The fully theoretical doesnt take in to account turns needed to generate income whilst growing. Last set I got to 19.5k by turn 930 and probably should have gone higher than 42mil as I made a few mistakes along the way.
Im assuming ebert et al are making good money manipulating the market to have high priced tech on sale when bots are buying up. There is money to be made manipulating oil and bushel during peak playing times.
Actually it does account for the CS build and land build,
The extra missing turns would go to putting tech on the market.
Optimum Build Per Turn can be done as you grow without losing turns as long as you remain ahead of the curve of what optimum is for current land to build.
one way of generating build income is to build another type of building that will help you grow i.e oil or jets for lg when done for the day put the excess on the market. try not to tech until you have land goal. when you have land goal tear down the extra buildings. if you built 2K acres of extra buildings then include the count in optimum build per turn so you can have the extra construction sites to minimize lost turns.
the other missing portion is the cost of building the labs and destroying buildings that do not fit your strategy.
also the cost of oil and/or jets -- however if selling excess oil or jets on the market then it could potentially pay for the missing portions needed to continue land grabbing. you would need to balance it so it produce enough in turns used to land grab and build to replenish either your oil used or jets lost. simply hold back from the excess sale enough to make the 1st couple of land grabs when starting your next round of land grabbing. cash from the excess sale supplement any cash per turn you make to buy either oil used or jets lost. key if oil is cheap and jet are expensive then produce jets / if oil is expensive and jets are cheap then produce oil -- if both are expensive the just flip a coin and hope for the best in the long run.
there are probably a few other things missing here -- but overall those getting into the 50 mil+ net countries are very close to theoretical limits for the 1900 turns.
side note: an oil destock could lower the conversion divisor from 225 or 8.9 mil net per 2 billion to 168 or 11.9 mil net per 2 billion.
the Temple is wrong, some bots do join GDI, its like ~1/3rd of them I think.
They also dont all have 240cs. They do strive for 65bpt which is 240 cs on non-theo/dict govt.
There is a name generator that creates all the bots names, and you will learn by experience what names they use.
Also exploring or taking turns building/teching doesnt reduce DR anymore. I remember that being the case in Earth 2025. It might have been that way in EE too some time but since at least 2013 its had no effect on DR.
Gerdler is correct -- also keep in mind bots with GDI also have def allies or at least you need to add this as if true to your attack calculator. because the spy on alliance will not show allies and if you trust this and calculate the break as such you will bounce.
bots outside of GDI are safe to assume have no def allies but still check for a $$ amount to make sure it is at $0 .
to get a feel for bot names simply look at top players in previous reset the highlighted names are bots. going back 10-20 resets should give you a good feel for what those look like.
also use earth graphs to check if any attacks were made during the reset by the country this should remain at zero -- ie. bots do not attack or retal. -- if a country has any attack coming from it it is not a bot.
The eestats DR is wrong and I am not sure if earth graphs DR is correct or not.
Check the in game news the top players usually hit bots - but only do this when you have a good feel for the naming convention of bots -- use this to determine when a bot was last hit -- earth graphs will also show you if they have grown since they were last hit. -
oh and if your spyop is more than 5-10 minutes old do a country search to make sure their net remains unchanged if yo do not do this you can potentially bounce even if over sending.
these are old but should give you a starting point on calculating potential size of land that can be taken per SS/PS
SS Land Grabbed =TargetLand*NWConst*DRfactor*GvtLG*MilStrat%
PS Land Grabbed =SSLandGrabbed*1.5
Ghost Acres = 5% or LandGained=LandGrabbed*1.05
10% - 30% 0.03
30% - 60% 0.05
60% - 140% 0.07
140% - 1000% 0.09
Last 24 hours target has been hit:
0 - 2 1
3 - 4 0.8
5 - 6 0.5
7 - 8 0.33
9 - ∞ 0.2
if anyone knows what the new numbers are we would love to know :)