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Zopperoni
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Makeo...I've been looking at your kingdom...it includes 7 Halflings, 3 Elfs and 3 Faeries.....have you had a war...?
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Zopperoni
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quote: Originally posted by War4ever
going for a force of elites 2100 elites for 317 acres i hope..... that should leave me some safety |
Uhm...that's quite a lot...usually ~750 elites should be enough for 317 acres...
And may I advise you to go 36 dpa defspecs...and train the rest to be elites...defspecs/offspecs have become better this age...and they're much cheaper...so it's better to have them...IMO...
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Zopperoni
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You're obviously going to be more an attacker.
As an Elf you have 5/5 Elites.
This means that is advisable to have 5 def specs per acre and then train for 3 elites per acre...for now.
In the future, when you are 500+ acres, I would recommend 6-7 def specs per acre and 5-6 elites per acre, so you'll always have at least 30 dpa defending your lands when you attack.
Thieves are not extremely important yet, and it's also a very controversial issue, 2 tpa may be good for robbing other people, but it's not much of a defense against...well, someone like me for example, I am a Halfling and automatically have 40% increased thievery effectiveness and with 5500-6000 thieves, I can easily rob and do nasty things to someone with 5+ tpa. My advice, have at least 1 tpa, if you pump in Thievery sciences enough, your modded tpa can increase to 1.8 tpa without having to train extra thieves.
As long as you have guilds, wizzies are automatically trained, it's hard to say what the guideline is, I myself am aiming for 2-3 wpa, but of course, I am a Thief/Mage and need the wizzies. Again, I would suggest 1 wpa, and because the wizard training is such a slow process, it may take a while. And with a good science pump in Channeling, you can also increase the effectiveness.
But for now, you're still growing, and since you do have quite some elites, perhaps you can go attack some other provinces and earn some free land 
I wrote a strat for Elf/Sage some time ago, this is it:
205 - 500 acres
10% Mills
15% Homes
7% Farms
30% Armories
20% Banks
8% Guilds
10% Towers
Build up your dpa from 20 dpa to 32 dpa. The division is something like 60% def specs and 40% elites (30% elites and 10% off specs is also possible). Pump the rest of your money in Alchemy.
And since you have the Merchant personality, you can play with the percentages Banks and Homes.
500 acres
10% Mills
15% Homes
7% Farms
10% Armories
20% Banks
8% Guilds
10% Towers
20% Universities
This is the moment where you temporarily stop growing and do a major science pump:
Alchemy 20,000
Population limits 20,000
Offensive war 15,000
Food 10,000
Thievery 10,000
Channeling 10,000
Tools 5,000
The learning is extra efficient if you cast Mind Focus.
500+ acres
20% Homes
7% Farms
15% Barracks
10% Armories
10% Guilds
15% Towers
3% Stables
10% Watchtowers
10% Schools
This is just about how it looks like for the rest of the game.
I hope this helped you a bit on your way 
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Zopperoni
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Can I advise you to download Utopia Angel? It's available @ www.utopiatemple.com
Basically what it does, is that it formats Crystal Ball, SoM et cetera.
It also has a Military Advisor stating your odds for success in battle, very handy.
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Zopperoni
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This is what it looks like after having pulled it through Angel:
The Province of Netherlandia (35:12)
[http://www.UtopiaTemple.com Angel v1.23 Beta]
Utopian Date: April 19th, YR4
RL Date: December 1st, 2001 (0:00 GMT)
Ruler Name: The Great Sir CRU
Personality & Race: The General, Avian
Land: 567 Acres
Money: 45,827gc
Food: 67,853 bushels
Runes: 1,461 runes
Population: 14,458 citizens (25.50 per Acre)
Peasants: 3,719 (100% Employed)
Jobs: 7,438 (65% Utilization)
Trade Balance: 321,060gc (0% tax rate)
Networth: 79,311 (139.88 per Acre)
Thieves+Wizards+Science Networth: 7,443gc
Soldiers: 0 (72.2% estimated draft rate)
Harpies: 3,433 (17,165 offense points)
Griffins: 6,051 (24,204 defense points)
Drakes: 30 (120 offense / 150 defense)
Total Attack points: 17,285 (30.49 per Acre)
Practical (0% elites): 17,165 (30.27 per Acre)
Total Defense points: 24,354 (42.95 per Acre)
Practical (100% elites): 24,354 (42.95 per Acre)
Max. Possible Thieves/Wizards: 1,240 (2.19 / Acre)
Estimated Thieves Number: 930 (1.64 per Acre)
Estimated Wizards Number: 295 (0.52 per Acre)
** Thievery Advisor: **
Money: 109 thieves to steal up to 7,791gc
Food: 315 thieves to steal up to 33,926 bushels
Runes: 25 thieves to steal up to 511 runes
Peasants: 1,192 thieves to kidnap up to 149 peasants
Peasants in War: 1,192 thieves for 298 peasants
Arson: 3,500 thieves to burn up to 14 homes
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