About V-mode
We can remove it, caues its not needed, but we can also keep it just as a srategic addition ![]()
Login is disabled. This forum is read-only.
Imperial Forum → Posts by Noir
About V-mode
We can remove it, caues its not needed, but we can also keep it just as a srategic addition ![]()
why do you say they lost Lee, i dont understand...
You mean luckily for them they got rid of Lee?
On the other hand tho, they are not #1 anymore, and even tho DDK took no damage, they were still witout alot of income and others had dmg on them.. They might be less screwed then they should have been, but they still sorta lost the chance for #1
so after all this PW ends as a draw
?
they made peace and dont want anyone to notice so that they can grow in peace
people do it all the time...
Rev no doubt
You see to allready ahve quite a good overview about what the clues are.
I would say that you should try to do jumps if you plan to move above 200% OB, and if you have alot of planets maybe allready at 100%. In the end that is very dependant on your family also tho.
What you do is basicly fund construction to something like 40% (can be calculated more precisely) and then kill most your fleet, and have an opper hypnotize your population (3-4 times)
This will supress your nw by alot, and empire size overbuild should drop drastically, and science jump up to almost 60% construction
You will now be building at probably under half the previous cost, and with your and your familys savings you can double your infra, and balance it as you wish between LQs and TOs
When the pop regrows you most likely will want to get some more into science and put it back on welfare and eco to adjust for your new and higher nw
Not necesarily Parrot, and the point is often that if a gang of attackers wanna raid you it doesnt matter if you have 100k soliders or 300k soliders...
Also, by the time they figure out you might upgrade it, cause that kind of raid very rarely comes completely out of the blue
Well this also means that sometimes it might be better to lose a planet or two than having a large army
Hey gang, heres is a little note to help you bankers out there to think correctly on the true costs of units.
I have gotten a lot of criticism over my defences in my time of IC, alot of players pointing out it takes no skill to grow if you do not build defences etc.
People think i might only be able to play in times of peace, or simply forget defences etc, there is however a great deal of reason behind my choices.
I am using my population banker empire as MW as a numerical example in this case, and will use some math to prove my point.
I will analyse the case of soliders as standing defence for a banker, this is a purely economic debate, so please dont come with statements such as "ill raid ur ass
"!
When building a solider most people will analyze the cost of it as 100 gc up front, and 1 upkeep each tick until death...
However when adding another unit to your fleet, you increase your own networth, thus reducing your science and next income
Here I will quantify said effect, both in a cost per unit per turn (upkeep) cost, and as an upfront lump sum.
The empire we use for example is as follows:
1423440 nw
+4316939 gross income
46% eco and welfare science
10% race science bonus
If we start with the cost per tick:
We assume that the banker will build say 200k additional soliders
The lump sum cost of this is 20 million cash, and an aditional 200k pr tick upkeep cost
However, if we calculate the 200k increase in nw, this will reduce the science from 46% to 42%
This will reduce the income of the banker to 4083635, an income loss of 233k
If we then also calculate that instead of spending 20 million cash on soliders we could have invested them into science
With 10% race science bonus this investment would bring our sciences to 49%
This would in turn increase our gross income to 4496170, an increase of 412k
Adding in the 1 gc pr tick upkeep of a solider, this means that the cost of the solider per turn adds up to 3,06 gc/turn
Thus adding the extra 200k soliders has a per turn cost of 600k gc
If we instead want to calculate the cost of the soliders into a lump sum cost, we do as follows.
Aswell as the cost of building the soliders, we calculate how much we would have to invest into science to compensate for the increase in nw, and the increase in upkeep to maintain the same net income.
In this case we need to increase the science to 49% to compensate the 200k upkeep per tick, and aswell we need to fund science to compensate for the increased nw.
In this case the costs ends up as 20 million in unit cost, and required funding of 41 milllion. Note that the cost of science is over twice the cost of the unit itself.
Total lump sum cost of the 200k soliders is 61 million cash, making the cost per solider 306 instead of the 100 players normally consider.
Summed up, a solider has (in this case)
Either an upkeep of 3
Or a price of 300
Has anyone grasped the point yet?
Units are expensive!
Please ask questions and debate

I have been testing different races, this round im trying custom with 50% pop growth..
In my opinion its not worth it ![]()
It makes it alot easier because you dont have to be so active managing your planets allowing for constant growth, but in the long run i believe either revalon or a custom with more science instead of pop growth would be better. The differences arent so great tho.
Also just to make sure you understood what i ment last post.
Infra jumps are used in IC to take advantage of low nw and high science to build in jumps, this "loophole" gives greatest advantages when used on pop bankers, because they have more nw than any other empire.
Imo any building done by a popper above 100-200% should be done as a jump, else its simply just too expensive..
Indeed, altho some con is ok, but i would only use construction for jumps to be honest
Economy is the most profitable research, because it increases your gross income directly, without adding any kind of drawbacks.
Welfare increases population, makes your income bigger, but also comes with some drawbacks. More pop is more food loss, more pop is more nw wich means reduced science and more need for units etc.
Early you might want to start out with economy, because most your planets might not benefit from the welfare science etc, towards end of round you want to have them almost even as they are multiplied with eachother when calculating income, so it gives you the best return for you science investment.
When to research:
What you can do if you wonder is a simple calculation:
How much more income will you get if you spend say 10 mill cash in buildings (LQs/TOs)
How much more income will you get if you fund 10 mill cash into eco science?
When popping id say as a rough estimate, get science when you hit around 100% OB
well i just wanted to poke,... im bored
lol sup the only thing you are to me is a miniature buttplug
i love it cause it makes resources cheaper...
You do understand it means basicly nothing ![]()
I expected more from my fam aswell
but for a 45 planet banker i think im doing good ![]()
again?
whats he talking about?
Basicly the posibility of viewing, and only viewing the fam members empire
Science
Planets
Affairs of State
good suggestion, would make leading ALOT less timeconsuming, make it easier to lead fams, and thus making more competative families!!!
Its basicly a Lee nerf
Is it just helping you spend all your resources or does it project aswell?
For the SS galaxy SD i made an excel sheet calculating optimal MF/CF/REF ratio and projecting about 144 ticks
Imperial Forum → Posts by Noir
Powered by PunBB, supported by Informer Technologies, Inc.