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br3nt00 Game profile

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Dec 23rd 2012, 3:33:13

sdf

br3nt00 Game profile

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Dec 14th 2012, 2:35:40

asdf

br3nt00 Game profile

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Dec 8th 2012, 15:18:27

sdf

br3nt00 Game profile

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Dec 2nd 2012, 4:07:17

sdfj

br3nt00 Game profile

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Nov 13th 2012, 2:28:42

hey xinhuan

can you speak a little on the bonuses? which one is best for each strategy?

also, do you suggest going 100% for the bonus? such as if you feel expenses is worthwhile, however by not getting extra turns in the beginning you are getting off to a slower start, which may be detrimental to a commy in the long run as thats very important.

casher?
techer?
commy?

thanks
-brent

br3nt00 Game profile

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Nov 11th 2012, 0:52:35

sdf

br3nt00 Game profile

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Nov 3rd 2012, 6:18:33

hooray C... freaking #26 in A last game sonova...

br3nt00 Game profile

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Oct 28th 2012, 20:22:17

sdf

br3nt00 Game profile

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Oct 19th 2012, 1:33:36

i thought the fact that there were less people and quicker turns would lead to more fun? thats why i play tourney over primary

br3nt00 Game profile

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Oct 4th 2012, 2:29:58

John Galt came out of nowhere lol

br3nt00 Game profile

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Sep 21st 2012, 0:42:41

don't forget the 'defensive bonus' bit, i've had a bounce or two forgetting to include that.

br3nt00 Game profile

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Sep 15th 2012, 6:48:46

i dont understand, how is that possible?

br3nt00 Game profile

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Sep 7th 2012, 20:10:41

rep casher is pretty solid, just be careful with your acreage to try to minimize hits.

br3nt00 Game profile

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Sep 2nd 2012, 13:14:19

ah ok. that is good to know though. thanks!

br3nt00 Game profile

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Aug 24th 2012, 23:32:41

why not just sell on the public market? as demo there's no taxrate... is it really worth 1mil pts*2200$/pt = 2.2billion$ to be able to private market sell for an extra few bucks maybe?

or does this have to do with jumping at end of set where the demand for food is lower?

br3nt00 Game profile

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Aug 24th 2012, 23:30:11

pretty sure best private market bang for ur buck is spies. and as for ur strategy i think that falls behind quite early using ur first 80 turns buliding CS's then start building indy's. ive done a spreadsheet on it and in the longrun its a shoe-in.

br3nt00 Game profile

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Aug 18th 2012, 18:23:36

i am having huge trouble playing commy indy. i see people finishing with 30mil and theres no way im getting even close.

i thought it was just make hits, build indys, sell mil, maybe buy some tech, profit.

im way off??

first reset playing commy indy. do i need to build res labs to tech on my own? like only a portion of the land?

heh i need help bad

br3nt00 Game profile

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Aug 7th 2012, 2:07:35

the 10% market fee is killer right? aren't military bases usually built for a reseller so the ideal govt is demo? and isnt it something usually switched to near end of set? like dozing all ur labs or something, putting all ur stuff on the market at high price, then switching to demo MBR?

br3nt00 Game profile

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Jul 29th 2012, 20:38:16

ah i see. thanks xinhuan. i'll put some more thought into this one, i'm not convinced!

br3nt00 Game profile

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Jul 20th 2012, 1:58:27

don't regurgitate what others have said please. there are many threads to post in to get your bonus in but don't clog serious threads up like this.

as for U shaped graph that's not how it would look like. i realize we're arguing math here but a U shape would define a situation where there is indeed an inflection point, or a spot in the middle, not an extreme.

this situation may indeed be an 'all or nothing' but im not convinced of that. regardless, all or nothing does not equal a u-shaped curve.

br3nt00 Game profile

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Jul 19th 2012, 0:49:59

that statement is not necessarily true. the variables we must define are how much over 2b, and for how many turns?

found a bit on decay (hope its still accurate):

each $ over 2b is subject to 0.1% corruption per turn, or: 1m corruption per each 1b over 2b

so i guess i'll throw out a hypothetical situation to start. say i plan on having an average of 1b over 2b for 150 turns

i would lose 1m per turn, or 150m total.

looking at the tradeoff on the bonus level:
12 extra turns is equivalent to -4.8% decay bonus.
so in this example -4.8% decay bonus is equivalent to 7.2m dollars saved.

and in this case, 12 turns is easily worth more than 7.2m dollars, if you're cashing for say 5m a turn it's a no brainer.

thoughts?

br3nt00 Game profile

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Jul 13th 2012, 21:08:23

ouch.

kinda think there should be a limit on the # of attacks or something cuz this is how u get people to quit the game for good

br3nt00 Game profile

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Jul 6th 2012, 12:44:29

how many here love whiskey gingers?

br3nt00 Game profile

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Jul 6th 2012, 0:03:24

what is going on in this thred

br3nt00 Game profile

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Jun 18th 2012, 23:44:32

How important / is this important? Does anyone have any idea when its worth it to stop using bonuses to get more turns and start using to lower resource decay? I guess it's some function of max stockpile you expect to have right? Anybody have some calcs or input on how to do them? What is the standard decay rate - ie with 0% bonus?

(Tournament)

br3nt00 Game profile

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Jun 13th 2012, 0:24:43

if u 5x a dude u gotta expect some stuff in return. i agree teaming up is unfair + against rules, but by himself he can probably pool a unit type to do some serious dmg to you via guerilla/bombing/ab

br3nt00 Game profile

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Jun 3rd 2012, 23:22:58

wait til the end to buy it?

br3nt00 Game profile

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May 26th 2012, 22:34:13

there are a gazillion other threads like this, just find one of them.

br3nt00 Game profile

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May 26th 2012, 22:33:34

their dollar cost per offensive point is lowest. ie its only ~60$ / attack point whereas troops and tanks are ~120$ per

br3nt00 Game profile

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May 20th 2012, 3:44:46

some people are more dedicated than others.

for example when i sell tech i dont check trends on every single one, but only ~top 3 quantity techs im about to sell.

its an interesting idea actually, market manipulation. im sure there are tons of thoughts on the subject

br3nt00 Game profile

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May 19th 2012, 22:16:51

i think it depends on how much better explore gains are via batch exploring as opposed to incremental exploring. does anyone have any info/formulas to share?

br3nt00 Game profile

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May 13th 2012, 5:02:47

what building (imo) may be relevant.

if i was building research labs then doing one at a time would not give me any incremental gains given the problem statement, but building indy for example i would get incremental production

br3nt00 Game profile

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May 6th 2012, 21:26:05

quick question:
say i had 100 turns to use and i wanted to put on as many acres as i could with the current amount of CS that i had. would it be best to do the exploring all at once in the beginning or do it turn by turn as needed when i couldn't build a full amount?

does the answer change if the building type changes?