Two new articles, pulled from the depths of the AoK earth. The first is Relative Market Efficiency, by Pale Horse (pulled from G&SD), and the second is Crappy Grushing by Wide_Arc (a hosted article from MrFixitOnline). Any improvements we could make to it? Any comments?
» Your attractive master. »"Because I before E is a LIE!!!"
[This message has been edited by Aro (edited 10-23-2008 @ 07:07 PM).]
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Wyo_Daniel Squire
posted 10-23-08 09:51 AM
CT (US)
1 / 6
I get a 404 on that first link, Aro.
"I mean, imagine someone screaming 'MAH PANTS' with no pants. Wouldn't that be a truly comical sight?" ---Quaazi "HOLY CRAP WYO YOU'RE FAT!!!" ---Quaazi
Kor | The Age of Chivalry is upon us! Wellent ich gugk, so hindert mich / köstlicher ziere sinder, Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder, Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder; Die geben müt als sackwein vich. / Vor angst slach ich mein kinder Offt hin hinder.
Aro AoKH Dictator
posted 10-23-08 07:15 PM
CT (US)
3 / 6
Fixed the link. Sorry about that, and thank you to Kor for providing the correct link.
» Your attractive master. »"Because I before E is a LIE!!!"
UnnamedPlayer Squire
posted 10-23-08 08:15 PM
CT (US)
4 / 6
Improvements
Market Article
There should be some mention of the Spanish civilization and how their bonus affects the # of trade units you need. A 33% bonus should mean that (roughly) 75% of the original # of trade carts will generate the same amount of gold. The implications of this are rather significant. In a 3v3 or 4v4 that has a good chance of becoming a long game (Michi, Black Forest, Oasis, etc.) it is vital that 1 teammate picks Spanish.
Example: Team without spanish - 160 trade units = X gold per second Team with spanish - 120 trade units = X gold per second 40 pop goes a long way in a 200 pop limit game.
Should also update to have some mention of trading by water using trade cogs. (I'm sure the formula is somewhat similar. More distance = more gold per unit time.)
Also confirm if aztecs/maya have same speeds as civs with horses.
Ideally all the data entries should be for caravan because every trader will have this tech, but it's not a big deal since the conversion factor is given.
Galley Rushing
Include statements about civilization choice (including but not limited to):
Vikings get 20% cheaper warships for themselves and 25% cheaper docks for the whole team and free wheelbarrow. Celts get a 15% woodchopping bonus. Saracens get +20% rate of fire with galleys. Persians/Mongols/Britons often get the fastest feudal times.
People often say you need a viking ally on water maps. The truth is your whole team should be viking if allowed.
Vills 1&2: Make house Vill 3: Scout for sheep - you need those furry suckers FAST! Vills 4,5&6 - Add to sheep Vill 7 – Straggler Vill 8 - House! Vill 8 - Now go to straggler Vill 9 - Lumbercamp at a good forest Vill 10 – Forest Vill 11 - Forest Vill 12 - Forest Vill 13 - Forest
The article's build order is incomplete and is more of a boat boom start than a grush. Fishing boats are a good source of food on most water maps, but they will slow down your feudal time. Feudal costs 500. Villagers cost 50. You start with 200. Boar and Sheep give you about 1200 food. That's 21 villagers worth of food without any fish. You can easily go up with 18 (buildings = LC and dock. all food after animals are dead comes from fish).
This isn't a flush where walls can basically stop every early army. The sea is wide open and feudaling 3 minutes after your opponent means your fish are useless (either they die or they run and therefore stop working). (7 extra villagers = 2:55 extra minutes). On some maps, even being 2 minutes slower means death. On others, you can dock in the back and get away with feudaling late.
Mention that migration only has 6 sheep, 0 boar, and therefore a different build order. However, the chance of their being deer and/or shorefish still allow the possibility of times comparable to standard map. People sometimes have an idle town center just to achieve a quick feudal time. The idea is that choosing not to make a couple villagers is a smaller price than not being able to fish at all.
Also, getting a fast castle is equally important. because you will be making a market as a building prerequisite, selling 200 stone to achieve a faster castle time is worth it if it means winning the sea because winning the sea = winning the game.
Xingjianma Squire
posted 10-25-08 07:05 AM
CT (US)
5 / 6
Woo, great to see Strategy Articles making their appearences in the Blacksmith. How many Grush articles did were there on the list? I can't quite remember, but I'm positive that there was more than one. It will probably be ideal to combine them, as this one is a little lacking in information on the Feudal and later part of the Grush. An obvious mistake from the article. You should not stop building docks at three. You should at least have 5 or 6, and maybe pop down another one whenever you have wood surplus.