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    Timings for units n rsearches

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    _CsK_ImDrG_
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    Timings for units n rsearches

    Post by _CsK_ImDrG_ on Sat Jan 17, 2009 3:22 am

    Villager -> Sheep: 50f in 2:30 (2:30 = 2 minutes 30 seconds = 150 seconds) *It doesn't include the time killing the sheep or moving from one to another

    Villager -> Berry: 50f in 2:45

    Villager -> Tree: 50w in 2:10 *no walk

    Villager -> Deer: 50f in 1:25

    Villager -> Pig: 300f in 13:55 (835") *villager average counting the time luring and killing it

    Villager -> Farm: 50f in 2.51 or 175f in 9:40 (it varies in +/- 20 seconds depending on the position on the farm when farmer reaches max. food to the drop point) *build time included

    Villager -> Gold: 100g in 4:30

    Villager -> Stone: 100g in 4:40

    ___________________

    Upgrade Times:

    Loom: 0:25

    Town watch (LOS for buildings): 0:25

    Wheelbarrow: 1:15 (same time to create 3 villagers)

    Handcart: 0:55

    Gold/Stone Mining: 0:30

    Feudal age upgrade: 2:10

    Castle age upgrade: 2:40

    _________________

    Unit Production Times:

    Villager: 1 in 0:25 (6 in 2:30)

    Spearman: 0:22 *(Goth or Goth ally barracks 20% faster making it 0.176)

    Skirmisher: 0:22

    Camel: 0:22 *(Hun or Hun ally stable is 20% faster making it 0.176)

    Knight: 0:30 *(Hun or Hun ally stable is 20% faster making it 0.24)

    Scout: 0:30 *(Hun or Hun ally stable is 20% faster making it 0.24)

    Archer: 0:35 *(Brit or Brit ally Archery Range is 20% faster making it 0.28)

    Cav Archer: 0:35

    Feudal age Galley: 1:00

    Castle age Galley: 0:35

    Fire Ship: 0:37

    Demolition Ship: 0:30

    Upgrades Causing faster production of different units

    Conscription: Units produce 33% faster (Upgrade in a castle and only in Imperial Age)

    Perfussion: Only for Goths -> Own Barracks works 50% faster but not allies

    ______________

    Building Times:

    House: 0:25

    House (2 villagers): 0:18*

    Mining and lumber camp: 0:35

    Mill: 0:35

    Farm: 0:25

    Barrack, range and stable: 0:50

    Barrack (2 villagers): 0:38 *

    Barrack (4 villagers): 0:26 *

    Town Center: 2:30

    Market: 1:00

    Black Smith: 0:50

    Dock: 0:35


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    Raze2dust
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    Re: Timings for units n rsearches

    Post by Raze2dust on Sat Jan 17, 2009 2:17 pm

    _CsK_ImDrG_ wrote:
    Feudal age Galley: 1:00

    Castle age Galley: 0:35

    really?
    9

    Imp research takes 03:10 mins
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    _CsK_ImDrG_
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    Re: Timings for units n rsearches

    Post by _CsK_ImDrG_ on Wed Apr 29, 2009 5:14 pm

    @raze

    dei, its thers in Csk site itself and i posted it....

    111111111 sorry for diturbing u in gtalk ^^


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    CSK_Suhas
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    Re: Timings for units n rsearches

    Post by CSK_Suhas on Wed Apr 29, 2009 5:54 pm

    omg persians rox in this

    castle age research 2:25
    imperial research 2:45

    so as vikings
    their hand cart takes effect as soon as 16:30 - (when we castled)
    & time to create 5 more vills + savings of that 175+300 food , 50+200 wood
    5 vills cost 250 food , pure saving of 225 food , 250 wood - as time also concerned


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    daG
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    Re: Timings for units n rsearches

    Post by daG on Tue May 05, 2009 2:11 pm

    I hate viking civi .. Mad Mad Mad


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    CSK_Suhas
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    Re: Timings for units n rsearches

    Post by CSK_Suhas on Tue May 05, 2009 2:50 pm

    vikings rox boom & still have enough resources to fight in castle age


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    daG
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    Re: Timings for units n rsearches

    Post by daG on Tue May 05, 2009 8:33 pm

    vikings lost ... every time for me . Idea
    now no more post


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    _csk_XAVIOR
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    Re: Timings for units n rsearches

    Post by _csk_XAVIOR on Wed Dec 30, 2009 3:23 pm

    Yes viking rox in quick games,but persians are good for knight rush and post imp games (after 30 mins),vikings look waste dat time
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    Re: Timings for units n rsearches

    Post by CSK_Suhas on Wed Dec 30, 2009 8:15 pm

    11

    vikings sux post imp always

    but vikings rox in castle age & early imp
    also not bad in feudal as wheelbarrow effects


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    CsK_kill3r
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    Re: Timings for units n rsearches

    Post by CsK_kill3r on Wed Dec 30, 2009 9:27 pm

    Well, try to understand that Vikings get all their bonuses for water maps. They are the ideal civ for sling in maps like oasis.


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