Hi everyone:
As everybody knows, the exploit of clearing and planting forests to get extra shields was erased from the game as it was used to accelerate production.
Was this really an exploit?
The problem, IMHO, wasn't the exploit of extra production given by forests, but an inefficiency in the numbers.
I'll explain.
Let's assume that forests give extra production every time they are cleared.
A player who clears a forest and then he re-plants it, obtains the following production.
Pa = sf * Tc + sp * Tp + k
Where
sf = shields produced by a forest in a turn.
Tc = turns of clearing.
sp = shields produced by a plain / grassland, in a turn.
Tp = turns of planting.
k = extra shields given from clearing.
Using the numbers in the game, we can get (assuming we are on plains)
Pa = 2 * 3 + 1 * 3 + 10 = 19
Whereas, a player who doesn't clear the forest obtains the following production in the same number of turns.
Pb = sf * ( Tc + Tp)
Pb = 2 * (3+3) = 12
Pa > Pb
So, clearing and planting is better than let forest produce by its own, there is an inefficiency and exploiting the trick is the best strategy.
Now, What we want to get?, we want to prevent this from happening, we have 2 alternatives.
Let extra production happens only once ---> What we have in the game currently.
Change the numbers ---> My idea.
Under my idea we need:
Pa < Pb , subject to k > sf * Tc
This means:
sf * Tc + sp * Tp + k < sf * ( Tc + Tp )
After operating, we have:
k < (sf - sp) * Tp
Assuming that:
sf = 2,
sp = 1
sf - sp = 1
So
k < Tp
Finally
Tp > k > sf * Tc
Assuming:
sf = 2
Tc = 3
k must be more than 6. k is currently 10, this is a good number.
Consequently Tp must be more than 10, 11 can be an option.
Finally:
The number of turns for planting should be 11 or higher to allow extra production more than only once when clearing forest and prevent the exploit.
What do you think?.
As everybody knows, the exploit of clearing and planting forests to get extra shields was erased from the game as it was used to accelerate production.
Was this really an exploit?
The problem, IMHO, wasn't the exploit of extra production given by forests, but an inefficiency in the numbers.
I'll explain.
Let's assume that forests give extra production every time they are cleared.
A player who clears a forest and then he re-plants it, obtains the following production.
Pa = sf * Tc + sp * Tp + k
Where
sf = shields produced by a forest in a turn.
Tc = turns of clearing.
sp = shields produced by a plain / grassland, in a turn.
Tp = turns of planting.
k = extra shields given from clearing.
Using the numbers in the game, we can get (assuming we are on plains)
Pa = 2 * 3 + 1 * 3 + 10 = 19
Whereas, a player who doesn't clear the forest obtains the following production in the same number of turns.
Pb = sf * ( Tc + Tp)
Pb = 2 * (3+3) = 12
Pa > Pb
So, clearing and planting is better than let forest produce by its own, there is an inefficiency and exploiting the trick is the best strategy.
Now, What we want to get?, we want to prevent this from happening, we have 2 alternatives.
Let extra production happens only once ---> What we have in the game currently.
Change the numbers ---> My idea.
Under my idea we need:
Pa < Pb , subject to k > sf * Tc
This means:
sf * Tc + sp * Tp + k < sf * ( Tc + Tp )
After operating, we have:
k < (sf - sp) * Tp
Assuming that:
sf = 2,
sp = 1
sf - sp = 1
So
k < Tp
Finally
Tp > k > sf * Tc
Assuming:
sf = 2
Tc = 3
k must be more than 6. k is currently 10, this is a good number.
Consequently Tp must be more than 10, 11 can be an option.
Finally:
The number of turns for planting should be 11 or higher to allow extra production more than only once when clearing forest and prevent the exploit.
What do you think?.
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