deleted_user wrote:I think I've built a pen for 3 sheep before
Concurrent Virginia company and 2 dock boom
deleted_user wrote:I think I've built a pen for 3 sheep before
Garja wrote:So each sheep still nets 15f over hunting (250-150-135).
Garja wrote:What about improvents for livestock? Which hint gather rate are using there? What about cows?
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
[/spoiler]dansil92 wrote:I was doing some experimenting with the British potential to use livestock in supremacy- really rough build order to follow- it is based approximately on an old VC build I use vs Japan
300 wood start
Divide up vills to get vill in cue as fast as possible then 2 to wood crates, one stays on food crates and send others to hunt. Meanwhile send explorer to nearest (or best) trade site to build trading post. You wanna get that first pass of xp. Your 2 wood crate vils are gonna chop the extra wood for a manor, then to food while one builds it. First card is 3 vills, 2nd card is ranching. Age up with 500 food politician (16-17 vills).
In transition you need to gather 200 wood for a livestock pen, 100 for a market and then start your manor boom. You will have a shipment ready upon hitting colonial- 700 wood. Train 10 cows using. your age up food and a bit gathered during transition. Build a rax, and ignore your cows for the time being. Rather standard after this spamming musks or lbs, except you send fulling mills when your fattest cow is around 450 food instead of like 5 villagers or whatever card you would send normally (musk hp etc.). Task 4 vills to cows (2 per cow) and move almost all other food gathering vills to wood or coin. Research your livestock upgrade. At this point you will want to drop a second livestock pen and absorb some of that excess food to reinvest in cows (believe me you will have extra food) and some extra military buildings.
If you can make it to the 8:30 mark without dying you will be able to leverage this incredible economy by sending "stockyards" (instead of refrigeration) and continuing to keep cowing (sheep would be useless you can send every livestock card and in supremacy would not be worth it). It does slow your market & market upgrades and your mannor boom by about 2 initially but it didn't slow down my rax or stop me from getting out constant batches of 5 musks. On a low hunt map this might just be feasible against slightly more passive civs or very feasible against a water boom.
supahons wrote:[spoiler][/spoiler]dansil92 wrote:I was doing some experimenting with the British potential to use livestock in supremacy- really rough build order to follow- it is based approximately on an old VC build I use vs Japan
300 wood start
Divide up vills to get vill in cue as fast as possible then 2 to wood crates, one stays on food crates and send others to hunt. Meanwhile send explorer to nearest (or best) trade site to build trading post. You wanna get that first pass of xp. Your 2 wood crate vils are gonna chop the extra wood for a manor, then to food while one builds it. First card is 3 vills, 2nd card is ranching. Age up with 500 food politician (16-17 vills).
In transition you need to gather 200 wood for a livestock pen, 100 for a market and then start your manor boom. You will have a shipment ready upon hitting colonial- 700 wood. Train 10 cows using. your age up food and a bit gathered during transition. Build a rax, and ignore your cows for the time being. Rather standard after this spamming musks or lbs, except you send fulling mills when your fattest cow is around 450 food instead of like 5 villagers or whatever card you would send normally (musk hp etc.). Task 4 vills to cows (2 per cow) and move almost all other food gathering vills to wood or coin. Research your livestock upgrade. At this point you will want to drop a second livestock pen and absorb some of that excess food to reinvest in cows (believe me you will have extra food) and some extra military buildings.
If you can make it to the 8:30 mark without dying you will be able to leverage this incredible economy by sending "stockyards" (instead of refrigeration) and continuing to keep cowing (sheep would be useless you can send every livestock card and in supremacy would not be worth it). It does slow your market & market upgrades and your mannor boom by about 2 initially but it didn't slow down my rax or stop me from getting out constant batches of 5 musks. On a low hunt map this might just be feasible against slightly more passive civs or very feasible against a water boom.
Then your opponent sends 3v/4-5v/Crates, while you've spend all the resources/cards and can't rly use them for ~5 min. This is too risky and only will work if you opponent ignores completely and can't boom. If your opponent scouts this then you've lost and against a schooner boom on a watermap you won't have a chance with this. Some players will probably just thank you and ff against this and send skirms/falcs. Then you have some nice cows but probably lose.
duckzilla wrote:I think the card requirement for cows is alright. It gives you a further 20 "pop" of "livestock" on top of your 30 sheep. It would just be nice if sheep were cheaper (~75 food?).
By the way, the best potential economy in the game would be a british live stock + water boom. Assuming that you do not want to exceed 100 pop in order to have some space for troops, you could have 8 vills on livestock (equivalent of 48 vills on fully upped mills) + 48 fishing boats on whale (equivalent of 60 vills on fully upped plantations) + 44 vills on either plantations/mills/wood for a total of 152 vill productivity. That means, a british economy can be 50% stronger than any other economy in the game while keeping 100 pop free for units.
dansil92 wrote:duckzilla wrote:I think the card requirement for cows is alright. It gives you a further 20 "pop" of "livestock" on top of your 30 sheep. It would just be nice if sheep were cheaper (~75 food?).
By the way, the best potential economy in the game would be a british live stock + water boom. Assuming that you do not want to exceed 100 pop in order to have some space for troops, you could have 8 vills on livestock (equivalent of 48 vills on fully upped mills) + 48 fishing boats on whale (equivalent of 60 vills on fully upped plantations) + 44 vills on either plantations/mills/wood for a total of 152 vill productivity. That means, a british economy can be 50% stronger than any other economy in the game while keeping 100 pop free for units.
Except dutch on water
Would any build actually incorporate livestock and still be efficient? I am going to have to crunch some numbers tonight after work comparing livestock to other booms
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