Difference between revisions of "Recommended Defense"

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==Introduction==
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{{playerguide}}
You will hear/read many varying accounts on how much defense you should build.  This is a recommendation for new players who wish to learn more of the game mechanics but don't have a teacher handy.  This (very short) guide covers both DPA and D/NW.
 
  
* Defense Points divided by Acres = DPA
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Updated for Age 89. 2021-1-1. Special thanks to W1nd for the advice.
* Defense points divided by Networth Total = D/NW
 
  
If you run enough defense to prevent being double tapped by people in your networth range you will be okay.
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==Introduction==
 
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You will hear/read many varying accounts on how much defense you should run.  This is a recommendation for new players who wish to learn more about the game mechanics but don't have a teacher at hand. This (very short) guide covers DSPA and is a basic anchor to help new players get started on how much defense they need to build.
 
 
Depending on Race and Personality choices; using these numbers as a base (tweak to fit your playstyle/strategy) will help you on your way to becoming the best:
 
 
 
==Here is a guideline for suggested DPA (Defense per Acre):==
 
  
Coming oop (Out of Protection)in the beginning of the age, 35 DPA or more is good for an attacker (Attacker/Thief, Attacker/Mage) role.
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* Defense Specialists per Acre = DSPA
  
Coming oop in the beginning of the age, 50 DPA or more is good for a thief or mage role.
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== Strategy ==
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'''Proper defense alone can only help you so much. Defense needs to be combined with a certain level of deterrence. High offense for example will make enemies think twice about hitting your province.'''
  
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If you run enough defense to prevent being double tapped by people in your networth range, you will be okay.
  
Partway through the age, 50 DPA or more is good for an attacker (Attacker/Thief, Attacker/Mage) role.
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Depending on Race and Personality choices, using these numbers as a base (tweak to fit your playstyle/strategy) will help you on your way to becoming the best.
  
Partway through the age, 70 DPA or more is good for a thief or mage role.
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==Basic Guideline==
  
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In most scenarios unless you are in eowcf (End of War Cease Fire), you want to be somewhere between 50-70% drafted in the military.
  
Near the end of the age, 60 DPA or more is good for an attacker (Attacker/Thief, Attacker/Mage) role.
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Here is a very simple guideline for suggested DSPA (Defense per Acre) if you need something to start with:
  
Near the end of the age, 90 DPA or more is good for a thief or mage role.
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'''In the beginning of the age for all players coming OOP (out of protection)''':
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DSPA - 3 to 4
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TPA (Thief per acre) - 1
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OSPA (Offensive spec per acre) - Whatever else you have
  
==Here is a guideline for suggested D/NW (Defense per Networth):==
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At this point, you will have barely hit 50% military and most of your military units will be specialists. As an attacker, you will want to typically aim for 2:1 offense spec to defense spec.
  
Anything <0.3 D/NW would be a suicider strat
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'''Attacker @ 1000acres''':
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DSPA - 6 to 7
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TPA - 2 to 3
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OSPA/EPA (Elites per acre) - Balanced based on EOWCF income
  
>0.3 but <0.35 D/NW is low/average.
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EPA is dependent on several factors; income, war wins, cease fires, science goals, builds and overall kingdom plan for the age. Most kingdoms advocate that getting to full Elites would be best ASAP.
  
>0.35 but <0.40 D/NW is fairly high.
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'''TM @ 1000acres'''
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DSPA/EPA - MAX within funding limits
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TPA - 3 to 5+
  
>0.4 but <0.45 D/NW is rather strong defense (turtling) that most thieves and mages would use (as well as attackers who aren't committed to attacking).
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This is an initial recommendation for pure TMs. Note that you'll have to take into consideration Elite points for different races as one of the many factors to consider. For example, elves have stronger dspec (defensive specialists) than its elites on defense so they would not train elites normally, while Faeries have tough defense on their elites, so you would want to convert to elites ASAP.
  
0.45 or more D/NW is usually only seen in a bank and kd mates do all your retals.
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[[Category:Mini Guides]]

Latest revision as of 15:22, 1 January 2021

This is part of the Utopia WIKI Player written guides.

THIS PAGE is a guide aimed to cover Recommended Defense. It comprises of tips and tricks written by other players, for regular utopians. Please be civil in your discussions if you disagree with a point made on the page.


Updated for Age 89. 2021-1-1. Special thanks to W1nd for the advice.

Introduction

You will hear/read many varying accounts on how much defense you should run. This is a recommendation for new players who wish to learn more about the game mechanics but don't have a teacher at hand. This (very short) guide covers DSPA and is a basic anchor to help new players get started on how much defense they need to build.

  • Defense Specialists per Acre = DSPA

Strategy

Proper defense alone can only help you so much. Defense needs to be combined with a certain level of deterrence. High offense for example will make enemies think twice about hitting your province.

If you run enough defense to prevent being double tapped by people in your networth range, you will be okay.

Depending on Race and Personality choices, using these numbers as a base (tweak to fit your playstyle/strategy) will help you on your way to becoming the best.

Basic Guideline

In most scenarios unless you are in eowcf (End of War Cease Fire), you want to be somewhere between 50-70% drafted in the military.

Here is a very simple guideline for suggested DSPA (Defense per Acre) if you need something to start with:

In the beginning of the age for all players coming OOP (out of protection):

DSPA - 3 to 4 
TPA (Thief per acre) - 1
OSPA (Offensive spec per acre) - Whatever else you have

At this point, you will have barely hit 50% military and most of your military units will be specialists. As an attacker, you will want to typically aim for 2:1 offense spec to defense spec.

Attacker @ 1000acres:

DSPA - 6 to 7
TPA - 2 to 3
OSPA/EPA (Elites per acre) - Balanced based on EOWCF income

EPA is dependent on several factors; income, war wins, cease fires, science goals, builds and overall kingdom plan for the age. Most kingdoms advocate that getting to full Elites would be best ASAP.

TM @ 1000acres

DSPA/EPA - MAX within funding limits
TPA - 3 to 5+ 

This is an initial recommendation for pure TMs. Note that you'll have to take into consideration Elite points for different races as one of the many factors to consider. For example, elves have stronger dspec (defensive specialists) than its elites on defense so they would not train elites normally, while Faeries have tough defense on their elites, so you would want to convert to elites ASAP.