Has anybody done the math to work out if its worth actually building new infrastructure, or should I be sending all my money to allies for trade.
So I have 40 Econ now - Banking 9 - $8640 a day
If I spend $2500 I can pick up Banking 10 which will yield $9600 a day ($960 extra)
So the trade will take 2.6 days to pay for itself.
For the saem $2500 I can pick up perhaps 8 new economy. 8924 or $1728 a day.
Only a day and a half return.
err, so for banking to be better than buying economy, I need more total econ, or econ needs to be more expensive at each star.
It would be useful if the Intel charts, instead of āIndustryā, āeconomyā and āscienceā, plots āships/tickā, ā$/tickā and āresearch points/tickā. Or, if not āinsteadā, āin additionā.
Itād be helpful to determine the real production/incoming of the players, because the multiplier effect of the techs.
About what you said for banking, Jay, I didnāt the math, but as the stars infraestructure costs grows a lot, if you donāt have lots of stars, I have the impression that is better buying banking. And, if you have lots of stars and too much economy, also is better banking. Maybe it really depend on the caseā¦ the increasing tech trading cost makes it less attractive at a certain point.
Said another way, 1 new banking level increases your cash by 40/tick. Alternatively You need 40/9=4.44 Econ to increase cash by the same amount. You should pay up to 2500/4.44=562 per Econ before you trade for banking 10. Or 2500/5=500, using whole Econ points
The same math applies to trading manu and exp vs buying ind and sci. This explains why I did so poorly my first game. I over traded, ie traded way below breakeven, rather than building up my own infrastructure.
Suggests trading should be minimal in those techs, and should be focused on scan, range and weps. Interesting.
Right, your break even was 362.9, you were better off trading, even if you had to wait to afford itā¦ Or you could research it and spend your cash elsewhere.
But if you are away from the game for 4 ticks or so, youāll have a pile of cash to make a decision on when you return. It has become my routine to calculate my break evens for each of eis to inform my decisions. Very cool.
Here is my response to the epic blar blar thread in game.
Just read this thread. its 9am here.
These great discussions should be on the forum so they wonāt be automatically deleted when the game ends.
Here are some random thoughts?:
Being able to find players is a bug in this game mode. Will trt and remove this afternoon after fixing some Blight bugs.
Wormholes will allow us to do intresting things like put players in clusters of 4 or 5 and then have a 20ly jump to the next cluster.
I did like having some randomness from experimentation, I think I would like to add this back in somehow. Perhaps discoveries of tech at new stars, or radom science advances after capturing stars. I think having just a little randomness can create some intresting opportunities or ātwistsā in games āemergent storyā. I donāt want the game to be simply how good you are at accounting.
Also, now that things are heating up, how do players feel about reseach costs and star infrastructure prices.
Are we getting new techs at a fair rate? Seems a little slow but not too bad.
Infrastructure seems about right to me. Right now I can buy a handful of stuff each time I check in.
Everything seems very balanced to me, but then again Iām getting buckets more cash than anyone else I canāt speak for everyone.
Iāve utilized the glitch to find people in lots of games. Itās only useful here because we donāt know where people are. However in games with 30-30-4 starting home stars it makes it easy to target homestars and ignore the rest.
I liked the randomness. Right now it is 100% whoās best at crunching numbers and investing the best. (I donāt do any math, all instinct). Accounting and allies are the only things that matter in proteus ATM. Even if I am tactically superior to my opponent, all that matters is who makes more ships and tech. I can be an idiot that just throws carriers in blindly but still win fights.
Then again, exp randomness didnāt do anything after cycle 3 or 4 anyways.
Also expensive carriers make the skill cap a lot lower on how to manage your ships. Thereās only so many ways to do it with few carriers, but lots and lots of them opened up interesting strategies that were slightly more efficient.
I agree, all is balanced. It takes me 3 ticks to pay for w11, so itās scaling well. But if I werent constantly banging away at cash generation, Iād be in deep doodoo
Cash is king in this game. My ad is banking, as is Heroās. Is this the dominant gene?
I donāt mind the accounting focus. That mirrors real life.
Btw, I suspect Hero has an fpga imbedded in that earpiece of his loaded with Proteus algorithms. That dude is a machine!
Banking is more important here than in the first test game.
Also seems more valuable than other techs (if part of an alliance), as it soon marks a difference between the person who has cash and the poors with just a bunch of ships that canāt buy infrastructure or techs at the same rate.
So, if a new game with the same exact rules stars, itād be difficult to choose anything different from āsuperior bankingā.
Everything else looks more balanced than previous game. And the invisible stars are really cool!