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AndrewMose Game profile

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Jul 29th 2011, 2:42:13

I have only played indy once on this server, but I found some success in selling as much as possible during the 2nd day and buying indy tech. As long as your NW/Land is higher than the bottom 1/3 of people in your range you should be fairly safe. I would sell twice or more for every 50 turns I played so that I could buy tech before playing the next 50 turns. You may find yourself storing turns, but you will not lose them as you can store quite a few, and getting tech up to 150% ASAP is critical.

AndrewMose Game profile

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Jul 29th 2011, 1:18:18

what variable matters? the quantity of attacks or the type?

AndrewMose Game profile

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Jul 28th 2011, 20:59:07

I just got suicided on and am wondering if I can take anything good away from it. Anybody know how long a DR lasts in express? is it the same 24 hours as the other servers?

AndrewMose Game profile

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Jul 28th 2011, 20:36:19

This set I am the stupid one who forgot to join GDI before making my first grab. Now I'm getting suicided on.

AndrewMose Game profile

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Jul 27th 2011, 23:20:07

I need some tech allies this set as well

AndrewMose Game profile

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Jul 27th 2011, 14:33:03

I would retal twice.

AndrewMose Game profile

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Jul 26th 2011, 23:19:13

Farmer = 5.3*2.33*40 = 494 as pointed out by Detmer.

My calculations don't incorporate expenses other than indy. Indy expenses are .18*1/2*(turrets produced in 30 turns). That assumes that your production is at an equilibrium to your selling.

AndrewMose Game profile

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Jul 26th 2011, 23:14:16

Rep casher = PCI * Pop * Tax = [22.5*(1-.35)*(1+2*1/2)*1.75*1.2]*[(1-.95*.35)*(24*.5+12)*1.75]*.35= 61.425*28.035*.35 = 602.7

A casher has an extra population of (1-.95*.35)*12*1.75 eating $40 food at 3 bushels per hundred, costing an extra $17 per turn compared to other strategies.

So somehow I messed up the previous calculation.

AndrewMose Game profile

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Jul 26th 2011, 22:12:55

A farmer has to deal with decay. I assumed that food is sold every 30 turns so the decay would lower it by $7. If you sell more frequently it will approach $494

AndrewMose Game profile

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Jul 26th 2011, 21:13:20

I may have overlooked a factor or miscalculated so please let me know if anyone has ever made similar calculations. I tried to account for market tax, and the cost of food to feed the population and/or military generated.

AndrewMose Game profile

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Jul 26th 2011, 21:11:19

I have noticed a few discussions on some strategies not being able to compete, so I did some calculations to get to a stocking cash/acre. I think I took into account everything.

some basic assumptions: food = $40, turrets = $140, tech = $2000

Republican Casher: $435 or $525 if cashing. Assumes 175% tech and an even build between Residences and Enterprises

Communist Indy: $481 or $530 if cashing. Assumes 156% tech

Demo Farmer: $487 or $536 if cashing. Assumes 233% tech

Theo Techer: $638 per turn when teching. Of course the techer strategy can only make money when teching so the $638 would need to be multiplied by the % of turns spent teching to compare to the other strategies.

AndrewMose Game profile

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Jul 26th 2011, 19:29:33

Thanks for the advice Rob, I agree entirely. I am still new to this game, especially when it comes to the politics.

AndrewMose Game profile

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Jul 26th 2011, 17:10:51

he has attacked me well more than 15 times, so I am spending the rest of the set landgrabbing him. I made the mistake of wasting 100 or so turns rebuilding when the best course of action is to spend my stock and hurt his NW as much as possible.

How do we decide who wins this war? Ending Networth, Total Land? neither of us has a chance to kill the other on this server.

AndrewMose Game profile

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Jul 25th 2011, 20:16:12

Anybody researching this next set? Send me a Private Message

AndrewMose Game profile

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Jul 25th 2011, 18:04:48

maybe he is using all those spies to steal tech

AndrewMose Game profile

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Jul 24th 2011, 21:48:44

We were/are both in the top 5, the difference was in the stock. He has continued to AB me so I bit the bullet bought mill strat and switched to dictator. There aren't enough turns left in the set to do enough damage to this guy though, I'll do my best.

AndrewMose Game profile

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Jul 24th 2011, 12:44:56

I was having an excellent set. All explore casher and had started stocking 200 turns ago. I was grabbed and decided to buy some jets and retal. The attacker responded by bombing my banks. Then a day later, after I chose to forgive his spies, he throws 3 EMs so he can grab. Then he throws all his nukes and chems. Then he spends the remainder of his turns ABing my land to the ground.

Now I still have 1B+ cash after buying up to 9M turrets to protect my remaining 11kA. I can still finish top 5 probably. In any other server I wouldn't hesitate to swith to T or I and destroy him, but this is tourney and not meant for wars.

AndrewMose Game profile

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Jul 21st 2011, 13:50:04

Looking for a defense ally. Please private message me if interested.

AndrewMose Game profile

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Jul 19th 2011, 16:47:17

Casher is all about buying tech as early as possible. Cash starts are helpful but complicated. You don't miss out by much if you do a farm start or an Indy start before converting to casher.

AndrewMose Game profile

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Jul 19th 2011, 16:40:59

Tech should be much higher. It's good to start buying it while building up your bpt and exploring.

AndrewMose Game profile

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Jul 18th 2011, 21:17:16

I was 6. Not bad for getting suicided on and rebuilding 6000 acres. My food outage in the last 30 minutes cost me the top 5. Good job on the close finish

AndrewMose Game profile

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Jul 18th 2011, 0:03:21

Good job. To squeeze out a bit more you can sell as much tech as possible at 999 45 mins before the set ends.

AndrewMose Game profile

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Jul 17th 2011, 23:31:45

Just ran out of food on express at 18M NW, could cost me 2nd place

AndrewMose Game profile

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Jul 16th 2011, 0:36:21

1 turn before you run out of cash, sell all of the military you can. Then don't play another turn until it has sold on the public market. That will provide you with cash to play your next batch of turns. Some of that cash will be used to buy food, some to build buildings and some to counteract the loss of cash each turn due to military expenses.

AndrewMose Game profile

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Jul 14th 2011, 18:32:08

Just lost a tech ally because they changed strategies. I am looking for someone who plans on teching most of the set.

AndrewMose Game profile

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Jul 13th 2011, 18:09:38

It's not that straightforward:
1)The larger you grow the less turns you have to stockpile.
2)The larger you grow the more upfront cost you have in terms of building costs, land upkeep and your tech points are less effective
3)There is a fixed demand for tech on the market so the larger you get the more your production will erode the market prices.

The more I think about this the more I believe that as a techer you need to stop growing earlier than almost any other strategy.

AndrewMose Game profile

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Jul 11th 2011, 15:00:19

I agree that will be difficult. An express casher has the advantage of playing 360 turns without having to buy defense and thus minimizing expenses. You don't have the same luxury as a farmer because you need to sell. However I would hope the food market will ballance that with larger prices.

AndrewMose Game profile

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Jul 11th 2011, 12:47:05

I just ran a couple teching strats on express to try them out, both to moderate success. However I have struggled to find the right ballance between growing fast early in the set, vs taking advantage of prices that are much higher. Anyone with experience that can help me think through that decision.

Obviously you can only make money as a techer by not growing. However the more you grow early the more productive you are later. But the tech prices are often 250% higher early in the set. I seem to struggle with this the most between turns 400 and 700.

AndrewMose Game profile

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Jul 9th 2011, 18:06:38

when you run out of food, does it damage your max pci for the rest of the set, or just for the next few turns until your pci grows to meet max pci again

AndrewMose Game profile

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Jul 8th 2011, 17:54:09

Has someone ever tried to manipulate public market prices by placing a small number of items that you need at a very low price?

i.e. I am a casher buying business tech and the current price is $3.5k per pt. I place a hundred or so pts on the market at $2.5k. Stupid techers then undercut eachother based on the $2.5k and all of the sudden tech has dropped in price by 40%.

AndrewMose Game profile

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Jul 8th 2011, 17:43:57

Not a bad start, you should find it more effective to research 1 or 2 categories that are selling the best on the public market. Also, change governments right now to either Theocracy or Democracy. Communism is one of the worste governments for the techer strategy.

To continue to grow you will need to start selling your tech so you can finance your buildings.

AndrewMose Game profile

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Jul 8th 2011, 13:03:32

I have never run it, but I would sell them on the public market @ $35 so that demos could buy and resell on their private market and make $1 per bushel. That will beat the best possible private market price you could sell for.

After thinking about it there may be some demos running a farmer too. With the tech advantage they will eventually outperform the F government.

Of course after posting this, it looks like farmer/oilers are scarce this set.

AndrewMose Game profile

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Jul 6th 2011, 20:38:41

All of these are oh so familiar to me...now I just learned what purchasing bushels on the private market instead of selling them can do to a startup (hint...I can't think of a better way to destroy cash).

AndrewMose Game profile

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Jul 6th 2011, 14:44:13

I need some tech allies too

AndrewMose Game profile

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Jul 6th 2011, 14:43:11

I am in the same boat. I'll start teching around turn 360

AndrewMose Game profile

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1069

Jul 5th 2011, 16:40:16

Why is it that Farmers finish so poorly in this server? Food prices were very high throughout this set, I would have expected to see a Fascist in the top 10. And scanning through the past 10 sets I see a similar pattern. I guess I may be missing the farmers that switch to H at the end of the set.

AndrewMose Game profile

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Jul 5th 2011, 0:05:58

Ended up finishing 3rd, even though I had 200k tech pts still on the market when time ended. Probably could have gotten 2nd. In such a short set there is always a tradeoff between growing large and therefore generating more pts/turn vs researching as much as possible early and making the most of the high market prices. I chose not to get big but I'm not sure it was the best decision.

AndrewMose Game profile

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Jul 3rd 2011, 20:10:41

You need to get rid of all buildings except for labs and a few hundred industrial complexes to produce only spies. Research only the tech that sells for the most on the public market, and sell as fast and as much as you can

AndrewMose Game profile

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Jul 2nd 2011, 1:33:43

you need to spend all your money on agricultural tech

AndrewMose Game profile

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Jul 1st 2011, 15:46:12

Business just dropped from 33k to 22k per pt. Demos can be having a field day with stuff like that.

AndrewMose Game profile

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Jul 1st 2011, 11:39:51

Jets and Troops are clear, lets see if there are any indy's that will be aggressive

AndrewMose Game profile

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Jun 30th 2011, 20:20:26

agreed, I have had so much tech bounce back because it was priced too high... This looks like a casher's set to me.

AndrewMose Game profile

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Jun 29th 2011, 14:56:47

I am looking for tech allies as well

AndrewMose Game profile

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Jun 29th 2011, 12:59:47

If you plan on Teching you will need to figure out a better way to finance your growth.

Your goal is to get thousands of Research Labs (make 3000 your first goal) and very few other buildings. That will maximize your tech points per turn. From there you can sell some of what you research onto the public market and use the proceeds to buy your military.

In order to get to 3000 research labs you will need to be making some money along the way to finance the buildings. I reccomend either 400 farms or 300 industrial complexes. And then build Construction sites until your BPT is 35 (this will need to be higher if you plan on getting larger). Sell your excess food and military on the public market and use that money to build up to 3000 research labs.

AndrewMose Game profile

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Jun 28th 2011, 14:10:49

This sounds like a great idea

AndrewMose Game profile

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Jun 27th 2011, 19:09:44

I cashed, finished 6th.

AndrewMose Game profile

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Jun 24th 2011, 17:42:44

I'm the only survivor...and I won't be around long. However I took out another country while I am going down.

AndrewMose Game profile

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Jun 23rd 2011, 18:19:10

according to this formula PCI can decrease even if Max PCI >= Current PCI. If pop growth is large than this situation occurs.

AndrewMose Game profile

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Jun 20th 2011, 17:15:22

I don't know if I qualify as the contact, but I will message you.

AndrewMose Game profile

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Jun 16th 2011, 14:24:42

Clearly we (niceguys) weren't organized and weren't able to put in a proper kill run to retal. And at this point if we did organize and take out a few countries it wouldn't make much of a difference.

So as for my clan-mates that PSed tanks and troops, I can only apologize for not making it sporting for you guys.

I hope my Swamp Guardians countries at least give you a challenge.