17-Aug-2007 04:51:14 Quality: 0.
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Interesting Stuff - VERY helpful. **CIV KILL USING DOGFIGHTS** N = -20*ln(1000/P)+20 N is the number of dogfight attacks needed to kill a country of population P. You lose 1/20th of your pop per hit until you got 1000 civs. [Source: P-R-I-M-E-R, our all knowing God, X-E-N-I-U-S, the all knowing,from his death stats] *PRODUCTION* No Profile Change. No Discovery Bonus Per Territory Per Turn
War Factory: Steel Used: 24.38 Fighters: 4.81 Bombers: 3.5 Panzers: 2.975 HL: 8.925 Barracker: Marine: 20.7 SEALs: 5.1 Ratio Marines/SEALs: 4/1 Baker: Bread: 120 Steeler: Steel: 126 Cementer: Build Components: 93 Source: Dos **NETWORTH OF UNITS**
Cruise Missile: 1000 Marines: 0.5 Fighters: 2.5 Bombers: 2.75 Panzers: 3.25 Heavy Lasers: 1.25 SEAL: 1.5 Tech: 3.0 Steel: 0.002 Bread: 0.001 Building Component: 0.006 Silver: 0.0001 [Source: N!KE™ ] **TIPS REGARDING INVESTMENTS SLOTS**
Well here it goes. I give some credit to Weege who intruduced the idea to me a long time ago and helped clear up the difference between the bank and investments. Investments are time consuming to use but can be very beneficial. Your chances of winning will be increased if you use them. What most people don't see is how to use them. First off, let me explain what they are for. The bank is different from investments. The bank goes by turns taken while investments are by turns received. So if you had investments getting money each turn, then take it out the next day, and put it in the bank. You're getting both interests on a single turn. Most people play mostly everyday, especially at the beginning when the ranks are like a seesaw. It is a must if you want to place high or win. Also, if you just set the investments for 100 turns, lock your money in, and wait till it's expired, you would have to change to playing every other day which is not as good as playing everyday with no interest. BUT, imagine if there was a way to be able to set the investments to 58-60 turns, put your money in there after you're done that day's turns, and the next day, take it out, put it in the bank, and repeat. Wouldn't that be nice? Well there is a way. You have 10 slots, each with a limit of 2 billion (including the interest you get). To most this seems excess but there's a couple reasons for this. The first is that in the beginning, although you won't need them all, you'll end up using them. Also, near the end, you could potentially stock pile enough cash to fill all the slots. If you do the latter, you'll probably end up with several billions dollars of cash left at the end with nothing to buy. Set slot one to 110 turns from day 1. If you're playing at the same time, this will be a lot easier. Set slot two to 165, slot 3 to 220, and slot 4 to 275, etc. 5 to 330, 6 to 385, etc. You should have slot 8 as 495. Leave the end 2 and don't do anything with them. DON'T PUT ANY MONEY IN ANY OF THE SLOTS YET! The next day, the slots would be as follows: 55, 110, 165, etc. Run your turns and at the end, put all the leftover cash into slot one. Set slot 9 to 495. The next day, take the money out of slot 1, run your turns, put the money in slot 2. Set slot 1 to 495, and repeat. If you don't play at the same time, you'll have to do something a little more time consuming but it is more accurate. Set the slots as 100, 110, 120, 130, etc. The next day, predict when you'll next play and put the money in the appropriate slot. When a slot runs to 0, set it back accordingly, usually 100 or 110. **Never sacrifice the need for more defenses for more cash in the investments. If you look like a potential target, just spend your money of computer tech or defense. That should always be your first priority.** This should help you in investments. It take a little to get used to some start now and get as much practice as you can. Good luck. [Source: Vypa] **PRIVATE MARKET REGENERATION RATE** Number of units per acres per turn.--- Marines 5.848 Fighters 1.460 Bombers 1.066 Panzers 0.974 Lasers 2.927 [Source: Ruderion] **DISCOVERIES MAXING OUT** Point per acres and max percentage advantage for 100% tech effectiveness. Construction Speed: 30.5 [1000%] Urban: 17.4 [200%] Tax: 17.4 [200%] Maintenance: 10.5 [65%] Mining: 13.1 [200%] Military Production: 13.1 [175/200%] Breadbaking: 13.1 [200%] Space Mirror: 13.1 [150/200%] Computer Enhancement: 8.7 [160%] PDS: 8.7 [50%] PMD: 44.5 [40%] Missile Accuracy: 6.1 [75%] [Source: Emerald] **PRODUCTION RATE** At 100% production, no tech, 100% factory profile, each factory produces. Fighters: 5.8 Bombers : 4.2 Panzers : 3.6 Laser : 10.7 **BEACH VERSUS SOLAR PANELS** Without tech and 100% solar enhencement profile, cash made per turn per building is: Beaches : $3060 Solar Panels : $2550 With maxed out tech (150% for beaches 200% for solar): Beaches : $4590 Solar Panels : $5100 **FOOD AND SILVER CONSUMPTION FOR CIVS AND UNITS**
Upkeep per 1000 (1k) units for 100% upkeep in profile and no maintenance tech. Unit/Silver/Food Marines 7 7 Fighters 22 13 Bombers 275 21 Panzers 343 18 HL 155 11 SEALS 180 15 Pop 26 1 [Source: Ruderion] **RANDOM USEFUL FACTS** private market NW gained per turn, per territory: 16.33 approximate income from condo/tax casher per territory with max profile and tech: $8k minimum private market prices: marines - 63 fighters - 253 bombers - 348 panzers - 380 heavy lasers - 127 average or good prices for weapons marines: 100 to 150 fighters: 600 to 750 bombers: 750 to 900 panzers: 850 to 1050 HL: 325 to 400 SEALs: 550 to 650 cruise misisles: 20 to 25 mil each steel: 20 to 30 bread: 15 to 25 BCs: 45 to 60 Discoveries: 11,000 to 15,000 each FireSarge TEAM]TC[ GROUPFIRE
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