Salsuero
Well-Known Member
Works for them atleastmost.
Fixed it. LOL
Works for them atleastmost.
I don't follow that "guide" if you want to call it that, but I do recurring questing and I always get a little giggle when someone attacks my city and they go looking only to see 3000 blacksmiths to plunder but the best part is when they do plunder one, oh my no don't do that lol. I'm sure most look at me like I'm some sort of idiot too, "frggin blacksmith guy, pfft".0% defense also benefits people who follow that Heavy Questing Guide that's here on the forums. I know they don't bother with defense, because they advocate having nothing to plunder, getting all their resources needed from the recurring quests.
Works for them at least.
still, a 1877 defense+unit defense, broke, lolIt's my understanding as far as the OP medusa is that it's due to the Blast effect
With +6 damage every tile closer within it's range, and a range that extends beyond the battlefield, every shot is boosted by blast and a unit particularly close to medusa can get quite a lot of blast damage added. I don't know all the numbers exactly, but I have gone back and forth with them in my main town and have had a bit of fun with them at times.
*I left many valuable goods/supplies buildings uncollected all week.*
A) St Basil will give you daily coin production, which isn't much, but it isn't 0 production.try to illustrate an example of how 0% defense = profits.
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a 1x daily player with basil and 5 watchfires (30 squares of defense) and a terrace farm in his inventory.
if the player , removes his basil and watchfires and puts in his terrace farm, they will instantly increase their potential for usable production by 6-7 collections per week.. 25-30 collections per months ...or 312-360 collections per year.
if they kept the basil and watchfires, they could not produce/collect on that land, their potential for usable production would be that much less.
keeping basil and watchfires is effectively a loss of 312-360 possible collections per year.
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if they had the t-farm, and it got plundered every single day... they would have gained 0 usable productions...which is the same they would have gained if the basil and watchfires were there.
so according to this example... a basil and 6 watchfires have the same impact on a daily players usable production as a terrace farm that gets plundered every single day.
if a person had the terrace farm, and it got plundered 300 times, and they collected 12-65 productions...they would be ahead that many collections.
a terrace farm that gets plundered 300 times, and collected from 12 times, has a gain of 12 useable productions ....
a basil and 6 watchfires is a guaranteed loss of 312+ productions every year to a daily player.
does the basil and 6 watch fires stop 312 plunders every year?
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when a person has defense in their city, they lose production on that land every time, every collection, guaranteed.
if they have a building, and it gets plundered, it is essentially the same as having defense there. 0 usable production gained.
if they have a building, there is always a chance they can collect and gain usable production.
A) St Basil will give you daily coin production, which isn't much, but it isn't 0 production.
C) You can fit 6 Watchfires into any city without losing a single tile to production. Just put one at the end of every road. I'm not saying that would be an effective deterrent, but the whole idea that any space devoted to defense equals lost production is just ridiculous on the face of it.
A) St Basil will give you daily coin production, which isn't much, but it isn't 0 production.
B) To actually maximize the space while having 0% defense, put in 6 SoKs instead of the Terrace Farm. Same space, but 20% more FP production, plus pretty decent coin production. Potential loss to plunder? Zero.
C) You can fit 6 Watchfires into any city without losing a single tile to production. Just put one at the end of every road. I'm not saying that would be an effective deterrent, but the whole idea that any space devoted to defense equals lost production is just ridiculous on the face of it.
Aid has never been an issue for me in any city. And as far as goods go, Tribal Squares take care of that, with coins to boot. And neither the SoK nor the Tribal Square is plunderable when producing the FP and goods, respectively, so the combination is way better than a bunch of Terrace Farms.SoKs aren't necessarily more efficient. They chew up aid, and you are limited to the amount you can have because of that. They take more roads. They can't make goods, which can be a very important aspect of Terrace Farms in high ages, where 30 goods gets you way more than 5 FP. So, per square they are, but taken as whole, there are many situations where the Terrace Farm can be more advantageous for the player as well. Mostly where the goods are a more important production.
Careful, you might end up plundering yourself and get the dreaded FISH! like I did once when I thought they removed spoilage and found out not so.I left many valuable goods/supplies buildings uncollected all week
Aid has never been an issue for me in any city. And as far as goods go, Tribal Squares take care of that, with coins to boot. And neither the SoK nor the Tribal Square is plunderable when producing the FP and goods, respectively, so the combination is way better than a bunch of Terrace Farms.
Yeah, whatever. In the 30 squares of a Terrace Farm that is vulnerable to plundering, you can put 2 Tribal Squares and 3 SoKs, for 10 goods and 3 FP per day, plus lots of coins for UBQ. Using the figure of 30 goods per day for the TF is not actually realistic for most players, especially on an an ongoing basis. Just not realistic to be able to do three 8 hour cycles per day, day after day, timing-wise. So, you're looking at a realistic figure of either 20 goods, plus some medals, or 5 FPs, but not both. And both the TS and SoK provide pop instead of using it, and (for those who care about such things) 2 TS + 3 SoK will provide 32,000 more ranking points than 1 TF. Throw in anything you get from the extra UBQs you can do over a year because of the coins, and subtract even a very few plunders over the course of a year, and the 2 TS/3 SoK combo is way superior in both production and flexibility to 1 TF.Let's see, how many do you get per day with a tribal square? 12 hexes, 5 goods is it? So, 42% per square per day? So, normalizing for 30 squares, you'd get 12.5 goods. Terrace Farm gets 30 per day. Not really close. But, TS does give some pop whereas TF uses it, but it's still not even remotely close which is better at it. I'll take the 30, thanks.
Yeah, whatever. In the 30 squares of a Terrace Farm that is vulnerable to plundering, you can put 2 Tribal Squares and 3 SoKs, for 10 goods and 3 FP per day, plus lots of coins for UBQ. Using the figure of 30 goods per day for the TF is not actually realistic for most players, especially on an an ongoing basis. Just not realistic to be able to do three 8 hour cycles per day, day after day, timing-wise. So, you're looking at a realistic figure of either 20 goods, plus some medals, or 5 FPs, but not both. And both the TS and SoK provide pop instead of using it, and (for those who care about such things) 2 TS + 3 SoK will provide 32,000 more ranking points than 1 TF. Throw in anything you get from the extra UBQs you can do over a year because of the coins, and subtract even a very few plunders over the course of a year, and the 2 TS/3 SoK combo is way superior in both production and flexibility to 1 TF.
It's not about how many times you're on all day, it's about timing. I'm on a lot, but my life doesn't revolve around game timing, nor does that of most players. Therefore, the most realistic number is two 8 hour cycles with one 4 hour cycle. Which is 20 goods. And that's real. For the 30 goods number, you would have to be on exactly every 8 hours, day after day. That is not real.The statement about 8 hour productions is nonsense. Most "serious" players can be on more than three times a day. You're on all day, and we're really talking about you and me anyway. So, 30 is the number, not 20, and silly arguments you know are wrong aren't going to change that. Let's keep it real, instead of making up stuff we both know isn't accurate.
Well, since my point is that a combination of Tribal Squares and SoKs is better than a Terrace Farm, I am on topic. And since the thread topic is 0% defense, then the TS/SoK combo is more appropriate, because you don't need defense to protect their production like you do the TF.Tribal Squares are a joke by comparison. That was what my previous post was about, not about SoKs. Stay on topic, please.
It's not about how many times you're on all day, it's about timing. I'm on a lot, but my life doesn't revolve around game timing, nor does that of most players. Therefore, the most realistic number is two 8 hour cycles with one 4 hour cycle. Which is 20 goods. And that's real. For the 30 goods number, you would have to be on exactly every 8 hours, day after day. That is not real.
Well, since my point is that a combination of Tribal Squares and SoKs is better than a Terrace Farm, I am on topic. And since the thread topic is 0% defense, then the TS/SoK combo is more appropriate, because you don't need defense to protect their production like you do the TF.
Most "serious" players can be on more than three times a day.
eight hour intervals are not hard to collect from.
My girlfriend wouldn't be too thrilled if I stopped to run FoE during dinner or a nighttime walk at the beach. Now, if you're advocating for giving up your full-time job and real-world experiences to keep your 8-hour productions on schedule... I suspect you don't have either to worry about.
Yeah, whatever. In the 30 squares of a Terrace Farm that is vulnerable to plundering, you can put 2 Tribal Squares and 3 SoKs, for 10 goods and 3 FP per day, plus lots of coins for UBQ.
Talk about nonsense. Sheesh.Show me someone that puts up TS for goods instead of a Terrace Farm, and I'll show you either a fool, or someone that doesn't have the TF. TS are not very good items, but you already know that.
More utter nonsense. Impossible to do day after day unless you have no life.I'd understand better, but eight hour intervals are not hard to collect from.
Right back at you.I'm quickly losing respect for you, and beginning to think you're trolling.
Proof? Definition?
Speak for yourself. Some people have lives and work for a living. My girlfriend wouldn't be too thrilled if I stopped to run FoE during dinner or a nighttime walk at the beach. Now, if you're advocating for giving up your full-time job and real-world experiences to keep your 8-hour productions on schedule... I suspect you don't have either to worry about. That's sad. The truth is... I don't think "most" people are online as much as you claim "serious" players should be. If your life revolves around FoE, you're truly wasting it. Collecting everything on a 24-hour clock may be less efficient, but it's much more easily managed to collect everything once daily than it is to have to be online several times a day to manage a few extra goodies. I can think of one set of size C goodies that I'd prefer to manage over this game. Your mileage may vary. To each his/her own. And so on, yadda yadda. This thread is hilarious.