Frostmages, 350 draftees, Race Spell as OOP def.

However that sim was with HEAPS of stuff ups, so with wave 6 it should be possible to get about 730-750 acres with 4-5k def.

Stop building smithies after the initial lot built and convert thme into alchs/farms by 2k acres.

At 2k acres:
0% smithies
6% farm
15% home
6% tower
41% ore
19% Barracks
13% alchs

75% mountain gives a cheap 750plat 6pt defender =)
19% Rax at this stage is room for 15200 military - which should be enough if you're near the top (according to this round).
3000 spies, 1000 off specs for inactives and 11200 frost mages. With spell and 5% walls gives over 80k def. At 2k during rnd 17 i had about 68k def or something? i forget. But 80k should be enough.

From here just keep 75% mountian, enough barracks to hold all your military, enough farms not to starve and enough towers to cast self spells. Easy! ;D


Only thing i'm not sure about is the smithies in protection - whether they're worth it. The % i had saved me about 220kplat on my troops. But what if i ran more alchs and ore mines instead? I'll have to sim that too sometime and see. ;) Something like:

700 acres
6% farm (40)
13%home (90)
6% tower (40)
28% ore (200)
4% barracks (25)
40% alch (280)
3% LY (25)

First one is prolly still better...

Theres something i came up with pretty quickly. Improve on it please ;D
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inshaala
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 Re: Exploring Strat rnd 17
« Reply #1 on May 20, 2003, 7:50pm »
[Quote]

urm, coming oop with 700-750 land you are a prime target for people to attack, unless you REALLY know what you are doing (/are online most of the day) and have sufficient defence to ward off most people (i'd say 6k+ not 4-5k), i wouldnt reccomend it - the worst thing oop is to get hit.

You will probably be top 5 with that, and people will check you like mad, and go for a grab if they can...

if your original did indeed have some mess ups, then concentrate on the ole defence oop and you could have yourself a flying start...

tho i am always a strong advocate of the 632 system - maybe if you could get to 750 built land you could do it quite well...(-1 draftee explore costs)
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War doesnt decide who is right, it decides who is left.
nathan
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 Re: Exploring Strat rnd 17
« Reply #2 on May 22, 2003, 8:41pm »
[Quote]

I's like to think i know what i'm doing =)

I was between top 10 and top 20 the whole time from first wave grabs OOP until 2.2k acres - when everyone seems to do a massive defense pump and finding targets is IMPOSSIBLE...
<sigh> :-/

Thats why i want to explore next round - finding targets is just way too hard to do nowadays.

Back to the start, if i cant explore to at least 750 acres before 12 hrs OOP, then there isnt really much point exploring to start as if you attack you should be able to easily grab up to 750 land.

That 700 acres, 5.2k def was done with a few stuff ups - a near perfect one could get over 6k def with that much land no probs. And when you come OOP with over 25/26k nw, people tend not to look at you anyway ;D
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mickles
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 Re: Exploring Strat rnd 17
« Reply #3 on May 23, 2003, 3:41am »
[Quote]

in my opinion getting to the top too early like that just isnt a good idea no matter what your dp. For something like that i would want at LEAST 7k+ defense as you would be top dom or close.

probably the best is to go to 632, save up and do a big explore around or after oop sometime. The problem oop is that you dont know top offense, or also about any people that are suiciding. So keeping off the top 10 is a really good idea. If you dont, you risk getting lamed.
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Meatballzzz
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 Exploring Strat rnd 17
« Reply #4 on May 29, 2003, 4:01pm »
[Quote]

If you want to explore and come oop with 750 acres and decent defense, go for Kobbo, nothing beats an exploring kobbo early on, besides, they might get tweaked a little since they absolutely sucked this round.
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