Deadsouls Walkthrough
by: Aztexia
Written by: Tommy "Deadsoul" Doiron Version 1.0
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Table of
Contents
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1. Introduction
2. Hansa's Basics
3. General Tips
4. Maging
5.
Mage Tips
6. Research Types and Uses
7. Army Management
8. Attack
Cycles
9. Army Tips
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1. INTRODUCTION
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Welcome to my guide. I will be constantly upgrading it in the future, so look
forward to much more. I hope you find the cotents of this guide useful in your
endevors to rule the game. This guide was written for retro, so there might be
some minor differences.
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2. GENERAL TIPS
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"The first most important thing, no matter what civ you are, is how you play your turns. This is the thing that separates the good from the bad in this game. Make every turn count and you'll be rocking this game in no time. I judge my turn usage to my mage potential all the time. Maging is the only thing you should worry about when playing turns. When you are doing a action, ask yourself if this question. Do I get anything out of this action?"~DS~
"Never ever fight personal wars; they are a waste of time, turns and resources. Ever wonder why the big boys never thieve or cat you back? That is because we only care about one thing, our mage."~DS~
"Never waste turns on making weapons with low land. It much more effective to attack run, then make weapons. Unless you are totally broke and you need weapons to start, in this scenario you would not be listening to me. I would be better to ask an allie then even try."~DS~
"Always store your excess weapons on the market. Use a price for less then 3000, like 2950 or around there. Keeping your weapons on your when you are not around means you will lose more land. Weapons on your empire rise your score, so people can hit you more with bigger armies and take more of your hard earned land. By putting a lower price, you ensure your weapons sell and you don't have that anyone 25% withdrawal to worry about because you can buy your weapons back with the gold you made selling your old ones. You can also have a friend buy them off the market when you need them and aid you them back to avoid the 25% withdraw cost."~DS~
"The market. theres a huge difference in what you can buy at 1 million acres and what u can buy at 100 million acres. a byz can buy over 5 iron per gold mine at 1 million acres. at 100 million acres yer lucky to pull more than 2. in this regard, in the long run a viking is more effective cause with 150% mining they would still make 5 iron per turn even at 100 million acres. i never liked the way the market changes so abruptly for this reason. its unfair to the people that rely on selling and buying goods."~Eric~
"The other is the importance of defense research. i think its a little lacking. without it, u die really. take it from me, ive walked through the realm of the dead more times than i ever wanted to. the base defense of a byzantine, if im not wrong is 17 (15 for race and +2 for the wall) with 100% thats now 34. a horseman is 10 attack and with 100% to attack that only 20. a pole would need over 300% attack to undo 100% of defense. thats pretty big. i played a round not too long ago there and didnt lose land once the entire round except for when i was exploring somebody hit me for 20000 acres. all because i had defense r/ls. i think i ended up with 750 defense r/ls. even when i maged i kept enough army where i couldnt be broken. the more defense i had the less army i needed to keep. and since they were going attack and no defense, my 75% attack was good enough that i could still bust them up nicely. but most importantly, to break you they have to kill off alot of your army thus your chances of logging on dead go way down."~Eric~
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3. HANSAS BASIC’S
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*He said it best *
- Take turns one and one, really saves a lot of turns, though time expensive.
Every turn if its any use sends new explorers, trade and build to be as
effective as you can.
- Never ever have any army
- When explore cost is
less then 3 horse cost send no horses, else send 3x horses and have average
explorers/4+some stables
"When you start to use horses for exploring dont send out your explorers right away, spend 12 turns before you send out your first bundle of explorers, if not you can kill down your population and you wouldnt be able to send out that many explorers to be effective."~GK~
- Never stock to much, you want as much of your production as possible to
become food for explorers as soon as possible.
- Have 5% of your land as mage
towers, research food.
- Each October go to status and see how much food you
need during the winter. You should have enough food to survive 5 months of
winter. Also remember that due to population increase your food use will become,
lower pop groth rate to not starve higher as the winter go. If necessary stop
new exporers, selling food, producing horses during winter.
Before you start
1. Demolish your 10 archers
2. Set population growth to extremely
high
3. Set tool makers to 0 %
4. Set 90 toolmakers on build queue, then
woodcutters to fill the forests, then a few farms and last some iron mines to
fill the mountains.
5. (Send out explorers- most times I wait with this to
march 1001 so i have less problem to stop starvation first winter)
6. Make
the order to demolish the towers and gold mines, make sure they are always at
the bottom of your queue so they have the lowest priority.
First year
Every month buy tools so you have enough for all your builders. Make
absolutely sure you have enough food during the winter so you don't starve. Sell
some iron first if you are low on gold, possibly some wood to if you really need
gold.
Then.
Always have enough but not to many
- houses so your population can grow
- enough town centers so you use all your food on explorers
- wood
cutters to get wood
- iron mines to get iron
- markets to get gold by
selling (wood is the best thing to sell)
- tool makers to get builders
-
stables, when you start sending horse with the explorers
- people, when you
notice you get to many unused people lower the food rate.
The rest of the land should be hunters and farms, the more of these you
manage to in the better. When tools gets more expensive to buy, build them with
your tool makers instead, set them to 20-30%, 100% when you are building new
tool makers. Explore all lands when you need woodcutters or iron mines else
explore all plains.
"Another way to explore is to use the bundle method. You send out your explorers in groups, like groups of 10. If I had 10k to go out, I would send them in 10 groups of 1000. This way you will only get a couple of bad explorers out of 10, instead of getting a bad run for an entire run. This brings up your explorers effectiveness , thought It takes a hell of a long time to do."~Thanks for teaching me Eric~
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4. MAGING
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"Mage run"- During these run you do all your research, try to get as much out of them as possible. Save 300 turns before you start then use at least 200 of them with as many mage towers as you can. Also stockpile gold, weapons and wine for your later attacks runs during these runs. If you are in an alliance and have goods on the public market, try to have someone rich standing by ready to boost you with some extra gold, having a lot of mage towers is expensive.~Hansa~
Maging is like the biggest thing to learn in the game. It is the most
important besides turn usage and is the definition between good and bad players.
All experience players judge other players by there Research. It is the true
score in the game.
No matter what civ you play, you must be able to support your own mages.
There is no point in attacking if you can't support your mages. To support your
mages, you can either sell of excess (what you are making before expenses) iron,
food, and wood production on local trade. With this method, you must sell enough
per turn to support your mage towers per turn.
For me, maging has an entire process I do.
For starters, I usually play my mages out on the circumstances. Usually I
don't attack after 300 unless I need more land. If you feel it would be more
effective to attack after this, go for it. Around the last 3 attacks, I start
building toolmakers with the land. Then when I want to mage, I take forts down
(always mage with all your land, never leave anything up you are not using)
build mage towers with that land. Then I take the larger amount of land I have
in toolmakers down, usually 1/2 for the first, build that land to toolmakers.
Then take down another 1/2 and do the same. Then I balance out local trade and
go, clicking the 12-turn button as fast as I can.
I mage until about 40-50 turns, then I start taking mage towers down while
building toolmakers. What I mean by this is that first I setup all towers on
auto demolish, then I play one turn, build more toolmakers with the new
demolished land, then keep doing this until they are all down. First thing you
should build is forts at this point. Start putting up army, usually players
stick around and build up their army as the turns come around. If you don't have
time for this, then stop maging around 70-80 turns left. Same directions, only
more turn left to train.
This is effective for me because I play the attack strat a lot. I burn my
mage out then I take my time rebuilding. After I get the all the research levels
I can, it doesn’t matter if I get attacked. I will most likely lose the land
overnight anyway.
For defensive players, you must save the turns in for army. This style may
not mage out as much as an attacker, but if you have nice defense and can keep
your land it’s very effective. With more land to start with, your attack runs
will be for much higher land.
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5. MAGE TIPS
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One cool thing i use to do was a thief mage. I while i am attacking running,I
would use a small amount of thieves to locate target's that have none and would
be in range when i took my army out. Usually 3-4 target's are good. I would
leave a very tiny amount of my land (1 theive would even work) and then thieve
out these target's while i mage. Nothing like suplementing the old empire income
You can use toolmakers with Prussians and Mongols, you set your toolmakers to
make just enough to your mage towers. Making a profit when you mage these are
bad, because you are running to many markets and losing mage potential. Byz make
are np, in fact you make most of your gold when you mage them.
You can food mage, (must have the right Research for this, usually +100
Research in food or more). Food mage is when you leave just enough farms or
hunters up to support your mage per turn, selling it all on local trade.
Selling weapons and Horse in order to mage in my opinion is not every
effective, I think it's better to have a way to support your own mages
independently. I don't like to worry if my stuff will sell or not, and possibly
waste mage potential because I don't sell enough.
A cover mage is when you pull all your weapons of the market and use them to hike your score so people don't know you are getting ready to mage. Top accounts do this most often. BR>
"When you have set up for your mage and everything is in order, your local trade is set to what you need and you have excess wood and iron you can always squeeze in more mage towers with demolishing markets and build on the land, note this should be dealt with carefully and only for fast mages since it can hurt if you get hit alot when you mage."~GK~
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6. RESEARCH TYPES AND USESBR
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“Research is one the most efficient keys to the game. Since all research cost always increase for each points, all investments here is irreversible and limits your other research. Think before you research and make sure you have a plan behind what you research. Making one points here and one there is seldom worthwhile focus your research on those spots you think is essential to you.”~Hansa~
Military Research Types
Attack Points – This research is very important. It is the key to winning the
game. I invest in it early so I can break empires early. Most of the best
players invest very heavily in this, and usually accounts for 45-50% of overall
research in attack Civilizations.
Defense points – Most people don’t really spend much on this, but a little
can go along way. Any empire type that isn’t an attacker should invest in this.
Econ Empires should balance this with the same amount of attack.
Conquered land – The best research in the game. I always try to get this
stuff in my first mage with civilizations that can attack. Conquered land
research help’s you get a much more land to mage with. Who wouldn’t want more
Research? Combine this with lots of attack, and you are unstoppable.
Military loss –Thought his research type has been known to lead to many
deaths, it’s still something to consider. People who play independent should get
this very early, as it really helps save those valuable weapons. I don’t suggest
getting this research type unless you have at less some defense.
Fort Space - If you don’t have any problem filling up your forts then fort
space is the best research for you, its like attack/defense/conquer in one
research, of course it takes more time and recourses to build and upkeep an
army. I will also get you killed if you don’t have any defense with it.
"Fort space on early stages isnt all that good in my opinion, get attack/defence (depends on the strat) to support your forts, running full forts with big fortspace research and no defence can get you killed."
~GK~
Thief Strength – Thieve strength is the same , whether you hit someone with 1
million thieves or 1 thieve. This rls make's the percent of damage you do
greater. If you want to invest in this, I suggest you model your entire strat
around it.
Catapults strength - this research isn't for everybody, it's often used in a
bundle with massive catapult armies to wipe out big part's of armies, destroying
all buildings or all population. So I advise you either decide to be a catapult
player and get a lot of it, or never mind wasting points on it to begin with.
~Hansa~
Army upkeep cost - If you intend to build armies, really big armies and have
a limited economy research this. 50 points of this is better then 50 points on
food if you do not intend to produce any horses for your army. ~Hansa~
Economy Research
Food Production –I think this research is a bit overlooked theses days. It is
used primarily for making horses, exploring, and feeding armies. It can also an
economy. I use it to cover my mages but selling it local trade per turn,
especially if the civilization has a hunter bonus. If you find yourself always
tight for a mage, invest a bit in this and sell food.
Wood Production - I haven't seen any strategy with so many woodcutters and
where wood is so essential to the economy that this research is worthwhile. As
long as this stays at 1% a point no good players will research it. ~Hansa~
Mine Production - The only Civilizations who have enough base gold/iron to
this research worthwhile is Vikings/Byzantines. These can usually get their
economy going without their research, but as Byzantine it can be worthwhile to
research allot of it and build your entire game plan around your gold mines.
~Hansa~
Weapons and Tools Production - Most players spend a lot of resources on
weapons and tools, so this could be worthwhile for everyone, but there is
usually thing you need more. If you play Mongol you should research this. It
means both that you could get much more tools and weapons yourself but also
share with those members who don't produce to well. As a Mongol you could also
do the now standard 200-tool point strategy where you go all plains, sell tools
and weapons and buys everything else. Of course if there is a Mongol in your
alliance, he should produce your weapons for you, so then you shouldn't need to
research this. ~Hansa~
Other Research
Space Efficiency - This is an important Research type to invest in. A small
investment free’s up a lot of land for you to mage out more. This is very
important for attack straters, since you will most likely lose your land and
won’t have much left to hold your stuff. I usually mage on this first, from
10-20 Research, so I can keep building and not worry about my houses and
warehouses so much and free up land to get a better start.
Markets – This is another one that overlook to often. A very small
investment, such as 10 Research, doubles the amount of stuff you can sell, aid
or buy. I get 10 my first mage, no matter what Type of empire I am. This saves
you land so you can mage more, have more army up, or whatever you want to use
the land for.
Explorers -Don’t research this unless you will build your whole strategy on
exploring. To be able to explore as much as possible do 55% food 45% exploring
on those points you don't use on defense. ~Hansa~
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7. ARMY MANAGMENT
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Please do not attack people with crappy armies; it's sad to see and a waste
of time. Always try run your max army (except horsemen). It may take extra
turns, but it's so worth it. Armies are civ specific, which is some
Civilizations have different attacking styles. If you are byz, and you have the
right Research, you should run horsemen to attack and archers to defend. Some
people mix their armies after a mage, with 1/2 or less horsemen and 1/2 archer
and even some swords men. Run army to its usage. With Byz, it's very effective
to run full archers to save your land with the bonus on archer defense. It's not
much, but it's saves time a bit and holds a bit better. Experienced players
might say that it's better to run half, but not here. The more land you have to
start, then higher you can attack run. With the minus to conquered and such,
it's become more effective to a greater percent. You can afford it with byz, if
not you need to get more mines cause you aren't doing something right.
Use as much land as you can space when you set up for an attack run. I always
get space early to help in this. The more forts you put up, the more army you
can run. The more army you can run, the more land you can take. The more land
you take, the more mage you can get. The small things really add up.
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8. ATTACK CYCLES
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ATTACKING WITH MACEMEN OR SWORDSMEN
When you attack, build with your new land right away. You should be doing
many things with your turns. This is how one attack goes for me.
Set up attack target
Play 3 turns
Build with new land, fort (or other stuff to a percent if you are running out
of space) Hunters (for me, I love them, but that's personal preference, usually
I run 80% hunters on my totally wood land to 20% woodcutters)
And Iron
mines.
"Add toolmakers when necessary so you can be able to build on all the land you acquired in one turn."~GK~
Retrain Army losses (killed army)
(You should be making maces and be able
to train these new units with the new maces or swords)
Play 1 turn
Train army for new Fort space.
Play 4 turns
So that's 8 turns for one attack.
You may think that it's not effective, but with little targets and with the
tons of turns you get around here, it is. Those new mace men or swordsmen will
take more land, and getting as much land as possible is the point of attacking.
ATTACKING WITH HORSEMEN
Set up attack target
Play 3 turns
Build with new land, fort (or other stuff to a percent if you are running out
of space) Hunters (for me, I love them, but that's personal preference, usually
I run 80% hunters on my totally wood land to 20% woodcutters) and iron
mines.
"If you have a hunter bonus go full hunters, buy the wood you need. I loathe making wood, except for the start. And if you have food research dont have any woodcutters."~GK~
Retrain Army losses (killed army)
Play 1 turn
Train army for new Fort space.
Play 2 turns
So that' 6 turns for one attack.
What I do with this is I set up a cycle, where as I always have new horsemen
coming in to cover losses and the ones begin trained on every attack. In my
Personal opinion, it takes far to long to train all those horsemen to max
potential when attack running. I would much rather mage those turns then sit
there with only a few turns left.
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9. ARMY TIPS
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"Can't afford your army? Then sell stuff. Sell excess food, iron and wood your making. Probably could be either your management (which should be on Normal for attack, I always save my pop from maging in order to use it to attack the next day, then when I get ready mage, I set up new houses and turn management up and by the time I get around to mageing, the pop is there.) With my attack cycle I make tons of iron and wood in order to support though mage towers up when I need to. That is why it's important to build your new land asap. "~DS~
"Always wait for max turns or as close as you can get to attack. It's very effective, and those runs add up when done right."~DS~
"Attacking out your turns and hope to accumulate turns and mage later is a bad idea since you will probably not get to keep your land, remember its better to mage 200 turns with 10m land then 400 with 2m."~GK~
"It might be a good idea to have more then one window open when you are attacking, status screen, local trade screen, army screen and building screen and of course a score screen to pick your targets."~GK~
About the Author
Deadsoul is veteran player of 1000ad
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