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Messages - Ryu

#1
Reg Discussion / Re: Aug 2021 Round Results
September 01, 2021, 12:54:46 PM
Pagina sounds like a veteran trolling like a newbie lol. Anyways welcome to Redwall! Barren but still alive I will try to play a bit more here


I suggest joining the Redwall discord chat. Many veterans of the game are there to supply you with endless answers. In general attacking for land is not bad but the common way to play and grow. Using all attacks is typical but some players may get nad for being hit incredibly low. However using missions like steal or poison will incur wrath. Standard Attack as well.

With the foragers bonus you are better off not making any markets/huts and instead mercing food as needed.  For a typical high finish you either want to hold that food (52.5 food =$1 net) or merc food, build 40% camps and 60% hut for leaders and buy up your mercs at a discount 1 day before the round finishes every month. 
#2
Reg Discussion / Re: May 2021 Round Results
May 31, 2021, 09:16:47 PM
Massive thanks to Gier for putting me to ratio for goldmine. He came astonishingly close to a Marten finish too (400 billion buy up).
#3
Reg Discussion / Re: Apr 2021 Round Results
May 01, 2021, 12:40:32 PM
I was Sevz. The idea was to bait him into playing by using his name. And the few turns he did play were pretty impressive, suffice to say he still knows how to play.

I believe the lock was allowed to go on for so long was because of the limited attack limit which prevented players to grow too large to break me. It wasn't until West broke with skiffs that the rest of the server caught up. Getting killed was pretty funny though. Thanks for the fresh restart package Windy!

I ended up burning many turns because Jester and my schedules were difficult to align. Also mobile runs with Indy plainly suck, being more of a chore to run. As usual well done Gier. I think Marten is too OP with it's Merc bonus 😉
#4
Reg Discussion / Re: Reg changes
May 01, 2021, 12:23:00 PM
Single line killing (like GS or FA) with no Standard Attacks makes killing far too effortless. With Heal Mission also makes it easier.  I would recommend the city check defense and last 200 acres must be Standard Attacks.

Hated the 21 hit limit personally. Thankfully war slot allowed unlimited hits.
#5
General Discussion / Re: Promi design discussion
April 11, 2021, 02:45:07 AM
1st began playing promisance back at Valhall during my break/lunch in 2009. Graphical games were all blocked but text based games weren't. I was running turns building a sloppy rainbow empire.  Saw an empire online (asterisk) and attacked them. That empire was Sevz. He was super hostile but also willing to teach me basic strats like indy and farmer.  Of course I continued to rainbow for a few more months. Seeing players jump to 2 billion or 3 billion networth blew my mind. Obviously my 300 million networth finish was pitiful. 

Competition pushed me to learn and study the game. Ended up playing Redwall and QMT but was admittedly terrible. Life pulled me away but came back in 2011 at QMT.  Many good friends still played the game so it was fun. But one particular player had the analytical mindset that I admired very greatly. Shoot knew the code and formulas, how much each building produced and in general played optimally, min-maxing as it is called. But he rarely played seriously. Instead he played to troll and have fun like land dropping without exploring a single turn or making 200b unicode clans.

I adopted this approach not just for promisance but for life in general. Calculate the formulas and dissect the code. This methodical playstyle is successful albeit repetitive and boring. Running Mage for a buyout or indy to F5 spam. Netting was fairly static and more of a chore than playing a game to have fun.

But the clan wars is what is memorable. Coordinating takedowns or assembling kill runs. Protecting your leader/mage while breaking the enemies leader/mage. The trades of networth destruction turn by turn indy vs Indy. The diplomacy and the tyranny. Solo play is simply unremarkable in comparison. But as the game participation dwindled so did the clan wars. 

So what keeps me here? Nostalgia really. Something to do during my breaks. It is rare to see new players emerge and even rarer to see them grow and master the game. Gier in particular stands out in this regard.

Regarding gameplay: looking at EarthEmpires they have a very active market. They have an added layer of playstyle called Technology.  Tech Research are stat boosters essentially. Boosts to food production or cash or industry. This leads to Tech dedicated empires as well as other strategies buying those tech as cheaply as possible.  Promisance market in comparison is practically dead or used as a glorified storage house for food and troops.  I suggested this before but bots would help in this regard. Something like 1 bot per 5 empires signed up. They aren't very smart so they post goods cheaply and they buy goods at whatever price is available.  Other suggestions would be x2 or even x2.5 wildcat pressgang production, and greater PCI value for casher.
#6
Reg Discussion / Re: Mar 2021 Round Results
April 01, 2021, 02:07:00 AM
Was a pleasure to team up with Gier once again. The strategy was simple: 2 indys flood the market and end of set buy it out for a finish. Albeit our finish was sloppy.  I suggested making food to sell for cash. That caused the food price to crash. We ended up selling our skiffs as tax rate was obliterating our buy out cash.  With hindsight I would say Marten and Rat is best for this strategy.

The obvious flaw here is an empire that is killed loses all progress on their market. That caused some initial confusion as I was left on 1 acre because kills have been disabled for a few years.  The strategy also falls apart completely the more market participants there are.  If me and Gier have 100 million rats each but another player has 100 million rats as well we end up losing half that cash trying to clear the market.  This is an exponential loss that makes the strategy viable only if the market is relatively empty.

Btw did anybody sack spam you Windy? You were a pretty juicy target.
#7
Reg Discussion / Re: What a joke.
March 25, 2021, 07:35:23 PM
The 500 restriction was removed when Me and Shoot figured out we could turtle networth on a 499 acre empire making them impervious to sack and leader attacks. A literal bank of resources that could not feasibly be assaulted even with leader suicides thanks to 22 hitlimit. It was possible to surprise attack with sack but we kept 100-200 million weasels to make it unprofitable.

I agree kills should be enabled. Otherwise there is no deterrent for market hording as me and Gier are doing this current round.
#8
Help / Bugs / Re: Mercenary cost off?
March 22, 2021, 02:57:48 PM
The race chart is confusing on this but the red/green is referring to the 'sell' mercenaries prices.

So +25% is good for rat when selling as they are making army not buying them. The wolf +15 is actually considerably bad for buying. Marten has -5 for mercenaries resulting in significantly higher buying power.

tldr: plus merc bonus good for indy/selling. minus merc bonus is good for buying/leader.
#9
Reg Discussion / Re: Feb 2021 Round Results
March 14, 2021, 12:52:00 AM
Wanted to thank The Obliterator. I ended up selling the 45 million Skiffs he sent me from Market to Mercs. He wasn't around and I was down by $100 million networth. If you ever do come back let us try to team up again.
#10
Reg Discussion / Re: Current Strats
February 11, 2021, 01:47:17 AM
Passive ability- Pressgang: Workers are converted into horde for 'x' amount of hours. (Allocation based on management settings). Keep the tent gimmick.  This would remove the leader turn cost altogether.

Or double the output of workers into horde with press gang mission. Reduce loyalty cost. Likely the easier change.
#11
Reg Discussion / Re: Current Strats
February 10, 2021, 10:30:50 AM
Interesting offer Windy. Regarding Wildcat: The main issue it has is pressgang being a mission. If it costed 1 turn this would bump it's production value 100%- 8 rats per tent with pressgang. But the mission itself is quite expensive. Pressgang has x3 loyalty
cost of Raising Defences. So it needs to run huts and earn loyalty in mossflower every so often. My main suggestion would be to change it from mission to passive ability instead.

I believe cities are 1000 tents and 500 camp? Perhaps doubling that tent value could help Wildcat and Magpie.  They are quite an expensive investment however especially in the first half of the round-The food cost specifically.
#12
Reg Discussion / Re: Current Strats
February 08, 2021, 02:23:28 AM
Ferret uses 100% foragers for food production but requires 1 hut for missions as needed. This also gives Ferret ability 50% chance for 1 extra point of healing while foraging. I tried a build where I put all food on public market and in the final week I switch to 100% huts for leaders and in the final 100 turns make 40% camps for Mercenaries lowest buy price. 30 billion food was about 1 billion networth. Much like a wolf feast strategy.

Marten is arguably the strongest networth finisher solo. Small Mercs bonus and Goldmine with leader security gives it all around coverage.

Solo indy has upkeep issues. Recommended to build farms to hold food for a higher finish.  With a clan member however Indy + Indy is the most powerful combo thanks to unlimited foreign aid credits.

Casher/Market strategies I haven't tried but if the values are similar to QMT code it is not worth it. Production is less than food and left vulnerable holding all that cash for steals.

Wildcat is, bad.. In Northlands it makes 6 rats per barrack. In Southsward with 100% tents and 5% tax rate it makes 4 rats per pressgang. I made a bunch of cities and stacked weasels to block take city mission. Fun but bad overall.

#13
Help / Bugs / Re: Land Grab Calculation
January 18, 2021, 06:47:49 PM
Drive on a 10k empire would have a possibility of being 1-772 acre grab. It simply increases the range of RNG. I understand now.  Much obliged Windy.
#14
Help / Bugs / Land Grab Calculation
January 18, 2021, 04:46:54 AM
On my last run I got a 1 acre land grab. Twice, on two different empires. I was using Drive on both empires with 10,000+ land. QMT code had attacks being 0-7%  rng with minimum of 1 acre being taken if successful. So 1/700 possibility of 1 acre.

Was wondering what the formula is for Redwall.
#15
Reg Discussion / Re: Dec 2020 Round Results
December 31, 2020, 11:40:38 PM
Congratulations Gier! Even after that merc mishap Marten is quite powerful  :P
I see Scorpion deleted after failing hits on me. I had 3 million rats so I wasn't trying to lock by any means. Thanks Barret for the food.  I did a food public market stock and sell to mercs finish. $5 food isn't the worst thing for a finish but Marten out values it considerably.