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aponic Game profile

Member
1879

May 20th 2011, 23:50:13

I made the complaint about them not working 6 months ago and they still dont. I landed 6 bios on Diez stacking in FFA. He had 499 pop.

He ran 6 turns, cured all 6 bios, and gained pop to 759 total.

This is no 'random luck'. It has happened multiple times to me on countries with low pop. Can you please fix it, and also cap minimum land destroyed by nukes at 10 acres so they are not worthless junk.
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aponic Game profile

Member
1879

May 20th 2011, 23:52:12

Also, even if he cured all 6, the point would be that he should have at least gained 0 pop.
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Rockman Game profile

Member
3388

May 21st 2011, 16:08:00

Running 6 turns to go from 499 population to 759 population? I call BS. Check those numbers again. He ran more than 6 turns.

spawn Game profile

Member
1707

May 21st 2011, 16:18:24

dont you get 20civ/turn when you're bioed and that low on pop?

in that case he would have played 13 turns to get from 499 to 759
/slap iZarcon

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Rockman Game profile

Member
3388

May 21st 2011, 16:36:55

Correct. And without bioterrorism, you get a max of 40 per turn at that size, so there is no possible way that he ran just 6 turns and gained 260 population.

diez Game profile

Member
1340

May 21st 2011, 17:27:03

for the record, I did cure 6 bioterrors in a row.

it's also possible that I also got hit a bit while curing the bioterrors, so that number *might* be off, i'm not sure.

On a related note, I had 67% med tech.

Slagpit Game profile

Administrator
Game Development
5055

May 22nd 2011, 1:53:47

Chaoswind Game profile

Member
1054

May 22nd 2011, 8:09:34

the pop lost seems balanced, but the cure rate is just too high...

yeah 25% is not that high, but a country with high luck (10%) would get better odds, even with no med tech, and since most agree that luck is the best bonus for war (extra missiles), then most war prepped countries are bound to have high luck and med tech...

Instead of making it so simple as you have 25% flat rate go and get lucky with your turns....

It would be better to have a much lower starting rate, with an increase of cure % every time a turn is run.
----
The cure rate is set an a starting point of 10% to cure a plague in without med tech (with a +30% increase (30% of 10% = 3%) every time you run a new turn).

Med Tech could add 40% more setting it at 50% with max med tech (30% of 50% = +15% per turn)

Elysium Lord of fluff
PDM Lord of fluff
Flamey = Fatty
Crazymatt is Fatty 2

aponic Game profile

Member
1879

May 23rd 2011, 0:31:23

He did not run 13 turns. He ran 6 turns. Questioning the math I presented doesn't really address the problem as the numbers provided are sound.
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Rockman Game profile

Member
3388

May 23rd 2011, 0:35:48

Originally posted by aponic:
He did not run 13 turns. He ran 6 turns. Questioning the math I presented doesn't really address the problem as the numbers provided are sound.


260 population gained in 6 turns proves your numbers are not sound.

aponic Game profile

Member
1879

May 23rd 2011, 0:38:58

Or that something is wrong with the formula since it should also be more or less impossible to cure six bios in a row, compounded with this exact event happening last reset in FFA with Ford curing 4 in a row and gaining too much pop.
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aponic Game profile

Member
1879

May 23rd 2011, 0:40:29

This is 'Bugs and Suggestions' and the administrators as well as the FFA mods have access to check what exactly happened. It seems very logical to report such an occurrence here.
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Pang Game profile

Administrator
Game Development
5731

May 23rd 2011, 1:28:42

ya, there's nothing wrong with bringing those sort of issue here...

i'm a little too swamped to analyze it, though :-/
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diez Game profile

Member
1340

May 23rd 2011, 2:13:36

I'm 100% certain that I gain 20 pop a turn while running the 6 turns to cure bioterrorism.

Chaoswind Game profile

Member
1054

May 23rd 2011, 10:42:18

so 240? :/
Elysium Lord of fluff
PDM Lord of fluff
Flamey = Fatty
Crazymatt is Fatty 2

qzjul Game profile

Administrator
Game Development
10,263

May 25th 2011, 8:21:34

ie, he ran 7 turns, and cured none of them

or ran 6 turns and cured them all in his 6 turns...

neither is outrageous (though the second is *somewhat* unlikely, but not unreasonable)

Edited By: qzjul on May 25th 2011, 8:23:59
See Original Post
Finally did the signature thing.

aponic Game profile

Member
1879

May 25th 2011, 13:50:11

To conclude, bio's are really not helpful in a rush unless you are doing BR. Even at that point, you are likely wasting a lot of spies trying to get them in when you would be better off just waiting for the key moment to rush.
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Slagpit Game profile

Administrator
Game Development
5055

May 28th 2011, 3:47:52

He had max mil tech, read the damn link I posted.

Ozzite Game profile

Member
2122

May 28th 2011, 11:31:24

75% chance to cure at max med tech implies that curing 6 times in a row happens about 20% of the time.

herp derp
Ah, mercury. Sweetest of the transition metals.

synoder Game profile

Member
1664

May 28th 2011, 14:08:36

Am I reading it right in that if you are losing pop and get BIOed then you actually lose pop slower than normal? (see the link slag posted)

diez Game profile

Member
1340

May 28th 2011, 15:35:40

Originally posted by Slagpit:
He had max mil tech, read the damn link I posted.


I hope mil tech = med tech, else I'll need to re-learn how bioterrorism works lol

Requiem Game profile

Member
EE Patron
9478

May 28th 2011, 16:44:03

Originally posted by diez:
Originally posted by Slagpit:
He had max mil tech, read the damn link I posted.


I hope mil tech = med tech, else I'll need to re-learn how bioterrorism works lol


QFT