Forge of empires city planner excel3/10/2024 But getting a lot of L2 sentinel outposts to cover all your defense is quite difficult, and none of the other sources came close to that, so I gave it an additional 50% more (0.375).įP : 1.42 (based off Helter Skelter Wheel of Death spam *shudder* - but there are fall field layouts optimized around begonias that are close) Sentinel Outpost at 4% per tile gave defense/tile a multiplier of 0.25. And then modified some of them that I felt were over and underrepresented from there. Of course they'll require different (more) roads - but the approximate amount of such is roughly accounted for in the evaluation.Ĭlick to expand.For my own comparisons, I started by benchmarking the "most efficient for the stat" spammable building as "100%" for each stat. Effectively Nutcracker Guardhouses are an upgrade over an equal space spent on Heroes Taverns. It's as simple as considering the 2x2 nutcracker guardhouse a size 5 building instead of size 4 to compare it to say a 5x4 Heroes Tavern (also a good building) that I'd count as 22 squares instead of 20 and have the nutcracker guardhouse come out on top for FP, for attack, AND for attacking defense even though the heroes tavern gains less % space for "being big". there's very few things I'd consider better than a nutcracker guardhouse such that if I had 100 of em, I'd probably build em all - not just have a few for the spots where I want something small. an L corner with 1 inside corner allows 1 big building on the outside of it attached by a single road connection, while a T corner with 2 inside corners creates a new road that will have a termination point that can support up to 2 big buildings with a single road.Ĭlick to expand.My point is that there are bad large buildings and very good small ones, and that size should not be a core part of the determination of whether or not you want something - rather the "amount of road it takes" should be built in to deciding how efficient it is and if it has enough stats to offset that road, it's great. It's also worth pointing out that having a certain number of 2x2s (or soon 1x1s!?) that need road is great for flexibility in your corners lining up with the right spacing.Ģ) While you correctly point out that every inside corner is an inefficiency(and that it's minimized by putting small buildings on the inside of the corner), i think at the same point it should be stressed that good corners always come with an opportunity as well (you briefly touch on it later - but I think the thoughts should be connected). This also allows you to account for 2LR buildings if they're in consideration from an efficiency perspective (say you're running some regular supply buildings and trying to compare a 2LR supply to a 1LR supply building to decide which to place - the 2LR building gets added size = to the short side, while the 1LR building gets half the short side). Generally this is "half the short side" as the road it's attached to should normally be on the short side, and should be shared with a building on the other side of it. Some small buildings are very good even including that and should not be discarded as such (i.e. 1) Rather than criticize small buildings as being "road-inefficient", I think it's helpful to build a "nominal road size" into the building itself when deciding on its efficiency.
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