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3186

Jan 13th 2011, 17:18:06

This is an automatically generated thread. If you are an expert feel free to provide advice. Please follow all of the rules listed in the sticky thread. Respect the anonymity of this player's country: deducing and posting the country number of this country is a bannable offense.

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3186

Jan 13th 2011, 17:18:06

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land4000
Tax Rate70%
Net Income$-69600
Net Food25200
Money$140000
Food0
Oil4300
Turns15
Turns Played604
Turns Stored0
Technology
Military100%
Medical100%
Business100.36%
Residential100.36%
Agricultural142.82%
Warfare0.2%
Military Strategy100%
Weapons100.01%
Industrial100.11%
Spy100%
SDI1%
Structures
BPT87
Enterprise Zones0
Residences0
Industrial Complexes500
Military Bases0
Research Labs0
Farms3000
Oil Rigs600
Unused0
Military
Spies64200
Troops74
Jets7000
Turrets15000
Tanks17
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Slagpit Game profile

Administrator
Game Development
5055

Jan 13th 2011, 18:02:42

If you change your tax rate from 70% to 35%, your country's tax revenues will more than double. It is true that lowering your tax rate will slightly increase your food consumption, but the extra cash per turn will be far more than your extra food expenses.

87 bpt is a lot for express. The typical rule for judging how many construction sites you want is based on your landgoal: landgoal = 4 * bpt * bpt. In your case, 87 * 87 * 4 = 30 276, so you already have enough cs to build over 30k acres. Thus, I recommend not building any more cs for the rest of the set.

Keeping high levels of spies and low military can work, but you probably have a relatively low networth. Even if players cannot get a spy op on your country, they may do a "blind grab". Considering you have less than 20k turrets, those attacks will almost certainly succeed. It might be a good idea to get more turrets soon.

I wouldn't recommend grabbing quite yet. I find it helpful to get income tech up before grabbing.

Let me know if you have any questions.

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3186

Jan 14th 2011, 1:11:17

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land5000
Tax Rate40%
Net Income$-17000
Net Food38000
Money$3.3E+6
Food0
Oil38000
Turns10
Turns Played727
Turns Stored0
Technology
Military100%
Medical100%
Business100.31%
Residential100.31%
Agricultural154.16%
Warfare0.2%
Military Strategy100%
Weapons100.01%
Industrial100.09%
Spy100%
SDI1%
Structures
BPT100
Enterprise Zones0
Residences0
Industrial Complexes500
Military Bases0
Research Labs0
Farms4000
Oil Rigs0
Unused36
Military
Spies84900
Troops67
Jets58000
Turrets13000
Tanks16
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

MorTcuS Game profile

Member
1133

Jan 14th 2011, 5:02:30

According to your formula of bpt, i made this :

BPT LANDGOAL TMBR (BPT)
45 8100 60
50 10000 70-75
55 12100 80-85
70 19600 90-95
80 25600 95-105
90 32400 115-125
100 40000 140-160
150 90000 190-230
174099715 (not in use)

Steam : wargasm1

Slagpit Game profile

Administrator
Game Development
5055

Jan 14th 2011, 8:28:57

It's good that you lowered your tax rate. You should see the positive impact on your country very soon, if not right away.

I'd strongly recommend not constructing any more cs. If you have extra turns, use them to explore instead. Cs do not produce anything for your country, so building even more past 100 bpt will harm both your short term and long term growth.

If you're not in GDI, you may want to consider purchasing more troops and tanks. It would be trivially easy for another country to GS or AB you right now.

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3186

Jan 14th 2011, 13:09:08

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land7,000
Tax Rate40%
Net Income$-95,400
Net Food61,600
Money$500,000
Food59,000
Oil4
Turns5
Turns Played912
Turns Stored0
Technology
Military100%
Medical100%
Business100.21%
Residential100.21%
Agricultural162.78%
Warfare0.2%
Military Strategy100%
Weapons100.01%
Industrial100.07%
Spy100%
SDI1%
Structures
BPT100
Enterprise Zones0
Residences0
Industrial Complexes400
Military Bases0
Research Labs0
Farms6,000
Oil Rigs1
Unused61
Military
Spies140,000
Troops36,000
Jets130,000
Turrets130,000
Tanks44,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

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3186

Jan 16th 2011, 6:11:08

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land10,000
Tax Rate40%
Net Income$-713,000
Net Food79,100
Money$86,000,000
Food670,000
Oil670,000
Turns0
Turns Played1532
Turns Stored0
Technology
Military85.7%
Medical99.68%
Business148.98%
Residential148.58%
Agricultural217.5%
Warfare0.4389%
Military Strategy101.97%
Weapons136.21%
Industrial118.7%
Spy114.55%
SDI44.49%
Structures
BPT100
Enterprise Zones0
Residences0
Industrial Complexes3,000
Military Bases0
Research Labs0
Farms6,000
Oil Rigs50
Unused20
Military
Spies230,000
Troops31,000
Jets120,000
Turrets6,000,000
Tanks82,000
Readiness100%
Nuclear Missiles0
Chemical Missiles2
Cruise Missiles0

Slagpit Game profile

Administrator
Game Development
5055

Jan 16th 2011, 7:34:23

Building lots of indies at this stage of the game to produce turrets isn't typical. Let's examine your decision.

You're a fascist so you get +15% food production. You also already had 217.5% agri tech. At worst, you'd have to sell your bushels for $37 each. That means that you get around 2.17500 * 5.3 * 1.15 * 37 = $490 per farm per turn.

With your indy tech, one IC produces around 2.2 turrets per turn.

In my opinion, you would have been better off continuing to construct farms. You can use money from selling bushels to purchase turrets off the public market as needed.

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3186

Jan 16th 2011, 23:10:37

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentH
Land10,000
Tax Rate40%
Net Income$-773,000
Net Food-10,600
Money$230,000,000
Food4,300
Oil160
Turns0
Turns Played1787
Turns Stored0
Technology
Military97.35%
Medical99.91%
Business102.1%
Residential101.07%
Agricultural118.86%
Warfare0.2213%
Military Strategy100.18%
Weapons103.18%
Industrial100.63%
Spy101.46%
SDI33.53%
Structures
BPT7
Enterprise Zones0
Residences0
Industrial Complexes0
Military Bases10,000
Research Labs0
Farms0
Oil Rigs0
Unused0
Military
Spies180,000
Troops1,300,000
Jets1,100,000
Turrets1,900,000
Tanks560,000
Readiness100%
Nuclear Missiles1
Chemical Missiles2
Cruise Missiles0

Slagpit Game profile

Administrator
Game Development
5055

Jan 17th 2011, 3:44:57

What is R Tech? Your post didn't make any sense, which is why Warster asked you for a clarification.

It doesn't look like the TMBR switch was very useful for this country. He probably didn't have enough stock to make it worthwhile.

lincoln

Member
949

Jan 17th 2011, 5:24:58

ok slagpit
you are right shorthand may not be appropriate

this is an opportunity for a discussion about destocking
i think there are a lot of express players who would love to discuss destocking tips

R tech sometimes called casher tech is business and residential tech which are used to generate cash for Republics and other cashers

This farming F had 150% of both of these techs at 10k acres
see screenshot 4
that comes to about 150k tech points that are essentially useless to an F who has no enterprise zones and no residences
the price at the time was about 3k per point so that is $450M dollars of worthless tech, why? it also had it looks like 80K military tech which was essentially useless to this build given that food was selling at $43+
which is another $240M again the question is why?
it also sold at least 100k agri tech and it looks like 70k weapons tech in addition to 4M turrets at the time of the conversion
at the time of the conversion with 6M turrets it was certainly a top 20 country probably higher
why does a top 20 country have so much worthless tech and where did the proceeds go?
it should have had about $1.8B even if we do not consider how much food it had on the way to market or the 650000 barrels of oil when we add that in the result should have been considerable
it is true that in 250 turns it tore down 10000 buildings and built 10000 new ones but it should still have had well in excess of $1B

is that not enough?
if not, why not?

how much stock should one have on hand to convert a farming F to a TMBR?

just as a side note, perhaps it would be helpful to future analysis if the autopost included goods and tech on the way to market so that we could evaluate its stock




Edited By: lincoln on Jan 17th 2011, 5:31:27
See Original Post
FoG

Xliest Game profile

Member
59

Jan 17th 2011, 5:39:08

I think thats a bit to personal, if the person wants the advice they will probably volenteer the info them selvs i dont think its good for the game to dig that deep into countrys for the purpose of this board

Drinks Game profile

Member
1290

Jan 17th 2011, 7:37:30

They can post their stock if they want to. Otherwise people could use the info to undercut them if market was auto put in the information

As for when is it worth it, lets look at the initial Private Market Buyout

At 15k acres

No military bases. But with Military Tech
total ($) 2,575,744,944 NW 9,915,456


With rebuilding
total ($) 1,668,094,702 NW 9,915,456
Rebuilding Cost 906,750,000
Total Cost = 2,574,844,702


Then take into acount that at 60 BPT it will take you 220 turns to convert. Which is rouhgly 1.4b cash at that stage in the game. Meaning roughly another 600-800m worth of production lost. Since while rebuilding you still make some cash.

So for TMBR to be worth it, it depends on your BPT, your Land and your Stock.

So its up to you to decide if your country is in the correct state to switch or not. But in short, Under 2b stock is not worth switching

If the person is able to get stock past 2b, then they can do their own calculations since they arent a noob :P
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Drinks Game profile

Member
1290

Jan 17th 2011, 8:00:50

On a side note

Bus/Res tech is not useless for a farmer. It still increases cash generated per turn.

I usually run around 120% in express.
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lincoln

Member
949

Jan 17th 2011, 16:34:46

at 100bpt it took 100 turns assume it used the new bonuses to reduce the cost by 40%

having considered it
the problem was not the conversion itself
its problem was that the conversion was too late
it got no regeneration
the timing of conversions has been debated on this forum several times over the past few months with no result
this conversion was way too late by at least six hours

and as for investing hundreds of millions of dollars in bus and res tech for an F farmer i see from your thread you did not make that mistake this set


Edited By: lincoln on Jan 17th 2011, 16:37:38
See Original Post
FoG

dantzig Game profile

Member
528

Jan 17th 2011, 19:48:35

Some bus/res tech might make sense for any country, even an F farmer. You have to run a cost/benefit analysis of the cost of the tech, and how much income it will give you over the rest of the set vs how much income you would have gained putting that money into Ag tech instead. The eestats.com tech calculator is very useful for this.

For an F, I suspect it doesn't make sense to get much bus/res tech at all (it is pretty cheap to get to ~120%) especially if your Ag tech isn't maxed out. Personally, I like to put a few points into every category with any gov't type as the first few %s of gains are very cheap :P
FoG

Drinks Game profile

Member
1290

Jan 17th 2011, 20:46:52

Your an idiot Lincoln.

Cost you $10,000 to increase bus/res from 100% to 101%. Are you telling me that over 1800 turns he wont make more money. Cause the answer is yes he will make more money.

Revenue is Roughly $1m. Times that by 101%... oh wow he made $10,000 dollars in 1 turn. So in 1 turn he got his money back. So lets say he bought the tech at turn 800. He makes an additional 10k*1,000 turns = 10m more cash.

So spend 10k cash. Gain 10m cash for the entire set. I stand by my point. So please stop posting incorrect advice.
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Drinks Game profile

Member
1290

Jan 17th 2011, 20:50:44

The conversion was the problem. The cheap building only lasts for 10 turns at 40%. 20 turns if he uses all 8 points on it,

So conversion would at best still cost him 600m cash. So he did not have enough cash to justify converting. He is best off just buying military tech. And purchasing goods from the private market without rebuilding.
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dantzig Game profile

Member
528

Jan 17th 2011, 21:09:31

Originally posted by Drinks:
The conversion was the problem. The cheap building only lasts for 10 turns at 40%. 20 turns if he uses all 8 points on it,

So conversion would at best still cost him 600m cash. So he did not have enough cash to justify converting. He is best off just buying military tech. And purchasing goods from the private market without rebuilding.


The bonus works with batch building so he could have done all of the building at -40% cost by spending only 4 points.
FoG

lincoln

Member
949

Jan 17th 2011, 21:23:34

this matter is easily resolved, next time you are playing a farmer F and you have $1M in revenue buy 3 tech points at $3k each and see if your Y% goes up a whole point.

this idea which he defends so strongly with name calling is totally absurd

Edited By: lincoln on Jan 17th 2011, 22:09:30
See Original Post
FoG

Slagpit Game profile

Administrator
Game Development
5055

Jan 17th 2011, 21:41:01

The name calling isn't necessary.

His bus/res tech has nothing to do with the ICs. If he was producing 100% spies, he would have had way more than 200k spies.

Bus/res tech can be profitable for fascist farmers, if purchased in the right amounts and at the right time.

Drinks Game profile

Member
1290

Jan 18th 2011, 7:17:46

Why do that dantzig.

40% less cost to building. But you are costing yourself production by destroying all of your buildings at once. Depending on BPT and acres. You could make anywhere up to 800m cash while rebuilding. Which in some cases out weighs the -40% building cost.

Say 6m per turn and 200 turns to rebuild. = 1.2b (but your destroying buildings so a fair estimate is half. = 600m cash. While that building cost bonus is only roughly 400m cash saving
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Drinks Game profile

Member
1290

Jan 18th 2011, 7:21:47

Business 0
Residential 0
Agricultural 34,750
Warfare 16,720

Industrial Complexes 360
Military Bases 0
Research Labs 0
Farms 6291
Oil Rigs 440
Construction Sites 140


Economics
Tax Revenues $231,176
Tax Rate 35%
Per Capita Income $13.19
Expenses $286,863
Military $213,053
Alliance/GDI $0
Land $73,810
Net Income $-55,687





You purchased 2000 Business, 2000 Residential, for $7,937,280.

Business 2,000 Max Productivity: 103% of Normal
Residential 2,000 Max Population: 103% of Normal


Economics
Tax Revenues $245,564
Tax Rate 35%
Per Capita Income $13.60
Expenses $287,995
Military $214,185
Alliance/GDI $0
Land $73,810
Net Income $-42,431

You purchased 8000 Business, 8000 Residential, for $31,749,120.
Business 10,000 Max Productivity: 114% of Normal
Residential 10,000 Max Population: 114% of Normal

Tax Revenues $303,644
Tax Rate 35%
Per Capita Income $15.09
Expenses $292,526
Military $218,716
Alliance/GDI $0
Land $73,810
Net Income $11,118



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Drinks Game profile

Member
1290

Jan 18th 2011, 7:27:12

Point proven.

Cost me $39m to increase my cash flow by 66k

66k * 2000 turns = 132,000,000


So at the current rate i make 3.3 times the money back on my investment. If this was real life and i made 3.3 times my money back id be jumping over the moon.

So i dont see how you can possibly say that buying bus/res tech does nothing for you. Go to one of your countries and test it. I just proved it for you but im sure u will come back in this thread and somehow say im wrong. When all the numbers are right infront of you and everyone is saying bus/res tech does help fasc farmer.


AND! you post all the time saying how fasc farmer isnt competitive, but they are competitive and i play fasc/farmer in atleast 1 server every set. So ive tested it probably over 40 times already. So trust me and trust the numbers in the post above bus/res tech helps every strat type.


You just have to figure out how much will benefit you. EG 150% bus/res in this short game wont help at all. But 110% maybe 120% will help (if you ge it early enough) (and of course agri tech is more important)

Edited By: Drinks on Jan 18th 2011, 8:07:40
See Original Post
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lincoln

Member
949

Jan 18th 2011, 16:40:31

this is express help
express has 1800 turns
so when your "proof" requires 2000 turns for a fully built country, it is just meaningless

if it costs you $39M on a fully built country to recover $66k a turn and you have 300 turns left, you made a bad investment

that does not even consider the opportunity costs for that $39M

in your "proof" you started with maxed out agri and missile tech
so you evidently believe that maxing out missile tech is vital before buying a single piece of casher tech, that shows the value you put on bus/res
FoG

Warster Game profile

Member
4172

Jan 19th 2011, 1:52:44

if he buys the tech he has lost 39 mil cash

going by the upload of the country this thread is for , he got the tech around the halfway point,

so going by drinks example, he would have ran about 800-900 turns with -55k income

thats between 44 mil - 48 mil cash he has lost just by playing turns


so he will lose it either way

buying res and bus tech for farmers is all about timing, also just because you dont understand the concept lincoln doesnt mean its wrong

Edited By: Warster on Jan 19th 2011, 2:22:18
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lincoln

Member
949

Jan 19th 2011, 1:58:06

slagpit just deletes any posts i make in exposing this madness so i will remain silent and trust the reader
FoG

Warster Game profile

Member
4172

Jan 19th 2011, 2:00:10

actually all but 1 of the posts in this thread that were deleted were by me

Edited By: Warster on Jan 19th 2011, 2:05:14
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Drinks Game profile

Member
1290

Jan 19th 2011, 9:47:22

I was proving the general concept lincoln. I proved with 1% and 1 turn earlier and u didnt believe me.

I have proven with 2000 turns to prove over time it works even better.

And now warster has proven with 800 turns it still works.



So all 3 have been proven. Do i have to send you a 10,000 word essay that explains the individual benefit for 101% tech from using 1-9999 turns. Then do i have to prove that for 102% then 103%.

How about u look at it and go Oh yeah 101% works with 1 turn. He also showed 120% works with 2000 turns. And now warster showed 120% works with 800 turns. Therefore all numbers inbetween would work to different degrees and then it is the players choice for how much to buy
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Warster Game profile

Member
4172

Jan 19th 2011, 11:17:51

actually i just stated that without the tech, you would lose that money anyway
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