redzonejoe
Vaguely Pastafarian
- Location
- Canada
Okay, On a laptop, I have notepad.exe open, It's time to get mathing.
First, a note: it's been pretty vague, and I keep forgetting although I'm sure I looked it up at least once before, but we will not be getting the income from Hab and Enclave going from this turn into turn 7. I just want to put this out there so I can stop forgetting and looking it up again.
Aiight, so here's what I'm going to do. I'm going to assume some fairly profitable build paths based on projected resources, which will be hilariously wrong when we get to it but will hopefully give us an understanding of what we're capable of. If you don't like my choice of buildings, do your own damn math. But I'll try to be fair with my build order, striking a balance between raw income and other useful building characteristics.
I'll have 3 different projections; if we spend science here, if we spend economy, and if we spend nothing and just shoot some dudes.
It's gonna take me a few minutes, so feel free to weigh in before I finish if you have any advice, suggestions or requests.
First, a note: it's been pretty vague, and I keep forgetting although I'm sure I looked it up at least once before, but we will not be getting the income from Hab and Enclave going from this turn into turn 7. I just want to put this out there so I can stop forgetting and looking it up again.
Current Influence as of 6.3
Culture (47 - 45) 2
Economy 12
Science 11
Military -3
Updated Output
Culture +7
Economy +7 (+6)
Science +3
Military +2 (0)
(6/20 slots occupied) -> 8/20
(5/4 population occupied) -> 5/9
Removed some misc info from descriptions above for ease of reading
Misc Income/expenses relatively incalculable, as usual. So fuck me right? Here's to doing this all over again next turn!
Culture (47 - 45) 2
Economy 12
Science 11
Military -3
Updated Output
Culture +7
Economy +7 (+6)
Science +3
Military +2 (0)
(6/20 slots occupied) -> 8/20
(5/4 population occupied) -> 5/9
- Hab (+1 Culture, +1 Economy, +1 Science, +1 Military) [Cost: 25 culture, 5 economy]
- Entertainment Complex (+3 Culture) [Cost: 20 culture]
- Trading Post (+2 Economy, +1 Culture) [Cost: 15 economy, 5 culture]
- Factory (+3 Economy, also required to produce more advanced goods) [Cost: 25 economy]
- Reactor (+2 Economy, +1 Science) [Cost: 15 economy, 10 science]
- Research Lab (+3 Science) [Cost: 15 science, 5 economy, 5 culture]
- Proving Grounds (+1 Science, +2 Military) [Cost: 10 economy, 5 science, 5 military]
- Barracks (+3 Military) [Cost: 15 military, 5 economy]
- New Building Slot [Cost: 30 economy, 30 science]
- Network Center [Cost: 30 science, 20 economy]
- Rail line caravan (+2 Economy) [Cost: 15 economy; requires at least 1 Factory]
Removed some misc info from descriptions above for ease of reading
Misc Income/expenses relatively incalculable, as usual. So fuck me right? Here's to doing this all over again next turn!
Aiight, so here's what I'm going to do. I'm going to assume some fairly profitable build paths based on projected resources, which will be hilariously wrong when we get to it but will hopefully give us an understanding of what we're capable of. If you don't like my choice of buildings, do your own damn math. But I'll try to be fair with my build order, striking a balance between raw income and other useful building characteristics.
I'll have 3 different projections; if we spend science here, if we spend economy, and if we spend nothing and just shoot some dudes.
It's gonna take me a few minutes, so feel free to weigh in before I finish if you have any advice, suggestions or requests.