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A guide to playing this game

25 posts in this topic

 

Because i have nothing better to do, I have decided to write this guide on how to play this game in the most efficient manner possible for brand new players.

 

Basics of the game.

Turns = 1 hour intervals. Taxes, energy and resource consumption and unit consumption and population are updated every turn

 

Half Turn = 30 minute intervals. Factories produce every half turn.

 

Mark = 10 minute intervals. your units are healed by 10 percent of max health and resources are consumed to heal them at every mark. Interesting to note is that when doing pk missions, which take 10 minutes travel time, sending them off 1 minute or just before 10 minutes pass cuts their travel time to that amount, allowing more efficient unit use and more pk missions to be done in a shorter amount of time. ( sending a division at 3.09 pm on a pk mission means they engage in battle at 3.10pm, while sending a division at 3.05 pm means you have to wait 5 minutes before the battle starts for them to get there )

 

It is important to note that half turns and turns are also always at 30 mins and one hour respectively. Meaning that if you build a farm which takes 1 hour to build at 6.50pm, it will get built at 7pm instead of at 7.50 pm. This is important so you get the most benefit out of your buildings and resource collection.

 

Starting out
 

Government types and Continents

When you first start the game you are given a choice of continent and government type, i personally chose Tind because i assumed metal would be a large factor later in the game. However, i would recommend choosing to start as san sebastian currently due to the large amounts of food it provides and how food is king in this game ( more on that later ).

The benefits of tind are solely in its metal and energy, provided by the ease of access to coal. In the early game, energy is the more important of the two, but due to its low costs of 1 per currently, not as important as before.

I do not know the benefits of the other continents, but a quick look at the leaderboards show that Zaheria and Amerino are obviously the worst choice. Their benefit is in ammo, fuel and uraninite, the first two of which can be acquired from missions at a decent rate, and uraninite can be found in decent quantities in Tind as well.

In regards to government types, I chose Dictatorship starting out, although that was more of a personal choice. Dictatorships get an increased boost to tax income, listed in the form of Government in the money tab, but more importantly, they start out with a barracks and some infantry, which allows you to immediately begin doing missions. However, if you are reasonably active, tax income is not worth the population lost from being a Dictatorship. Dictatorships get a -10% pop growth mallus per hour. Thinking back now, i would have chosen socialism, as the level 1 barracks is very cheap to get, and they have 10 percent pop growth boost. Capitalism is the middle child between the two, not providing a strong boost either way, and receives a -5% pop growth mallus per hour.

 

Choices

After nation creation, you are given 3 choices, one gives you several extra mg units, and the other two are just rubbish. Seriously do not even bother with the other two choices. I would recommend constantly recreating your nation until you get the extra mg units, there is nothing in the TOS that says this is illegal as far as i know.

In regards to daily events for your nation, always choose the one that gives the best long term benefit. Any event that gives happiness is a sure pick, although tax income is not important normally for active players, a +4 happiness boost can boost your hourly tax income to insane levels, not to mention the population boost and momentarily GP boost. As choice rewards for money and resources do not scale very well, never ever pick them.

In regards to the quests given, try to do all of them. the rewards they give you are pretty good and can help grow your nation. The most important quest is the one that gives expand borders when you have saved up enough to be able to buy one yourself. Doing this quest and i believe, the following quest, which is to use the item, gives you altogether something like 3 free expand borders.

 

Planning

Planning what items to buy before going to the next tier is very important if you want to be successful. I did not plan and simply rushed ahead in pop growth but that's just me. there is significant costs scaling for all land clearers, expand borders and colonization, scaling that really will surprise you if you do not plan for it beforehand. I would recommend always saving up a dozen land clearers (whichever land clearer your continent is suited for, i.e pickaxes and lumberjacks for tind) before moving up in population growth. And, if you feel the need, saving up for multiple expand borders and buying them at one time. Spreadsheets can also save your life, allowing you to know how much resources you use per hour versus how much you consume the most important of which is going to be food.

Running out of food spells big troubles for your nation, your population will fall from the original growth rate (i.e your population was growing at 80k per hour it now loses 80k pop), and your units which use food as a resource will be set back to 10 percent health. I have attached a spreadsheet i created, and will share it if requested.

Knowing how much your pop will grow is also important. This can help you decide and know when you move to the next tier. Through calculation as a dictatorship, the population growth per hour is around 1.02 percent at max growth (setting it manually to the number every hour) This is a number that is deceiving low. for instance, in just 50 hours, a population of 6 billion in game will become 9 billion, a 50 percent increase in population. I use this website to calculate my pop growth and know when i am expected to reach the next tier and thus, be able to estimate how much food i would need to stockpile. http://www.metamorphosisalpha.com/ias/population.php .

 

Tier Pop Req. Max Farms/Windmills Limit Increase
1 50k (base tier) 6  
2 75k 6 0
3 250k 6 0
4 600k 8 2
5 1.2 Million 17 9
6 2 Million 28 11
7 3.5 Million 49 21
8 6 Million 83 34
9 18 Million 250 167
10 70 Million    

The next thing that you require adequate planning for is land use. 300 cleared land runs out fast at my tier, being worth only an extra 1.2million, and as the amount of land you gain from expand borders DOES NOT scale, you can see the issue about constant max growth. To remedy this soft cap in growth, you have the following options :

Pausing growth and stocking up on food and expanding borders for several days.

Doing missions and hoping you get homeland offense.

Raiding for land.

Land expropriation. Land expropriation is only worth it if you have already paused growth, as the -3 happiness malus makes it very food inefficient to continue growing. It is important to note that land expropriation can be used in conjunction with expand borders.

Screenshot (363).png

 

Battles, missions and units.

Missions are the key part to growth as an active player. Doing missions gives you more money (which will become insignificant later but are useful early on ) GP, resources and sometimes, units. @PhantomX has several missions covered in-depth in his own series. Missions also give you loot keys, which can be exchanged for equipment, which can either be sold or equipped on your units.

Unless you have done a lot of missions and acquired a lot of crap equipment, i do not recommend discarding loot keys, as it takes 5 common equipment to exchange for 1 loot key, 2 uncommons for 1 loot key, 1 rare equipment for 1 loot key, 1 epic equipment for 5 loot keys and 1 legendary for 10 loot keys. Equipping your units well is what allows you to be able to tackle harder and harder missions, giving you better and better rewards. In regards to which missions you should do, and which you shouldn't, here is a list

Temperate terrorist : will become your main money maker as your population soars, provides t72s, which are differently statted abrams tanks. Doing the mission at 8 million population, i got 25 t72s per mission, at 20 million, 40 t72s per mission. The enemies faced in this mission are all level 1 rpgs, aks and t72s. Interesting to note is that i do not recall ever seeing more than 2 t72s in this mission.

Venland Airspace : good for giving loot keys and FREE mystery boxes, which you can open for more mystery boxes, packs, store items, funds or random mercs. Also gives f35, which have very good maneuver, and as they are counted as air, can do missions against anti armor units efficiently. You fight f35s and A10s, but with just 2 tunguskas in your force, you can easily win this mission.

Convoy : Also good for mystery boxes, not as good for giving loot keys. This is one of the harder missions because you face bradleys and t72s, for players just starting out, bradley's will chew through your infantry like paper, while your plumps are not good enough to fight both it and the t72s together. There is also a volvo unit that you face in this mission with 100% chance to encounter that lowers damage caused to the tanks, Success in this mission for players with low quality units is dependent on how fast your own units kill off the volvo.

Nordland wall : I hate this mission, i lost many good infantry units fighting it because the bunkers, both fortified and concrete, make this mission a killer to fight. They crit surprisingly high and if you do not watch your units, you'll soon start taking way way too much damage that you'll be forced to heal or it’ll die. The bunkers also have obscene amounts of health. You face tunguskas, aks and the bunkers in this mission, the tunguskas are usually taken out early by your units along with the aks, and then it becomes a 30 minute long battle as you watch your troops slowly plink away at the bunkers until they kill enough that the ai surrenders.

Ace of spades : gives you a large amount of funds. This mission is deceptively hard to complete, the mafia members can usually be 1 shot by your units(they only have 40 health) sometimes resulting in the ai retreating while francesco attacks once at most. When francesco does get the chance to attack, he usually fails to kill a single one of your units.

Artic drill : don't do this mission it's trash. the units you face are hard and it gives only GP, which is easy to get if you are active anyways totally not worth it, send a lone national guard in to die or auto retreat and give you a new mission.

Mortar rain of something something : Gives you ammunition and a mystery box. If your army consists of only infantry, don't even think of doing it, much like the bradleys in convoy,those mortars will chew your units up in no time, and you would find yourself constantly using funds to heal up. A all armor or plane unit makes this mission ezpz, as do special forces units.

Homeland Offense : An excellent mission for later tiers/those struggling with food. Gives both cows and forests you can chop down for more land.

Rumble in the nevermind : depends on if you really need cgs or are about to go inactive for awhile. This mission requires a 1 hour travel time(affected by mark game refresh) and has you facing navy seals and A-10s. Gives funds, money, and panthers, but also reduces gp.

 

By popular demand i have been asked to give my own take on how to complete certain missions, as such, here is a guide.

Venland Airspace.

Venland.png

 

When i first started venland, I had at that point high level units and a tunguska. As such, i recommend the same as it was a great risk for me then. To do venland with lower level units, a tunguska is a must, you can get these from level 3 light armor factories, mercs or nordland wall, meaning that completing nordland wall is a prerequisite if you're low tier. Doing this mission, you will need either high maneuver units so you can dodge strikes from the f35s, high health units because they really REALLY hurt when they do hit, a cadet so the enemies cadet bonuses are nullified ,and a good mix of armor and special forces/high damage units. Why Armor? even though there are A10s, you will usually face only 2 at max, sometimes if you're lucky you won't see any at all. Armor usually is really tanky, meaning even if an A10 does hit, it won't outright kill your unit, allowing you to decide if you want to heal or let it soak up more damage. Armor also has less maneuver meaning that the ai will tend to prioritise it as a target more than your squishier high maneuver special forces. Of course, if you have reached the level where you have access to counters, then this mission is ridiculously easy. 8 level 1 tunguskas and 2 level 5-6 tunguskas could do this mission with ease, you don't even have to heal most of the time.

Alien Meteorite.

This is the penultimate mission in the game, as of this writing. Alien meteorite has you facing sectoids and sectopods, basically renamed and better T-72s and AKs. Both units hit hard, hit often and with their generals bonus, hit first. This mission is not recommended for anyone with less than a full division of well equipped high level units (above level 10), squishy units like navy seals are also very very unrecommended unless you battle juice them to insane amounts of maneuver, or health. The sectoids and sectopods can hit upwards of 50 damage, with a base damage of i believe 30 for the sectopods and 28 for the sectoids (base damage as discussed below are damages that will always go through regardless of armor). So what units do you do this mission with? Easy, Plump tanks. By the time you can even consider doing this mission, your plumpies are probably reaching max level with a good amount of activity spent doing missions, they can then equip legendary/epic equipment. That along with health bonuses gained by leveling allows them to soak up all the damage that can be tossed their way.

Alien Legendary.png

Units

I'll give a brief explanation of how battle mechanics work in this game.

Base damage is calculated from your units Armor stat and Firepower stat added to the units actual base damage (this may get confusing so i'll call the units actual base damage poopi) So for example, a plump tank, which has 13 poopi,  with 5 firepower and 5 armor will do 23 base damage.

Bonus damage. This is where any unit bonuses you get are factored in, firepower bonus being the largest factor. each stat of firepower counts for 4 damage in the bonus damage calculations. Unit bonuses include percent boosts against a unit type, usually from equipment and level ups, i.e 10 percent strength bonus to infantry.

Unit roll, any roll above 90 BEFORE maneuver bonus is a crit, crits do 150 percent of the total actual damage. Any roll below i believe 10/below the total roll is a graze, which does 50 percent of the total actual damage, and a roll of 0 is a miss, which of course, does no damage. Maneuver factors a lot in whether your units actually hit what they are shooting at. Each point of manoeuvre of the unit adds 10 to the roll. So for instance, a unit that rolls 20, with maneuver of 5, rolls 70. this number has to be higher than the defending units maneuver, which is also a multiple of 10 from its maneuver stat.

Another important thing to note, is that even if your unit high rolls a 90, but has really bad maneuver bonuses that totaled up are lower than the defending units, it will not be a crit. But if it is higher even by 1, it is counted as a crit. Lastly, there is a cap to base damage that i have found . I am still unsure if this cap starts at 10 stats or 11 stats or even 20 total firepower/armor stat. What i mean is that a unit with 15 firepower and 15 armor which has 10 poopi, will not actually do a base damage of 40, but instead do something like 36 or 37 base damage. In essence, have super high armor and firepower units will result in diminishing returns for bonus damage.

Actual Supposed Dmg

46

Unit Stats

12 21

25/5

Actual Dmg

41

 

 

 

 

 

 

 

 

Actual Supposed Dmg

43

Unit Stats

9 21

12/5

Actual Dmg

39

 

 

 

 

 

 

 

 

Actual Supposed Dmg

64

Unit Stats

9 42

33/13

Actual Dmg

51

 

 

 

 

 

 

 

 

Actual Supposed Dmg

33

Unit Stats

14 6

 

Actual Dmg

32

 

 

 

 

 

 

 

 

Actual Supposed Dmg

30

Unit Stats

12 5

 

Actual Dmg

30

 

 

 

 

 

 

 

 

Actual Supposed Dmg

32

Unit Stats

12 7

 

Actual Dmg

31

 

 

 

The above table is what i have gathered so far, if any math whizes wanna take a crack at determining the diminishing returns, please do

Armor confused me for awhile. besides its abovementioned use in adding to base damage, i had assumed that having really high armor would result in enemy units doing 0 damage. This was not the case. Instead armor reduces only the BONUS DAMAGE, and the unit will still take base damage regardless of how much armor it has on a hit. each armor stat removes 4 damage. This is the Mitigation stat you see in the combat roll page.

Healing. Healing factors in after any mitigation has been removed. This further reduces damage done to the unit by the stated percentage, with rounding. I.e one of your other units has a  Reduces damage against friendly Armor units by 10%  trait. therefore your armor units will take only 90% of the damage after mitigation.

Health. Easily calculated, affected by level ups and equipment/battle juice boosts. I generally like to have units above 100 health, so i don't have to constantly make sure i don't accidentally lose one. Health is also the reason why i dislike navy seals/secret agents/ infantry units. Their health is so low that any lucky hit by the opponent can kill it off either in one shot, or constantly reduce their health that constant healing is required.

Unit Counters. Some units are direct counters towards a specific type, for instance tank destroyers, which counter armor, and F-22s which counter Air. Their stats when fighting their counters are increased and this increase is factored in the unit rolls, although it is not reflected on the battle page. From testing and observation of my F-22’s i have calculated that each increase in a stat gives a .25 increase in their unit counter stats.

 

Actual Unit Stats

Unit Counter Stats

Difference

Firepower

4

11

7

Armor

3

6.75

3.75

Manouvere

5

9.25

4.25

Firepower

16

26

10

Armor

6

10.5

4.5

Manouvere

9

14.25

5.25

Firepower

7

14.75

7.75

Armor

6

10.5

4.5

Manouvere

10

15.5

5.5

Firepower

11

19.75

8.75

Armor

5

9.25

4.25

Manouvere

8

13

5

Firepower

12

21

9

Armor

4

8

4

Manouvere

7

11.75

4.75

Firepower

8

16

8

Armor

3

6.75

3.75

Manouvere

16

23

7

These are the poopi  damages of units i observed so far :

TD Base

13

M2 Base

12

T72 Base

13

AK Base

11

Plump Base

13

MG Base

13

Reaper

                 12-13

AA

13

volvo

11

a10

12

F35

13

Fighting battles. It is important to always remember that you can only heal your units twice a battle, so timing your heals is very important. What I did was observe what was on average the max damage an enemy unit could do to my units, and only expend heals when my units health fell below that point. This helps save you funds, money and of course a valuable unit.

Leveling. Levels are very important to your units, each time a unit levels up, they gain either a random stat attribute (the randomness of which i believe actually depends on the unit type, i.e armor units being more likely to receive extra armor) 10 percent bonus health, terrain modifiers, or unit modifiers. Leveling is also important to what equipment a unit can equip, at level 1 units can only equip common and uncommon equipment, foils included. At level 5, units can begin equipping rare equipment, level 10, epics, and level 15, the max level, legendaries.

 

Playing the game right.

As stated before, missions are the key to your nation's success and growth, being able to do the harder missions, not only complete them, but do so without casualties and little damage, is key. What i did was buy union of nations packs with funds i gained from missions (meteorite and that mafia mission and foreign affairs) in an attempt to get more legendary missions, a process that pays for itself. Not only does this give you meteorite, but it also gives you temperate terrorist, which if done repeatedly, makes you mad dosh and ensures you never ever have to worry about metal or building materials. At one point i had 20 temperate terrorist missions constantly queued up and was doing them with my best division , sending it out once  it was completed, my best division being able to do it very very fast (anywhere between 3 minutes(enemy auto retreats like in rioteer missions) - 15 minutes if it actually has to fight and destroy all enemies), and most importantly, take almost no damage. I also bought a new dawn card packs, to get venland and convoy missions which i was soon able to do with divisions that directly countered the unit types faced, also allowing me to do them one after the other, only needing to let them heal when their health bars were mostly yellow, or only having to heal them when their health drops to red. thus needing little supervision. You can do this very efficiently, although i had problems as i would need to refresh the web page sometimes when a mission was just completed.

Peacekeeping missions are generally bad, they give bad rewards and the number of units you face scale based off your divisions strength, meaning sending a good division results in LONGER times to complete a pk mission. However, if you have 5 or more divisions and only one mission available, then it might be worth it to send them on peacekeeping missions to level them up.

 

https://en.wikipedia.org/wiki/Exponential_growth

As explained in the video above for those whom are unable to grasp it or have no prior background of compound interest, biology or economics in general, this game operates on an exponential basis in terms of rewards and gp growth due to the exponentially increasing population of your nation. Think of how much the human population has grown year by year in the last 100 years compared to over 30000 years of human existence on this earth, and apply that on an HOURLY basis, which this game models. My own nation can more than double its population from 20 million to 55 million in 100 hours, giving me twice the rewards i get now, in a timespan of just under 4 real life days. At 20 million pop, doing one alien legendary gives me 1.5k gp. This is a amount of GP equal to or higher than a large amount of new nations, and alien legendary does not even give me the most amount of GP per mission.In the last 5 days as of this typing, 3/6/2017, i have gained more GP then i did in the first 25 or so days while maintaining around the same level of activity. In essence, i hope if you have taken away anything from this guide its this :

Always think of the game as a circle of High Population = Exponentially Higher Rewards/GP = More Resources = Higher Population
 

Factories

All factories available ingame to me as of tier 8, Keep in mind this not a full list, as factories available to you depends on whether you have the Flora/Fauna to build them. For instance, i do not have any sharks, therefore i am unable to view shark related factories. Buying one of said flora/fauna allows you to view the associated factory at any time, running out of the associated fauna/flora removes the ability to view/build the factory in the construction tab.

 

Factories 1.png

Factories 2.png

Factories 3.png

Factories 4.png

Which factories NOT to build

From my experience i have found that the "money" factories are currently utterly poop. Gold and silver are scarce resources, even on tind, and even then are very very inefficient, at the current market price for energy (a whopping one but still..) gold returns only 26 monies every 30 minutes, and silver, only a paltry 12 monies. This is without factoring in exploration costs to find these resources. Gemmers are an even worse investment. They require level 4 research labs to build, before you can use the tier 5 geologist and also require you to tie up a day in researching deep underground surveying. After these costs are factored in, they provide a total of only 50 (going by current market rates for CGs) moneys every 30 minutes for a cost of 1 gem and 15 energy. and considering that on average i got 50 gems for every 20 explorations, they actually result in a NET loss of 1450 monies. So yeah, only build these factories if you want industrial gp/have money to burn/ have someone accrued large stocks of their associated resource (cred: @Crow)

Loot Boosts

For those who have both premium and access to loot boost, venland/convoy/alien cards, a strong enough military/counters to venland/convoy(anti air and anti tank divisions) and resolve battle items, the most efficient way to gain loot keys is the following:

1) Set aside 20 minutes of your day,

2) Exhaust your mission cards

3) Activate your 5-10 resolve battles depending on if you have premium. (Max is 10/day)

4) Activate loot boost (lasts one hour - 1 hour 10 minutes , as it officially ends on the next mark (see above for the definition of mark) (max is twice a day)

5) Wait for the 9 minute Mark (i.e 1.49pm) (as mentioned earlier, due to how the game works pks travel time is now shortened to 1 minute)

6) start all missions and send out all other divisions on pk

7) Resolve all venland/alien legendary battles you have (these give the best amount of loot keys, for my nation at least resolving 10 venland with a loot key boost gives me about 320 loot keys alone in however much time it takes me to press that resolve button, and one alien gives 150-200 loot keys)

8) After using up all your resolves, depending on how much time you have available to you, keep sending out divisions on missions/pk as they complete them.

9) ????????

10) PROFITTT!!!!!!!!

 

Cards

Discarding Cards

Here is what ive gathered so far, the discard fund return for legendaries  and foil rares,epics and legendaries are ASSUMPTIONS made from previous trends. Although i have discarded a legendary before and did receive around 1k funds for it.

Common

5

Foil Common

224

 

 

Uncommon

20

Foil Uncommon

448

 

 

Rare

80

Foil Rare

896

 

 

Epic

320

Foil Epic

1792

 

 

Legendary

1280

Foil Legendary

3584

 

 

Opening large amounts of packs/equipment quickly

When you have gathered a large amount of card packs or equipment crates, you can open them all up faster by simply closing the equipment/card page after unpacking/unboxing it. You are still credited with the item/card while saving ALOT of time. Doing this method of unboxing/unpacking can allow you to open 100 card packs in 10 minutes or less.

 

Which card pack to buy

stories.png

While there is no definitive guide on which card pack you should buy, i can give a few tips on WHEN to buy a card pack. First up is stories from the industrial revolution. This card pack should be the first thing you focus on completing if you are on a continent that does not have petroleum, coal, lakes or rivers. The extra 2 windmills gained by the legendary help alot when you're already maxed with windmills for your tier, although note that like all factories gained from other means (i.e from war or from this card) you cannot actually go over your limit of factories. For example, you're at tier 1 and can build 6 windmills max, when you reach tier 2 you can build 8 windmills max, if you use this card, when you reach tier 2 you will not be able to build more than the 8 you already can.

UON.png

Now we have union of nations, union of nations is an all around good card pack to buy in bulk, it gives the best mission in the game for funds, that's not a meteorite, and the best mission in the game for money, temperate terrorists.

tind.png

Invasion of tind is a card pack you normally cannot receive, requiring you to open mystery boxes to get them. Another solid card pack that gives navy seals as an epic drop, early access to mortar infantry if you do not have required building level, and the best officer in the game. Annexing enemy lands also provides you with a nice amount of land if you need more space for pop.

Overseas.png

I really didnt like this card pack, especially before i reached tier 8, i found it to be the worst of the lot, the legendary card really really needs a buff, since those resources will last a factory at most 10.5 hours, for the gold at least. However, now that i desperately need land to reach tier 9, this is my new favorite card pack for the coast of a new continent drop.

Mille.png

pretty meh card pack, although the rewards for hops, grapevines king wood and apple trees provide a nice source of continuous CG. Also note that for some reason there isnt a 10 card pack for this one.

A new dawn.png

A new dawn is very interesting, since it has some of the most useless imo epic cards, and a pretty bad legendary as well to boot. HOWEVER, it does provide New Dawn, New Troubles, which allow you to do the 2 best missions in the game for fuel and mystery boxes.

 

Card Rates

Here are the known card rates i have found. There were bought from 700 10 card packs, in batches of 50 packs at a time, for a total of 250 packs.Please note as these 700 fund packs give a confirmed drop of 1 rare, these numbers cannot be applied to 100 fund packs.

 

Total rates

Foil

Total rates

Foil

Common

1630

23

65.20%

0.92%

Uncommon

446

 

17.84%

 

Rare

364

 

14.56%

 

Epic

27

 

1.08%

 

Legendary

10

 

0.40%

 

Total

2477

23

 

 

Overseas investment        
  Total rates Foil Total rates Foil
Common 1368 17 68.40% 0.85%
Uncommon 327   16.35%  
Rare 272   13.60%  
Epic 26   1.30%  
Legendary 7   0.35%  
Total 2000      

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Mitigation/Healing cuts a flat percentage off the damage. It can go up to a maximum of 30% from medics or equipment. 

Also, I believe the peacekeeping now caps at a 10 person division. Might be wrong with that though.

Overall, good guide.

#BeLikeMarked #FreeMarked #IdolizeMarked

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4 minutes ago, Xealo said:

Mitigation/Healing cuts a flat percentage off the damage. It can go up to a maximum of 30% from medics or equipment. 

Also, I believe the peacekeeping now caps at a 10 person division. Might be wrong with that though.

Overall, good guide.

#BeLikeMarked #FreeMarked #IdolizeMarked

Regarding this, while I have not been able to get the exact numbers, I have and suspect mitigation is an actual flat number, I.e. 10 percent reduces by 1 only instead of from the damage. More testing would need to be done.  Also I can confirm that peace keeping is not a cap, at least before I was banned which was yesterday. With my top division I was facing 16. I also believe that peace keeping depends on a divisions strength as after replace a piece of equipment with a better one on said division, I was facing 16 instead of the 15 I usually faced 

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5 minutes ago, marked56 said:

Regarding this, while I have not been able to get the exact numbers, I have and suspect mitigation is an actual flat number, I.e. 10 percent reduces by 1 only instead of from the damage. More testing would need to be done.  Also I can confirm that peace keeping is not a cap, at least before I was banned which was yesterday. With my top division I was facing 16. I also believe that peace keeping depends on a divisions strength as after replace a piece of equipment with a better one on said division, I was facing 16 instead of the 15 I usually faced 

Oh so Stian didn't change the peacekeeping It could go over the cap in 1.0. Also I'm doing a test right now on the healing

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18 minutes ago, Blazer said:

Excellent guide. I would have mentioned raiding in there as well tho. 9.9/10

While raiding seems to be a good way to gain land and gold, I had only been able to declare war on one person before my nation grew too big

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On 5/28/2017 at 1:14 AM, marked56 said:

While raiding seems to be a good way to gain land and gold, I had only been able to declare war on one person before my nation grew too big

Raiding doesn't give resources to be discovered with the land does it?

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Just now, Poseidon said:

Does winning works give you happiness? Or is it just the population growth?

regarding wars, this is soemthing i have little experience in, i know that population wise there is an increase by i believe the number of urban areas you recieve.

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1 minute ago, marked56 said:

regarding wars, this is soemthing i have little experience in, i know that population wise there is an increase by i believe the number of urban areas you recieve.

   As for someone who has the most GP than anyother Tier 3 user, I'll begin testing if annexation does lead to happiness growth. At the moment I have 2,409 happiness, and I'm about to annex someone tomorrow, hopefully in the early morning. Ill notify you when its done

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32 minutes ago, Poseidon said:

   As for someone who has the most GP than anyother Tier 3 user, I'll begin testing if annexation does lead to happiness growth. At the moment I have 2,409 happiness, and I'm about to annex someone tomorrow, hopefully in the early morning. Ill notify you when its done

regarding happiness growth, this may be harder to calculate, i do not know if it grows daily or if doing other things (i,e building a new buiilding, a new farm , just growing pop, winning battles etc) will lead to an increase in happiness gp. 

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15 minutes ago, Stian said:

Happiness GP is based on your population modified by your actual happiness.

ooh, thanks ill do some rough calculations and update the post 

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That is why you should unban marked 56.

 

I READ THE WHOLE THING.

Even though I have been in nations for quite a while, I did still learn new things.

 

@marked56

 

Thank you for your effort.

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4 minutes ago, TheUniverse said:

That is why you should unban marked 56.

 

I READ THE WHOLE THING.

Even though I have been in nations for quite a while, I did still learn new things.

 

@marked56

 

Thank you for your effort.

He's been unbanned for quite some time now

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@marked56

In your guide, you mentioned that you don't use secret agents and navy seals.

What do you use then?

Keep in mind that I can't use up too many fuel/ ammo per turn as I only earn them from missions.

I have tons upon tons of T-72 and plump tanks. 

Should I disband them, are they even good.

 

Also, light armor vs heavy armor, which to build first?

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8 hours ago, TheUniverse said:

@marked56

In your guide, you mentioned that you don't use secret agents and navy seals.

What do you use then?

Keep in mind that I can't use up too many fuel/ ammo per turn as I only earn them from missions.

I have tons upon tons of T-72 and plump tanks. 

Should I disband them, are they even good.

 

Also, light armor vs heavy armor, which to build first?

I would recomend building heavy armor first, as, 1) it leads you to gear hounds, and 2) it gives you access to tank destroyers. Anti inf isnt as important as anti tank. I dont use inf/special forces any more because i ran out of good ones. instead my best division slowly evolved from , and this is an approximation, 3 mgs and 7 inf, to 3 mgs and 2 inf and 2 navy seals and 3 plumps, to 2 mgs and 2 inf and 2 navy seals and 3 plumps, to 0 mgsand 0 inf,1 f35,4 t72s and 2 navy seals and 3 plumps, to its current stage of 1 f35,1tunguska , 3 plumps, 1 proto gearhound and 4 t72s. This evolulution was strictly out of necessity(i kept losing units to stupid reasons), and i spent the first few weeks worrying about my own fuel stocks before venland airspace become 2ez4me

 

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amarino is NOT the worst choice!!! Personally, it is the best, most treasure filled, and self sustaining of all!

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1 hour ago, Walrai said:

amarino is NOT the worst choice!!! Personally, it is the best, most treasure filled, and self sustaining of all!

im sorry to offend, but i was speaking from a view of the leaderboards, perhaps you could give an input on the benefits of being an amarinoan

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1 hour ago, Walrai said:

amarino is NOT the worst choice!!! Personally, it is the best, most treasure filled, and self sustaining of all!

To add on to that, amarino has some uranium and ammunition practically cannot be used by typically recruitable units until tier 4. 

47 minutes ago, marked56 said:

im sorry to offend, but i was speaking from a view of the leaderboards, perhaps you could give an input on the benefits of being an amarinoan

Let's say the following: 

  1. Completing a set is typically worse than exhausting all the cards for their own benefits. 
  2. One cannot rank continents in terms of goodness
  3. Your something something is Alba Nera
  4. The 30 percent chance of getting ammunition doesn't warrant getting that for the initial quest
  5. Thus, this guide needs heavy editing

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   Amarino is not one of the worst continents in the game, but it is not the best either. Here is my list

 

1) San Sebastian

2) Westberg

3) Amarino

4) Tind

5) Zaheria

 

 Though Tind and Amarino can be argued about, I would personally take Amarino.

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On 5/29/2017 at 3:08 AM, Stian said:

Happiness GP is based on your population modified by your actual happiness.

   yeah took me some time to figure that out

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4 minutes ago, Poseidon said:

   yeah took me some time to figure that out

I thought that you actually had 2901 happiness... that would be op.

7 minutes ago, Poseidon said:

   Amarino is not one of the worst continents in the game, but it is not the best either. Here is my list

 

1) San Sebastian

2) Westberg

3) Amarino

4) Tind

5) Zaheria

 

 Though Tind and Amarino can be argued about, I would personally take Amarino.

shockingly similar to the order of how good building materials are...

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9 hours ago, Lyl de Kela said:

To add on to that, amarino has some uranium and ammunition practically cannot be used by typically recruitable units until tier 4. 

Let's say the following: 

  1. Completing a set is typically worse than exhausting all the cards for their own benefits. 
  2. One cannot rank continents in terms of goodness
  3. Your something something is Alba Nera
  4. The 30 percent chance of getting ammunition doesn't warrant getting that for the initial quest
  5. Thus, this guide needs heavy editing

its 30 percent chance of getting an MG unit, unless that was changed, which i do not know. and i believe one can objectively rank Zaheria as being the absolute worst continent.

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