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TwoPodRay Game profile

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Aug 16th 2021, 0:09:11

Oh wow, I totally didn’t expect that nor feel deserving, I made so many mistakes (including a fat fingered accidental hit on JOSH #91 instead of a bot #61, drawing in other players too due to my mistaken hit), and learned many things of what NOT to do. I only got there though because of some unfortunate suiciding on quite a few players this set.

Congrats to all who made it through the set, this was a brutal one, and congrats to all top 10.

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Aug 9th 2021, 20:02:43

Looking for one Intel ally if anyone still needs one this late in the set

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Aug 9th 2021, 19:58:10

Very nice win Tmac! Looks like you’ve got the winning formula figured out for express.

Congrats to all other top 10 as well!

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Aug 4th 2021, 21:11:36

Originally posted by NitelL:
I've already bought >50% of the agri tech transacted on the market so far. Can we have more of it please?


I plan to pump out a ton of it later today!

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Aug 4th 2021, 5:33:20

Originally posted by Rob:
I'm tempted to switch to farmer now.


Could be at least a 3 way head-to-head matchup for farmer this set! Would be rather interesting!

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Aug 3rd 2021, 17:09:13

Originally posted by Rob:
Hmm... so many farmers. I think ill tech then this set

You can buy my overpriced Agri tech


I was planning Techer too. Won’t we need a Commie?

I haven’t seen anyone recently try casher in Express.

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Aug 2nd 2021, 16:44:37

Originally posted by Tmac:
Would've been close with rob if he didn't mess up his finish! I think I'll run a farmer too this time rob.

Twopod-make sure your stuff sells! Even this set I was very close to overflow most of the set. I sold at $95 all set until nitel started jumping. I sold a bunch at around $160 the last 12 hours though!

Good set guys =)


That’s so hard to do, knowing the prices you COULD be getting! I know the one time in recent weeks that I tried it with not enough time to play I definitely overflowed quickly. I feel like you need to be ready to sell very frequently as Commie. Even more so than techer?

Well I was one of the ones buying a ton of your military at $160+ as I had already emptied out my PM!

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Aug 2nd 2021, 3:06:33

Tmac, doing well with Commie! Clearly I need to finally learn how to play that.

Gerdler, did you start late?

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Aug 1st 2021, 0:47:21

Originally posted by galleri:
and go.
I will watch you all hash this one out....
Good luck nerds


Assuming you are looking for the value of “x”, you will need to set this equation equal to some other value first before we can determine the value of “x”.

Something like “3x + 1 = 13”, in which case x = 4

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Jul 27th 2021, 2:30:13

Originally posted by NitelL:

(I've no idea how I finished 2nd playing 1577 turns...)


I played more turns but screwed up hard in a few areas and wasted a ton of cash and turns, looks like lots of folks didn’t finish the set though.

Very impressive finish Tmac!

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Jul 26th 2021, 5:35:18

Bonus

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Jul 20th 2021, 17:23:18

Originally posted by Ratski:
because not enough time to make the hit and build it after words.


While you will want to certainly consider the time/turn investment needed to both make late hits and build the acres afterwards, the bigger consideration is "is it worth the cash". Cash translates to potential finishing networth.

You have to consider the cost of buying/producing/losing units and the per-turn expenses for holding them, the oil you need to buy/produce, the turns spent spying/attacking (vs being used for cashing or something else), then the price-per-acre to build the acres back (can sometimes be omitted if you are farming) plus the turns spent building, and finally the tech percentages that you have will go down with more land, etc.

Once you get the total cost of all of that, compare it with how much money you could have made if you instead spent all of those turns and cash on buying units for networth. Lots of the veteran players here can eyeball that and determine when they have done enough attacking to meet their finish goals. For me, I still throw it all into an excel sheet I made to determine when to stop attacking and to start destocking/netting.

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Jul 20th 2021, 3:33:57

If anyone still needs one more tech ally, PM me, as I do too!

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Jul 15th 2021, 2:41:08

Bonus

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Jul 10th 2021, 4:03:32

Truly awesome seeing you guys at the top stretch the lead so much like that. Definitely something for us all to learn from! I know I’ve learned much since I got back, thanks to you all!

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Jun 28th 2021, 21:27:56

Originally posted by KoHeartsGPA:
Gerdler, Tmac, and Cumorah are spot on, re-read all they're saying TwoPodRay, most of the time it'll make sense after reading something few times!


I’ve certainly re-read all of it a few times, catching tiny details I’ve missed here and there. I fully appreciate the wealth of experience and skill all of these players have and am thus engaging in this discussion of potential changes. Looking forward to see if adjustments can be made to make a few improvements!

Best of luck on that rib, those are no fun to break, they stick with you and remind you they are there at all hours!

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Jun 28th 2021, 21:09:29

I think in some cases we are saying the same thing, but possibly talking past each other, I’ll break up the reply.

Originally posted by Gerdler:
TwoPodRay, I think you misunderstood what I said. NW factor as well as MStrat, govt, PS bonus and DR are very much factors in the landgrabbing formula but not a factor on the limit.


I did notice you mentioned those are included in the function f(Target_Land) but I don’t know what the function looks like specifically so I can’t speak to that. If my response indicated ignorance, my apologies. Once I understand the inner workings of that function I could propose a better final solution.

Originally posted by Gerdler:
It would be really weird if NW factor was broken out and as the only factor changed the limitation. That would encourage topfeeds. My idea was that ALL those factors affected the limit, not just one of them, and not like now that none of them do.


I agree, NW factor cannot be the only factor to change the limit. In my proposed change, I broke out MilStrat and Gov bonuses to increase the cap. What would that equation look like with your previous suggestion? Going back to the intent of the changes, neither encouraging nor eliminating the feasibility of top feeds is the intent. No strategy should be auto win (or never win/auto lose), because that creates a stale and restrictive environment for winning. If topfeeds used to be auto win, then a change was needed to make that less so, more in line in viability with mid feeds and bottom feeds. However, the intent by these current changes is to adjust the limit or cap from gains, which currently hurts more types of attacking than just topfeeds. You could be the exact same NW as someone else and as long as they have about 10% more land than you, with all other things being equal, you will lose in a 1:1 trade.

Originally posted by Gerdler:
The reason I think its odd now is because on servers with bots, while grabbing them early on more or less in a topfeeding fashion(because I've saved turns) I gain equal land on SS and PS because of this limitation... which is odd. It is also odd that in many situations MStrat and tyr bonus doesnt increase land grab returns because of this limit. So this change was essentially a circumstantial nerf on Mstrat and tyranny.


That certainly is an oddity that seems to be an artifact of the previous change. A better adjustment to the limit equation might help address scenarios like these, while also still being in line with the intent of the previous change to limits to reduce top feeds to less than auto wins. Including MilStrat and Gov bonus into the limit part of the formula could serve to lessen those nerfs on those two aspects, which again is collateral damage, unintended consequences of the previous, heavy-handed change.

Originally posted by Gerdler:
That said we have lived with this change on most servers for 2.5 years and by now learned how to play around it. It has some side-effects but some very nice features as well, as it takes just a little bit more effort to ruin someones reset, and it ruins the worst of the worst of topfeeds, while still allowing for midfeeds and certain adapted topfeeds.


Duct tape can do a great job to temporarily fix certain issues, but that doesn’t make it the best solution. The previous change may have successfully solved some long standing issues like top feeding or ruining a set but had second order effects on other attacks because it only accounted for one way to fix the primary issue, a hard limit without exceptions. It didn’t attempt to both solve the primary issue and avoid impacting fair, valid attack strategies with a more customized approach. While folks have gotten used to this change, fine tuning this limit equation may well serve to create more successful attack strategies that won’t negatively impact the health of the gameplay.

I look at this as someone who played this game a good amount many many years ago and loved this game. I’m now coming back after a long break and seeing things in a new light, with significant experiences from other games and such, and can now see a few areas that might benefit from some improvement. Is the game great now? I think so. Could it be better? I think so.

TwoPodRay Game profile

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Jun 28th 2021, 2:43:22

Originally posted by Tmac:
You deserve it. I only quit because I kept getting my tech stuck. That's my fault haha.

Twopod-hard to say. If I sold my tech at the right price, maybe I get 80m.


Yeah I got a ton of tech stuck a couple sets back when I was doing a demo techer, but you had more land and much more stock!

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Jun 28th 2021, 2:29:34

Originally posted by Tmac:
Bottomfeeding gives very different grab results though. In your example, I don't think the 10% cap would come into play for either country. The real prob with your example is that the techer in the top 10 should farm the 15k acre rep rainbow =P


Per the formula Gerdler posted above, I didn’t think there were any terms/factors that were related to NW, so what would make the grab results different for grabbing a lower ranked, higher land country compared to a higher ranked, higher land country?

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Jun 28th 2021, 1:50:52

Originally posted by Gerdler:
Give any of the countries heading for a top 5 this round a day or maybe in some circumstance two days, and they will be able to have enough jets to break anyone in the game.

If the guy ending 5th can break anyone(while only trying for 1-2 days), it is per definition easier than finishing rank 1(while trying all set to finish with as high NW as possible).


I think we are still combining two separate topics. There’s the “top feeding vs bottom feeding” discussion and there’s the “land gained per attack cap/limit” discussion. While they could be related, I’m looking to address the latter of the two.

If there needs to be something in the “gains per attack” to reduce the benefit of top feeding, then that would require a separate discussion but would likely include a NW ratio factor, as Gerdler mentioned before.

For the caps on land gained for attacks, this would be totally agnostic of the networth difference in the two countries. You might have a techer who is at a high networth but low land (say under 10k) and maybe let’s use a Rep Rainbow with low networth but tons of land from all the exploring (let’s say 15k). Even though the larger country is lower ranked, he would win out on 1:1 trades with the smaller country purely because he has more land and because the land gain equation has a cap. That doesn’t seem to make sense though.

The 10% of own land cap seems to be *intended* to mitigate the top feeding issue that was being discussed but the collateral damage to the way it is implemented is impacting land gains in many other circumstances, not just top feeding.

Again, this all comes back to “what is the intended outcome of the change”. The change to 10% own land cap could arguably be replaced with a better factor in the formula (NW ratio?) to address the intended issue and not impact attack scenarios outside of the scope of that change.

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Jun 28th 2021, 1:21:16

Tmac, how do you think you would have finished if you’d been able to use those turns and dump your stock?

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Jun 28th 2021, 1:20:30

Very impressive push for the end, Cordy! Is that the first oiler winner in a while?

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Jun 27th 2021, 19:02:19

Originally posted by Gerdler:


Land Grabbed = min(f(Target_Land), 0.1 * Attacker_Total_Buildings)


So this formula could be something like below

Land Grabbed = min(f(Target_Land), 0.1 * Attacker_Total_Buildings * MilStrat * Gov)

I didn’t see where the ghost acres are accounted for in this equation, and I don’t think I have that formula, so I can’t yet comment on how to potentially change that to be in line with my above suggestion (and it’s possible the additions I made above would be better placed in the ghost acres formula, than here, but will have to wait to see that one)

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Jun 27th 2021, 18:56:29

Originally posted by Tmac:
Thanks gerdler. So here's an example assuming both have 130% mil strat, fully built, and nw matching.

10k acre country hits 50k acre country=1k+ghost
49k acre retals the 11.5k acre country=1.495k+ghost

50k acre hits 10k=1.3k+ghost
8.7k retals 52k acre=.87k+ghost
8.7k country could gain more land before the retal though.

So it favors the bigger country, but still better for either to just hit someone who can't retal.


I agree with your last statement, being able to hit someone without recourse is always more advantageous. In your examples above with attacks and retals though, we can see how painful it is for the smaller country being capped by max gains of 10% of their own land, all those mil strat and gov bonuses are mostly wasted.

That’s why I was proposing that the “10% of own land max gain” be at least changed to “10% of own land max stolen from larger country, and also get more bonus ghost acres than current up to another cap depending on mil strat and gov bonuses”. The 10% stolen could then be evaluated separately to determine if that’s the most ideal percentage or if there’s another that works better.

Edited By: TwoPodRay on Jun 27th 2021, 19:13:52

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Jun 27th 2021, 6:55:55

Originally posted by Tmac:
That is how it works. 10% of defender's land plus ghost acres. There is some probs with it though. It seems like ss may be just as good as ps in some instances as well as not experiencing dr as quickly if you're hitting a fat country. It seems like if you hit a 50k acre country 4x before, you would get 5k, 4.5k, 4k, then maybe 2.5k with that fourth hit really showing dr. Now if a 10k acre country hit that same 50k acre country, the hits would prob look more like 1k, 1.1k, 1.2k, 1.3k.


I may have misspoke, I intended to say the max gain from an attack (if a smaller land country than the target) should not be a total of 10% of your own land, but 10% (or another percentage) of your own land could be the max you steal but the cap for mil strat and gov bonus could make that higher, so the “1k, 1.1k, 1.2k, 1.3k, etc” would be directly stolen from the larger country but then the mil strat the plus gov bonus could be a much higher cap than 10% for the total gain.

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Jun 27th 2021, 0:46:11

Originally posted by Tmac:
It's an opinion on how it should be. I never liked the idea that a 5k acre country can more than double their land on a single hit. Sure, the 50k guy can get more D, but I can easily stock 2b with a 5k tyranny tech. So I can easily get 15m jets with 150% weaps on 5k acres. That will typically break anyone unless it's the last quarter of the set.

Gerdler-so the extra land over 10% isn't simply because of mil strat? I thought that was it.



I agree that there should be SOME limit, because doubling land like that doesn’t quite sound right, but 10% feels quite low, especially when the gain percentages of SS or PS could get you more than that alone, not even counting mil strat or government bonus. Maybe the way it should work is you only steal 10% (or another percentage) of the enemy land, but can get bonus/ghost acres up to another percentage cap.

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Jun 26th 2021, 22:33:50

Originally posted by Gerdler:
You can steal more than 10% of their land if the grabbing formula allows for it. What you can't get is more than 10% of your own land (not counting ghosts). So topfeeding is at least not auto-win anymore.


In my mind, it’s less of an issue of top feeding vs bottom feeding, etc, although normally a higher land target would be at a significantly higher networth. This also comes up in retals.

Sometimes you’ll find someone with huge land but not a huge networth, trying to save on expenses and not buy defenses to protect it. That could be a mid feed but the larger country would win in exchanges.

Maybe a better way for me to approach thinking about this would be to have use cases then define the desired outcomes.

1) Larger land country hits smaller land country once, then smaller land country retals once. Who should benefit most from the exchange?

2) Smaller land country hits larger land country once, then larger land country retals once. Who should benefit most from the exchange?

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Jun 26th 2021, 21:30:14

Originally posted by Tmac:
What about the effort the other player put in to get the land?


They should have the advantage of networth and production from that land to buy/acquire enough defenses to protect it right?

Maybe I haven’t thought about this long enough, but at face value, the formula as is would reward a much bigger country when exchanging grabs one for one, which is counter intuitive. In a war of attrition, the bigger country should win out over time simply due to having more resources (because of the land) to engage in such attrition. The smaller country likely had to have blown their stockpile to even be able to grab the much bigger country in the first place, so they could get only a few grabs while the bigger country could strike back with impunity.

This starts to equalize the closer the land values are between the two countries.

I am sure I’m missing an important aspect here though, so please don’t hesitate to set me straight!

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Jun 26th 2021, 21:16:02

Originally posted by Tmac:
Topfeeding isn't profitable any more. You can only get 10% of your land, or theirs, whichever is smaller. So at 23k acres, you get 2.3k+ ghost. Now you're 26k so the retal is 2.6k+ghost.


Should that formula be changed to make top feeding somewhat viable given you put up the effort to make that sort of hit?

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Jun 21st 2021, 15:57:45

Originally posted by cordycsw:
hi im going FFO next reset.

will be providing everyone with enough oil to grab lol!

no repeat of last reset where we had to buy oil off the PM


At profit-making prices for you though too, I would hope! :)

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Jun 21st 2021, 15:56:47

Originally posted by Gerdler:
If you have the ability to special attack and missile someone who is GDI and/or you are GDI (primary/express) it means you have the right to do it.
That said such a situation would invite interpretation, and any such interpretation can go wrongly, which could lead to deletion or at least accusations. It could also lead to extra work for the moderator.

Personally, I like to stay away from stuff that can be interpreted as grey.


Good insights, thank you Gerdler and Tmac. Hopefully I wasn’t the only one with that question and you both gave thorough responses to clarify the rules.

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Jun 21st 2021, 3:38:03

Originally posted by Tmac:
Both. Also coordinating attacks on solo servers isn't allowed.


Okay, that checks out with what my interpretation was so far. In this instance, it seems coordination was attempted via in-game messaging.

What if player A was having it out with player B, using various special attacks, and player C noticed this in the news feed and figured this was a good opportunity to join in on the fun so they also started launching special attacks of their own without any coordination between player A and player C (maybe player B had broken GDI against player C and player C wanted revenge). How is this handled?

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Jun 21st 2021, 1:10:25

Originally posted by Penguinbeng:
Originally posted by TwoPodRay:
Originally posted by Gerdler:
Maybe everyone should be deleted instead of him... it seems he can't have colluded against all of you alone I think, that isn't how that thing works. :P

Jokes aside I'm pretty sure this dude would have held it together if he just knew the rules - and then you could have all gotten your lands back as well. Don't get me wrong; based on what I have heard the purpling is sure warranted.


As a returning player and not being quite so keen on exactly what the nuances of all the rules are yet, is there an “explain like I’m 5” for what led to that player’s deletion? (Forgive the ignorant question, just trying to make sure it’s crystal clear on the rule(s))


the guy was messaging players and sharing my break, trying to get them to hit me for farming him on another server


So was it the cross-server nature that broke the rule?

Or was it sharing the break?

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Jun 21st 2021, 0:38:12

Originally posted by Gerdler:
Maybe everyone should be deleted instead of him... it seems he can't have colluded against all of you alone I think, that isn't how that thing works. :P

Jokes aside I'm pretty sure this dude would have held it together if he just knew the rules - and then you could have all gotten your lands back as well. Don't get me wrong; based on what I have heard the purpling is sure warranted.


As a returning player and not being quite so keen on exactly what the nuances of all the rules are yet, is there an “explain like I’m 5” for what led to that player’s deletion? (Forgive the ignorant question, just trying to make sure it’s crystal clear on the rule(s))

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Jun 21st 2021, 0:33:04

Originally posted by Gerdler:


Techer is hard. Everyone else was screwed by the oil prices and such or I wouldn't have even won with luck. :)
Well played everyone in the top 10, congratulations! And thank you for good suspense right up to the end, Rob!



Yes those oil prices were rough. I had to stock turns to wait out the market for both oil and Bus/Res tech prices, almost overflowed on turns a few times.

Impressive finish you all. I thought Tmac was unable to play and make the jump then saw the photo finish. I guess I need to look into how oil burning works for PM finishes. That’s a new mechanic since I last played that I haven’t even investigated yet

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Jun 19th 2021, 8:57:41

Originally posted by Kahuna:


Also, does anyone know the return rate of turns stored to turns available?


You get one turn out of storage for every turn you gain normally

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Jun 15th 2021, 20:34:11

Originally posted by TidyTerry:
I am confused. How can one ally double them when the max bonus is 50%?


I think the intended meaning was "double the bonus". i.e. one single ally can actually provide the full 50% bonus rather than 25%

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Jun 14th 2021, 18:59:28

Yeah, with bots, it seems rather easy and not a particularly unreachable record.

Have we managed to post at least one winner using all of the possible strategies?

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Jun 14th 2021, 18:07:19

Originally posted by Gerdler:
Originally posted by TwoPodRay:
I definitely messed up the timing on my stocking, spent too much time attacking and not enough time teching when prices were high. Need to find the right balance.

Gerdler, I will say I spied you at 5h to go and saw your stockpile of turns with the land and knew you were going to win! You had so much tech and even had positive cash flow in the millions, probably due to all that pop. Impressive! I actually was contemplating a PS to see how many acres I could snag, and had the units to do it, but didn't realize GDI locks you out of attacks in the last 6 hours if you haven't been attacked before!

On that note though, would attacking bots make the environment more balanced? As it is, we are all hunting for the lowest DR on bots and trying to go for massive land without much worry of getting it stolen. Attacking bots would change that a bit.

I'm a little sad that you wanted to attack me for land that late since it wouldnt benefit you at all that late. So in order to still your curiousity I can tell you that you would have gained about 2100acres from me plus 900 ghost acres, so 3000 acres. Next time you have such a question I rather answer it than you attacking someone(or me) for land that you wont use. :)

I sold off my defence when almost no one could hit me. I had decent defence before that.


I definitely held off because I knew you would be the one with a shot to win and I wouldn't be gaining much other than satisfying my curiosity and figured I could bring it up later and have that answered (which is exactly what happened, thank you both for the answers!). So no worries there, wasn't planning on ruining a set for curiosity. What is the land record in Express, anyways?

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Jun 14th 2021, 15:51:44

I definitely messed up the timing on my stocking, spent too much time attacking and not enough time teching when prices were high. Need to find the right balance.

Gerdler, I will say I spied you at 5h to go and saw your stockpile of turns with the land and knew you were going to win! You had so much tech and even had positive cash flow in the millions, probably due to all that pop. Impressive! I actually was contemplating a PS to see how many acres I could snag, and had the units to do it, but didn't realize GDI locks you out of attacks in the last 6 hours if you haven't been attacked before!

On that note though, would attacking bots make the environment more balanced? As it is, we are all hunting for the lowest DR on bots and trying to go for massive land without much worry of getting it stolen. Attacking bots would change that a bit.

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Jun 9th 2021, 19:01:05

Originally posted by Gerdler:
The total losses will be the same if they have 4m turrets each or they have 4m turrets total. When it comes to allocation of losses, especially if the allies more than max you each but don't have the numbers, Im not sure actually, I should have payed more attention I guess. I could make a guess on how it is but I never payed enough attention to know for sure.


Unless Slagpit knows, this could probably be set up for a test in FFA pretty quickly

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Jun 9th 2021, 14:12:40

Originally posted by Gerdler:
Originally posted by TwoPodRay:
Originally posted by Gerdler:
25% of your defense allies turrets/troops/tanks help out on defense of your country, but with a max total boost (both allies) of 100%.

So if you have 10 turrets, 100% weaps, monarchy and your allies have 100 turrets each they boost you 10 turrets or (100+100)*0.25= 50 turrets, whichever is less, ergo you get 10 turrets worth of help (100% boost)

If, however, you had 100 turrets you would get 50 turrets help, which is a 50% boost.


Would the formula be (100*0.25)+(100*0.25) = 50? So that one ally with a massive amount of defenses relative to you cannot contribute the full 50% bonus?

One ally can fully double you, but no more. Two allies can't more than double you, either.


Ahhh I didn't realize one ally could fully double you. THAT was lost on me. I knew you couldn't get more than double total though. Thank you both for the details.

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Jun 9th 2021, 13:24:30

Originally posted by Gerdler:
25% of your defense allies turrets/troops/tanks help out on defense of your country, but with a max total boost (both allies) of 100%.

So if you have 10 turrets, 100% weaps, monarchy and your allies have 100 turrets each they boost you 10 turrets or (100+100)*0.25= 50 turrets, whichever is less, ergo you get 10 turrets worth of help (100% boost)

If, however, you had 100 turrets you would get 50 turrets help, which is a 50% boost.


Would the formula be (100*0.25)+(100*0.25) = 50? So that one ally with a massive amount of defenses relative to you cannot contribute the full 50% bonus?

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Jun 8th 2021, 14:20:16

Originally posted by NitelL:
Originally posted by TwoPodRay:

I saw this firsthand, and no amount of trying to buy up the cheap stuff and resell as a Demo helped adjust those prices!


You'd need an early stock to play the tech market.. something like over 2b stock to hold up 1-2 techs.

...and a lot of commitment. lol Harder these days though not impossible.


I had about 1.5B, but ended up getting most of it stuck in tech. I was not used to the market timing!

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Jun 8th 2021, 13:45:34

Originally posted by Gerdler:
You not selling your tech explains the tech market last set fully. I don't know why you wouldnt have sold your techs. Did you just assume the bots would buy them out like they used to and buy them at 6k on friday? Remember that the bot code has changed. The tech prices were stable at 4k ish when you started stocking, and kept selling at around that for another 8-10 hours after. You need to get your techs sold at that point, because that is a price that can get you the win, but if you wait, no matter what the tech market won't rise.


I saw this firsthand, and no amount of trying to buy up the cheap stuff and resell as a Demo helped adjust those prices!

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Jun 7th 2021, 19:11:42

Originally posted by Tmac:
You should stick to teching income techs. The others are typically only worth the $1000 minimum. Try to sell most of your tech before the last day too.


I did that about 99% of the time, other than the occasional farming of Agricultural tech early and some Industrial tech to help with spy production, all of the bonus tech I picked up at about the minimum from what others were selling. I just bought it up to resell at higher prices later.

As for selling the tech, I did try to sell a couple of times the day before, but always priced just a bit too high, as prices were coming down fast. I got a bit greedy with my pricing and ended up getting stuck with it.

TwoPodRay Game profile

Member
208

Jun 7th 2021, 17:40:01

Originally posted by Gerdler:
Techer is clearly OP. :P

Actually, last set techer could probably have won if Rob actually sold his tech and destocked. Only one serious techer played last set and prices were really high in his grabbing phase(Wed-Fri) and on the first two days of stocking (Friday and Saturday).

Strategy Poll:
https://xoyondo.com/ap/55iXpQUCrbaNuHU


Yeah I think I also had a shot at top 10 (though probably no shot at winning) with 2.4B in cash/bushels and tons of spare tech, but I was unable to really play in the last 5 hours of the set...painful...might try something besides tech this time.

Edited By: TwoPodRay on Jun 7th 2021, 18:09:03