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3 x C x D is bigger than 100*
B x C / A is bigger than 500*
B / ( A x D ) is bigger than 15
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lvl_50_noob |
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, Feb 1 2008, 11:53 AM EST
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| Started By | Thread Subject | Replies | Last Post | ||
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| Balefire | Cycling Made Simple (at last) | 0 | Mar 5 2009, 8:56 PM EST by Balefire | ||
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Thread started: Mar 5 2009, 8:56 PM EST
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"So total numbers of hours you need to wait to make it worth while by hero class (assuming full trade agreements)
w/o alch w/alch General 31.4 / 24.4 Mogul 20 / 15.6 Magician 29 / 18.5 Other 29 / 22.6" That means to make cycling effective, you need to have that number of Hours worth of income to spend all at once on your units, and then change it right back. So if you're an Automater, and you want to make cycling profitable, and you have all your trade agreements, you need to save up 23 hours worth of gold (plus the 1000 gold per building, which is the same amount), buy your barracks, use it all, (Except the gold to rebuild mines) and then change them back. Simple, right? Let's make it simpler. 1. Figure out how much it costs for you to build and destroy your buildings (1000g* 25%of your acres) we'll call it "X" 2. Get at least 2 times that much gold. At least 2X 3. spend the first half of that (1/2X) to build your barracks. 4. Spend ALL BUT the other half (1/2X) on troops. Any kind. It doesn't matter. 5. Last, Spend the last 1/2X to rebuild your mines, aaaand... you're done! There, a user friendly version. Now for brain-heads who want to know why this works... when you cycle your barracks, you temporarily double your spending power, but it costs a lot. In order for it to be worth it, you must spend more than half of the "doubled" money on troops. If it costs you a million gold to cycle your mines, you have to spend a million gold while the barracks are up on troops to "gain back" that first million. So, all you have to do is figure out how long it takes to earn 2 million gold, and that's how long you have to save, regardless of your trade agreements, alchemy, etc. I know your pain, I am an Engineer. |
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| Strontium76 | Barracks Cycling | 7 | Jun 19 2008, 4:07 PM EDT by Anonymous | ||
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Thread started: Jan 1 2008, 11:46 PM EST
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I don't understand your calculations: I think you don't use the good money to pay the cycle.
That's the way I count: Income is (30*Mines + 10*acres) * trade I take 1,15 for trade by default So for 1 acre 100% mines is 46 gold per trun 75% mines is 37,375 gold per turn With 25% barracks army costs are divided by 2. So you have the money you hire twice as much men as with the same amount with 100% mines. (hope you understood... :P ) So with always 100% mines you have 46 gold to spend on your full cost army with always 75% mines, you have 74,75 gold to spend on your FULL COST army! with cycling, you have 46*2=92 gold to spend (but there are cycle expenses!) ! Fisrt conclusion, we have to compare cycling to always 75% mines (always 100% is already worse) Lets take an example: smalville got bigger: 1000 acres. with 75% mines, he produces 37 375 gold per turn with 100% mines, he produces 46 000 gold per turn to build his 25% barracks and destroy them, he needs 250*1000 = 250 000 gold for the cycle, this costs is mandatory, how much time does it take? 250 000/46 000 = 5,43478 turns (46 000 because the 25% barracks won't help) the question is now, how much time is needed to catch up this time (money produced without cycle = money produced by cycle - expenses)? This time is noted T (in number of turns). money produced without cycle = money produced by cycle T * 74 750 = (T - 5,43478) * 92 000 (in both situations the gold is doubled thanks to barracks) T = 5,43478 / ( 1 - 74750/92000 ) = 28,9855 turns!!! Strangely upkeep doesn't change this time (if you earn enough to pay your upkeep with only 75% mines!) If U is upkeep per acre the formula above is T = 250/(46-U) / (1 - (37,375 - U)/(46-U)) = 250/(46-37,375) = 28,9855 turns So use this cycle only if you plan to get away for more than a full day! |
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| Anonymous | Cycling better than 100% mines? | 2 | Jan 28 2008, 2:31 PM EST by Anonymous | ||
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Thread started: Jan 27 2008, 5:06 PM EST
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For cycle to be more profitable than just keeping it at 100% mines
Cost of cycling must be less that amount saved on troops Cost of cycling =total land x 250 Saving by cycling = half cost of troops bought. So the amount spent on troops must be 500 times the amount of land in order for cycling to be more profitable than 100% mines. e.g. For 100 acres of land cost of cycling = 25'000 Spending 100 times the land on troops -100% method costs 10'000 for troops -Cycle method costs 30'000(5'000 for troops, 25'000 to cycle) The cycle method loses 20'000 gold. Spending 500 times the land on troops -100% method costs 50'000 for troops -Cycle method costs 50'000 (25'000 for troops, 25'000 to cycle) Both methods are even. Spending 750 times the land on troops -100% method costs 75'000 for troops -Cycle method costs 62'500 (37'500 for troops, 25'000 to cycle) The cycle method saves 12'500 gold. So cycling is better than 100% mines if 500xLand worth of gold is spent on troops, per cycle. Cycling is better than 25% barracks, if cycles are 29 turns apart. So cycling beats 25% if you wait at least 29 turns, and spend over 250xLand on troop (it's half than 500, because of the saving). And cycling is also better if you've got a good income. The lower your income per acre, the longer you'll have to wait between cycles for it to pay off ( time = (250xLand)/hourly income ) -lvl 50 noob |
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