Junior Army vs Super-Tank

Day 1,338, 04:31 Published in Spain Greece by Jack Lantos
Question 1: Can a new player use extra strength training to catch up to today's tanks?

To answer this question, let's compare two citizens at the extremes.

Citizen 1
Name: Romper
Strength: 6796.88
Military Rank: 62 "God of war"
Fights per day: ~400 (according to http://egov4you.info/group/view/488/1337)
Weapons access: always Q5

Citizen 2
Name: Romperr
Strength: 23.50
Military Rank: 8 "Corporal **"
Fights per day: ~100 (let's just pretend he was not banned)
Weapons access: None

I immediately declare that I have nothing against either of these players, they just seemed like fun examples.

We can simulate what would happen over time if these players use either of two strategies:

A ) Maximum strength training
Bonuses: Natural enemy bonus, 2x friend referral bonus
Strength per day: 25
Training Cost: 3.47 gold per day (3470 gold for 1000 days) excluding WP

B ) Minimum strength training
Bonuses: None
Strength per day: 5
Training Cost: None



This shows that even if imagining for a moment that new players start with 3470 gold for max strength training, they would still drift further behind the people currently at the top. As time progresses the new player disadvantage will clearly worsen, as the upper tier keeps increasing and the entry level is always at the very bottom.

It has been discussed before and most people already knew this, but although some would view this as a fundamental flaw in the game's design others might want to passionately defend the earned-and-deserved power of the tank. Regardless, what is possibly overlooked here is the potential for recruiting swarms of cheap and expendable new players to counter the limited number of funded tanks.

Question 2: Can a "Junior Army" of new recruits take on a super-tank?

This is a much more interesting question. There has to be an army size which will eventually have enough combined influence to counter a super-tank, but is this hypothetical army absurdly large?


Three tiny citizens engage in combat with a single tank.

By using citizen 2 as the template for a new player, we can modify the simulation to determine the total influence per day of a group of players as they train using strategy B over time.

Comparing this with a similar simulation of Romper's daily influence over time using strategy A, gives:



The blue line shows the number of players required to build up enough total influence to equal that of someone like Romper doing their usual thing. For instance, this means it would take 170 new players, conducting free training for 100 days, to counter the influence of a single super-tank who is using all the advantages (and consuming tonnes of gold in the process). As you increase the training time, you dont need to retain as many players, but the newbie-training advantage tapers off.

Some notes on the metho😛

- The influence formula used was the one on the wiki page, and this formula is also used by online influence calculators such as garda's one found here: http://erep.root.se/

- Since Romper is already at maximum rank I calculated what the next ranks up to rank 100 would be if the trend continues (see below).



Further simulations

There's potential for more simulations, perhaps looking at MUs, or comparing different training options, so let me know if you have specific applications for this kind of work.