dragon ball fierce fighting 3.0 - Economic and Military Power changes |
Posted: January 23, 2019 |
If you did an economic improvement it will take a while before you’ll be better off — the break even point — by having done that improvement. As we’ll see later, a villager takes roughly 2:30 to pay themselves off, a 2nd lumbercamp takes about 8:00, and so on dragon ball fierce fighting 3.0. As for military improvements it depends. If the improvement was an upgrade, as soon it completes all units get instantly better. This is a power spike, an instant increase in combat power. If the improvement was conscription it will pay off when the number of units after conscription is greater than it would be if you hadn’t stopped making units to research it. This is why it’s a good idea to be cautious when doing a serious upgrade like the castle age, which sets you 800f 200g behind. As a side note, unless you get some specific civilization bonus, the castle age is neither an economic nor a mili- tary upgrade. Only what you do next, upon reaching it, is. This means that until you reach the break-even points of military and economic upgrades available in castle surpass the value of 800f 200g + the cost of the upgrades, you’re worse than if you had stayed in feudal age. So to give a specific example, from the moment that you start saving for castle age until you upgrade your archers to crossbows and get bodkin arrow you’re weaker than your equally matched opponent who simply kept making military units. The same is valid for the imperial age upgrade. You’re only stronger when you finish building those first bombard towers, or when the Elite upgrade to the UU fi- nally finishes. Until then (and barring civ. specific bonuses) you’re powering, and behind your enemy that stayed in castle age making units non-stop. Let’s now see the practical uses of this information. If you start a game by going to castle quickly then upon reaching it, you make 2 new TCs and then do nothing but constantly produce villagers then you are powering hard. Basically you’re saying to your enemy: “I’m weaker than you now, but I’m preparing to be stronger later.” An example of this is player A doing the strategy above, while player B keeps making military units on one TC. If player B attacks quickly he will surely win, but if he stays on his base too afraid to move out and let’s enough time pass by, player A will have an economy strong enough to feed a greater military power increase that surpasses B’s. This is why it’s a good idea to pressure your enemy when you’re not sure what they’re doing but you know you have a good army. If they are powering hard then you need to know that and attack then. If they’re not, then you can go back or fight equally. Pressuring can also force your enemy to stop powering hard for a while as he needs to defend your attack, giving you time to power hard and catch up to him in economic power. Power spike: Ideally you want to attack as soon as you get a power spike if it gives you a temporary advantage over your enemy and avoid confronting them if the same is true for them. For example, when you just got your crossbow and bodkin arrow upgrade which made your army better than his. And why should you attack when you have an advantage? Because you can capitalize on it, you can reap bene- fits from it. Powering: When you’re powering, you’re weaker. So you need all the small advantages you can get to overcome that disadvantage you temporarily set yourself into. That means:
•Making walls;
•Retreating to near your military buildings (see building positioning to
understand why this is an advantage);
•Making extremely defensive buildings (towers);
•Distracting your enemy so that he is focused on defending (though you
never fully engage his army, because yours should be weaker, you just
make him not use his against you). If it’s the enemy that is powering, then you should attack or pressure². Pres- suring can simply mean attack one of his frontal military buildings. It’s not life or death if he loses the buildings but he feels pressured to respond because it’s still not good for him to lose a building. This can force him to stop powering (e.g. stop making villagers or new TCs) and start making units, giving you time to catch up economically. If you don’t know whether he’s powering or not, then you should put pressure to force his army to come out. By its size and upgrades you can then gauge his strategy. If he’s powering he will have a much weaker army than if he isn’t, and so you should keep on pressuring or even turn it into a full attack if your advantage is big enough.
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