Hello Everybody,
the last big patch increased the level of the cost reduction buildings, together with a reworked wine consumption for the tavern. Both of these changes helped a lot for people who want to use the Hades wonder actively, so I figured, I share some insights about the general idea, the setup and the proper usage of the Hades.
1. General Idea
The principle behind the wonder is easy. Every troop that is lost in your own cities, no matter the player, returns 80% of its costs back as marble. This makes the Hades incredibly useful in war, but since the 80% are calculated from the base cost of the unit, it allows us to earn resources from it. Assuming the ideal setup of a carpenter's workshop as well as a firework test area of level 50, we can reduce the base cost to 50%, so that each unit that gets produced and dies afterward yields 30% of its base value.
In the end, you will end up with 60% more resources than you invested, making the Hades a pretty good deal on paper.
Taking a catapult ship for example, one would invest 160 resources (90 wood, 70 sulfur), and get 256 marble from it, once the ship dies in your city.
The main questions now are:
- What's the best account setup
- How worth is this whole setup when you factor in gold costs, for upkeep and production of the units
2. Setup
The setup is pretty minimal, and requires very little commitment from the playing style. The Hades colony itself can be a raid, as wonders continue to work after the raid is deleted. So in theory, it is sufficient, to build a raid on an island where the Hades wonder is known to be 5, activate the wonder, and tear the raid down again.
The second wonder, that I would consider essential, is Demeter's gardens. After unit production, villagers produce back slowly, and the demeter helps greatly with that. It is especially useful if you don't have the time to constantly tune your taverns up and down depending on how many workers still fit into the town.
Besides these two wonders, the setup of course benefits from many high level shipyards, barracks and town halls.
The second part of the setup is another player, not from your alliance, who kills your troops. This should be a player with more points than you, so that pushing is off the table.
In terms of units, there are only a few considerations: They have to be expensive for the number of citizens they cost, and they should be low on upkeep.
For your partner, they should also be easy to kill, preferably without any losses. That leaves the Carabineer as the perfect unit. If you don't care for the upkeep but only need to convert sulfur to marble fast, rocket ships or steam rams, as well as mortars are also very citizen efficient, but require a big and costly army from your partner.
3. How worth is this?
Now in theory the thought of generating marble from thin air is pretty attractive, but for completeness I want to also factor in the production cost of the units. This part is a bit math heavy, so I'm gonna put it in a spoiler until the conclusion for those interested in the formulas.
The villager increase per hour is given by 0.02*x, where x is the happiness surplus that you have in your city. Given that you have a city with about 0 surplus in the default state, producing troops for N villagers with leave you with a happiness surplus of N afterward
The question now is, how long does it take to get back to a full town hall, as well as how much gold is lost in the process. This is going to be the cost for our unit production.
From the villager increase one gets
f(t) = N*0.98t
for the number of room left in the town hall after t hours. The number of villager hours that were lost in that process are just the integral of that function, resulting in
F(t) = N* (1/ln(0.98))
A simple example for N=500 citizens for carabineer production comes with the cost of close to 25 000 villager hours lost, or in other words about 75000 gold for 30000 marble (profit, in total you gain 80k marble).
I would argue that's a pretty good deal converting sulfur and wood to marble for free, and getting 30k on top at a price of 2.5 gold/marble, but we can do a lot better if we include the Demeter wonder.
For the demeter, the maths is a bit harder, so I'm going to avoid the part with the integral and just give the formula for the space left in the town hall after t hours
f(t) = N*0.98t -12*t
This of course only applies for the time when the demeter is active. For 500 citiziens, the town hall is full again after 25 hours, resulting in under 10 000 villager hours, and therefor under 30k gold lost.
Not only is this a massive improvement, but it also allows for the production of new units quicker.
Conclusion:
Even without the Demeter wonder, the Hades is well worth it.
Ideally you want to build 500 carabineers from 10 cities and have them killed in one big battle during which the Hades is activated. With the demeter (or high taverns), the citizens are back after about 25 hours, resulting in a net gold loss of about 300 000 Gold (30k per city), and 800 000 marble in your warehouse.
If you don't have a demeter wonder at hand, the whole process will cost about 750 000 gold for taverns operated at a normal rate.
On top comes 15 000 Gold per hour in terms of upkeep for the Carabineers, which should not add up to much more than 250 000 Gold.