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Thread: Archers - are they worth it?

  1. #11
    Skilled Student Psychynius's Avatar
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    I cant really make a calculation either cuz I dont even see the requirements for militia.
    Militia require 1 settler, 10 beer and 10 iron swords.
    1 Iron sword requires 2 iron & 8 coal.
    1 Iron requires 4 iron ore & 6 coal.

    So more expensive then the bronze. ^^

    60 hp
    20 - 40 damage
    80% accuracy
    Normal initiative.
    Last edited by MOD_Psychynius; 08.12.11 at 10:41. Reason: Corrected values
    Previously known as Psychyn! I restarted and improved.

    I'm in your game, carrying your wheat.


  2. #12
    Battle Hardened Contributor sparkz's Avatar
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    Militia is needed for one boss fight, so you might aswell squeeze some sword production in and make like 50-60 of those units, being careful to not lose them in regular fights.

  3. #13
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    archers/range weapons should get first stike...therefore grunts would be depleted before they could get into the action...Just like the real thing

  4. #14
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    Quote Originally Posted by MOD_Psychynius View Post
    Militia require 1 settler, 10 beer and 10 iron swords.
    1 Iron sword requires 1 iron & 1 coal.
    1 Iron requires 1 iron ore & 1 coal.

    So same as the bronze. ^^ (To make the swords, Militia do require more beer)

    60 hp
    20 - 40 damage
    80% accuracy
    Normal initiative.
    My iron smelter needs 4 iron and 6 coal to make 1 iron bar....

    And my iron weaponsmith needs 2 iron bars and 8 coal to make 1 sword....

    Plus the iron mine takes longer to get the iron mined than the copper mine takes..... and the weaponsmith takes the same amount of time to produce one sword as the iron smelter takes to produce one iron bar so either two smelters are needed or the weaponsmith has to get turned off half of the time.....
    Last edited by lynnkx; 07.12.11 at 22:34.

  5. #15
    Jolly Advisor
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    yes I see that now I've gone and built them all
    Might not have bothered had I known

  6. #16
    Battle Hardened Contributor sparkz's Avatar
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    Quote Originally Posted by IncontinentNick View Post
    archers/range weapons should get first stike...therefore grunts would be depleted before they could get into the action...Just like the real thing
    Keep in mind that TSO is not a standalone game, its a UK server for a game that thousand other people plays on dozen of other servers. If you granted ranged units first strike on any of the more developed servers it would lead to most missions being completed WITHOUT loses, apart from maybe few recruits. That being said people would not only spend less money on doing missions, but also would skyrocket with levels, doing couple missions a day.

  7. #17
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    I disagree with your assumption, especially early game.

    The most difficult task is not to get mats for making your army, its to get enough settlers over to train. This is why i choose a mix of bowmen and recruits. Simply cause i want the fights to only go one round, this minimize my losses alot.

  8. #18
    Skilled Student Psychynius's Avatar
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    My iron smelter needs 4 iron and 6 coal to make 1 iron bar....

    And my iron weaponsmith needs 2 iron bars and 8 coal to make 1 sword....
    Aye, got corrected about that last night. Forgot to edit the post. My bad. I'll edit it now. ^^
    Previously known as Psychyn! I restarted and improved.

    I'm in your game, carrying your wheat.


  9. #19
    Jolly Advisor
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    Quote Originally Posted by MOD_Psychynius View Post
    Aye, got corrected about that last night. Forgot to edit the post. My bad. I'll edit it now. ^^
    tsch... damn MODs JK

  10. #20
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    Quote Originally Posted by lynnkx View Post
    My iron smelter needs 4 iron and 6 coal to make 1 iron bar....

    And my iron weaponsmith needs 2 iron bars and 8 coal to make 1 sword....

    Plus the iron mine takes longer to get the iron mined than the copper mine takes..... and the weaponsmith takes the same amount of time to produce one sword as the iron smelter takes to produce one iron bar so either two smelters are needed or the weaponsmith has to get turned off half of the time.....
    Ok so if you can live with my pine wood log currency a militia would cost:

    M=Amount of militia
    B=Beer
    I=Iron
    Is=Iron swords
    Ib=Iron bar
    C=Coal
    P=Pwle

    Militia resource cost
    f(M) = 10M(B+Is)

    Is=2Ib+8C
    Ib=4I+6C

    meaning
    f(M=1)=10[B+8C+2(4I+6C)]

    In pwle
    B=12P
    C=4P
    I=17P

    we have:
    f(M=1)=10[(12P)+8(4P)+2(4(17P)+6(4P))] = 10[12P+32P+2(68P+24P)] = 10[44P+184P] = 10[228P] = 2280P

    One militia costs 2280 pine wood log equivalents. (Remember archers and recruits costed, less than 10% of that)

    So what do we get from a militia

    Damage: 20-40, 30 avg
    30/2280=0.013 DMG/pwle

    HP: 60
    60/2280=0.026 HP/pwle

    Combined worth
    0.013+0.026=0.039 "HPDMG"/pwle

    in comparison:
    Archer: 0.2 HPDMG/pwle
    Recruit: 0.3125 HPDMG/pwle
    Militia: 0.039 HPDMG/pwle

    Basically your costs to get to the next tier of melee is enormous and your military becomes even less cost-effective. Would be interesting to do this on the other units as well to see if it keeps going this way. obviously this doesnt take into account time as mentioned. using settler spawn as the limiting resource it makes more sense to make the best units around

    I dont have the building time of the buildings either, but if you had you could factor in how much DMG, HP and HPDMG youd get per unit of time while making any of these.. meaning if you have an abundance of resources, free settlers and all the infrastructure needed.. what gives you the most powerful army in the shortest amount of time
    Last edited by Zavvy; 08.12.11 at 11:10.

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