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.