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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 18 posts ]  Go to page Previous  1, 2
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 Post subject: Re: Population growth
PostPosted: Sun Jul 17, 2011 12:48 pm 
Lieutenant Major
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zomg we should make a youtube series i would totally watch it :shock:

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 Post subject: Re: Population growth
PostPosted: Tue Jul 19, 2011 2:16 am 
Second Lieutenant
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Sounds like million view vid if I ever heard one. Now quick someone say something about workers and growth or nuke or something, before ferret shuts us down. :lol:

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 Post subject: Re: Population growth
PostPosted: Tue Jul 19, 2011 2:47 am 
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Well if we DID do it and it DID get a million views, Seth would probably shower us with a gazillion reward tokens :P

Hahaha... haha..ha......

Wait... that's not a bad idea o_O 8-)

err... right spyda, Population! Does anyone have a good method for balancing growth versus squad creation?
It seems a tough nut to crack. The more population the less you get every 24 ticks. So it makes sense to build an army at a fairly even pace but then you counter that usefulness by having the army detract from pop growth as well. I can't see a clear method to go about this

When do I let my population grow and when do I build an army

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 Post subject: Re: Population growth
PostPosted: Wed Jul 20, 2011 2:11 am 
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To me it's all about balance. In a war situation of course to heck with worker count (although i'm not a fan of hurrying squads) If I've got the resources I'm making units.

However in a time peace or expansion you do need your worker count to remain high for power and resource production. My general rule of thumb is until I get 900 workers i want my daily "worker join rate" to exceed (or at least equal) the workers i use that day for squads. So if I bring in 19 workers a day. I can make up to 9 cavalry squads a day. (9 x 2 workers = 18) or I can make 6 heavy squads. ( 6 x 3 workers = 18)

The key (for me) is unless it's a time of war or absolutely necessary I want my colony to be growing in all aspects (even if it's just a bit). and I generally keep a few blues on hand and if I really feel I need to add some workers I just get 50 shipped in.

My thinking for tokens is you never really know what they'll be best for until you need them so keep some handy for the unknown. Just like any other resource. BTW I also try to NEVER run out of metal or oil. It's best to have some "in reserve" just in case you need to supplement a squad or your home defense. You can scan and build exactly the units that can help you the most for the sudden battle ahead.

Some however see this as a waste of resources.... They feel that your resources will do more good, made and working for you. (A valid argument)

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 Post subject: Re: Population growth
PostPosted: Wed Jul 20, 2011 2:43 am 
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I typically only hurry spam inf when i need to take a conquer, wreckage, crystal.

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 Post subject: Re: Population growth
PostPosted: Wed Jul 20, 2011 2:50 am 
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Twilightmask wrote:
Well if we DID do it and it DID get a million views, Seth would probably shower us with a gazillion reward tokens :P

Hahaha... haha..ha......

Wait... that's not a bad idea o_O 8-)


I would have to be in it though. But ya there was an announcement awhile back about two guys doing BD vids. I heard they got a fair amount of tokens

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 Post subject: Re: Population growth
PostPosted: Thu Jul 21, 2011 2:33 am 
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I dislike the very idea of hurrying. Logging in often enough and sticking to infantry means almost no wait time between creation and completion. But I can seeing it being a nice option in an emergency.

Aside from that, I am definitely adopting that point of view. Thanks for the advice Spyder

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 Post subject: Re: Population growth
PostPosted: Mon Jul 25, 2011 7:26 am 
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Vehs in a 3 tick world are awesome. No need to stick around too long but no need to hurry them either. And I never had a problem with worker count. Always had above 700. Even when I have 30+ squads. I can settle for 1 inf squad a day.

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