Optimization of Military Cities
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Optimization of Military Cities
Problem: Building slot restricitions limit the number of military buildings per city, which forces us to select a few unit types each military city specializes in. However, no combat unit can exceed a production time of 10 seconds, so we need a way to figure out how many of each production building (training grounds, stables, etc.) to build in order to save building space yet maximize the production speed.
I'll be updating the post as I calculate the other unit types. Here's Infantry and Calvary for now!
Pacifism posted these numbers. Thanks for the calculations man :
This figures include the 100% production speed that each unit starts with, for example to maximize Bezerkers you would be adding 1900% speed with Training Grounds to the 100% to equal 2000%.
For simplicity, the terms "boosted" and "unboosted" refer to the production speed bonus that production buildings receive when situated next to a Barracks.
Maximizing Bezerkers
Maximizing Rangers
Maximizing Guardians
Maximizing Scouts
Maximizing Crossbowmen
Maximizing Knights
I'll be updating the post as I calculate the other unit types. Here's Infantry and Calvary for now!
Pacifism posted these numbers. Thanks for the calculations man :
Unit | Unit Type | Production Speed |
Cityguard | N/A | 500% |
Berserker | Infantry | 2000% |
Ranger | Infantry | 2500% |
Guardian | Infantry | 3000% |
Scout | Calvary | 4000% |
Crossbowman | Calvary | 6000% |
Knight | Calvary | 5000% |
Mage | Caster | 7000% |
Warlock | Caster | 15000% |
Templar | Blessed | 3500% |
Paladin | Blessed | 7000% |
Baron | Blessed | 600000% |
Ram | Siege | 25000% |
Ballista | Siege | 35000% |
Catapult | Siege | 40000% |
Sloop | Ship | 300000% |
Frigate | Ship | 600000% |
War Galleon | Ship | 1200000% |
This figures include the 100% production speed that each unit starts with, for example to maximize Bezerkers you would be adding 1900% speed with Training Grounds to the 100% to equal 2000%.
For simplicity, the terms "boosted" and "unboosted" refer to the production speed bonus that production buildings receive when situated next to a Barracks.
Maximizing Bezerkers
- Spoiler:
Maximizing Rangers
- Spoiler:
Maximizing Guardians
- Spoiler:
Maximizing Scouts
- Spoiler:
Maximizing Crossbowmen
- Spoiler:
Maximizing Knights
- Spoiler:
Notesalot- Emperor
- Posts : 17
Join date : 2010-05-19
Re: Optimization of Military Cities
Is this really the best setup?
Clearly you want to minimize the number of training grounds while maximizing the number of barracks (to maximize army size) while still achieving 10 second production.
I don't have any city design tools, but just messing around with a spreadsheet it seems to me that a series of nodes of 1 training ground completely surrounded by 8 Barracks is best. Each such node should give you +350% I believe, and 6 of them would give you +2100%. Overlap them (only one row of barracks between each training ground) to squeeze them into the city center, possibly making do with a couple of 7-Barracks nodes due to the unfortunate placement of the Townhall.
I think you can get +2100% with just 6 Training Grounds and 35 Barracks arranged in nodes around the Townhall.
Clearly you want to minimize the number of training grounds while maximizing the number of barracks (to maximize army size) while still achieving 10 second production.
I don't have any city design tools, but just messing around with a spreadsheet it seems to me that a series of nodes of 1 training ground completely surrounded by 8 Barracks is best. Each such node should give you +350% I believe, and 6 of them would give you +2100%. Overlap them (only one row of barracks between each training ground) to squeeze them into the city center, possibly making do with a couple of 7-Barracks nodes due to the unfortunate placement of the Townhall.
I think you can get +2100% with just 6 Training Grounds and 35 Barracks arranged in nodes around the Townhall.
Guest- Guest
Re: Optimization of Military Cities
Hattusilis wrote:
Clearly you want to minimize the number of training grounds while maximizing the number of barracks (to maximize army size) while still achieving 10 second production.
Yeah, I should've cleared that up. These are just examples to demonstrate the idea of maximizing production times and they are not the best setup if your city is solely focused on producing that one unit. Your layout that you described does this and would be a perfect Bezerker farm.
And you can find the city design tool in the "external tools" thread. It is flash based so you don't need to download anything.
Notesalot- Emperor
- Posts : 17
Join date : 2010-05-19
Re: Optimization of Military Cities
Lolz Notes. Man u really got ahead of me now. Well... saves me a ton of work Thanks.
@ Hattusilis: I have previously posted a link to the Lord of Ultima City Planner. You should be able to download it here. Unless you have a Mac, in which case you need an emulator.
@ Hattusilis: I have previously posted a link to the Lord of Ultima City Planner. You should be able to download it here. Unless you have a Mac, in which case you need an emulator.
Guest- Guest
Re: Optimization of Military Cities
What do you think of this layout? I'm trying to make a self-sufficient (in terms of food ONLY) military city that gets close to optimizing all types of both Infantry and Calvary.
At 2925% Infantry production, it gets close to maximizing Guardians, which require 3000%. At 5325% Calvary production, it also gets close to maximizing Crossbow men, which are the most time-consuming Calvary at 6000%. I am a little concerned with the low army size, topping out at 160k TS. However, it does produce plenty of food to eliminate the need for constant trading.
At 2925% Infantry production, it gets close to maximizing Guardians, which require 3000%. At 5325% Calvary production, it also gets close to maximizing Crossbow men, which are the most time-consuming Calvary at 6000%. I am a little concerned with the low army size, topping out at 160k TS. However, it does produce plenty of food to eliminate the need for constant trading.
Notesalot- Emperor
- Posts : 17
Join date : 2010-05-19
Re: Optimization of Military Cities
Just made up this quick food calculator cause I got fed up with the wiki telling how much food the units need in days but production is in hours.
Food Calculator
So now you can even work out how many farms u will need in your military cities
Food Calculator
So now you can even work out how many farms u will need in your military cities
Last edited by Pacifism on Fri May 28, 2010 2:09 am; edited 1 time in total
Guest- Guest
Re: Optimization of Military Cities
OMG Kryllik made a shocking discovery today when his production time for his zerks went down to 9 secs/berserker. Time to replan those layouts Notes.
Last edited by Pacifism on Fri Jul 09, 2010 1:51 am; edited 1 time in total (Reason for editing : got Kryllik's name wrong :-P)
Guest- Guest
Re: Optimization of Military Cities
Just hit 0:08 on my Berserkers.
:10 Rangers
:12 Guardians
:10 Rangers
:12 Guardians
Guest- Guest
Re: Optimization of Military Cities
It was my understanding that 10 seconds was the minimum recruit time (much as it is the minimum build time).
The shocking discovery is that this does not appear to be the case.
This will obviously influence the design of military cities.
The shocking discovery is that this does not appear to be the case.
This will obviously influence the design of military cities.
Guest- Guest
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