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.
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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
- ($$ per turn if you hit the Cash button)*(Turns needed to spy, grab and build the new land)
You need to be able to estimate Q, the amount of land you would get if you made a grab, and also estimate the number of jets you would need to perform said grab.
If A is very close to B, or is only under B slightly, then it is usually correct to make the grab. This is because having a larger amount of acres allows you to destock faster from the private market, and thus allows you to stock a few extra turns longer.
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You can try to make generalizations of how many acres you should have before you stop grabbing and start stocking, etc etc, but the reality is that you have to do the math. Every reset is different, the market prices vary wildly and the only generalization that work is "Do the math yourself". It could totally be profitable to grab an all-jetter, but not profitable to grab an all-turrets country.
Let A = expected production for the remainder of the reset from the new land gained
Let B = expected cost of grabbing said new land
If A exceeds B, then it is correct to grab.
--------------------------------------
Let Q = amount of new land gained.
A is calculated by (Q) * (goods produced per acre) * (avg price of good you will sell it at) * (number of turns left in the reset)
A can be adjusted by other things like Market Commission, and/or Bonus turns, Booms, etc.
B is calculated by adding up the following
- (Cost of jets)*(8% of the jets you have to send)
- (Cost of oil)*(jets you have to send/25)
- (Cost of tech)*(Q)*(tech per acre you want to maintain on the new land)
- (Build cost per acre)*(Q) + a little bit for destroying wrong building types
If techer, include
- (Tech price)*(TPT)*(Turns needed to spy, grab and build the new land)
If not a techer, include
- ($$ 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.