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Waseem Game profile

Member
468

Apr 16th 2010, 6:18:00

a country that's fully built and played the entire set.
not a country that was made like two days ago :P

a rough estimate?

somewhere in the 30s, yea?

General TwizTid

Member
1145

Apr 16th 2010, 6:43:43

Chems? its based on a percentage.... I have no idea what the percentage was, pang was trying to tell me that its a complex formula so I gave up....

but If i was to guess... 40s
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Waseem Game profile

Member
468

Apr 16th 2010, 6:45:33

well, i tried it.. way higher than i originally thought.
it took 51 chems to kill the bastard.

wasnt even worth the missles :/

NightShade

Member
2095

Apr 16th 2010, 7:14:25

Yeesh :P
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Makinso Game profile

Member
2909

Apr 16th 2010, 9:34:27

It takes between 55 and 65 chems to kill a country with 0 SDI at a full built.

This is dependant on your own level of civilians too as the number of civs killed depends heavily on how many civs you have in your own country.

crazyserb Game profile

Member
539

Apr 16th 2010, 16:26:11

ohhh i c...thats cool so if i was a casher full of chems it might take me less to kill another country
but how much less?

Rico Game profile

Member
1129

Apr 16th 2010, 16:36:53

Or if I dropped my tax rate before cheming, this would make a difference?

Zues The Greek Game profile

Member
284

Apr 16th 2010, 17:27:20

Well, I know if I Despie dropped his pants, it should only take 5 or 6 chems to kill a fully built country :P

Desperado Game profile

Member
2975

Apr 16th 2010, 17:38:06

Zues, ole buddy ole pal... you are entirely too interested with the contents of my pants

Originally posted by Primeval:
pants antler

Kill4Free Game profile

Member
3200

Apr 16th 2010, 17:40:17

Well sort of guys, the maximum damage a chem will do is about 20% of your population. How much it will do if it hits and is under 20% of your population, is about 13%. The 20% cap only really matters for the first few missiles, unless he is more then double your pop, will only take 3-4 before the cap doesnt matter.

The difference in population between 34% tax and 0 % tax, is you only gain 50% more pop and will take quite a few turns to do this and a big loss of income, so not worthwhile.
If you had a casher missiler, it would be best if he shot off the first 3, then let your other missilers pick it up after that. The 20% cap doesnt matter once his population falls to 160% of your population.

A theo casher is almost immune to chems as it is possible for it to take 20-30 chems just to bring him to the normal level of population where the 20% cap is not in effect.

The actual amount of missiles that it takes to kill a country if none are shot down is pretty close to this.

If his population is greater then 160% of your population
((His Pop)-(YourPop*1.6))/(YourPop*.2) +
(Log(200)-Log(YourPop*1.6))/Log(.87)+8

If his population is smaller then 160% of yours.
(Log(200)-Log(HisPop))/Log(.87)+8

Hope this helps :D

Thanks to Slagpit for the correction of 13% per chem hit instead of 12.5%

Edited By: Kill4Free on Apr 16th 2010, 18:38:46
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Kill4Free Game profile

Member
3200

Apr 16th 2010, 17:41:39


Edited By: Kill4Free on Apr 16th 2010, 17:41:55
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martian Game profile

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7841

Apr 16th 2010, 17:41:59

you can also use ln or log base 5 in those formulas and it'll still work:P
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Kill4Free Game profile

Member
3200

Apr 16th 2010, 17:46:19

This is what I typed into excel to make it work, I have no calculator, and I am work, lol.
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martian Game profile

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7841

Apr 16th 2010, 17:50:44

excel is teh devil!
you are all special in the eyes of fluff
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Slagpit Game profile

Administrator
Game Development
5081

Apr 16th 2010, 17:56:11

It's misleading to say that the number of civs killed depends "heavily" on the attacker's population. Maximum returns will be achieved as long as the attacker has 65% of more of the defender's population. There isn't much variance between populations and the target's population is going to fall quickly.

Kill4Free's analysis is pretty good but a few of his constants are off. It's also a little bit silly to say that a theo casher is "almost immune" to chems.

Edited By: Slagpit on Apr 16th 2010, 18:14:40

Zues The Greek Game profile

Member
284

Apr 16th 2010, 18:12:04

That is not true Despie, quit spreading evil rumors about my taste glands :P

Kill4Free Game profile

Member
3200

Apr 16th 2010, 18:20:43

It might be a little off, as I rounded the numbers I saw to the nearest .5% (Although the 20% of your pop I had as 18.5%, but I thought that the Chem from the person who hit had a lower pop when he missiled then when I had my spy opp) But it is still fairly accurate to within 1-2 missiles.
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Slagpit Game profile

Administrator
Game Development
5081

Apr 16th 2010, 18:25:40

You're "rounding" 13% to 12.5% :P

Kill4Free Game profile

Member
3200

Apr 16th 2010, 18:35:34

Well Theo's might not be immune, but would take many additional missiles hits even with no SDI in almost all cases. But missile cap wise theo's are in the best situation to take advantage of it.

And yes you are right, I totally messed that 13% up, I tried to figure this out from looking at news from my country that got chemmed last week, lol.

Edited By: Kill4Free on Apr 16th 2010, 18:37:19
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Dark Morbid

Member
302

Apr 16th 2010, 19:07:03

I will be willing to donate missiles if anyone would like to test this theory?
Originally posted by kemo:
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Waseem Game profile

Member
468

Apr 16th 2010, 19:09:50

sure i can give you some country numbers..
we got some SYN countries hiding in AoDT.

It's the police's job to kill tag jumpers right? :P

MorTcuS Game profile

Member
1133

Apr 16th 2010, 19:16:12

definetly in the 50's depending on how long he played it and wether he is theo/rep casher or some other govt.
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NOW3P Game profile

Member
6503

Apr 16th 2010, 23:13:48

I always estimate 50-60. I've seen it done in less, but usually it's right around 55.

Some Guy

Member
401

Apr 17th 2010, 3:17:06

I'd just ask SYN. Everyone kills them

gambit Game profile

Member
1285

Apr 17th 2010, 4:15:33

3


3 chems will kill any country
Natural Born Killer