Dutch lategame

Dutch Lategame

Poll ended at 17 Mar 2019, 08:28

Strong
3
6%
weak
9
18%
Spam Ruyters
4
8%
Spam Skirmisher
5
10%
Spam Halberdier
1
2%
Insane Eco
0
No votes
Not very Good Eco
7
14%
Not that bad
11
22%
it's bad
11
22%
 
Total votes: 51

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United States of America Papist
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Re: Dutch lategame

Post by Papist »

Mosx wrote:8 bank plus tulip specialisation are not that bad this give Dutch as 80 VILL on coin if I don't wrong


The gather rate for banks is 2.75 gold per second, which is roughly equivalent to 4.5 villagers on a mine (since this is a comparative analysis, I am using the standard gathering rate of .6 gold/second instead of the special Dutch rate of .69 gold/second).

After Tulip Speculation, that goes up to 3.16, which is approximately equivalent to 5.3 villagers on a mine.

(5.3 villagers) * (10 banks) = 53 villagers

That doesn't sound bad until you realize that 1) those banks represent 53 villagers that are not upgraded and cannot benefit from upgrade cards while other civs villagers ALL benefit from upgrade cards and 2) that you have to send 3 cards and go to age 5 to maximize your bank economy.

The extra pop is also a liability in a way, because it means that you drain faster. This is exacerbated by your weaker economy.
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Italy Mosx
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Re: Dutch lategame

Post by Mosx »

Papist wrote:
Mosx wrote:8 bank plus tulip specialisation are not that bad this give Dutch as 80 VILL on coin if I don't wrong


The gather rate for banks is 2.75 gold per second, which is roughly equivalent to 4.5 villagers on a mine (since this is a comparative analysis, I am using the standard gathering rate of .6 gold/second instead of the special Dutch rate of .69 gold/second).

After Tulip Speculation, that goes up to 3.16, which is approximately equivalent to 5.3 villagers on a mine.

(5.3 villagers) * (10 banks) = 53 villagers

That doesn't sound bad until you realize that 1) those banks represent 53 villagers that are not upgraded and cannot benefit from upgrade cards while other civs villagers ALL benefit from upgrade cards and 2) that you have to send 3 cards and go to age 5 to maximize your bank economy.

The extra pop is also a liability in a way, because it means that you drain faster. This is exacerbated by your weaker economy.


There is also one thing that should not be considered last, namely that they are 53 vill not hit by the rush no one can send 53 vill away from the base without 10 cuirs kill them I think give their strong point at least this a square economy
op mechanics, op build order :export: :coin: :ugly: :uglylol: :maniac:

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Canada Mitoe
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Re: Dutch lategame

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Post by Mitoe »

Papist wrote:The extra pop is also a liability in a way, because it means that you drain faster. This is exacerbated by your weaker economy.

I don't know if you can call the extra pop a liability. It's not like you would be better off without it. The extra pop in theory enables you to trade better with the opponent's army, and making up somewhat for the economic disadvantage by generating value in this way.

I would argue that you would drain faster with less pop because you're going to be taking less efficient trades, meaning you have to train more units overall.
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Italy Garja
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Re: Dutch lategame

Post by Garja »

Weak late game eco is a burden but banks are profitable for all the rest of the game.
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Armenia Sargsyan
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Re: Dutch lategame

Post by Sargsyan »

What does than mean
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France [Armag] diarouga
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Re: Dutch lategame

Post by [Armag] diarouga »

Sargsyan wrote:What does than mean

I didn't understand it either lol.
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Italy Garja
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Re: Dutch lategame

Post by Garja »

Was bad phrased.
Banks are definetely weak in late game compared to vills but before that point they are actually an asset. Walking time is huge. Most of times is much more impactful than market upgrades on vills.
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Re: Dutch lategame

Post by Mosx »

:chinese:
SPam ruyters spam skirmsher Not that bad ,with a weakness the eco ,sounds good
op mechanics, op build order :export: :coin: :ugly: :uglylol: :maniac:

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