Fortresses and Hospitals: A Guide for the Perplexed

Day 698, 11:05 Published in USA USA by Silas Soule
Fortresses and Hospitals: A Guide for the Perplexed

Citizen johnpauljones has been after newly declared congressional candidates in the eUSA to address some key questions that reveal their knowledge, or lack thereof, of game mechanics. Though I pine for our brothers and sisters in the new Democratic Party to drop their "holier than thou" attitude, it's certainly not an altogether unreasonable approach to the silly season. And I do cringe when seeing campaign articles promising things like "clean air and clean water". (I mean, WTF?!)

Channeling Ben Franklin, first-time congressional candidate Mohan Kumar, running for the Oregon seat on the AAP ticket, has written a concise and lucid response to johnpauljones' queries. See his Reply to johnpauljones' Queries. Kudos to Mr. Kumar for responding in a way that we can all learn from and for keeping the discussion at a respecful level.

Likewise, this useful article A Beginner's Guide to Congress is getting good circulation. As is that remarkable citizen system0101's thoughtful and interesting article What is the eUSA Congress?.

As a first-time candidate myself (Mandatory self-plug: Vote for Phoenix Quinn in South Dakota on October 25th! I'm an SFP candidate running on the AAP ticket.), these questions and responsa, as well as the articles linked-to above, have helped me to focus my thoughts. All first-time candidates could do well to consider the questions being asked and to ponder the info in these articles.



Since I pretty much agree with Mohan Kumar's responses to johnpauljones, I won't bore you by regurgitating slight variations on the same answers. Just go read citizen Kumar's article.

And if you want to dig a bit more deeply into the vexing and inter-related questions of the placement of hospitals and tanking strategy, then as background to the first argument, I highly recommend John A Kelly's provocative article In Defense of Q2/3/4 Hospitals. On the second question, a decent starting point is citizen dreaeuh's polemic in Blueprints for a Green War. (Citizen dreaueh is also running for Congress on the AAP ticket, for Arkansas.)

I recommend these two article not because I agree with them in every detail, but because they challenge received wisdom in a mindful way.

======================================== ===

In this article, I want to delve a bit into the question of the fortress strategy. For those of you who tend to post "tl; dr" for anything longer than a comic strip, kindly move along, or bookmark this for reading when you have more time. If you're just looking for some good snappy slogans, then please refer to my campaign announcment: Dance as if no one's watching, sing as if no one's listening! Also, please note that my purpose here is mainly to do some analysis. So if it's polemics you're after, then I refer you back to John A Kelley's piece, which demonstrates how to do so without being annoying.

OK, for the 3 or 4 of you left.. let's get into it.

Good problem-solving is often a matter of finding the right algorithms or models. That means finding the key variables and their relationships. Models are better than either arguments from authority or simple statistics, because you can see what rules and assumptions are at work. And models allow us to do "what if" analysis.

So... what are the critical factors here? Well, there's a number of things to consider concerning the fortress strategy, right?. The key variables that we have some level of control over are: defense systems, hospitals, and population distribution. The quality and distribution of weapons is also important, but I'm not going to cover that in any detail at this time. The main outcomes that need to be looked are likely to be: investment cost, impact on player retention, overall economic impact (including protection of key resources), and of course the role of fortresses in military strategy, particularly defensive strategy, which can also be thought as their cost to the enemy.

Population Distribution

At present, since Washington State and Alaska are occupied by the nefarious Huns, the eUSA has 49 regions . Today's total population is 20,080 eUS citizens, with 334 new citizens having been born or been granted US citizenship today. At this point, the eUSA is the fastest-growing country in eRepublik, an important fact that I'll return to at the end.

So, what if population were to simply be distributed evenly across all currently liberated US regions? That would mean 410 citizens per region. But population is not distributed evenly. Instead it looks like this:


The concentration of population in Florida and California is a key ingredient of the fortress strategy.

Defense Systems and Hospitals

As every informed citizen should know, the eUSA has Q5 hospital and Q5 defense system only in California and Florida. Again, the primary rationale for this, as often stated by our fine military group-mind, is to support the fortress strategy. By concentrating population, maximizing the wall bonus (+50% wall points for a Q5 defense system), and maximizing wellness after fighting (with Q5 hospitals), the goal of this strategy is to create and maintain regions that are as impervious to attack as possible.

Hospitals play the key role in maximizing fighting effectiveness, no matter where you fight. Contrary to some arguments, Q5 hospitals in and of themselves are not the key ingredient in making a fortress a fortress. Rather, Q5 hospitals draw players to the fortress regions; they are the means for concentrating populations there.

It's the combination of high population and a Q5 Defense System that turns a particular region into a fortress.

Strategic Retreat

From a military perspective, the fortress strategy implies a battleplan of strategic retreat in case of a massive invasion. In the recent PEACE GC invasion of North America, this plan worked quite well. Although one fortress, New Jersey, was taken down, in the end it was too costly for the enemy to try to take Florida -- and so e-America was saved.

As a defensive military strategy, the concept of strategic retreat can be jarring for real life Americans, who're accustomed to living in a superpower that has overwhelming military capabilities in nearly every area. But this is not real life, vatos! Here, despite the population differences, the eHungarian armed forces are stronger, better armed and better funded than the eUSA's. And they have lots of allies.

Defensive wars of attrition, backed up by a fortress, have proven their worth in real life history in exactly these kinds of circumstances. Think about the Napoleonic and Nazi invasions of Russia, or the military strategy of the Peoples Liberation Army in the Chinese Revolution, or even the overall course of the Vietnam War. In each of these cases, a powerful enemy was defeated by "drawing the enemy in deep", as Mao Zedong put it, then annihilating them in a counter-offensive when their supply lines were stretched too thin, their resources were drained, and their morale was shaken.

The Wall

The wall formula is 100 * Population * (1 + Defense System Quality / 10). Of course, other factors come into play in determining the outcome of a battle: strength of fighters and weapons used, level and experience of citizens, and how many mutual protection pacts are involved. But it's the size of the wall that an enemy must take into account when contemplating an attack, first because the cost of launching an attack is 50G plus (G * 25% of the population) and then of course the attackers need to have enough firepower to take down the wall by the 24th hour.

Let's do a little math, shall we?

First, let's assume that our enemy has a distribution of forces similar to what the Hungarians had when they successfully defended Manitoba on October 15-16:
* 4% big tanks (over 200 dmg per fight)
* 28% small tanks (over 100 dmg per fight)
* 43% normal players (over 30 dmg per fight)
* 25% new players (ove 0 dmg per fight)

Let's further assume a farily conservative rough total battle damage estimate and a rough total expense in gold for arming each of these divisions:
* Big tanks: around 15 fights with Q5 weapons + wellness packs; average strength of 17; average damage = 4,000; ~20 G per fighter
* Small tanks: maybe 10 Q3 weapons; average strength of 14; average damage = 900; ~5 G per fighter
* Normal players: say 10 Q1 weapons, average strength of 7; average damage = 400; ~1 G per fighter
* New players: bare-handed, average strength of 4; average damage = 100; No cost
Of course, not all of the estimated equipment costs are borne by the government. Think of these as total cost to the attacking nation.

Finally, let's assume that our Hungarian enemy has a Legion of 1,000 fighters to engage in an attack on a US region.

If a region had 410 citizens (our flat distribution of population), then the wall woud be as follows, varying according to the quality of the defense system...

No Defense System : Wall = 41000 * 1.0 = 41,000
Q1 Defense System : Wall = 41000 * 1.1 = 45,100
Q2 Defense System : Wall = 41000 * 1.2 = 49,200
Q3 Defense System : Wall = 41000 * 1.3 = 53,300
Q4 Defense System : Wall = 41000 * 1.4 = 57,400
Q5 Defense System : Wall = 41000 * 1.5 = 61,500

Cost to Attack: It would cost our Hungarian Legion roughly about 2,783 gold, all told, to utterly destory this wall no matter what level of Defense System was in place. Using the rough measures outlined above and the formulas, it would cost 153 G to launch the attack and about 2,630 in total expenses to equip the fighters. The Hungarian Legion would do somewhere in the neighborhood of 609,000 points of damage. So, even with a Q5 defense system, this region would quickly be at -568,000, a difficult and costly deficit to overcome.

Now let's compare that scenario to our two fortress states:

California
Q5 Defense System: Wall = 358100 * 1.5 = 537,150

Cost to attack: Goes up a lot: 50 + (3,581 / 4) = 895 G, plus about 2,630 G in armaments and wellness expenses comes to 3,525 G. The initial advantage still brings the wall below zero, but only to -71,850.

Florida
Q5 Defense System: Wall = 923500 * 1.5 = 1,385,250

Cost to attack: Goes up to a whopping: 50 + (9,235 / 4) = 2,359 G. Add 2,630 G in armament and wellness expenses and that brings the total cost to attack with 1,000 fighters to something like 4,989 G. And it still leaves the wall well above zero, at +314,500.

That, my friends, is a fortress.

Two, Three, Many Fortresses?

It's rational to ask: If one or two fortresses are good, then why not three, four, five or six? In the abstract, that makes perfectly good sense. But the devil, as usual, is in the details.


Map of Venetian fortresses

There's the investment cost and the investment risk involved. Both hospitals and defense systems are expensive. And when a region is conquered, they are destroyed. On the open market, a Q1 hospital can go for around 1800 USD, or about 45 G, while a Q1 defense system costs around 3,000 USD, or about 75 G. Q5's are correspondingly more expensive. And building them takes time and a lot of work and resources. Not something you'd want to buy, or build -- or lose -- on a whim.

But still.. countries have budgets and taxes. And patriotic consortiums like McFarland have donated a Q5 defense system to the government. The investment cost is manageable with some planning.

There's also an interesting argument for the number of steady jobs that can created as a result of building these kinds of systems. Particularly with the proliferation of trap companies that seek to destroy new players' morale by offering bogus wages, but paying nothing, it might be strategically wise for the government or a consortium to invest in this kind of manufacturing.

Which brings me to the conclusion of this little thought-experiement...

Baby Ka-boom

The "nut" in all of this appears to be population distribution. As mentioned above, the presence of a Q5 hospital is a magnet that draws people to a given region. And the multiplier effect of a defense system is really worthwhile only when there's a significant population to multiply.

The big risk in building multiple fortresses is drawing people away from the existing ones. The worst case scenario is draining population to the point where our model Hungarian Legion can contemplate attacking one of the existing fortress regions.

The optimal outcome would be to build up additional fortresses without denigrating the existing ones. The key to accomplishing this, it seems to me, is having specified population targets. In other words, IF a given region can build its population up to a certain level that would withstand an assault by a formidable foe (without lowering the population of an existing fortress), THEN it would make sense to place Q5 hospital and defense system there.

I believe that the imperialists of the world, who are the enemies of the e-United States, are well aware of the critical importance of population growth in the eUS. That's why we see increasing attempts at economic sabotage in the eUSA. If new players can be discouraged from playing the game, they'll either quit or move to some other country.

An effective counter-measure could be to create jobs for new players in nationalized or subsidized companies or communes that provide the resources needed to construct hospitals and defense systems (wood), and also provide a way to "move up" into working on building hospitals and defense systems. This would be more than a training company; it would be more like a job corps that offers new players a steady career path and way to contribute strategically to the national defense. The big pay-off for them would come when enough have been recruited to turn an already high-population state like Texas or New York, or a high-resource region, into another fortress, at which point they could benefit from the Q5's that they built.