Topic: anyone have flints start strategy?
i know its a question ,but it should be in strategy. thankyou very much.
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Imperial Forum → Strategy → anyone have flints start strategy?
i know its a question ,but it should be in strategy. thankyou very much.
It was pathetic, so why would u want it? Guy never won a round or invented/perfected anything himself othen then stealing other peoples stratagies and trying to claim them for himself. My starting strat blew anything he had out of the water with us at #1 and him sitting at 30th with 100 excuses
and how was that post helpul PP?
Which one Jets?
There is the two I used in ICC (Portal zone and D-Station attack), the CF rush, the Pop Rush, the Resource Rush, and the combo move. Lets see there is also the banker boost aka Einstein Jump (not flint jump) and other such strategies...
Don't think I ever saw that one.
I only saw the Einstein Fall...that happened every round ![]()
THEODORAA!!! It's me... Graveyard, I've been with you, The Empress, Magrethea, Glass Onion...etc. in Milky way, do you remember me??
Einstein jump involved complex math showing a 50% pop growth player if handed planets fast and early via a coordinated pass up could dominate cash.
Links? I doubt I have many links... since old forum is gone gone and gone... plus it recycled info as well so it's all gone except a couple defunct unmanaged web sites.
For Einstein jump the goal was 24 planets on day 4 on one banker, and 6 more per two other players (One cf and one food maker). You end up with about a 2% empire OB on it, but the population will grow fast to fill the planets... 64 ticks later if no TO's and no LQ's (hehe, as if) you have a mere 10k income... not much. But if you keep building LQ's and only LQ's on the planets, as pop fills... at tick +109 your maxed out (statistically) at 298k gross income. If your smart and make 35% TO's your making 431k income a tick. So this means at day 7-8 you have one banker already earning 431k gross income. Plus you eat less food then also ![]()
However some downsides to this...
1) Requires tremendous coordination to explore, then pass planets properly..
2) A pax will be gun happy if your not all napped up.
3) building everyone to 50% to get the explorers takes a skilled econ person, and a good market win. It also removes the ability to do the TO start strat.
4) Your life relies upon others going heavily into food... and hating themselves for doing it, but keeping to it.
5) There are OB costs involved with getting so much NW so early.
The benefits are simple...
1) With LQ's only on home at first, and TO's on the new planets early, this gives him 175% to his bonus on income... He can have 48 ticks at this level bonus, with a net over the time cash flow of: 350k gc.
2) Newer home systems makes this plan cheaper on the transports and attack costs... new morale rules on attacking family makes this slightly easier also.
3) You can stack explorers on this player while others are growing if you have the spare cash (If is important) for a bigger explorer push.
I dont have the tables or anything like that for it anymore...
But the math showed by end of week 2 I would have a family earning two times the income of the best CF fams of that time. With one big fat and happy banker at the very top.
Flint, can you reveal the math to us, so we can see how you modeled/forecasted.
hmm... First time in years I may be looking at a half decent pop start strategy. Still dont think it will be worth it at all. CF start should win no matter how you work it out.
well pop growth = 1.04 normally, 1.06 with 50% bonus
Make a plan where you can have enough players half built, and with enough transports to hand planets up to two players who will be passing planets at timed intervals to the top guy (less morale loss if he takes a few early himself, preferably out of the home system ones). Speed is of the essence and it does require some market skills.
One of the biggest issues is going to be speed and coordination. This is not a simple operation. Everyone has to be on time on their build plans, on time on their explorer building, and on time for their exploration. The two takers need to be on time to take planets as they are explored and the big guy needs to be on time the most of all.
Is that your complex math? An increase of 50% in the growth rate of 4% goes to 6%?
no thats the easy math ![]()
The complex math is getting about 36 explorers on day 4 ![]()
Well, please do enlighten the rest of us.
Post your equations and assumptions?
Cash 10,000
Food 250
Iron 375
Octarine 25
Endurium 50
To get infra up fast and asap you need to use pop on all players of course for BOR.
12 members is lower than desired, but lets see if I can manage this.
Assuming you purchase 50 endu BOR by fast bid.
Family will have:
115,000 gc
3000 food
4500 iron
300 octo
650 endu
Infra required for 50% infra is 125 infra. Each player starts with 10 infra so 115 * 6 players is needed. (6*6 = 36, the number of explorers). But then there is also the required max built home for the main player. So add 125 more. Oh and replace his HF's also... towards the end... so dont forget that!
This is 725 infra total. extra players should keep HF's and make 7 TO's. This reduces us to:
106,600 gc
3,000 food
3,870 iron
300 octo
608 endu
Now you need LQ's... this will be 250 on the home planet in less than 36 ticks. However we should rely upon family generated endu for the last 135 (started on tick 23, so we need over 5 ticks to make 135 endu, thus suggested 30 refs minimum)
30 refs to be made will cost: 9000 gc and 600 iron. Put this on a dependable player! endu is essential to the growth of the LQ player! An addict like WhiteShadow would be perfect here.
This brings us to:
97,600 gc
3000 food
3270 iron
300 octo
608 endu
Make the first 115 LQs
Cost is: 23,000 gc, 2875 iron, and 115 endu
This leaves:
74,600 gc
3000 food
395 iron
300 octo
493 endu
Now the people who earn the most from an early market are usually resourcers, then bankers when it collapses
Plus you need food
So lets make 100 hf's first
This leaves:
58,600 gc
3000 food
95 iron
300 octo
393 endu
This person needs 40 more infra, so 40 MF's
now we have:
50,600 gc
2800 food
95 iron
300 octo
393 endu
So now we have the LQ banker, and a resourcer made. We need to make 4 more players half built asap. Also 20 spare MF's are made on the Ref player
Cash funds to MF's will get us 250 more infra at BOR, leaving us with:
600 gc
1550 food
95 iron
300 octo
193 endu
Remember however we have 30 refs on that other player still?
So this means right now 3 people are 50% built, a banker is 50% built to LQ's (10 hf's still) and a resourcer has 30 refs plus 20 mf's. Add 3 MF's to him now to reduce out the GC.
Now over two days if you cannot get the remaining 247 infra built on the resourcers, and 135 LQ's you got issues.
The theoretical 4 bankers and 2 resourcers who have tax offices will earn over the period of 72 ticks (from BOR) is just over 125k gc.
Your main banker will earn about 238k gc over the same period of time. This is gross, so lets adjust for net to 220k for our purposes.
This is 345k gc you have made. That is not quite enough for your explorers.... almost
But wait!
You have made MF's for a while, so lets reduce that, and LQ's.... then lets account for market value of the iron!
87+115 = 202 MF's to be made
135 LQ's to be made
This is about 70k (rounded up for example to be easier)
So now we have 275k gc to work with.
We make 30 endu a tick, 48 ticks endu is going to be 1440 endu... so lets assume no problems there. Lets also assume they WILL NOT SELL IT!!!!
50+ ticks iron (making it 50 for simplicity) from 293 MF's is 14650 iron. We need 3375 for LQ's and 360 iron for explorers, and lets say 360 for transports (oops, this costs gc also, but I digress as of yet).
Call this 4200 iron at this moment.... oh heck lets just say we have 10k iron to sell to the market for an average of 12-14 gc. This gives you 395k gc to make your explorers with.
Now this gives you 35k gc for attack costs, exploration costs, and wont suffice. At 2700 gc per planet (average) to explore it (assuming no wizzies to reduce costs...) this is 97200 gc you MUST make on the market... but we have 35k already. Add attack costs and you need roughly 50k gc to be made on the market over the first 4 days.
You will also be 15 hf's off of required to support your home planets pop, let alone the new planets when explored... but if you cant make up 1500 food a tick in market play you suck arse! (This assumes units across the family btw)
But wait... you will be making new MF's early! You get 24 ticks plus from those! So now you have an additional 84k gc.... darn, we actually have to much cash now ![]()
So conclusion of the on purpose mish mashed math (since you made me do it in a post) is that this is easily doable and anyone with sufficient coordination, and a few active players can pull it off ![]()
Is it a rounding? I did a bit of that here and there.
If not, then say where, I dare ya!
einstein, about popstrat like ur saying, if ur doing it like that u aint even maxing it. U should really think things over again before telling peepz things like this pwn.
For instance, giving a heavy p banker much planets and have him build on it self is wasting resources, ob etc ---> he has 50% pop growth right? let someone with 80% science(rc guy from start) build the lq or TO(on like 12/18 expos) before ur guy takes over and build himself. it grows fast anywayz. not that i am fond off this strat but u could try it BUT it wont win the decency vs resource or cf start especially in defense and balancing ur fam. expo fase means fast killings.
ok Love here is a 5,000,000 gc bet for you
Do a good excel sheet. Run it as if your making a quant with science to make LQ's/TO's on a number of the planets. He cant do them all, but he can do half of the handed over planets. Build him with however many RC's as you wish, or even fund his science.
Then compare to a situation like I explained it. No science what so ever.
I am betting that GC that science loses. It always does unless VERY well planned for.
I have seen fams through away a #1 spot for the sake of persuing a science build strat.
I have seen fams which should have no matter what been #1 be #5 instead when a science strat gets followed.
As per the resource and cf strats... well I have made them all, and this strat was promising to be the most successful.
However I still contend a pop rush can be the most successful. I did it once, and it worked so well... I was #1 size and NW for 10 weeks straight. Yes for that long!
5,000,000 GC?
If hes in your family, you should just give it to him. Otherwise, its an IA.
gd rounding ![]()
My major problem is that the fam will be spending a ton of cash early to make expos and pass them to a person who wont be building infra on them for like 3 days. Now, change that to explore fewer planets and fill them with cfs right away, and 2.5 days worth of cash from cfs. Plus, once lqs start being needed to raise pop, food will become important. Food is one of the few things a fam shouldnt really build early round cause they need to use the very limited resourses/space on iron/end etc which is needed for yet more infra.
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