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The % are high, but you can see on the graphs that it's a lot of it that come from when the game is about to end when often some players are full pop and some have no resources at all to continue producing . As well the buildings taken into consideration are CCs and Military buildings: so forges, workshops, forts are taken into consideration if they aren't researching or training. (towers etc DON'T have the Military class so it's only really the ones listed above).
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By Player of 0AD · Posted
Woodcutting 1: Before training Farming 1: Before training, except if you have a lot of additional food If you have a slinger civ and collect stone early, you can also take the stone upgrade early If you have like 100 pop you can go p2 and then immediately woodcutting 2, then farming 2. After clicking p3 you can also take stone 1 and metal 1. After reaching p3 obviously take wood 3 and food 3. stone 2 isnt really worth it, unless you plan a lot of slingers during a long game. Metal 2 and 3 can make sense if you have extra metal. -
It's total idle time / total life time of buildings, while the time in seconds is just total idle time. So burrito had more buildings, or that were alive longer. Basically it tells you the efficiency (or downtime) of your production buildings.
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In a rush situation or playing on the border, 10 soldiers before upgrading wood and farm. In a situation where you're certain you won't receive a rush, upgrade wood before the barracks, then a barracks and farm upgrade. Of course it's very situational, but in general this is how I do it.
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By guerringuerrin · Posted
Thats cool data to have on the summary. How is percentaje calculated? tabasco has 280 seconds idle time and burrito has 573 seconds. and yet both has 54% -
I go for this as well. My thinking: armor upgrades help both melee and ranged units. I go for pierce armor first, because it protects against building arrow fire as well.
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