Articles on Middle Earth 1650 No 2And yet more Articles..... Diplomacy by
Colin Forbes
|
Emissary Rank |
Bribed Character Rank |
Gold Offer |
Successful? |
55 |
100 |
6000 |
yes |
80 |
110 |
2500 |
yes |
69 |
68 |
10000 |
no |
73 |
68 |
20000 |
yes |
120 |
69 |
10000 |
yes |
There has been some more input since this was last presented a while back, and while there is still not enough data to make any hard and fast statements there are a few observations which can be made.
1. For enough gold, you can recruit just about anybody.
2. If your emissary rank is high enough you can recruit just about anybody.
3. There is a large random factor.
To cut down on undersampling of the data more input is needed. If you can pass any along, please do so. Also, does anyone know if it is possible to recruit npcs? So be daring! Attempt a bribe! (but send your results to me for further tabulation. :-)
Thanks to Holger Eichmann, Jeff Holzhauer,Thomas Meier, Chelsea Wood and Greg Reid for their contributions.
Emissary |
Rank Bribed Character Rank |
Gold Offer |
Successful? |
55 |
100 |
6000 |
yes |
80 |
110 |
2500 |
yes |
40 |
70 |
25000 |
yes |
78 |
70 |
12000 |
yes |
90 |
70 |
2000 |
yes |
69 |
68 |
10000 |
no |
73 |
68 |
20000 |
yes |
120 |
69 |
10000 |
yes |
78 |
60 |
2000 |
no |
55 |
60 |
2000 |
no |
85 |
50 |
6000 |
yes |
10 |
50 |
35000 |
yes |
55 |
43 |
2000 |
no |
55 |
43 |
5000 |
yes |
85 |
40 |
6000 |
yes |
Unlike the results presented for population centre improvement, the results for bribing and recruiting are not as clear. First, allow me to present the data, as before.
Emissary Rank |
Bribed Character Rank |
Gold Offered |
Successful |
10 |
60 |
35000 |
yes |
33 |
73 |
50000 |
yes |
37 |
50 |
8215 |
no |
39 |
72 |
25000 |
yes |
43 |
64 |
25000 |
yes |
43 |
96 |
50000 |
yes |
46 |
20 |
9000 |
yes |
46 |
35 |
25000 |
yes |
48 |
77 |
50000 |
yes |
49 |
82 |
50000 |
yes |
51 |
100 |
50000 |
yes |
54 |
58 |
15000 |
yes |
55 |
70 |
15000 |
no |
55 |
70 |
16000 |
yes |
55 |
100 |
6000 |
yes |
56 |
80 |
5000 |
no |
58 |
37 |
12500 |
yes |
58 |
68 |
9000 |
no |
58 |
68 |
11500 |
yes |
59 |
50 |
7000 |
yes |
59 |
53 |
10000 |
no |
59 |
53 |
15000 |
yes |
59 |
68 |
8000 |
no |
59 |
68 |
9000 |
no |
59 |
80 |
5000 |
no |
62 |
58 |
8400 |
no |
63 |
74 |
4000 |
no |
63 |
74 |
6000 |
no |
63 |
100 |
9000 |
no |
64 |
57 |
4000 |
no |
65 |
100 |
15000 |
yes |
66 |
72 |
5000 |
no |
67 |
42 |
4000 |
yes |
67 |
77 |
10000 |
no |
68 |
70 |
6000 |
no |
68 |
70 |
15000 |
yes |
68 |
73 |
4000 |
no |
69 |
66 |
5000 |
no |
69 |
68 |
10000 |
no |
69 |
100 |
10000 |
yes |
70 |
30 |
7500 |
yes |
70 |
67 |
12000 |
yes |
70 |
70 |
11000 |
yes |
70 |
100 |
5000 |
no |
73 |
68 |
20000 |
yes |
73 |
71 |
5000 |
yes |
74 |
47 |
16000 |
yes |
75 |
84 |
20000 |
yes |
76 |
78 |
8500 |
no |
77 |
62 |
15000 |
yes |
78 |
66 |
5000 |
yes |
78 |
70 |
7500 |
yes |
78 |
81 |
5000 |
no |
78 |
81 |
8000 |
yes |
78 |
100 |
6000 |
yes |
79 |
69 |
20000 |
yes |
80 |
100 |
2500 |
yes |
83 |
48 |
20000 |
yes |
84 |
71 |
15000 |
yes |
85 |
58 |
16000 |
yes |
98 |
72 |
7000 |
yes |
100 |
61 |
5000 |
yes |
100 |
69 |
10000 |
yes |
100 |
100 |
5000 |
no |
In a recent issue of "From the Mouth of Sauron" Brian Lowery posed the following question regarding the above order.
Population Centre Improvement (550): Until recently the sum of loyalty and emissary rank required to improve a population centre was:
> 70 Village
> 90 Town
> 110 Mtown
> 130 City
For over a year I never saw the above fail. Recently in 2950 game 16 half of my camp improvements with a Emis/Loyal totals of 70-74 have failed. Any thoughts?
From checking my own database, I find the following data. The columns are the pop centre upgraded to, the numbers are the combined emissary and loyalty rank, while the yes/no flag is whether it works or not. These are for both 1650 and 2950 games.
Village |
Town |
Major Town |
City |
72 - Yes |
52 - No |
110 - Yes |
154 - Yes |
91 - Yes |
57 - No |
|
163 - Yes |
91 - Yes |
67 - No |
||
94 - Yes |
71 - No |
||
97 - Yes |
77 - No |
||
100 - Yes |
79 - Yes |
||
104 - Yes |
84 - No |
||
93 - Yes |
|||
95 - Yes |
|||
99 - Yes |
|||
100 - Yes |
While the results seem to confirm the numbers above, their are a few exceptions. If anybody else has any other data, please send it along and we'll tabulate the results.
The first part of this article is an analysis of the facts: who has won and who has not, how many times every position has placed, and the weighted total of points (3 for each 1st, 2 for each 2nd, and 1 for each 3rd place ranking). For this I borrow shamelessly from an article in "Whispers of the Wood" vol. XI issue 10, entitled "Reflections on the Hall of Heroes as of December 1994", by John Shirey. The second part of this article is an attempt at analysing why the winners win, and why the losers lose.
As of the November '95 issue of Whispers, 146 games have been finished, with 54 of these wins being by the Free Peoples and the remaining 92 by the Dark Servants. This represents a winning percentage of 63% by the Dark Servants, an improvement over the previously calculated percentage of 69% (as per the aforementioned article), but still worth discussing considering that the Free Peoples are still considered by most to have tremendous advantages. Statistics follow.
Nation |
1st |
2nd |
3rd |
#Times Placed |
Weighted Total |
Corsairs |
13 |
19 |
9 |
41 |
86 |
Haradwaith |
16 |
11 |
8 |
35 |
78 |
Noldo Elves |
11 |
13 |
9 |
33 |
68 |
Dark Lts. |
14 |
8 |
6 |
28 |
64 |
Cloud Lord |
7 |
10 |
16 |
33 |
57 |
Long Rider |
6 |
13 |
10 |
29 |
54 |
Easterlings |
9 |
11 |
5 |
25 |
54 |
Witch-king |
6 |
9 |
5 |
20 |
41 |
Dunlendings |
6 |
6 |
7 |
19 |
37 |
Blind Sorcerer |
8 |
3 |
5 |
16 |
35 |
Sinda Elves |
5 |
7 |
4 |
16 |
33 |
Arthedain |
5 |
5 |
7 |
17 |
32 |
Quiet Avenger |
4 |
7 |
5 |
16 |
31 |
Southern Gondor |
6 |
4 |
3 |
13 |
29 |
Dog Lord |
5 |
3 |
7 |
15 |
28 |
Ice King |
3 |
3 |
8 |
14 |
23 |
Fire King |
5 |
2 |
4 |
11 |
23 |
Dwarves |
4 |
4 |
3 |
11 |
23 |
Northern Gondor |
3 |
2 |
4 |
9 |
17 |
Cardolan |
3 |
1 |
3 |
7 |
14 |
Woodmen |
2 |
2 |
3 |
7 |
13 |
Northmen |
1 |
3 |
2 |
6 |
11 |
Rhudaur |
2 |
0 |
3 |
5 |
9 |
Dragon Lord |
2 |
1 |
1 |
4 |
9 |
Eothraim |
0 |
1 |
3 |
4 |
5 |
Corsairs (DS) |
12 |
13 |
4 |
29 |
66 |
Haradwaith (DS) |
10 |
6 |
5 |
21 |
53 |
E'lings (DS) |
8 |
9 |
4 |
21 |
46 |
Haradwaith (FP) |
6 |
5 |
3 |
14 |
31 |
Duns (FP) |
5 |
3 |
3 |
11 |
24 |
Corsairs (FP) |
1 |
4 |
5 |
10 |
16 |
Duns (DS) |
1 |
3 |
4 |
8 |
13 |
E'lings (FP) |
1 |
2 |
1 |
4 |
8 |
Rhudaur (DS) |
1 |
0 |
2 |
3 |
5 |
Rhudaur (FP) |
1 |
0 |
1 |
2 |
4 |
Corsairs (Ntl.) |
0 |
2 |
0 |
2 |
4 |
Won by starting: |
Allegiance |
Neutral |
TOTAL |
||
Free Peoples Wins |
40 |
14 |
54 |
||
Dark Servant Wins |
60 |
32 |
92 |
||
TOTAL GAMES ENDED |
100 |
46 |
146 |
For purposes of this article I have broken the positions into three groups: the top ten by points, the bottom eight by points, and the remaining middle seven. The top and bottom groups will be discussed in some detail. In addition the role of the neutrals will be analysed, as well as why the Free Peoples, who enjoy such an overwhelming economic and military advantage, do indeed lose so often.
Winning Positions:
Of the top ten positions, four are neutrals, including the highest and second-highest totals, the Corsairs and Haradwaith. All of these positions except one, the Witch-king, can expect to enjoy some degree of isolation and build-up, either by virtue of their neutral status (Corsairs, Haradwaith, Easterlings, Dunlendings) or protection from the front by other front- line positions (Noldo Elves, Dark Lieutenants, Cloud Lord, Long Rider, Blind Sorcerer).
It would certainly seem, then, that being allowed to correct weaknesses and gather strengths before entering the war is an enormous boon to almost any nation.
Other positions that would seem to be isolated are Southern Gondor and Cardolan, but their proximity to neutrals whose status is highly variable, as well as the necessity of these positions to support their northern neighbours, often force these two nations to go immediately into a strong military-attack mode, as well they should.
The Witch-king would seem to be quite the anomaly here, as he could be called, with very little dispute, THE front-line nation. Indeed, only the Dragon Lord and, perhaps, the Eothraim face more potential foes early in the game. His enormous strengths, however, certainly give him an edge in combat against any single opponent; his characters are good enough so that he isn't under as much pressure to develop them as other positions are, and he actually starts with a kingdom, unlike other Dark Servant positions. But why does he even survive, let alone do well enough to place and win more often than most other nations?... The answer to this lies with the reason the Free Peoples lose so often, which is discussed later in the article.
Losing Positions:
I think it's pretty easy to see why the bottom eight are in the bottom eight. Only one of the Dark Servant positions, with their excellent characters, have sunk low enough to get to this cut; six of the eight lowest are Free Peoples, with the only neutral of the bunch being Rhudaur, easily the loser-most of all the neutral powers. Nearly all of them are front-line nations that are often picked on by several other opponents. The Eothraim has lousy characters and a horrible economy; the Dragon Lord, while having a fine group of characters, is completely surrounded by foes while sporting only a medium-strength army and vulnerable pop centres; Rhudaur is in a similar situation as the Eothraim, being surrounded by potential enemies, vulnerable, with several low-fortification or no-fort population centres. The Northmen and the Woodmen have horrible characters and are often picked on by several nearby Dark Servants. Northern Gondor has several Dark Servant positions pointed directly at it and is often a prime target of agent attacks out of Mordor.
The only two positions of the bottom eight that evoke some mystery are Cardolan and the Dwarves. Nevertheless, some justification can be presented as to why these two are as low as they are. Cardolan, although far from the Witch-king and many Dark Servants, is extremely vulnerable to assault by neighbouring neutrals, whereas the Dwarves are suffering from Dragon woes in the mountains and have a spread-out position with no really good way or place to expand. In addition, both of these positions have suspect characters with little agent skill, making them prime targets for Cloud Lord agents wet behind the ears.
The Neutrals:
It seems fair to say at this point that the neutrals are winning more than their fair share of games. Two of the neutrals, Corsairs and Haradwaith, account for 20% of the wins among the 25 positions; when the top four neutrals are factored in, those four nations account for 30% of the nations among the 25 positions. It is, to put it mildly, an imbalance. I have a hard time seeing why GSI always has such a hard time filling the neutral positions, as it's apparent to any long-time player of ME-PBM that four of the five neutrals are clearly favoured to win. Only Rhudaur drags the average down; he brings the total average for the neutrals to 31.5%, which in and of itself is not terribly abnormal.
The reason the top four neutrals do win is because they are allowed to sit out the opening turns of the war and build their characters and nations, and often when they do join it is in the form of a nasty surprise attack that acquires them much territory for little cost. In addition, neutrals are often showered with gifts to join, an unfortunate practice that has been perpetuated over time and merely serves to strengthen their firm grip on the high-win spots. (I have, in fact, made it a credo of mine to not ask for gifts as a neutral, especially as the Corsairs -- this is, IMJO, the last neutral position that should be given presents. They already have an excellent tax base, good characters, and a virtually impregnable stronghold in the south. What in the good Lord's name do you need to make him even stronger for?!)
Why the Free Peoples Lose:
This is far too complicated a question to answer easily. Nevertheless, I'll give it a shot. I think this issue has been too long unaddressed to continue ignoring it. There are several reasons that spring to mind:
- inferior characters. What ME-PBM boils down to is that it's a character-based game. Characters are what issue orders, and high-level characters are more resistant to encounter death, challenge death, and agent assault. As the Dark Servants have far more good characters than the Free Peoples do, they inevitably have more and better-quality orders, which in the long run is a good way to achieve victory.
- dragons. Dragons are what allow the Dark Servant positions to defeat early Free army superiority. This in turn sets the stage for their superior characters to pull it out for them later in the game. The fact that no good way has been discussed to defeat them makes them, as Tom Walton has many times pointed out, no-brain nuclear weapons. However, this is, IMJO, the least compelling reason the Dark Servants win the game; dragons mostly assist the Witch-king and Dragon Lord, which are both positions that could use some help. And don't forget that there are many other army encounters that are Free-aligned, such as Ents (which can be acquired just by running an army through Fangorn), Eagles, Woses, and Throkmaw. Why don't the Free attempt to recruit these as heavily as Dark Servants recruit Dragons?...
- neutral tendencies. Four of the five Neutral positions (Corsairs, Haradwaith, Easterlings, Rhudaur) clearly benefit more from a declaration for the Dark Servants than they do from a declaration for the Free Peoples. The fact that two of the most powerful neutrals are often inclined to go Dark Servant (if for no other reason than to avoid character attacks on their not-stellar character sets) often spells the doom of the Free Peoples. This is especially because in games where neutral powers are asking for bribes, the Dark Servants simply have more artifacts to bribe with than the Free.
- lack of team play. For various reasons, I've discovered that Free Peoples generally exhibit far more selfishness than the Dark Servants. This is because the Free Peoples have been broken into regions, which is conducive towards them joining forces within their home region and allowing others to go their own way. (How many horror stories of Noldo selfishness have we heard, anyway?) The Dark Servants, on the other hand, are mostly closely packed together in Mordor, forcing them to work together. The extreme disparity in force that the Witch-king and Dragon Lord face also make other Dark Servants with available resources willing to assist them, as they so clearly need help.
- lack of team play, part II. Even should the Free Peoples be more team-oriented than the Dark Servants, characters are far better than armies at carrying fights and assistance to distant lands. As the Dark Servants have a far superior character base, they can simply send their better agents and emissaries where they will to provide much-needed relief to their allies in hard-pressed areas (such as Eriador and Mirkwood). Positions such as Arthedain and Cardolan, even should they rapidly defeat the Witch-king, will find it difficult to send armies to the aid of their hard-pressed southern neighbours.
- incompetence and drops. Because of the above two paragraphs, inept and missing Free positions hurt the Free side far more than they hurt the Dark Servants. As each Free is incapable of giving good support to regions outside their sphere of influence, they must each hold up their end in their respective regions; and let's face it, usually at least two or three people on each team are, well, rather less than competent, if they're there at all. With the Dark Servants, powerful positions such as the Cloud Lord take up the slack (or a neutral is bribed into helping the Dark Side).
These are, by the way, reasons that the Witch-king usually manages to stay alive in Eriador. Lack of team play and incompetence among forces around Eriador/Mirkwood often force Arthedain or Cardolan to withstand the initial strike of Angmar alone... a dubious situation for the Free Peoples. Also, the Witch-king is the squeaky wheel that gets the grease, with Cloud Lord agents often coming north to assist the Witch-king against Arthedain and Cardolan, who are ill-equipped to withstand agent attacks.
Well, that would about do it. Comments and criticisms are welcome. My own experience with ME-PBM is not as extensive as some of y'all.
I'm quite disappointed with the lack of content in recent issues of the Mouth. In a past article, I tried to start some controversy over "Determining Winners in MEPBM." Unfortunately, this effort was sabotaged by an editor who wrote a supplementary article. The person playing SG in 2950-48 would do well to read this article.
[Tom's note: sabotaging efforts is one of the substitutes for actual pay when doing the editorial gig.]
Now I'll try to solicit input on a topic that I could really use. Here is a list of rookie mistakes that I have made (or seen made). I hope others will add items, so that I can avoid them. I'm not talking about the simple, "missed a mailing date", "wrote a number incorrectly", or "missed a required information". These are concept errors.
1) Troops eat after they transfer armies.
1st army 3000 troops, 5000 food.
2nd army 6000 troops, 17000 food.
I transferred 5900 troops from army 2 to army 1, then tried to execute full movement. The army didn't arrive at its expected location, because the troops transferred before eating. When time came for movement, they had no food.
2) I'm not sure how many times I saw this stressed, but I still misunderstood it. Artifacts effect the chance of success, but not the result. A 20(35) commander will NamComm a 20 commander, not a 30.
3) This one is almost too stupid to include, but I actually did it. NatTrans can only be done to one of your pop. centres. Don't try to NatTran directly to an allies pop. centre.
4) Gold transfers come at the end of the turn, but costs must be paid up front. Don't expect a gold transfer from an ally, to pay your bills on the turn that it is made. You'll be bankrupt with gold in the bank.
5) Don't assume that a powerful enemy character in your capital has something better to do than challenge that emissary you just named. You'll end up with an empty character slot, and Cirdan will get some cheap training that will come back to bite you later.
6) If you have overwhelming force on an enemies capital, are about to take them out of the game, and they have a small army with a commander better than yours, expect a challenge. Refusing might even be a good idea.
7) The converse of this is also true. When an enemy has a couple of powerful armies on your capital, and you have an army with a potential challenger, don't assume they'll refuse and attack. They may attack and move to your backup, causing the situation described in 6) above.
All for me this time, I hope to see items I can learn from.
NPC Skill Ratings
All dragons are listed as Marshals/Archmages, but their skill ranks are obviously beyond 100.
Celeborn: Command 60-69, Agent 10-19, Mage 20-29
Daeron: Command 20-29, Agent 10-19, Emissary 70-79, Mage 100+
Galadriel: Command 20-29, Agent 20-29, Emissary 70-79, Mage 100+
Gandalf: Command 30-39, Agent 30-39, Emissary 60-69, Mage 80-89
Saruman: Command 30-39, Agent 10-19, Emissary 70-79, Mage 100+
Sauron: Command 100+, Agent 80-89, Emissary 100+, Mage 100+
Shelob: Command 40-49, Agent 10-19, Mage 70-79
Tom Bombadil: Command 100+, Agent 100+, Emissary 100+, Mage 100+
Estimated Challenge Ranks based on skills alone:
Celeborn: 79
Daeron: 121+
Galadriel: 122+ (212+)
Gandalf: 115 (165)
Saruman: 123+
Sauron: 143+
Shelob: 95
Tom B: 156+
Note that it's possible for an NPC to have a skill rank greater than 100. It's also been speculated that some NPC's have challenge ranks higher than their skill ranks would indicate (the Wizards), and that a number of NPC's have health ranks greater than 100 (dragons, Sauron, Tom Bombadil).
The challenge ranks seem to be close to what seems to be correct for Celeborn, Gandalf, and Shelob. Daeron's challenge rank is probably somewhat higher than this, as his mage rank is almost certainly above 100. Same goes for Saruman and Galadriel (Saruman doesn't carry any artifacts, but seems to be stronger than Gandalf anyway).
Concerning Sauron and Tom Bombadil, the figures are obviously low. Tom is far more powerful than any other creature except Sauron, and perhaps even Sauron would lose that battle. Sauron's challenge rank without artifacts has been estimated to be greater than 300; he's never been defeated in challenge, to my knowledge (although it'd be interesting to see what would happen if a character carrying the One Ring personally challenged Sauron, or transferred it to him if Dark Servant).
Abstract
One of the most important aspects of the early game is deciding where to create or post camps. While many nations lack the emissaries with the necessary skill level to create camps, despite it being an easy skill, almost all possess one or more commanders with the skill level necessary to post camps, an average difficulty order. One of the most difficult decisions in the early game is deciding where camps should be located. This article will discuss some of the reasons behind the placement of camps: which type of character should do it, resource production, financial considerations, and security. Then the strengths and weaknesses of various nations will be discussed, as well as some possible camp locations.
Who Should Place the Camps?
Many of the nations have commanders who, when travelling with an army, have the command skill which would allow order 552 (Post Camp) to be executed with a very good chance of success. Also, very few nations have emissaries with even the modest skill level needed to execute order 555 (Create Camp) with a good chance of success.
Despite this, those nations without good ( > 30) emissaries would be advised to create one using order 725 (Name New Character), and then subsequently have that emissary execute order 734 (Name New Character as Emissary) as many times as necessary. Having a character in an army posting camps is not advisable for several reasons: one, it does not improve the command skill of the commander, two, when posting camps rather than training troops or training the army the commander does not improve his command rank and the training rank of the army or troops is not improved, and three it costs twice as much. For the additional cost of posting three camps you could name an additional character and have gold to spare. A stable of about three good emissaries can be used at all stages of the game, in creating camps when their skill levels are low, in improving population centres and bribing/recruiting characters or double agents when their skill levels are moderate or high. As it becomes more difficult to place camps at later stages of the game, it is important that you create emissaries fast and get your camps created quickly, especially if you start the game with few good emissaries.
Resource Production
The most important factor in camp placement is determining what types of which resources you need production, and where in nearby hexes these can be located. The spell reveal production is relatively easy to research (if you do not already have a character who can cast it) and this can determine locations which can supply the most needed commodity. Another option is having an agent Scout Hex (915), however, that has the detrimental effect of only determining production value of one hex (although with much greater precision). Another disadvantage of the Scout Hex option is that it takes an agent into a hex with no objectives where he may be unable to cast a skill order on the following turn. It is usually better in the early game to have agents improving their ranks or outperforming more specialised agent tasks. Below is a list of the mean production of each hex type taken from several games, and set-ups of many different nations, as well as additional contributions from other players. The production has been modified such that this is the production value of a camp in warm weather (that is, 100 percent production values). Keep in mind that the climate in your area will effect these mean production values and that mountainous terrain also will typically have one or two grades cooler climate than surrounding plains. The first column gives the resource type, the second column describes the rows, the first row being the terrain type, the second row the number of sites in the sample. Within each production type the first row is the number of sites in which that product is present, the next row the average of those sites and the final row the average of all sites. Some of these (especially desert terrain) may suffer from small number statistics, so the results may skewed. Also, note that no information is given for swamp hexes.
Table 1. Statistical Treatment of Resource Development
Commodity Terrain |
Plains |
Desert |
Forest |
Rough |
Mountains |
No. Sites |
138 |
8 |
62 |
108 |
87 |
Leather No. With |
138 |
8 |
5 |
31 |
0 |
avg. per |
363 |
294 |
408 |
302 |
0 |
total avg. |
363 |
294 |
33 |
87 |
0 |
Bronze No. with |
0 |
0 |
8 |
32 |
86 |
avg. per |
0 |
0 |
366 |
295 |
304 |
total avg. |
0 |
0 |
47 |
87 |
242 |
Steel No. with |
0 |
1 |
4 |
33 |
48 |
avg. per |
0 |
290 |
144 |
189 |
219 |
total avg. |
0 |
36 |
9 |
58 |
97 |
Mithril No. with |
0 |
0 |
0 |
0 |
45 |
avg. per |
0 |
0 |
0 |
0 |
26 |
total avg. |
0 |
0 |
0 |
0 |
11 |
Food No. with |
138 |
0 |
62 |
43 |
0 |
avg. per |
1138 |
0 |
1223 |
956 |
0 |
total avg. |
1138 |
0 |
1223 |
381 |
0 |
Timber No. with |
0 |
0 |
59 |
51 |
0 |
avg. per |
0 |
0 |
426 |
365 |
0 |
total avg. |
0 |
0 |
405 |
172 |
0 |
Mounts No. with |
135 |