My End-Game guide for free accounts

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JuanitoJones
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Re: My End-Game guide for free accounts (don't post replys yet)

Postby JuanitoJones » Tue 07 Oct, 2008 04:07

javcs wrote:... and several of them easily have 20 area that could be used if energy were available.


Play longer and that area will vanish rapidly.

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Re: My End-Game guide for free accounts (don't post replys yet)

Postby javcs » Tue 07 Oct, 2008 04:18

JuanitoJones wrote:
javcs wrote:... and several of them easily have 20 area that could be used if energy were available.


Play longer and that area will vanish rapidly.

Considering that that account is nearly as old as Ceti itself is ... that should tell you something.
Granted, it did get upgraded for a month twice, and so has more advanced structures, but given that it's a moon and is about at max area for a free account planet ... that should tell you something in addition.

If I used a word that you don't know what it means ... look it up in a dictionary.
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Re: My End-Game guide for free accounts (don't post replys yet)

Postby JuanitoJones » Tue 07 Oct, 2008 04:26

javcs wrote:
JuanitoJones wrote:... that should tell you something in addition.


Yeah, I'm just not sure you wanna hear it. I have free account guild members in delta that started about a month into the server that has the build up I posted before. So they've already come to the ultimate end of the road area-wise for a free account.

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Re: My End-Game guide for free accounts (don't post replys yet)

Postby javcs » Tue 07 Oct, 2008 04:42

JuanitoJones wrote:
javcs wrote:
JuanitoJones wrote:... that should tell you something in addition.


Yeah, I'm just not sure you wanna hear it. I have free account guild members in delta that started about a month into the server that has the build up I posted before. So they've already come to the ultimate end of the road area-wise for a free account.

I'm past that build-up *current area on the base in question is near max for an arid planet, it is a crater moon, admittedly somewhat suboptimal*, granted, it was built as a production base, not a research base, so orbital yards eat up more energy. I had been at max build-up pre-upgrades, then I got some extra area ... on all my bases.
Doesn't help my bases much that I have heavier defenses and CCs (cost of paranoia derived from living in the low galaxies).
My primary focus has never really been on my base infrastructure, and so, it is, in all honesty, relatively crappy in comparison to where it should be. I've dedicated a significantly greater portion of my resources towards fleet and tech.

If I used a word that you don't know what it means ... look it up in a dictionary.
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Re: My End-Game guide for free accounts (don't post replys yet)

Postby Im Good Not God » Wed 08 Oct, 2008 16:29

Natasmai wrote:If you followed this read out and built the planets exsactally like I said you should have 1,296 econ


and yet there are free players with 3k.....

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Re: My End-Game guide for free accounts

Postby Bobman » Fri 10 Oct, 2008 06:59

I think Cybernetics should be encouraged more... and tachyon
and all bases should be research bases.

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Re: My End-Game guide for free accounts

Postby Dominion » Fri 10 Oct, 2008 07:16

I think research in general should be pursued more. Cyber and AI would greatly increase the capabilities of a free account and since you can continue to build research labs while free it allows you to get a good research cap.

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Re: My End-Game guide for free accounts

Postby Cabbage » Fri 10 Oct, 2008 16:38

Dominion wrote:I think research in general should be pursued more. Cyber and AI would greatly increase the capabilities of a free account and since you can continue to build research labs while free it allows you to get a good research cap.


I agree ... when I saw how much AI/Cyber the OP proposed ... It wasn't that much

Free players should ALWAYS get AI/Cyber to help them grow faster ... and as soon as they hit the limit. They can start massing fleet

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Re: My End-Game guide for free accounts

Postby IÐεπτιτγ Crιsιs » Sat 11 Oct, 2008 06:44

I have some changes for the base setup from Juanito's

urban 20
fusion 18
A-M 5
labs 20
metal 27
robotic 23
shipyards 12
orbi-yard 6
spaceport 25
nanite 5
android 5
orbi-base 6
rings 2 (Since you're not going to have an overly high base econ more than 10/10 Rings is pointless)
JG 2 (Now there is room for JGs which help ease of movement)

Economy: 144 (Only 5 less than the 149 you get with Econ Centers)
Base Production: 249 (22 more than 227 of previous)
Energy 309/315 Area 160/160 Population 170/170

Also dropped economic centers because the 15 econ can be made up by 1 occupation and often times each occupation can cover 2-3 such sets of ECs. For free accounts you want to get as high a production as you can and then rely on occupations, base hits, and TRs for your income. Since you stop building structures at some point, you cut out that portion of need for economy.

Using the 7 base recommendations the total changes would be:

-----Before:
Econ: (149 x 7) + (6 x 7 x 33[avg TR value]) = 2,429
Production (227 x 7 x 1.62[assuming Cyber 10 and L12 Prod commander on each base]) = 2,574

-----After:
Econ (144 x 7) + (6 x 7 x 32) = 2,352 (Difference of 77 or 2-3 occupations)
Production (249 x 7 x 1.62) = 2,824 (Difference of 250)

It may not seem like much right away, but 250 is 42,000 extra fleet a week. After a while that adds up and given that you're all about fleet anyways, you want as high a production capacity as you can!

Some people may opt to drop the JGs and swap out more for an even higher production, but many prefer the faster travel times. So it is possible for even more adjustments.

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Re: My End-Game guide for free accounts

Postby JuanitoJones » Wed 15 Oct, 2008 00:51

Problem is that with 6 trades routes those 15 more econ on each base equals about 35 more in total econ. It's really a toss up what is best, 22 more in production or 35 more in econ. You could also kill a ring on my build and make a 7th orbi-yard for another 2 (5) econ and 18 extra production. Another problem is that you suggest just getting 2 more occ's to compensate however you forget that these require 2 more CCs which you haven't included.

Choices choices. :D

At least we agree that every single base, except perhaps one, must be research bases. It's the only way a free account can stay relatively competitive.

Oi, phear ze Jiddisch Jihad ye goyim.
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Re: My End-Game guide for free accounts

Postby kingofme50 » Sat 13 Mar, 2010 02:44

(I don't know the actual formula for player levels, but this is what it boils down to)


Player level = (economy x 100 + fleet + technology) ^ 0.25
http://kiserai.net/ae/level.html

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Re: My End-Game guide for free accounts

Postby basilisk101 » Sat 13 Mar, 2010 03:13

HOLY NECRO BATMAN

...but can you really necro a guide?

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Re: My End-Game guide for free accounts

Postby Carolus Rex » Sat 13 Mar, 2010 22:50

OMGWTFBBQULTRANECRO

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Re: My End-Game guide for free accounts

Postby Beeblebrox » Sun 24 Oct, 2010 13:00

IÐεπτιτγ Crιsιs wrote:Also dropped economic centers because the 15 econ can be made up by 1 occupation and often times each occupation can cover 2-3 such sets of ECs.


Its gonna be very difficult to occupy anything since you have added no CC at all...

So here is what I would do on a free account thats never upgraded.

1) Get 9 Rocky planets in orbit 2 or 3 - for the extra fertility.
2) 6 of the bases are identical (BASIC), 1 is the main research base with 24 labs (RESEARCH), 1 is the capital base (CAPITAL), and 1 is the main JG base (JG).
3) Numbers below are with Energy 32, AI 10 and Cyber 5.

BASIC
Urban: 17
Fusion: 12
Antimatter: 5
Labs: 20
Metal: 27
Robot: 14
SY: 20
OSY: 1
SP: 25
CC: 4
NF, AF, EC, Terra, MLP, OB: 5
JG: 1
P-Shield: 1
P-Ring: 3
Totals - Production 259, Research 180, Econ 152 (4 from capital)

CAPITAL
Urban: 17
Fusion: 15
Antimatter: 5
Labs: 20
Metal: 25
Robot: 13
SY: 20
OSY: 1
SP: 25
CC: 0
NF, AF, EC, Terra, MLP, OB: 5
Capital: 4
JG: 0
P-Shield: 1
P-Ring: 3
Totals - Production 249, Research 180, Econ 185

RESEARCH
Urban: 17
Fusion: 12
Antimatter: 5
Labs: 24
Metal: 24
Robot: 13
SY: 20
OSY: 1
SP: 25
CC: 4
NF, AF, EC, Terra, MLP, OB: 5
JG: 1
P-Shield: 1
P-Ring: 3
Totals - Production 245, Research 216, Econ 148 (4 from capital)

JG
Urban: 17
Fusion: 14
Antimatter: 5
Labs: 20
Metal: 26
Robot: 13
SY: 20
OSY: 1
SP: 25
CC: 4
NF, AF, EC, Terra, MLP, OB: 5
JG: 4
P-Shield: 1
P-Ring: 3
Totals - Production 253, Research 180, Econ 150 (4 from capital)

With 6 trades per base, a total of 54 Unique trades can be had. With 4400 distance on average trade income should be around 1794.
The total income from bases are: 1395

Grand totals
Research: 1656
Production: 2301
Econ: 3189
Total cost to develop each base: ~900,000 credits

I have added a level 1 JG on each base, simple because there was energy and population for it, and it means you can build in more than 1 galaxy. It might be difficult to find enough Rocky planets i 1 galaxy...
Also the problem with CC I addresses at the top of the post is solved with a total of 32 CC's.

Since the total capacity is 3957 cred./h and the income is "only" 3189 cred./h one needs to get 768 cred./h from attacks to keep everything going 24/7.

I made all bases Dread capable, off course if you prefer you can modify the bases to have only 12 SY (HC capable), The BASIC base should then have: 18 Urban and Fusion, 28 Metal, 14 Robot, 12 SY and 7 OSY. That'll raise econ by 5, and production by 44, and the total cost to build the base will be around 1.3 million credits (400K more). So if you think you can collect even more than the 768 cred./h you might wanna go with this.
Just remember that AI and Cyber i set pretty low, so raising those will also mean you need to collect more credits from attacks.

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Re: My End-Game guide for free accounts

Postby Bones09 » Mon 06 Dec, 2010 22:29

Beeblebrox wrote:....


Yes, I've used and seen similar setups from free accounts and its gotten into the top 1K and stayed.

Though, for a time, you should build more research labs and then replace them with advanced structures and the planetary shield on "Basic" base. And I would not build a JG base as long as you are part of a strong guild. Its best used as another "basic" base.

Also, I feel you should have one base that is just full production. It helps to create caps quickly.

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