Sunday, July 6, 2008

Peasants Happiness?

Peasants are useful creatures. They hang around town, and are easily moved from job to job.

However, how do you keep them happy? It's a pretty simple formula once you understand it:



  • Base: Everyone gets 75 for this.

  • Taxes: This is really the easiest way to deal with temporary peasant issues. Lower taxes, and like good republicians, they get happier. I like money, so I always leave this at +3 or 4 gold/peasant.

  • Housing: You need 58 houses for your peasants. Once you have them you are done and you get the 5 happiness. Anything less you take a penalty.

  • Food: All you have to do is have enough on the nation screen for them to eat. Anything less you get them unhappy.


  • Espionage: This is important in case you are getting enemies attacking you through espionage. But as espionage is capped at only a couple successes per day per unhappy nation, this shouldn't be a problem for your happiness unless you piss off the entire server.


  • Combat: At first I din't understand how this worked, but now I figure it out. Every time you lose a battle this goes down. Any time you SURRENDER this goes down by about -.3, to a maximum of -30 happiness. If you lose ALOT, you should do some low level quests until you recover. It isn't hard to raise up. It maxs out at +20 for winning alot in succession.

  • Total: Anything BELOW 90 happiness you peasants stop reproducing at +4.00 Population growth. You will also lose peasants slowly as they leave for a better city. Stay above 90, and you are fine. Anything over 90 really DOESN'T MATTER. At once point I left my happiness at 140, and it did nothing for me.

Saturday, July 5, 2008

Who loves Mithril Mines? Everyone!



There are certain Quests that start out really hard, that you end up running alot.

Mithril Mines is one of those quests. It's literally some of the best experience you will find from Nation level 26-30.


The loot is pretty much ranged, chain, leather, Weapon Enchants, and what you see above. The item level is excellent, and often you see 2-6 drops per run. It's the best loot from 26-30 that I've found.


Experience-wise, you get around 100,000 to 180,000 experience per run. A run is long, so this isn't as high as you would think. My average Mithril mines takes 5-10mins.


Although you use alot of direct damage spells, like fireballs in this quest, you do get alot of good troop experience. I do the first 2 waves with my troops, before falling back to kiting with fireballs, then finish with air units killing ground troops.

My special flyer that kites is my Eagle Rider with speed gear on. As you can see, with a 31 charging speed, there is little the AI can do to catch me as I four corners kite the ranged, while fireballing with level 5 fireballs.

Training your Army? Think 5 days before WAR!

So there is a Army Management Screen that allows you to trainup your army for the cost of materials. This give a 15% max buff army wide that is pretty substantial.

The one PROBLEM with a Army buff, is it adds up your TOTAL CP of your army, and your Territory Defense forces into a number which then it applies to the cost of the buff.

For Example, the max Army size is 5000 CP, so if you have a full Army you will have something that costs 15000 food, 15000 gold, 15000 wood, and 15000 stone per day.

This is SUBSTANTIAL, as your daily production will cap out at around 2000 of each material per day.

There are definitely people in the game now that have enough stockpiled production to easily be able to turn this on, and leave it on, but I doubt the average gamer can keep this running all the time.


I was barely able to afford the 5% DR lumber bonus.



It takes about 24 hours per percentage bonus. I have had this turned on since Friday night at 6pm, and now it finally registers 1% bonus on my Army window and the troop mouse-over.

So what does this mean?

  1. This is an option for big battles. When you are going into something where you burn your spare production.
  2. If you turn off ALL of your units in your territories to 0/25, you will reduce your total Army CP. A 225 battle is 675 total CP. You could get rid of your territory defense and run around 700 total Army CP, which makes the 15% bonus cost 2100 per day. This wouldn't slow someone raiding you down, but it would max your attacking army.
  3. Because this takes days to turn on, make sure you think about it 5 days before the big battle.

Thursday, July 3, 2008

Rating means nothing, PvP for fun

https://www.playsaga.com/mn_rankings.php


"Another interesting, upcoming tidbit would be the breakdown of rating and tournament rating. We’re hoping to separate the two out so players can better assess their competition. While it will remain possible to a degree to exploit/abuse the rating, your tournament rating will be much harder to compromise. " - http://monkscorner.wordpress.com/2008/03/19/upcoming-pvp-and-balance-changes/



• Am I allowed to have more than one nation/account? •
Yes and yes. You are allowed to have up to two accounts, and each account has space for up to five nations. Our system periodically checks for abuse of this policy, and having any more than two accounts may trigger banning. -
http://www.playsaga.com/faq.php?faq_id=44


You can do whatever in game things you want with your accounts. - Monk - https://www.playsaga.com/forum/viewtopic.php?t=4806&postdays=0&postorder=asc&start=15


  • Rating means nothing. I was able to level my troops fighting in PvP for a 10% experience bonus, playing my girlfriend while watching TV.
  • I got my rating on my CCIE account to over 2000. This was done mainly for testing, and to expose for once that rating is not an indication of skill and prowness in Saga. (I testify to the fact that I my PvP skill is not reflective of this rating.)
  • I've found that people with 1100+ rating won't play someone they think they might lose to. It's like they think that rating matter? Considering it has taken me about 4 days to out rank everyone in the game, LEGALLY as you can tell from the above quotes, I think we can put the whole rating thing to bed.
  • Stop worring about it, and play!
  • As Monk says, rating will matter for TOURNEYMENTS not for causal PvP.
  • PvP is really fun, a great way to level nation and troops without doing quests. I found it the most fun when I had a troop that was hard to level like Ballistas or Cherbus.
  • Did I mention it might be the fastest way to level from 18-25?

Wednesday, July 2, 2008

Undead Faction only Booster Packs - how many would you need?

https://www.playsaga.com/newsletter/#presale

So the Undead army is coming out. For many new players, the lure to reroll undead is present.


  • Assuming the current distribution of 1 rare, 4 uncommon, and 5 common troops, how many packs of the new undead faction would give you a good level 35 endgame army?
Let do the math:
Assume you want to field a MINIMUM of a good 225 CP army for World Conflict and all possible PvP:


I will make the following assumptions:

  • Non Factional Cards you can ignore. Heavy Cav, Cav Archers, Ballistas, Armored Behemoth etc. Firstly we won't get those in the undead packs, second we have them already in our existing armies.
  • Wilderness Defense forces we will ignore. You can always stock a defense made of non-factional troops. (Although Kheldara doesn't recommend it: http://sagathoughts.blogspot.com/2008/06/kheldara-interview-raiding-and.html )-
  • The commons and the rares shouldn't be hard to get.
  • Most rares are spells or large units like 20CP type units.
  • You have 675 CP total in a 225CP game.
  • Assuming a couple spells thats about 20 troop units.
  • Most 1 or 2 CP units will be commons. Rarely have I ever seen dense units be uncommons.
  • The best units currently are often the 6 CP units. Treants, Gryph riders, eagle riders, dark raven riders. These units are harder to get as they have a uncommon rarity based on the small unit size.
  • Out of 20 troop units you will probably field about 10 unit of these 6 CP uncommon unit types. This is about 40 card.
  • 4 Uncommon cares per pack, and probably 1 in 6 would be your 6 CP unit. (This is based on the distribution we are seeing now.)

This leads me to predict you will need about 3 packs to pull two 6CP unit.

This means you will need 60 packs to field 10 units of this stronger 6CP unit types.

60 packs sounds like alot, but there is a 11 for 10 sale:

"And as a special incentive to those who are looking to start an Undead army on the quick, for every 10 Undead Faction Packs purchased you'll get 1 additional pack free when the Undead launch!"

So you really need to buy 55 packs!

55 boosters at 3$ = $165

This isn't outragious as fielding 9 units of treants at 20$/unit is $180.

Lets check the commons and rares:

55 boosters = 275 commons = 11 25CP units. Assuming you field only 3-5 common units, this should be plenty.

55 boosters = 55 spells and large units. Assuming you field only 3-5 rare units, this should be plenty.

Overall is this a good deal? Yes pretty much.

You could easily get by with 30 or less boosters and trade to get what you needed.