Halflings both benefit and suffer from their small size. They can make themselves almost completely inconspicuous, enabling them to steal anything that is not locked away safely right from under the nose of the most watchful guards. A typical halfling will steal your boots from your feet and then sell them back to you, charging you extra for the laces. They are however not a strong race, which is why they need more builders for construction and often prefer to hire mercenaries instead of recruiting troops from their native stock. What they lack in strength they make up for in numbers since a halfling can make do with half the food a human needs. They will also enhance their armies with looted equipment, though the armor they loot is often ill fitting. They are neither great academics nor great magicians but as with almost everything else they work in masses to achieve amazing results. Despite their natural affinity for covert operations they lack the coldness of heart to assassinate.
Excellent Thieves, low food consumption. Excellent Looting potential and above average Spying potential.
Due to their low food consumption halflings are able to house a high amount of troops in relation to their land size as they require less farms to sustain their numbers. This advantage serves them well in situations of military defence as an attacker will often have to consider their land size damage penalty if they wish to attack a halfling of comparable score.
No naturally strong troops except for Thieves, poor assassination ability, lower intelligence and Mana generation.
Innate thieving ability. Halflings Loot without Mutiny. Halflings can see Scrolls on Spy Reports.
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| Troop | Quality |
|---|---|
| Archers | 100% |
| Assassins | 75% |
| Clerics | 125% |
| Fighters | 55% |
| Mages | 65% |
| Rangers | 55% |
| Thieves | 400% |
| Type | Modifier | Description |
|---|---|---|
| Food Consumed | 0.5 | For every 1 unit of population or military, 0.5 food is consumed. |
| Food Produced | 1 | For every 5 farm parts, 1000 food is produced |
| Population | 0.35 | Population will grow by 35% per turn if housing is available. |
| Cannibalism | 0 | More information on Cannibalism |
| Type | Modifier | Description |
|---|---|---|
| Build Rate | 0.75 | Laborers are 75% as effective as normal laborers when constructing Buildings. |
| Build Equipment Rate | 0.85 | Laborers are 85% as effective as normal laborers when constructing Weapons, Armor, and War Machines. |
| Armor Usage | 0.5 | Armor usage is 50% of normal. |
| Weapon Usage | 0.85 | Weapon usage is 85% of normal. |
| Armor Study | 0.1 | Armor study is below normal. |
| Weapon Study | 0.4 | Weapon study is below normal. |
| War Machines Production Quality | 0.6 | War Machines are produced at 60% of the studied quality. (i.e. 100% study means 60% war machines.) |
| Laborers per War Machine | 1.5 | Number of Laborers required to handle a War Machine is 150% of normal. |
| Type | Modifier | Description |
|---|---|---|
| Assassinate | 0.6 | Assassins are 60% as effective as normal assassins when trying to assassinate others. |
| Loot | 5 | Thieves are 500% as effective as normal thieves when trying to steal from others. |
| Mana | 0.6 | Population will produce mana at the same rate as a normal population 60% of its size. |
| Morale | 1.5 | Morale changes at a rate 150% that of the normal rate. |
| Mutiny | 1.5 | Read more about Mutiny. |
| Search | 0.8 | Rangers are 80% as effective as normal rangers when exploring for land or food. |
| Spy | 3.4 | Spies are 340% as effective as normal spies. |
| General Study | 0.75 | Study of non-magic areas and general magic skill proceeds at 75% of the normal study rate. |
| Spell Study | 0.75 | Study in realms of magic proceeds at 75% of the normal spell study rate. |
Basic Study is Economy, Construction & Equipment. This can also be applied to training troops however you will need to factor in Training Fields/Cathedrals for best results.
Based on some recent (10 June 07) experiments using Stein's Study Calculator I have determined the optimal efficiency of land use for study. The following numbers are specific to Halflings as they take into account food production and consumption.
Halflings will study most efficiently when you have a complete school (5 parts) for every 1000 scholars.
If you have more scholars, you need to put more land into barracks, farms and villages and hence less schools; which results in lower study increases.
If you have more schools, you have less land for barracks, farms and villages and hence less scholars; which results in lower study increases.
This does not take into account spells that are available to help like Fasting, Gaea's Presence & Create Food, which can greatly increase the scholars you can feed and/or reduce reliance on farms.
Simple Example: Halfling with 3000 land in pure study mode, ie: no troops but scholars & no spells in effect; 300 villages + 810 farms + 540 barracks + 1350 schools = 270,000 fed scholars using 270 complete schools.
I think this only effective when complete schools is greater than 50 (ie: 250 parts.)
If you are studying magic skill or spell realms, it is definitely more effective to go for the max mages you can feed all housed in mage towers. On the same 3000 land, a setup of 510 villages + 1380 farms + 20 barracks + 1050 mage towers = 460,000 fed mages with 450,000 of them in mages towers. This resulted in magic study about 1.5x better than if used the 3000 land scholars setup (and even had 40 land unused.) Using mages and towers to study however may be a lot more expensive. Also, this setup cannot be used to study the Basic skills at all, while scholars can do both.
Azmodean
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