Step 3 - Economy UpgradesAoC
economy is based on inversions and rentability. What I mean is itis
necessary to invest a certain amount of resources and of time todevelop
them and they have a very certain impact on the game. It isgood to
understand how they work to be able to decide which and when toupgrade
them to suit your purposes best. There are a lot of factorsthat affect
this matter. Some are random such as the distance betweenthe town
center and the resources you are going to gather, the way thevillagers
spread to collect the resources etc that make the mathematicsto
evaluate them very complex (at least for myself), so you have to
useyour common sense/experience to analyze their impact on the
gathering,others are always fixed such as the villager walk or
gathering speedwhich I'll try to explain the best I can.
Resource packUnderstand
a 'resource pack' to be the following: imagine a playerplans on going
to the Castle Age and make knights from one stable. Heneeds 75g per
turn. Now he doesn't wait till he is Castle to place 8villagers to mine
gold but he had 5 gold miners since the beginning ofupgrading to Castle
Age. By the time he reaches the Castle Age he has5(miners) * 6(turns
Castle Age upgrade takes) = 30 turns of villagework = a 'resource pack'
of 300gold by the time he goes castle. Noweven keeping 5 gold miners
only he can produce knights non-stop usingthe resource pack he has: he
needs 75g per turn --> he collects 50gper turn with his 5 gold
miners --> 75g - 50(the 5 miners mine thismuch per turn) = 25g per
turn he needs to take from the resource pack--> 300 / 25 = 12 turns
or 12 knights he can produce before this"resource pack" empties. So its
good to put units on a resource beforethey are needed if they are not
needed elsewhere, such as going tofeudal age putting 3 villagers on
gold just before you click up thushaving enough (200g) to click up to
castle age.
Feudal age -> Double Bit Axe in Lumber Camp:+20%
raw (with raw I mean the villager works 20% faster when a treeis cut
down). This upgrade doesn't affect the time it takes to carrythe wood
to the drop point (lumber camp/TC) or the time it takes to cutthe tree
down. So to evaluate it's real impact on the economy you haveto analyze
the 'hard to evaluate' factor I just talked about which isthe average
time it takes for your villagers to carry and drop thewood. Through a
few experiments I have decided that in normalconditions (not too many
choppers on the same forest, not too farlumber camp) the improvement is
around 15%.
It helps me a lot to think in terms of "villagers"
and "turns".Understand turn to mean basic time unit in aoe (25
seconds), which isapproximately the time it takes to make a villager in
the town centerand to collect 10units of a resource. In reference to
the Double BitAxe upgrade, the way I evaluate this 15% is that with the
upgrade 7woodcutters do the work of 8 woodcutters without the upgrade
making ita substantial investment if you have a lot of wood cutters.
How to take advantage of this?Imagine
we go up to Feudal Age with 30 population and we have 100uof food
available to invest in either making 2 villagers or upgradingto Double
Bit Axe when reaching it. If we had 14 woodcutters Double BitAxe would
mean these 14 villagers are doing the work of 16 woodcutters,which
accounts for the 2 villagers we could have made. If we had morethan 14
villagers upgrading to Double Bit Axe becomes the obviouschoice as the
villagers are now doing the work of more than 2 extravillagers. If we
only had 8 woodcutters it would be more efficient justto make 2 new
villagers and make them chop. Of course this is just anexample.
Generally in the Feudal Age it is better to make new villagerssince
even if it is less efficient in the beginning, later on when wecan
finally afford the upgrade these additional vills will give us morewood
than the amount we lost in the beginning. This kind of thinking isgood
for Castle Age instead where we might have to choose betweengetting the
upgrades and making new TCs first.
In Reference to turns: Double
Bit Axe costs 100f and 50w. If forinstance we had 10 woodcutters they
would do the work of 11.5 vils,gaining around 15w extra per turn (0.25,
time to make a vil) so itwould take 10 turns till we would start having
more resources (100f,50w to upgrade it) than someone who didn't
purchase it.
Imagine the following: in a 1v1 match 1 player
purchases Double BitAxe and the other player decides to use these 150
units making 2 scoutsextra and waits 3mins before purchasing Double Bit
Axe. If the playerwith the scouts can use them in these 3 minutes to
inflict more damageon the enemy than the benefit he gained from
upgrading to Double Bit(vils doing work of 11.5 instead of 10 vils)
then he will have gainedan advantage, otherwise it will be the player
who upgraded Double BitAxe who gained it. The enemy waiting 3minutes
until getting thisupgrade means you will gain 7 turns (7x15 = 105 wood)
on the enemy.Quite a substantial amount to have extra.
These
examples are of course extreme situations. If you are savingresources
(for castle upgrade for instance) it is almost always betterin mid to
long term to invest them in economic upgrades (such as DoubleBit Axe,
Wheelbarrow, Horse Plough).
Feudal Age -> Horse Plough in Mill:This
farm upgrade makes neither farms cheaper or farmers collectingfaster.
This affects the farm by adding 75 food to a newly placed oneafter the
upgrade, going from 175f - 250f. It also affects it inanother way
explained below
It lengthens farms life or reduces the amount of
wood we need toreseed them. To reseed a farm (60 wood) we need to have
a villagerchopping solely for each 3 farms we have to collect enough
wood so thatwhen each of these farms run out there is enough wood to
replace it.With the farm upgrade 1 vill can collect the wood to reseed
4 farmsinstead of 3 because each farm has more food (or life) lasting
longerallowing the vil to chop more wood. So for every 12 farms we have
wewill need 3 woodcutters instead of 4 meaning we have a free villager
touse somewhere else.
Feudal Age -> Wheelbarrow in TC:Wheelbarrow
increases the amount of resources each villager cancarry (he has to go
drop them less often) and increases its walkingspeed (less time spent
carrying them).
It is hard to evaluate the impact of this on a
full economy. Whenwe have a lot of villagers dropping resources on a
single lumber campor far away from it (for example when we use a single
lumber camp orwhen we do a galley rush: multiple lumber camps) or when
we do severalrows of farms on a single drop point its effect on our
economy is verybig, in these cases it is best to purchase it as soon as
possible.
When the distances villagers have to walk are short
(farms insingle row, few villagers per lumber camp, etc.) I estimated
itimproves the economy in around 10% (on wood and farmers, its effect
inminery are almost null since the walking there is minimal unless
youhave loads of miners). Knowing this and taking its upgrade time
of1:15(exactly 3 villagers) into consideration it is my
beliefWheelbarrow is good once you have 30 or more villagers (which
comes tobe around 14 minutes game time in Feudal Age - 16 if we rushed
with 4/5vills because they wont be working normally or if we are
mininggold/stone with them once rushed, and 17 minutes in Castle Age if
youwent feudal with 28, made 2 villagers and clicked castle, wait till
youreach castle age then click Wheelbarrow).
Feudal Age -> Gold/Stone Mining:15%
raw. It costs 100f and 75wood and as a reference it takesaround 4
villagers per range/stable to keep a constant flow, so inCastle Age
with 2 Stables making knights you need 8 miners, if you had7 miners and
the upgrade they would do the work of 8. It is anexpensive upgrade and
slow to pay for itself in general so it's usuallybetter to wait till we
have a decent amount of miners to upgrade it
Castle and Imperial upgrades:their
logic is the same as Feudal upgrades but they are morecomplex to
evaluate due to the role of the additional town centers.Hand Cart
becomes good from 50-60 vills+. 2 Handed Saw (in Lumber Camp)is best if
you reach castle and will need a lot of wood and have atleast 16
villagers or more on wood (rough estimate). Heavy Plough (inMill) its
best you wait until you have 20+ farms made and are planningon dropping
a lot more or your existing one's are starting to run outthen research
it.
Building An EconomyIn this part of the article we're going to analyze how the economy works in aoc and how to build it most effectively.
Our
first task is deciding what do we want to do. For example, thepocket
player in an arabia game decides he wants to go to castle ageand make
knights from one stable while booming. It is good to know thatfor
making knights he needs 60f and 75g per turn. This is about 6farmers
and 8 gold miners just to supply the knight's cost. At the sametime he
will need around 6 farmers more per town center to pay for thevillagers.
How does Upgrading an Age work?
When
you go from one age to the next it affects your economy inthis way:
imagine player X upgrades to Feudal Age with 22 villagers andplayer Y
goes up with 26. Through the 2:10 of upgrading time (around 5turns of
villager building) player X had 4 less villagers collectingresources so
by the time player Y reaches Feudal although both willhave the same
villager pop the first player will have 5(cost of 2.10 ofgoing to
feudal) * 4 (villagers he had less) = 20 turns less of villagework
(minus 200units of resources).
You have to take away from this
amount the effect of thetechnological upgrades: when you upgrade faster
you get benefits forlonger so for example if you do an upgrade and your
vils are workingfaster (14 working as 16 etc) 4 turns earlier the
difference will bethe 100units instead of 200 (cost of upgrading early
above). At thesame time, reaching ages faster allow you to produce
certain unitsearlier and so you can get economic advantage through
military wars. Incase you reach castle age faster you can also make TCs
faster and soget extra villagers. The balance is very subtle and so
very hard toevaluate. Generally the best thing to do is to adjust our
times so wecan go up as fast as possible but always having the minimum
amount ofresources necessary for the strat we have in mind. So you must
learnwhat strats you can do in situations and tailor your economies
forthese strategies as best you can. Keeping total balance
Resource packUnderstand
a 'resource pack' to be the following: imagine a playerplans on going
to the Castle Age and make knights from one stable. Heneeds 75g per
turn. Now he doesn't wait till he is Castle to place 8villagers to mine
gold but he had 5 gold miners since the beginning ofupgrading to Castle
Age. By the time he reaches the Castle Age he has5(miners) * 6(turns
Castle Age upgrade takes) = 30 turns of villagework = a 'resource pack'
of 300gold by the time he goes castle. Noweven keeping 5 gold miners
only he can produce knights non-stop usingthe resource pack he has: he
needs 75g per turn --> he collects 50gper turn with his 5 gold
miners --> 75g - 50(the 5 miners mine thismuch per turn) = 25g per
turn he needs to take from the resource pack--> 300 / 25 = 12 turns
or 12 knights he can produce before this"resource pack" empties. So its
good to put units on a resource beforethey are needed if they are not
needed elsewhere, such as going tofeudal age putting 3 villagers on
gold just before you click up thushaving enough (200g) to click up to
castle age.
Town centersTown
centers are expensive buildings (275w and 100s) and slow tobuild (2:30
with 1vill 1:15 with 4vill) so just by using 4 vills tobuild them we
lose 4 * 3 (1:15) = 12 turns of village work (-120u). Youalso need 6
farmers just keep the vill production from that one TC.This is why it
is not good to make too many TCs when booming. Throughmy personal
experience and talking to some great players such as kkabor geek I have
come to the conclusion it is not good to make more than4 TCs (3 with
persia) when you are making boom + army or more than 5 (4with persia)
when you are aiming for a long and massive boom (lets say140 vills or
more). This doesn't mean you can't make more than 5 TCs.The TC has
other applications such as ground control, villager defence,pop
redistribution, etc. Just understand that in economy terms makingtoo
many TCs are not an improvement.
Some advice at resource gatheringUsually
the amount of mine resources that we need is very even (75gper turn for
knts, 100s for a TC etc), that's why I like to place acertain amount of
miners and focus on the gathering of wood/food. It'sin the way we play
with the wood and the farms where I think the key ofbuilding a good
economy is. The trick is in making the farms we need assoon as possible
(remember farms require wood for maintenance) andusing the wood excess
to build the TCs we will need. It is not good tobuild new TCs before we
have the necessary food to keep them working(except for military
purposes). It is important to control woodcuttingbecause providing
close drop points improve the efficiency greatly. Bewarned about stone
gathering, it weakens the economy considerably. Itis usually better to
collect as much as we will need and sometimes itis even better to just
buy it on the market (once again these advicescome from an economic
point of view, if you plan to use it for militarypurposes such as
castles, towers, walls, etc by all means mine it!).
Pride and honour.
And that's all we have to say about this you are now ready to move onto Step 4, Saludos.
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