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Thread: NW to Land Ratio (with attack stats)

  1. #11
    Join Date
    Jan 2008
    Location
    Latvia
    Posts
    3,237

    Default

    Why the hell did I do all those AAs and ARs is beyond me... still, I`ll get some 170m net, fun...


    Amount of Attacks you have Made: 236
    Amount of Successful Attacks 226
    Amount of Failed Attacks 10
    Out of these attacks you made:
    145 Standard Attacks
    0 Ground Attacks
    14 Air Attacks
    77 Amphibious Assault
    0 Bombing Runs

    Spy Operations 308
    Successful Spy Operations 212
    Failed Spy Operations 96
    Out of these Spy ops you made:
    224 Obtain State Info Ops
    10 Military Espionage Ops
    10 Bomb Structures Ops
    0 Attack Intelligence Centers Ops
    0 Infiltrate Banks Ops
    45 Sabotage Airbases Ops
    0 Genocide Ops
    0 Razing Ops
    0 Inside trade information Ops
    0 Infiltrate HQ Ops
    0 Infiltrate Research Labs Ops
    0 Infiltrate Government Ops

    Times you have been Attacked 134
    Attacks you Successfully Defended 12
    Amount of Kills 0

    Your Largest Landgrab 6.283
    CW, TWC/PX, E

    USA(x), Deli, DOOM, GRIM/DEAD(x), EURO, SLOB(x), LoR, ABT(x), CR(x), RE

  2. #12
    Join Date
    Aug 2007
    Location
    England
    Posts
    251

    Default

    Quote Originally Posted by Calvin74 View Post
    i also like this idea and the numbers would need to be looked at but 1 thing that needs to be pointed out isn't that techer is really weak from a production stand point or market share it is that it is the only strat that DOESN'T receive a tech bonus so if techer and farmer make equal production than when farmer gets 165% tech it produces 165% more. techer can tech turns and get 175% production. this does give it a 10% higher production IF they tech all their turns. this leaves no turns for gaining land...
    i think i see what you mean, possibility for another state tech? or even something techer states could exchange for money?

    if it was a state tech, maybe having a similar thing to what i suggested for the bank expansions, with set levels that if they invest certain amounts of their science their ability to produce more science when researching turns increases. say level 1 gives them 180%, 2 - 185% 3 - 190%. again obviously numbers would have to be tested. but this could give them the boost, yet means they still do have turns left for gaining land.

    i guess similar if they paid for it with the money they produce from science sales, then a certain amount for level 1, 2 and 3 - similar to upgrading units?

    just ideas, but worth thinking about in my opinion.

  3. #13
    Join Date
    Aug 2009
    Location
    Planet Zeekois
    Posts
    168

    Default

    Here's what the military looked like after the round ended.



    Unless it's ships, spies, and infantry...it's pretty useless!!!!!!

    While I think the land chart looks like there should of been no shortage of stuff, except maybe food!!

    Building Statistics
    Land Built: 97% (1.986.178/2.050.787)
    Commercial Zones: 20% (405.845)
    Residential Zones: 28% (559.231)
    Industrial Zones: 37% (734.925)
    Farming Zones: 13% (255.441)
    Science Facilities: 1% (10.516) ...the Science strategy is dead!!!!
    Construction Sites: 1% (20.220)
    Last edited by Ragnar; 05-27-2011 at 22:31. Reason: How much wood would a woodchuck chuck if a woodchuck could chuck wood?
    Main Game firsts...

    First to get billions in Networth.
    First to get trillions in cash.

    Then my nation was rolled back!!

  4. #14
    Join Date
    Oct 2008
    Posts
    933

    Default

    the techer strategy functions as a conversion strategy, tech has never sold well end of month because all nations max out technology before then.

    at the start of the month when all nation techs are low, it has the highest yields in production. but as nations begin to beef up on tech it starts to fall behind.

    not sure on the idea of adding a "techer tech", but i do like adding a state tech to increase the bank. or even making it a nation tech if need be. this would give increased use of technology improving the techer strat, add a little more incentive to states looking to start techer and convert, while also giving the options to increase banks for stockers.
    Disorder/Vindication-DAK-TWC-PX-SOUL-xELDx

    Nation Wars-[SOUL]x2-[vT]x1-[GRIM]x1-[xELDx]x9-[ABT]x10-[ICN]x1-[bro]x1-[LOR]x6

  5. #15
    Join Date
    Aug 2007
    Location
    Florida
    Posts
    690

    Default

    Quote Originally Posted by BeeNo View Post
    the techer strategy functions as a conversion strategy, tech has never sold well end of month because all nations max out technology before then.

    at the start of the month when all nation techs are low, it has the highest yields in production. but as nations begin to beef up on tech it starts to fall behind.
    takes a one man state less than a week to have max tech for the set :/
    Dak at heart

  6. #16

    Default

    Maybe increasing the amount of tech to reach a given percentage in relation to land would help a bit? Or introducing a small daily decay rate (.5-1%) in addition to the current formula would make there be a need for more tech?

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