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lueticia Game profile

Member
180

Sep 10th 2012, 2:50:39

whats a good strat for express

iSigma Game profile

Member
431

Sep 10th 2012, 5:33:22

Rainbow works but cheating works eveytime..


:P
"What counts is not necessarily the size of the dog in the fight – it’s the size of the fight in the dog"

"iSigma"
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Netters Anonymous(NA) ===> Alliance Server
Legends At Earth (LaE) ==> Free For All

Tigress Game profile

Member
562

Sep 10th 2012, 8:24:28

Commie Indy or Casher usually works best in express.
Happy Hunting

Tigress

ericownsyou5 Game profile

Member
1262

Sep 10th 2012, 17:23:18

I've used:

Theo Techer
Fasc Farmer
Theo Techer ---> TMBR
Theo Techer ---> Theo Casher
Commie Indy
Rep Casher

I have not had much success in Express, but do better as a techer or farmer.

Fatty Game profile

Member
711

Sep 10th 2012, 22:18:06

Tyranny Missile boat is a good time



~Fatty~



____________________________

Farming alliances since 2002.

blid

Member
EE Patron
9319

Sep 11th 2012, 2:21:11

Originally posted by Tigress:
Commie Indy or Casher usually works best in express.
Commie indy is unambiguously the best strat. it puts up scores unseen by any other. it's interesting, you'd think such unequivocal domination would lead to commie saturation but it doesn't seem to happen. btw, I haven't seen a 25m casher in months. I've seen multiple 25m techers in that time and even a farmer that had a 26m finish if he spent his stock.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

blid

Member
EE Patron
9319

Sep 11th 2012, 2:49:37

when I talk about commie indy domination I mean in Express.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

smlandau84 Game profile

Member
1949

Sep 11th 2012, 5:57:48

Originally posted by blid:
Originally posted by Tigress:
Commie Indy or Casher usually works best in express.
Commie indy is unambiguously the best strat. it puts up scores unseen by any other. it's interesting, you'd think such unequivocal domination would lead to commie saturation but it doesn't seem to happen. btw, I haven't seen a 25m casher in months. I've seen multiple 25m techers in that time and even a farmer that had a 26m finish if he spent his stock.


25 mil casher is easy... Even you could do it blid.

smlandau84 Game profile

Member
1949

Sep 11th 2012, 6:00:32

The only reason CI is so powerful in express is because you can do a 360 turn+ destock in the last 1-2 hrs and not worry about resource decay or high expenses. That alone sets it apart from every other strat. It's the parameters of the server that make it a better strat on express while it cannot compete well elsewhere.

CI's that don't take advantage of that will not be able to compete with the top techers and cashers.

Rob Game profile

Member
1105

Sep 11th 2012, 7:13:11

Apologies for my ignorance, but why do you say they do not need to worry about high expenses in those last 360+ turns?
Wouldnt their expenses be increasing as they run those turns as well?

I'm not an experienced CI player, which is why I ask

h2orich Game profile

Member
2245

Sep 11th 2012, 7:16:13

Why would you do a 360 turn destock in the last 1-2hrs?

1. You have 360 turns worth of lesser military, exposing yourself to retals/hits.

2. Military before the last 360 turns would be much cheaper.

3. You get overall cheaper expenses


For e.g if you need 1 bil cash (expenses and food) to run the last 360 turns.

I would save 200mil cash on hand before the last 360 turns.
Cash 60 turns, Sell 150mil worth of military.
Cash 60 turns, Sell 200mil worth of military.
Cash 60 turns, Sell 250mil worth of military.
Cash 60 turns, Sell 400mil worth of military.
Cash 120 turns at the last 10 mins of the set.

Anyone can tell me whats the advantage of doing a 360 turn destock at the end of set?

smlandau84 Game profile

Member
1949

Sep 11th 2012, 13:19:57

Rob, h20, figure it out yourselves :P

You're both wrong about your last post

blid

Member
EE Patron
9319

Sep 11th 2012, 14:16:47

You can cash 60 turns, sell, cash 60 turns, sell, as you describe Rich, and you'll gradually grow and have higher expenses even as you're raising the funding to take your turns. Or you can get a full stock all while still small with low expenses, and then burn the last 360 turns with that stock in order to have the maximum number of turns taken at lower expenses.

And of course 25m with a casher isn't too hard, just saying, you see a lot more techers put up high 20m scores than cashers in Express.

Edited By: blid on Sep 11th 2012, 14:19:10
See Original Post
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

crest23 Game profile

Member
4666

Sep 11th 2012, 14:24:41

You are right Rob, expenses will increase, dramatically too I would add, as you ran those turns. The last CI I played I had to make sure I had enough cash and food to run my last 300 turns, good thing too as food emptied out with like 10 mins left till set end. I was quickly in the red with food and cash.

h20, there isn't really a real benefit to a 360 turn destock in the last 1-2 hrs that I can think of, cause the dynamics of the game are unpredictable due to the human element. There are sets like the one I had where there was no food on the market with 10 minutes left, or last set where there was 45 mill food on the market with 5 seconds left, same with tech (if you wanted tech to tank so you could buy before you jumped) or military (your goods might or might not sell). It's pretty much different every set, plus if you are land fat, yes, you might get hit/retalled.
The Nigerian Nightmare.

Racor Game profile

Member
44

Sep 11th 2012, 14:37:46

Tyranny Farmer

h2orich Game profile

Member
2245

Sep 11th 2012, 15:28:59

Assuming your expenses are 100,000
Assuming your expenses increase linearly(ignoring the 40mil networth thing)
Assuming each turn produces 10,000 turrets and increase your expenses say 5,000 for easy calculation purpose

10 turn De-stock

Turn 1: Expenses 105,000
TUrn 2: Expenses 110,000
Turn 3: Expenses 115,000
Turn 4: Expenses 120,000
Turn 5: Expenses 125,000
Turn 6: Expenses 130,000
Turn 7: Expenses 135,000
Turn 8: Expenses 140,000
Turn 9: Expenses 145,000
Turn 10: Expenses 150,000

Total expenses : 1,275,000

10 turn destock with selling
Turn 1: Expenses 105,000
Turn 2: Expenses 110,000
Sell 10,000 Turrets
Turn 3: Expenses 110,000
Turn 4: Expenses 115,000
Sell 10,000 Turrets
Turn 5: Expenses 115,000
Turn 6: Expenses 120,000
Sell 10,000 Turrets
Turn 7: Expenses 120,000
Turn 8: Expenses 125,000
Sell 10,000 Turrets
Turn 9: Expenses 125,000
Turn 10: Expenses 130,000

Total expenses : 1,175,000

As you can see, if you do selling, your expenses are lower at the same no. of turns you're playing. This also means you dont need to have 2bil cash before the last 360 turns, you can get them while you're spending your turns and selling some military and simply have more cash before to invest in tech first.
In this example, I did not include the turn spent for putting on the market because the figure is too small.
In addition, military are generally higher price on the last day.
So I still dont see why you should do a 360 turn destock at one go. I dont know about you guys, but this are just my thoughts. lol

ingle Game profile

Member
603

Sep 11th 2012, 19:54:17

h2o - your math isn't completely correct.

If you have 360 turns with 2 bil cash, you should already have less expenses than 360 turns with 200 mil cash. You can't assume that your expenses are both 100k.

Scenario 1: 360 turns with 2 bil cash, assume 0 military, expenses at $0

Scenario 2: 360 turns with 200 mil cash (assuming 1.8b worth of military, $150 jets = 12 mil jets). 12 mil jets = 1.56 mil expenses already.

In your explanation, it does make sense to keep selling military to constantly lower your expenses. However, at the end of the set, you are better off producing and keeping your military than re-purchasing it later with your excess cash.

ie. producing 10k jets with -1 million expenses =~ $100 jets (which will be cheaper than buying it off the public/private)

So "ideally", you should have exactly enough cash (and enough cash for food) to use 360 turns at once.

metygl Game profile

Member
80

Sep 11th 2012, 20:38:01

My explanation would be as follows:

Lets assume you need to spend 50 turns of production to obtain 2bil to spend your last 300 turns.

Case 1: Sell at the start.
First 50 'cash' turns you convert all production into cash.
Next 300 'production' turns, all of your production goes into networth.

Case 2: Sell as you go.
Spend Y production turns, spend X 'cash' turns to cover Y more production turns. Rinse, repeat. In total, 50 'cash' are spent in between the 300 'production' turns.

In both cases, you are selling the same amount to cover the 300 turns of expenses, but in Case 1, you get to spend your 50 'cash' turns at the lowest possible expenses. In contrast in Case 2, your 50 'cash' turns are spent intermittently at increasingly higher expenses.

Thus, stocking before jumping is better than selling as you go.

blid

Member
EE Patron
9319

Sep 11th 2012, 21:52:22

YAh, it's liek, if you gotta sell 10m turrets to get the money to take your turns, will you have more expenses selling them BEFORE you take the turns, or after you start? pretty straightforward. to correct Rich's thing:

10 turn De-stock

Sell 40,000 turrets
Turn 1: Expenses 85,000
TUrn 2: Expenses 90,000
Turn 3: Expenses 95,000
Turn 4: Expenses 100,000
Turn 5: Expenses 105,000
Turn 6: Expenses 110,000
Turn 7: Expenses 115,000
Turn 8: Expenses 120,000
Turn 9: Expenses 125,000
Turn 10: Expenses 130,000

Total expenses : 1,075,000

10 turn destock with selling
Turn 1: Expenses 105,000
Turn 2: Expenses 110,000
Sell 10,000 Turrets
Turn 3: Expenses 110,000
Turn 4: Expenses 115,000
Sell 10,000 Turrets
Turn 5: Expenses 115,000
Turn 6: Expenses 120,000
Sell 10,000 Turrets
Turn 7: Expenses 120,000
Turn 8: Expenses 125,000
Sell 10,000 Turrets
Turn 9: Expenses 125,000
Turn 10: Expenses 130,000

Total expenses : 1,175,000

Even though they sell the same amount and both end with the same expense per turn, stocking first is cheaper

i hate to help him because he already got 32m haha but oh well. these should be insider secrets!
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

smlandau84 Game profile

Member
1949

Sep 11th 2012, 23:06:22

It's as simple as this: corruption expenses are significantly less expensive than military expenses.

Additionally you can dump your military for about 20-40% more in the last 3 hours of the set than you can before - most sets.

So "ideally" you should have 1-2 billion more cash then you need when you run your 360 turns at the end. Food is a different story, there is a lot more variability and strategy to use food efficiently at the end.

smlandau84 Game profile

Member
1949

Sep 11th 2012, 23:10:23

http://www.eestats.com/express/oldcountry/346/15
http://www.eestats.com/express/oldcountry/351/67

Look at the time stamps on those during the last 24 hours - that's the advantage of the CI on express.

blid

Member
EE Patron
9319

Sep 12th 2012, 0:06:04

Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

h2orich Game profile

Member
2245

Sep 12th 2012, 4:32:02

https://dl.dropbox.com/u/65657441/CI%20Destock.xls

I did a simple calculation based on 125 turns Destock.

Note: both scenarios sold 1.5m jets in total but scenario 2 does not have enough cash to finish up the turns.

I get it now. "P

vatzooland

Member
548

Sep 25th 2012, 23:39:47

ok, Im going to try that this round and kick all yours asses!! :)