Important Tips to remember
When casting spells: Remember to cast your daily dose of tree
of
gold! Always keep a shadowlight active, and protection if you
think you'll need it. When at war, remember, amnesia is your
friend :)
When buying science: (elsewhere on this page)
Be careful when you attack: *Never* send out more than 30% of
your elites (total) in attacks. Doing more than that will leave
yourself wide open, and even that much is a risk.
Make friends, lose enemies: I have heard one wise utopian say
that a province is only as good as it's allies. As halflings,
you
need to know that your defense will be extremely weak, maybe
even less than that of the average orc or avian if you regularily
attack. Such is the downside to the cheap 4/4 elite. When
attacking someone, always send them a polite message and state
the reason why you landgrabbed them and a suggestion on how
to
improve, or an offer to discuss strategies. For those that don't
take your message as a hostile action, both sides usually benefit
:).. if nothing else, you can give them the url to my page.
Training
For the most part, you will be training 2-4 elites: 1 thief.
You can
make do with less thieves than any other race due to your bonus,
which balances this race if played well and not to an extreme
with
that of the dwarf. Personally, I'd go with 4 elites: 1 thief,
but for
most people 2 or 3 elites to a thief will be fine. ;)
Days 1, 2, 3
You can refer to 'Larroke's Startup Guide' for a good example
of a
decent start that will work for almost any race, including halfling.
However, remember to change it a little bit due to the bonuses
you have, and don't start training beastmasters :).. just train
like
I advised above.
Year 1, part of 2
I don't recommend hitting anyone in this period that you do
not
believe to be a landfarm, as many people will have started all
defense or mostly defense and a few attackers to hit the
landfarms. I suggest you send but a few halfgiants out to do
the
job, and try to reap the rewards before anyone else decides
to hit
your targets.
Buildings:
30% homes
12% farms
10% mines
10% armouries
0-10% strongholds (option 1)
0-10% guard stations (option 1)
10% barracks
10% towers
8% guilds
Questions you may have at this stage
Why the barracks? At the start, it's best to plunder people
constantly for a nice boost gold coin-wise. More barracks =
more
hits on cashfarms. =)
Why mines? Currently, mines produce
more income than plazas
with full employment, and income is one of the things you'll
need
most at this stage, so it's a shoe-in.
Why so many towers? Tree of Gold
is without a doubt the most
powerful spell in your arsenal at the moment. Use it all the
time
for a quick cash boost to train more elites or just hoard for
future
use.
Why strongholds/guardstations? The
halfgiants you have will be
very weak, and people will be searching for landgrab targets
matching your race. On the other hand, there might be some juicy
guys just out of your 30% halfgiant range, that's when the
stronghold bonus kicks in. However, strongholds are going to
be
phased out soon, as this is one of the few times in the game
they
prove useful if all you're hitting isn't
cashfarms/landfarms/inactives.
Years 2 to 5
At this time, the multis and landfarms will have dried out for
the
most part, and inactives are slowly getting their boatload of
cash.
My advice: Looks for a good target, there's still some out there.
Buildings:
50% homes
15% farms
5% armouries
15% guilds + towers (you choose the amounts :))
10% mills
5% guard stations (or: 5% strongholds)
Questions you might have at this stage
Why trim down the guard stations? You should have enough elites
to compete with those in your networth range now to make up
for
the defense loss if you don't send out much. However, if a
thought of a war is brewing, I'd dump either some mills or
armouries to bring up the amount of guard stations again.
Why trim down the armouries? While
the cost of your halfgiants
does not increase, the amount of gold your thieving attempts
get
you does. Land that was once armouries could be put to better
use as mills now, or homes to increase your draft and therefore
get more elites instead of just dumping all your money into
sciences.
Why mills? The cost of buildings
rises dramatically the larger your
landmass gets. If you're gaining 100 acres or more a day, mills
would probably help you out more at this time than plazas or
mines in their stead. If you're going to war, mills are a necessity,
as lots of people enjoy using arson.
What about sciences? This is where
you'll be pooling all your
money from thievery attempts into ;) I recommend starting with
income, until it hits around 20%, then moving on to tools and
maximum population. Many people tend to say tools are the least
useful of all sciences, but when you're rebuilding or getting
new
acres, you'll probably be glad you had them.
Years 6 and higher
At this time, you should be finding targets with 3 million gc
or
greater, and stealing from them (but not sending more than the
necessary amount of thieves, to minimize losses when randomity
kicks in). Continue grabbing, but to a lesser extent.. you have
to
have quite a bit less land than the people around you. Don't
grab
more than you can afford to build with only double 16 hours
worth
of income - remember, you always have to keep training elites
as
well.
Buildings:
65% homes (10% more as option 1)
10% farms
10% guard stations (option 1) <- needed if you're looking
like a target
10% mills (option 1) <- recommended
10% armouries (option 1)
5-12% guilds
3-10% towers
5% mines (optional, replace with guilds or towers if not)
Just remember to make it all add up to 100% :)
Questions you may have at this stage
Why so many homes? The key to being a good halfling is utilizing
their two main bonuses: less food needed, and cheap elite.
Therefore, you can safely dump some farms and armouries and
increase your draft without feeling the ping that other races
will
have if doing this (Your elites are cheaper than the average
other
race elite with armouries, fyi). More draft = more elites =
more of
a networth gain than the other races. This is necessary to provide
the boosts above other provides that find their way above you.
Why so few farms? At this point,
you should be coming across
people with 1mil + bushels that you can rob.. if not, you can
trade
soldiers to your kingdom mates instead of always training more
half giants. It works either way, and the upped peasants increase
your networth a nudge and a half more.
Why aren't armouries? Halfling elites
cost less than any other
races to train, therefore you can skimp on the armouries after
awhile when you can gather lots of cash by stealing. Other races
can't do this and be able to train all their elites on a constant
basis, usually. :)
End Notes
If done right under normal circumstances, this strategy -will-
get
you into the top 100 provinces (and be able to sustain your
position, gradually rising) no problem.
Play the game at http://games.eesite.com/utopia/
and good luck!!!!