so some time passed since my last analysis and since the reaction to that one was well recieved, I decided to do one leading up to artefact preparations. I will probably not do another one for this server, since I will be lacking the luxury of free time that I have right now.
My analysis will be divided the same as the last one (according to quadrants). At the end of each quadrant, I will include "Keys to pulling ahead"for each alliance mentioned. (Id put "Keys to victory", but we all know its waaay to early for that).
Before we start. I will assume that the artefact spawn will be almost the same as the last uk1 artefacts locataion (only coordinates at where they spawn, not the exact type of the artefact). According to those, I will assume that every unique artefact will spawn roughly 69,2 tiles from centre (0|0). Every large will spawn roughly 194,4 tiles from centre. And every small will spawn roughly 265,6 tiles from centre.
This statistic plays in Betrayed advantage. They have more people with better developed accounts. As we can see from the map, lots of both accounts near the middle with the addition that Betrayed extrends more/better away from centre. As I am a member of Betrayed, my opinion is biased, but here is it anyways.
With the core of Betrayed settled outside centre, that left them there to sim our their capitals, while GG stayed there and tried to gain the lead there. Can confirm, there has been lots and lots of skirmishes with GG constantly pressuring Betrayed with their close quarters hammers. Betrayed is still holding on in the spawn area for now, while also simming away.
Keys to pulling ahead for GG: - Secure the spawn area, clear all the major players spawns/spawn hammers and try to secure as many uniques as possible (and then proceed to keep them safe).
Keys to pulling ahead for Betayed: - Try to slow down development of GG villages in spawn area with small skirmishes, secure as many larges/smalls as possible and try to steal a unique. Also clear all the GG players that are further away from their buddies to keep their hands off artys.
SE is a bit tricky. I dont know much about this quadrant, or any east quadrant at all. I saw no major fighting in there and so cant really assess the situation well. All I can do is compare population numbers and so on.
Orange respresents Losers, blue is K.O.H. and red is FOL.
In my last analysis I noted that K.O.H only secured 6 15c 100%. Nothing better from that. FOL did a little better, but still nothing amazing. Considering they were left relatively alone, they should have those capitals well simmed up and prepare for artefacts rather easily.
Now there is this wildcard in this quadrant that hears by the name of "Losers". Strong but small aliance. Huge raiding numbers, assuming pretty huge hammers. As good as that looks, unfortunatelly the cruel reality is that they wont be able to do anything major on their own. They could most definetly secure a unique artefact, maybe even be able to protect it. But even with lets say 5 artefacts, that isnt good enough to win. They can make a huge "power swing" by joining either of the top alliances and provide fighting power. Whoever they join, they become instantly an immidiate threat to everyone else.
I will not compare numbers, since I am assuming no major fighting is going on. And comparing raiding numbers is of no use, since Losers clearly take the #1 spot and others fall short.
Keys to pulling ahead for K.O.H. and FOL: -Start making a difference. You had your time to sim away, now its time to become a disturbance in the quadrant. Prepare for small and large artefacts and get some if possible. You only need 15days training to acquire a small one, so it shouldnt be a problem.
Keys to pulling ahead for Losers:- Try to find a good "fit". It can stay hidden for whatever reason, but start looking for partners in crime. A 9 man alliance can make a huge difference, but unfortunatelly I dont think a good enough difference to win by themselves. Also prepare for artefacts, meaning prepare to get a unique artefact or 2 and them keep them safe.
Red and orange-ish colors represent FOX and blue represents CTL.
Both alliances settled in about the same way. Both have some villages near centre and have then developed outwards to their own direction. Now, I havent seen any actual reports from this quadrant, so I dont know of any actual fighting. Attack points/member ratio benefits CTL greatly, while defense point/member is a bit more even. Lets see the population numbers.
There is a decent amount of attack points and defense points between both alliances. They dont seem to be active on the forums, so we havent learned any big reports. From 77 members, there must be some of them that were allowed to sim. In my last analysis I counted 20 decent 15c capitals. While CTL secured 12, with lesser numbers. If they were left to sim, 20 beats 12 every day of the week, so they should be pulling ahead big time.
Keys to pulling ahead for FOX: -Secure some importatnt artefacts that spawn near. Try to clear an area, either centre or further away, to establish a stronghold later on.
Keys to pulling ahead for CTL: -Keep doing what you are doing. Get a artefact and start looking to find a partner in crime, if you think you will start getting in trouble.
Probably the most controversial quadrant. Here are arguably the 2 strongest alliances on the server, MFH and GotN. Been duking it out for the whole round, constant back and forth.
Clearly MFH have the control over center, while GotN has the control of the outback area.
Lets compare the numbers.
This was known for a long time, that GotN is lacking in numbers, but every account makes a big difference, no average accounts in their alliance. Normally, id put MFH ahead, since even if GotN damage something, MFH can make a push and fix the losses in relatively short time, since they have the numbers advantage. But after reading the forum for a while, Ive come to realise, that alliance by the name of H+++ is intending to helping GotN out whenever possible. So lets call all this bunch of alliances (GotN + H+++ + H++&+ H++) a "northeren alliance. And lets compare the numbers now.
After all this, it paints a better picture. I dont think H+++ alliances are helping GotN closely, but only provide defense whenever possible. This means that the fight is much much more even in numbers. We have seen some really nice reports from both sides and I dont think that is going to stop anytime soon. Here is my conclusion.
Keys to pulling ahead for MFH: -Secure the spawn area once and for all. Get the hold of uniques when they spawn and hold onto them for dear life. Manage the pressure from GotN and dont give in. Your average player is better then the average player from "Northeren alliance", meaning you can recover quicker if things go badly.
Keys to pulling ahead for GotN: -You probably wont get the hold of uniques right of the bat, since MFH should beat you to them (will be closer to them). Secure larges and smalls and with some good offensive strategy steal a unique early on, before the defense gets ultra stacked there. Keep up the pressure on MFH and try to break the morale. Since your core is fewer in numbers, a good artefact handling is cruicial as well. Rotating large storages etc. to try and be as efficient as possible.
Since we have here the general settlements of every alliance, we can assume with what kind of arties they will end up (should end up). The 1st 2 weeks after the arty release will be cruicial to see how the alliances hold and use their arties properly. Its not all about getting them, since for a small you only need about 15 days training time, so anyone still has about 10 days to prepare and then go to training his army
Any feedback is appreciated:)