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kakoroto Game profile

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Sep 2nd 2012, 21:20:22

only per capita formula

kakoroto Game profile

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Sep 2nd 2012, 21:20:13

Is there one? I didn't see it on the formulae page in the wiki.

Thanks.

kakoroto Game profile

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Sep 2nd 2012, 21:19:49

Well I suppose I could test it. But under that scenario of course it would bounce. 1k turret *1.25 = 1.25k turret, + 1k(or 1.25 if double with weapons tech) = at least 2.25k turrets :p

But I could do the math to figure out some testing scenarios. Just didn't know if anyone knew if the formula took it into account.

Thanks everyone.

kakoroto Game profile

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Sep 1st 2012, 4:07:12

It seems there's a disagreement here. Is there a host who knows the program or something? If I have a solid 1 mil turrets, but 125% weapons tech, is it doubled to 2 mil, or 2.5 mil(doubling the turret + weapon tech addition)?

kakoroto Game profile

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Aug 31st 2012, 16:41:14

The rule that I read is that your military strength can at most, be Doubled. So if I have 1 mil turrets and my allies have a combined 10 mil turrets, I'd be maxed out at 2 mil total Defense. However, my questions is, what if I have 1 mil turrets and 25% weapons tech. Would my ally contributions then be 1,250,000 total? Or is the max contribution based on the raw number of units itself?

Thanks.

kakoroto Game profile

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Aug 23rd 2012, 0:10:05

yea the 2 point bonus link doesn't work.

kakoroto Game profile

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Aug 13th 2012, 22:33:43

hm

kakoroto Game profile

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Aug 7th 2012, 19:27:44

weee

kakoroto Game profile

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Jul 29th 2012, 22:06:22

weeeeee

kakoroto Game profile

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Jul 15th 2012, 7:13:40

GDI in express says it's ok to do reg spies, bomb banks, steal tech, etc. I did an LG on a guy early, then later he did a bunch of steal tech ops on me. I did One back, and I was then open to being FUBARed. It says I was to be protected. I want my money back...and my country that was going to win

kakoroto Game profile

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Jul 14th 2012, 1:29:01

Just saw your other answer, and you say yes. ok. I see this Q was more asking if the units you inherit from an ally come with their government specs. So if my ally is republic and I would get 300k jet help, is that really an effect 270k due to -10% strength from their gov?

kakoroto Game profile

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Jul 14th 2012, 1:27:40

But will your allies forces take on a +50% strength due to it being planned?

Like, if I send 1 mil jets on planned strike, that's the same as 1.5 mil jet strength. If I get say, 300k jets from offensive ally, is that a flat 300k, or would it be also amped up by 50% to 450k strength due to it being a planned strike that they were in on?

kakoroto Game profile

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Jul 14th 2012, 1:23:34

Just an idea with respect to units. Or raise the autobuy price of a turret to say, 80 or something. I think the only reason anyone would sell for less is for multi purposes, and it happens. But maybe it's a bigger hassle than I know.

kakoroto Game profile

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Jul 14th 2012, 1:22:00

Yea, crest and blid got it. Thanks all.

kakoroto Game profile

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Jul 13th 2012, 10:31:02

When I do a planned strike, only MY offense is +50%, not my allies, right? Or are ally units also +50% since it is a Planned strike as a whole?

Thanks.

kakoroto Game profile

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Jul 13th 2012, 10:30:10

Does the government of an ally impact the strength of units that are lent to allies? For example, if my ally has 400,000 jets, normally 100,000 would be lent to me to attack. However, if he was a Republic, would it then be an effect 90,000 due to the -10% strength of his government?

Thanks.

kakoroto Game profile

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Jul 13th 2012, 10:28:12

Is there a way in which one can view these attack forumlas? Knowing the attack strength/defense of units and including allies as well as weapons tech and government impacts, I've been able to calculate it myself. However, there may be something else I'm not considering, maybe even a chance factor, or who knows what else.

Thanks.

kakoroto Game profile

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Jul 13th 2012, 10:08:47

Ya imagine a 1 million strength army trying to invade a 999,999 strength army. Is +1 strength Really going to Overwhelm the opponent? I think is the rationale behind it.

kakoroto Game profile

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Jul 13th 2012, 10:03:53

And actually even $29 is silly. $29*0.94(say 6% tax for facism) = $27.26 oer bushel. Min to gain profit is $31, but even that only yields $0.14 more per bushel than selling on private.

kakoroto Game profile

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Jul 13th 2012, 10:00:54

Yes, I know. I've seen that, which isn't as great an impact, but someone who is a casher with an indy multi buying at $50/$75 a turret or so is a big help. A decent min price limit might help to balance everything out. Where does the madness stop? $10 units to the lucky finder or multi? I'm just trying to think of ways to somewhat diminish the impact of multi's on gameplay, since we'll never be able to really get rid of it.

kakoroto Game profile

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Jul 13th 2012, 9:54:06

Names that are really long make the news feature unable to display results of attacks. Can this be addressed? I know you can copy paste the information over and view, but who wants to do that all the time? Thanks.

Edited By: kakoroto on Jul 13th 2012, 10:05:08. Reason: Can't see
See Original Post

kakoroto Game profile

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Jul 13th 2012, 9:52:29

Can the minimal price a unit can be sold on market be raised/set? I think it would help in dealing with mutlis. Honestly, why would anyone want to sell a turret for $50-$75? or sell food/oil for anything less than what they would get on private-market(without tax)? I don't think people are simply That stupid. Any thoughts or comments on this are cool. Maybe I'm not thinking of other factors.

Edited By: kakoroto on Jul 13th 2012, 9:55:21. Reason: Cheating deterant
See Original Post

kakoroto Game profile

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Jul 9th 2012, 12:32:21

hi

kakoroto Game profile

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Jun 7th 2012, 20:34:35

boom bam

kakoroto Game profile

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May 16th 2012, 19:41:48

ok thanks for defining acronym. And I have to say, I don't see anyone playing theocracy farmer...Your agri tech is greatly reduced, as well as your Military technology capability. I don't see why someone would even Think of that. So in the end I don't see why anyone would sell for less than $31, and even that is almost breaking even $31*.94 = 29.14 Better to sell on private and lower supply on market in hopes it drives price up for 14 cent profit! :D

So I guess the answer was as assumed. Either people don't quite understand/are newb(which is ok), or it's a mutli thing.

Well at least I was able to voice my opinion about this xD

kakoroto Game profile

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May 16th 2012, 19:37:00

10% in a very very long term session might. Let's see. Say my income is $5mil. And land is 11k so the necessary tech jump from 167% to 177% has already been calculated above.

10% increase is $500k.

$268mil/$500k = 536 turns

Depending on server varies the amount of time needed for 536 turns. Even at 3 turns an hour, that's about 179 hours, which is over a week, just to break even. Meanwhile, a 268 mil investment is money not used in defense(become more vulnerable) as well has money not spent towards expanding. I wonder how much land I'd be able to get with 268mil, thus increasing my money too.

Would I really want to Cash 50 turns just to buy tech to increase my income 500k?? I think there are better alternatives, but Idk. Both have advantages and time is a key variable.

Sorry for lack of enters, I didn't think it was necessary due to the content and flow of it.

All in all, it's an interesting topic. And thanks for participating!

kakoroto Game profile

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May 16th 2012, 18:32:26

Well Marshal, I don't know how your answer applied to my question, but thanks anyway.

Zulu, thanks for the link to the site, helped a lot. But here's some interesting analysis...
Based on about 11k land(little less), here's the tech amounts and %'s for Bus/res.

138,000 = 167.34%
150,000 = 169.21%
170,000 = 171.74%
200,000 = 174.47%
250,000 = 177.16%
400,000 = 179.62%

Now..is it worth buying 112,000 more tech for a 10% increase/ Keep in mind that would only be either bus or res too, or else it's 224,000 more tech. 112,000* $2,400/tech = about $268mil. I don't think 10% in either would raise that much over the life of the set. Even just buying 12k to go up 2% is like 30 mil. I'd need to use about 300 turns based on a 2% increase just to get my investment back. So it's hard to tell what the optimal % is. The more land you have the greater difference a % or 2 does I suppose. However more tech is needed too. Oh well, thanks for listening everyone. I just don't see the point of having a 180% max if you just can't really ever get to it. Or even trying to just hurts you unless you're a techer who's selling lol.

kakoroto Game profile

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May 16th 2012, 15:08:08

Well if someone wants to store food, I'd assume they wouldn't post it cheap as the idea would be Not to sell.

As far as I knew the price for a bushel is 29 on private market. I think Maybe theocracy would lower it, BUT, who would be a farmer as a theocracy??? Makes no sense.

Especially considering military tech raises the sell price on private market too. And can someone tell me what TMBR stands for?

kakoroto Game profile

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May 16th 2012, 14:44:23

I'm not sure if anyone would know, or have an idea, but my question is as follows:

In regards to business/residential technology(and all techs really), the amount of tech needed to increase the tech % increases as your technology % increases. For example, the technology needed to make business tech go from 120% to 140%, is not merely double the tech at a given land, but requires more than double. When you get around 167%-170%, I notice it's taking a lot of money/tech to just budge the tech % up slowly. I also noticed under a non-technology impacted government, the max tech ordinarily would be 180%. So my question is...what really is the optimal tech % for these 2 technologies, considering that the amount of money necessary to achieve 175%-180% would be incredible. For example, sure I could invest a lot of money achieving 175-180% tech and say 'hey i make more per turn now'. But the amount of money needed to get that, would it be offset by the new income for the remainder of turns left in the set? I suppose that's a variable, but let's be reasonable. Is it better to maintain around 167%-170% and in the end you'll have more money to put towards networth, or what is the optimal tech %? Thanks for any thoughts/insights/comments/compliments on my paragraph structure.

kakoroto Game profile

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May 3rd 2012, 17:54:22

From time to time I see bushels on the market at such a low price, it makes me think the reason only reasons could multi or stupidity. If you can sell bushels on private, without tax, for $29, for what reason should a bushel ever be priced under $31?? $31*0.94 = $29.14(I don't think 14 cents extra per bushel is even worth the wait on the market though) I know turrets selling for $50 is ridiculous too. Is this simply a multi thing? Or is there something I just don't know about??

Thanks.

kakoroto Game profile

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Apr 23rd 2012, 21:20:45

These cute little responses from this earth-community are really sad. Obviously breaking someone's defenses and getting land isn't an issue. I suggested an alternate method of land, to make it more competitive. No need to be rude.

kakoroto Game profile

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Apr 23rd 2012, 21:17:38

I said suiciders. The pricks like you guys in alliance/team servers who take offense are a completely separate issue. BigRedDog how are landgrabs suiciders?? They are not. So don't bring that ish here. Nukevil, I would assume you are one of these pricks or have been at some time. You cannot win without such measures, nor can you handle seeing one accomplish what you cannot. The whole being an e-asshole thing, grow out of it already. It will be much better for you.

kakoroto Game profile

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Apr 23rd 2012, 21:12:49

Yes, barely xD

kakoroto Game profile

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Apr 23rd 2012, 21:12:27

Many strats are styles of strats aren't suitable for quick play. The absence of suiciders would appease me greatly though

kakoroto Game profile

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Apr 23rd 2012, 21:10:51

Even so, should a double a tap or even a second tap in a 2 month time warrant a downpoor of missiles? That's what I'm meaning here, a server without that b.s.

kakoroto Game profile

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Apr 23rd 2012, 18:21:55

barely, yes lol

kakoroto Game profile

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Apr 23rd 2012, 17:48:15

Can we get rid of this? someone who has 9k land at 2 mil net and yet you only grab 40 acres because someone else killed a bunch of civs just doesn't seem right. Plus there are many multi's who abuse this.

kakoroto Game profile

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Apr 23rd 2012, 17:33:29

Now as an indy it involves a lot of grabbing, and most often I can't finish a set as I always touch some guy on a bad day and I get into some kind of war or b.s., but i have a question nonetheless. For the experienced industrial people out there, do you find it useful to incorporate military bases at some point to help deter the costs of the beefy military? If so, is it worth it? Or do you take the extra production and lean on sales? The market sales time of 4-6 hours is too long to just use small batches of turns. Or you sell massive amounts of units, but then are open to attacks in which you have to retal and both parties are hurt.

kakoroto Game profile

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Apr 23rd 2012, 17:23:06

playteq.com

Could use more good players

kakoroto Game profile

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Apr 23rd 2012, 17:22:36

playteq.com

kakoroto Game profile

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Apr 23rd 2012, 17:21:59

How about it? Would the people like it? Missiles are the suiciders #1 weapon; and let's face it, in order to be safe from missiles, you have to invest so much into SDI and even then you're still vulnerable. This investing in SDI just so you can Finish a set, cripples you and then you lose.

kakoroto Game profile

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Apr 23rd 2012, 17:20:26

Would it be possible to to add an option to buy land after exploring becomes worthless? Lets face it, in order to get real big you need a lot of land. The only way to do that is to attack for it. This almost always results in war or suiciders or bullcrap that just ruins everything. So adding in an option to buy land(price of land relating to the amount of land you currently have; more land, more cost) can help make this game a lot more competitve and user friendly. Any thoughts?

kakoroto Game profile

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Apr 23rd 2012, 17:17:41

Would it be a big hassel to basically have the same server setup, but an A and B version? For example, Primary A would start on may 1st and go 2 months, and primary B would start april 1st and go 2 months, etc? I have the problem that some nutjob will suicide on my beautiful lands and then I have to wait a whole long while before really playing again. The team/alliance servers just suck because of all their personalized rules and the bigger teams just monopolize you. Just thinking outside the box here.

kakoroto Game profile

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Apr 23rd 2012, 17:11:59

IP ban these punks who ruin people's games for no reason besides being a prick. Who's with me?

kakoroto Game profile

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Mar 27th 2012, 22:58:09

Be nice guys!

kakoroto Game profile

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Mar 1st 2012, 22:16:50

Hmm, I'm not sure