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NukEvil Game profile

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4327

Aug 3rd 2011, 14:09:30

...or they could just have a few successful GSes run on their countries, while making sure their stocks are on the market...
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Azz Kikr Game profile

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1520

Aug 3rd 2011, 14:46:26

or keep a decent military and not use DR as protection.

Rockman Game profile

Member
3388

Aug 4th 2011, 3:30:11

Successful GS barely hurt the country at all, and neither does carrying a large military (depends on your definition of large, but even carrying millions of turrets is no problem for landtraders).

Taking away DR for failed attacks would not be a compromise, it would basically not change anything at all. Landtraders do not need failed attacks or even DR.

You are correct that its nearly impossible to stop LGs from someone who is determined. We could put in a cap for landgrabbing, at gaining maybe maximum 25% of your land (plus ghost acres) in one hit. That would help force players to grow if they want to make big grabs, which I think would be a good thing. And it would decrease the incentive for stockpiling up to make that one really huge hit on a country which is properly defended.

Ozzite Game profile

Member
2122

Aug 4th 2011, 3:49:31

Originally posted by Watertowers:
Successful GS will hurt the country since the loss of civilians lowers the tax revenues.


You should learn how to play the game before posting anymore
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Rockman Game profile

Member
3388

Aug 4th 2011, 5:19:50

The building costs dwarf the military losses for a landtrading country once it grows to a decent size. Additionally, making 5 PS a day is unreasonable for any landtrading country - they simply should not have the bpt to sustain such growth (unless its a techer, in which case they can only sustain that growth for a couple of days before they become too large to grow at that rate). Also, its not too hard to go jet heavy as a large country and keep twice as many jets as turrets while still having millions of turrets.

DR is capped at 12 attacks, there's no need to do 20-30 attacks. For a non-casher, this amount of GS is not too damaging to their economy.

Warster Game profile

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4172

Aug 4th 2011, 5:43:36

Rockman is correct, after 25k or so land , doing 4-5 PS grabs after that point isn't that good if u plan to have all your land built

After 25k land u start dropping to 3 grabs then 2 and then 1 depending on your land goal
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Warster Game profile

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4172

Aug 4th 2011, 6:29:48

And when was the last time u land traded
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Warster Game profile

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4172

Aug 4th 2011, 6:38:12

And what was ur goal , one big country or 16 countries over 250 mil net
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Rockman Game profile

Member
3388

Aug 4th 2011, 6:44:03

If you have a 40k acre country doing 5 grabs in one day, each grab would be about 5k acres. For the sake of simplicity, lets assume that despite the growth that occurs in landtrading, that the country in question stays at just 40k acres for the whole day and does not grow. Obviously, if it did grow, the grab size and building costs would both go up, making rebuilding take even more turns and even more cash.

So under those assumptions, it would be about 25k acres worth of buildings that would need to be built in that one day. To do 5 attacks (taking 10 turns) would leave you 62 turns to build 25k acres. You would need 400 bpt to build that much in so few turns. Additionally, it would cost you about $3 billion to build 25k acres (not factoring in the increase in building costs that comes with growth). To make 3 billion cash in a day on 40k acres without cashing a turn would mean you would be making $42 million a turn non-cashing after food expenses, and that doesn't give you any cash to purchase military or buy techs for your new land.

You're not going to make a 40k acre casher with 400 bpt making 42 million a turn non-cashing.

The bpt requirements and economic requirements at decent landsizes prevent 5 PS attacks a day from being feasible.

Warster Game profile

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Aug 4th 2011, 7:16:51

thank you Rockman that explains it better then what i put lol
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Aug 4th 2011, 10:54:09

all the admin has to do is install a DR for country : country hits that expires every 7 days.

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caffeineaddict Game profile

Member
409

Aug 4th 2011, 13:36:30

If you put all your bonus into building costs then, as long as you take your bonus on time every day, the maximum you could have by day:
15 is 20%
22 is 30%
30 is 40%
45 is 60%
52 is 70%

So, building cost bonus could help a bit, but not by as much as I think you think.

If you started at 40k, for 5 LG @ 5k/LG and you fully built before making another grab then your building costs, with 0% bonus, would be $4.16b. (ignores destruction costs)

If, like Fenrir (#2488) - the largest country in the last set - you were at 40k acres by day 23 then your building costs could be as "little" as $4.16b * 70% = $2.91b.

A remarkable estimation by Rockman.

Rockman Game profile

Member
3388

Aug 4th 2011, 18:25:40

Watertowers - since you were talking about GS lowering tax revenues, I thought it was a fairly safe assumption that we were not talking about failed attacks. As you should know, failed guerrilla strikes have no effect on a country's tax revenue.

if you are making one big country, then you clearly have no intentions of keeping that country fully built, or attempting to maintain a decent economy on that country. If you are not building the land, then the limitations of building costs in both turns and cash obviously no longer apply.

But obviously, very few countries can use the 'not building up your land at all' strategy, as the majority of countries involved in landtrading should remain fully built, in which case they are limited by their landsize, bpt, and economy for how much land they can gain each day. And 3 PS attacks a day isn't even feasible at decent landsizes, much less 5 PS attacks a day.

caffeineaddict - it wasn't an estimation, it was an attempt to remember the estimated numbers I used for my techers last set in deciding to stop them at 42k acres because it was no longer worth it for them to keep growing.

Rockman Game profile

Member
3388

Aug 4th 2011, 18:43:21

estimated calculations for building cost in cash for 3 PS attacks a day (assume each grab = 11% of your land, thus 3 grabs = 1/3rd of your land, and ignore the 1500 base build cost for simplicity).

then we get
build cost = (landsize*3)*(landsize/3) = landsize^2

If your income per acre per turn is 500 (assuming mediocre techs, not great techs), and that 1/5th of that income goes towards tech & military, that leaves $400 per acre per turn that can go towards buildings. Thus with 72 turns in a day you get 28,800 per acre per day to put towards buildings. That would leave just $7200 per acre per day to put towards oil, military and tech. Assuming it all goes into tech, and that tech prices are $2400 after tax (which only occurs very late in the set), then you get 3 points per acre of tech per day while your country grows by 15%. This means you find an equilibrium tech amount of 20 points per acre. If tech prices were $3600 after tax, which is a reasonable estimation for earlier in the set, it puts you at 13.33 tech points per acre, and thats without leaving any money over for military or oil purchases.

If you get the building costs bonus to 50% by mid-set, then the equation is changed to
build costs = 0.5 * (landsize^2)


From the above estimations, you can then see that with the assumptions I've made of $500 income per acre, 1/5th going to oil, military, and tech, and no build costs bonus, that a country can grow to 28.8k acres before its economy no longer permits it to rebuild from 3 PS attacks each day. With a 50% build costs bonus, this amount is changed to 57.6k acres. More than likely, you won't be able to maintain $500 income per acre per turn while landtrading with FFA tech prices, so these amounts are generous estimates that would be difficult to attain. So those two figures are really the cap for how big you could grow while still doing 3 PS attacks a day, assuming that bpt was not an issue. For 28.8k acres doing 3 PS attacks a day, thats about 150 bpt needed, and at 57.6k acres doing 3 PS attacks a day, thats about 300 bpt needed.

Having your farms doing more then 3 PS attacks a day is highly unlikely. Its just not feasible after the first week or so of landtrading. And during the first week of landtrading, you should be spending a lot of turns building construction sites, rather than spending every single turn just grabbing & building production buildings.