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tony4680 Game profile

New Member
3

Aug 8th 2014, 6:31:09

New player here(well returning from Earth but it's been so long I forget pretty much everything).... I think i may have put too many turns into building construction yards. I am up to 100 bpt and am wondering what the most effect use of turns for an communist/indie strategy(i'm not even sure what the turn cap is on the express server). Exploring is down to 15 acres per turn so it seems like a waste now and I have been active selling in the market and using excess cash for food/tech. Is there something that i am missing?

Also I have tried to submit my country for review in the get help link bit i keep getting a you need to create a thread first message. The board itself seems locked so not sure how to accomplish that.

silentwolf Game profile

Member
1197

Aug 8th 2014, 6:39:39

100 bpt is good, albeit..

You get 1 turn / 4 mins. that sums to about 1800 turns. You get about 3 to 6 turns log in bonus, so for 5 day its about 100 extra.

So 1900+/- if you use bonuses as well.

That's in a nutshell.

There is nothing wrong in getting the BPT up that high. You start with 5 bpt. so for 100 bpt u would have put in 380 turns. However getting high bpt should equal to your strat you intend to play. I would start grabbing to maximize the bpt that you have.





Kingme Game profile

Member
2074

Aug 8th 2014, 6:41:15

100bpt is probably too high.

Especially for someone returning to the game, and who is going to want to re-learn the grabbing mechanics.

However, it's not a game ender by any means. You definitely will want to grab quite a bit to maximize it's usefulness. If anything, I would hope your tech levels are looking pretty good now.

silentwolf Game profile

Member
1197

Aug 8th 2014, 6:41:27

you have a start up strat ? many here use that for most servers.

tony4680 Game profile

New Member
3

Aug 8th 2014, 6:45:19

I have been attacking but mostly using PS to maximize my gains. Trouble is i have no idea how to gauge the amount of units to send. I am currently building up on spies but I didn't the first few days so i'm just shooting blind pretty much on every attack and am probably sending way too many. Not a big deal with only a 2 hour downtime but still I feel very inefficient. Anything grab i'm pretty much using only 5-8 turns (attack+ build). Just not too sure what the best use of excess turns would be so that I don't lose any to the cap.

tony4680 Game profile

New Member
3

Aug 8th 2014, 6:46:03

Originally posted by silentwolf:
you have a start up strat ? many here use that for most servers.


Just what I read on the wiki but it seems pretty limited

silentwolf Game profile

Member
1197

Aug 8th 2014, 7:00:25

there are a few start up's I have seen.

But the most viable is the tech start up for solo servers. basically due to the expensive tech prices earlier in the set.

You should know about the units and its offence and defensive capabilities.
Troops/Jets/turrets/tanks
1/2/2/4

Troops and tanks have offence and defence.
Jets are full offence
Turrets are full defence.

On units to send
ur units vs their units + weapons% + def bonus% + pang factor(10%) . easy peasy

Also for the spy ops.. get some production in spies. useful for spy ops so that you can do the calculations

Celphi Game profile

Member
EE Patron
6501

Aug 8th 2014, 9:01:33

Best BPT = Square root(your target land / 4)
Resistance is futile. You will be assimilated.

Furious999 Game profile

Member
1452

Aug 8th 2014, 13:29:16

I am in like case to you - played long ago, forgotten most of what I once knew. Good news is that quite a lot of tweaking has gone on. So ancient knowledge can lead you astray even if remembered. Better to start freshish.

On grabbing I used to calculate down to a single jet and had very few failed grabs which were not down to an oversight or a slip or someone changing their configuration just before the grab. Now I have had a few unexplained bounces and, for the time being, I have resorted to sending 110%. You used to be able to judge oversending by the losses on each side. Weapons and Medical being equal an accurate send produced equal losses. On an oversend the attacker lost markedly more.

As far as I have yet been able to tell this stays true. But I have noticed on AB runs that the attacker now seems to lose a good bit more than the defender on a well judged hit. It goes from equal losses at some point very, very close to the perfect number to twice the loss to the attacker when the oversend is triffling.

How to use your turns. The answer is either explore or cash. I disagree that you need to maximise the return from the csites. You need to play efficiently. You might settle for the land you have and re-acquaint yourself with the intricacies of stocking. If so the cash button is your friend. If a higher land target is your aim then explore until you have enough SPAL to grab effectively.

Good luck.

Sounds like things have gone well and you have avoided being grabbed.

Edited By: Furious999 on Aug 8th 2014, 13:32:26
See Original Post