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Thursday, September 25, 2003 Resource equalization during early rushes, part 2
Just took a look at some games of mine and compared the economic performance of my rushes with the economic performance of some "notable" players during the same period to gauge whether the theoretical numbers I posted earlier were accurate. As my base example, I used the
Clash of the Titans: TWC Shadowz vs Mossar Grunt game. At each point in time, I paused the game and viewed achievements to see how they were doing economically. Shadowz's econ numbers looked like this: Time TotalNotable points:
Time TotalNotable points:
Another interesting note is the possibility of a quick attack on the second town at the 2:00 mark. This is less devastating than going after the capital, but it also has a higher chance of victory. There's no chance of a temple. There's fewer villagers who can garrison or repair the city. And you will be attacking almost a full minute before the capital attack. While it seems absurd to pass up the sack bonus, the possibility of taking and holding this town is pretty high. The opponent will probably still be stuck at +60/60 econ and you can send villagers to repair the town and use it as a forward base. Not to mention that you've created a 240 resource differential. You've gotten a town for free while he's still got to build another and go MIL1 and build a barracks right away.
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