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Disclaimer: What you will now read are only my opinions and should only be seen as guidelines. -Arkalis Legend:Explorer: Someone who gains all his land from exploring.Attacker: Someone who gains all his land from attacking starting oop. Converter: Someone who explores for the first part of the round and then converts to attacker. A round lasts 7 weeks. Early-round refers to the first 2 weeks Mid-round refers to the 3rd to 5th weeks Late-round refers to the last 2 weeks of a round. Beginner: Someone who plays for his first or second round and doesn't really understand the game mechanics Intermediate: Someone who understands the game mechanics but still lacks experience Veteran: A pro, you know who you are Good Races Human:Spearmen: 3 / 0275p, 25r Archer: 0 / 3 275p, 10r Knight: 2 / 6 25% fewer casualties 1000p, 100r Cavalry: 6 / 3 Returns 3 hours faster from battle 1350p, 100r Food Production: +5% Spell: Crusade: SELF - Gives 10% attack strength bonus against all evil races, and allows you to kill Undead. Good: Explorer, Attacker, Converter Advantages: Cheap defensive elite, 9 hour return on offensive elite, Good spell. Disadvantages: Expensive offensive elite, reduced target-base because of spell Strong: Mid-round to late-round. Good race for: everyone Top Dwarf:Soldier: 3 / 0275p, 25r Miner: 0 / 3 Every 2 miners produce 1 ore per hour 350p, 25r Cleric: 3 / 4* Against all evil races Cleric has defensive power of 5. Can kill Undead/Spirits on both offense and defense, Reduces combat losses 800p, 0r Warrior: 7 / 2 None 1250p, 110r Ore Production: +10% Max Population: +7.5% Spell: Miner's Sight: SELF - Stronger version of Mining Strength (not cumulative) giving +20% ore production Good:Attacker, Converter Bad:Explorer Advantages: Cheap offensive elite, ore production bonuses help with improvements. Disadvantages: Inneficient defensive units. Strong: Early-round to mid-round. Good race for: intermediates and veterans. Top Wood Elf:Ranger: 3 / 0275p, 25r Longbowman: 0 / 4 325p, 10r Mystic: 0 / 4* *Increases power by 1 for every 20% forest (buildings inclusive) 1025p, 0r Druid: 3* / 1* *Increases power by 1 for every 20% forest (buildings inclusive) 1145p, 0r Wizard Strength: +10% Spy Strength: +10% Max Population: -10% Lumber Production: +10% Attack Power: +5% Spell: Gaia's Blessing: SELF - Stronger version of Gaia's Watch (not cumulative) giving +20% food production, +10% lumber production Good:Explorer, Converter Bad:Attacker Advantages: Cheap defensive and offensive units, Longbowmen are efficient for specialists. Disadvantages: Need to have lots of one special land type (ie. forests). Strong: Late-round Good race for: everyone Top HalflingSlinger: 3 / 0275p, 15r Defender: 0 / 2.5 300p, 10r Staff Master: 5 / 3 15% fewer casualties 925p, 25r Master Thief: 2 / 4 Also counts as 1/5 of a Spy on offense, and 1/2 spy on defense (but cannot be targeted by the Disband Spies spell) 900p, 30r Max Population: +5% Food Consumption: -30% Spy Strength: +30% Spell: Defensive Frenzy: SELF - Stronger version of Ares' Call (not cumulative) giving +20% defensive strength Good:Explorer, Converter Bad:Attacker Advantages: Cheap offensive elite with reduced casualties, Best spies of Dominion, very good spell, can be semi-active and not get too much platinum stolen Disadvantages: Expensive defensive elite combined with inefficient defensive specialist Strong: Mid-round Good race for: Everyone Top GnomeSuicide Squad: 4 /0Squad Suffers 50% casualties 200p, 50r Tinker: 0 / 3 300p, 5r Rockapult: 2 / 4* *Increases by 1 for every 20% Mountains (buildings inclusive), maximum +2. 675p, 330r Juggernaut: * / 3 *Juggernaut's Power is 5 if your target has less than 75% of your land. If your target has between 75% and 90% of your land, Juggernaut's Power is 6. Over 90% of your land, and Juggernaut's Power is 7. 775p, 550r Attack Strength: +5% Max Population: -5% Food Consumption: -20% Gem Production: +5% Spell: Mechanical Genius: SELF - 10% reduction of re-zoning costs. Good:Converter Bad:Explorer, Attacker Advantages: Cheap offensive and defensive elites. Disadvantages: Almost useless spell, Reduced target-base because of the juggernaut's ability, HUGE ore costs. Strong: Late-round Good race for: Intermediates and Veterans. Top MerfolkMermen: 3 /0No boats needed 275p, 0r Sirens: 0 / 3 300p, 0r Kracken: 4 / 2 Sinks boats when attacking, No boats needed 600p, 0r Leviathan: 0 / 7 Sinks boats when defending 1350p, 0r Lumber Production: -30% Spell: Erosion: SELF - 20% of captured land automatically re-zoned into water Good:Attacker, Explorer Advantages: Very cheap offensive elites, efficient defensive elites, no need for ore or boats Disadvantages: Expensive defensive elites slow you down, bad spell Strong: Late-round Good race for: Everyone. Top SylvanSatyr: 3 /0275p, 0r Sprite: 0 / 3 300p, 0r Dryad: 0 / 3* Counts as 1/2 wizard on defense, 1/5 wizard on offense (cannot be targeted by Wizard Assassination), * Increases power by 1 for every 20% forests (buildings inclusive) to a maximum of 0/7 1000p, 0r Centaur: 5 / 2 Returns 3 hours faster from battle 950p, 90r Lumber Production: +20% Food Production: +10% Spell: Warsong: SELF - Gives 10% attack strength bonus Good:Explorer, Converter Advantages: Cheap units, 9 hour returns, good mage power, good spell Disadvantages: Need for lots of forests doesn't allow a lot of strategy variation Strong: Mid-round Good Race for: Intermediates and Veterans Top FirewalkerFire Sprite: 3 /0300p, 0r Flamewolf: 0 / 3 300p, 0r Phoenix: 0 / 4.5 Cannot be killed except by Icekin. 925p, 0r Salamander: 5 / 3 50% fewer casualties when attacking 950p, 0r Maximum Population: +5% Lumber Production: -10% Food Consumption: +10% Gem Production: +10% Spell: Alchemist Flame: SELF - Increases alchemy production by 15 platinum. Good:Explorer Advantages: Fairly cheap immortal defensive elite, possibility for a crazy platinum income, reduced casualties on elite attacker Disadvantages: Inneficient units Strong: Mid-round Good race for: Intermediates Top SpiritPhantom: 2.5 / 0ALMOST Never Dies 225p, 0r Banshee: 0 / 2.5 ALMOST Never Dies 225p, 0r Ghost: 2 / 4 ALMOST Never Dies, some enemy units killed in battle turn into Phantoms/Banshees and join your army IF BATTLE WON WHEN YOU ATTACK, Flight (no need for boats) 900p, 0r Spectre: 4 / 3 ALMOST Never Dies. Attacking a target 70% of your land size or larger, and some enemy units killed in battle turn into Ghosts and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 70% of your land size, and some enemy units killed in battle turn into Ghouls/Skeletons (Undead) or Phantoms/Banshees (Spirit) and join your army IF BATTLE WON WHEN YOU ATTACK. Flight (no need for boats) 1050p, 0r Max Population: +10% Food Consumption: -90% Wizards: Immortal Spell: Parasitic Hunger: SELF - Increases larger percentage of kills in battle to your military after battle Good:Attacker, Explorer Bad:Converter Advantages: Undying troops make it easier to recover from hits, lots of space available (no ore mines, no docks and close to no farms) Disadvantages: Space-inefficient, needs the player to be very active to attack every 12 hours Strong: Early-round Good race for: Beginners and Veterans Top |
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