Verified:

Celphi Game profile

Member
EE Patron
6501

Jul 12th 2014, 0:35:55

At what point should a casher stop grabbing and just cash only? (Express server only).
Resistance is futile. You will be assimilated.

deezyboy Game profile

Member
964

Jul 12th 2014, 2:02:22

i'm also wondering what a good general area would be to stop without having to do algebra equations.

i've tried 1100 and 1200 turns. finished higher at 1200. Best casher i've seen jn tourney seemed like he kept grabbing until super late and probally would have been upwards of 35 mil easy had he not gotten missiled.

mrford Game profile

Member
21,417

Jul 12th 2014, 8:12:15

do the math yourself. every set is different. you know how often turns happen, you know how much cash you make per turn, you can estimate cash per turn if you gain acres or tech. there aint no fluffin cheat codes

here is no magic answer, every set is different, optimum numbers change every week.

if it were as easy as stopping at x number of acres and get a t10, the t10 would be crowded.
Swagger of a Chupacabra

[21:37:01] <&KILLERfluffY> when I was doing FA stuff for sof the person who gave me the longest angry rant was Mr Ford

Xinhuan Game profile

Member
3728

Jul 12th 2014, 9:54:24

This involves math.

Let A = expected production for the remainder of the reset from the new land gained
Let B = expected cost of grabbing said new land

If A exceeds B, then it is correct to grab.

--------------------------------------
Let Q = amount of new land gained.

A is calculated by (Q) * (goods produced per acre) * (avg price of good you will sell it at) * (number of turns left in the reset)
A can be adjusted by other things like Market Commission, and/or Bonus turns, Booms, etc.

B is calculated by adding up the following
- (Cost of jets)*(8% of the jets you have to send)
- (Cost of oil)*(jets you have to send/25)
- (Cost of tech)*(Q)*(tech per acre you want to maintain on the new land)
- (Build cost per acre)*(Q) + a little bit for destroying wrong building types
If techer, include
- (Tech price)*(TPT)*(Turns needed to spy, grab and build the new land)
If not a techer, include
- ($$ per turn if you hit the Cash button)*(Turns needed to spy, grab and build the new land)

You need to be able to estimate Q, the amount of land you would get if you made a grab, and also estimate the number of jets you would need to perform said grab.

If A is very close to B, or is only under B slightly, then it is usually correct to make the grab. This is because having a larger amount of acres allows you to destock faster from the private market, and thus allows you to stock a few extra turns longer.

--------------------------------------
You can try to make generalizations of how many acres you should have before you stop grabbing and start stocking, etc etc, but the reality is that you have to do the math. Every reset is different, the market prices vary wildly and the only generalization that work is "Do the math yourself". It could totally be profitable to grab an all-jetter, but not profitable to grab an all-turrets country.

Edited By: Xinhuan on Jul 12th 2014, 9:57:08
See Original Post

Craterus Game profile

Member
59

Jul 12th 2014, 11:19:44

On the assumption you don't get retalled?

Celphi Game profile

Member
EE Patron
6501

Jul 12th 2014, 16:51:09

Xin you're the best. Thanks!
Resistance is futile. You will be assimilated.

Syzygy Game profile

Member
42

Jul 13th 2014, 12:13:07

Xinhuan do you play express?

Or is there no challenge for you here?

Xinhuan Game profile

Member
3728

Jul 13th 2014, 15:25:41

I had placed a boycott on playing Express about 2 years back due to various reasons. While those reasons are mostly no longer valid nowadays, I find I also don't have time to play Express anymore. One login every 2 hours? fluff that, I have a full time job.