Grumpy OLD Men: 3rd Edition

Day 1,815, 15:27 Published in Ireland Ireland by Sweet Drinker


The world is filled with grumpy old men.
MU's are built upon them.
Large countries are run by them.
Alliances are commanded by grumpy old men.
Even the women are grumpy old men!

There are thousands of players in Division 4, and every last one of us is
a grumpy old man. There's alot more in Division 1 than you might think too.

Seems being old is something to be ashamed of these days.
We horde all the money & supplies.
Our only interest is maintaining power.
We've no regard for the youth.

or so we're lead to believe.

Before you bother reading the ramblings of an old man like me,
go read this article by this youngster.

Vote it/Sub it/Send him a friend request. That'sa newcomer to watch, cuz he's touched upon a concept that many senior senile citizens haven't managed to grasp yet.

Conservation

Seasoned players got to play in a world without consequences.
We clicked away on this, that, w/e not knowing the resource we consumed. The new generation however, must weigh the value of every click they make if they want to maximise their gameplay.
While many older players are still trying to instill outdated systems in them.

It's an almost humourous reflection of real life..


Everybody has probably heard the government is batting around the idea of supplying lower quality weapons.

It's pretty straight-forward thinking:
*We can't afford to supply top quality weapons to our soldiers.
*So we'll try to supply them lower quality.
"Something is better than nothing. Atleast we're giving the soldiers hits".


This idea ignores the underlying mathematics of erep.

Firstly the 'run of the mill' math:

((uses * dmgModifier)/cost) = wpnEfficiency

Basically this means to evaluate the efficiency of a weapon, you multiply the amount of uses it's Quality grade gives you, by the amount it modifies your damage by. Then divide that by the cost per weapon.
This is actually a simplified example. The real formula used also includes your baseline damage
(uses * (dmgModifier + 100))/cost = efficiency


The most commonly made mistake is to simply calculate the amount of hits vs the cost.


If there are two things you take from this article, let the first be this:
The Government does not give soldiers hits.

Governments don't have hits..
The government is purchasing hits from the soldier.
Hits are not 'free' anymore. They have an intrinsic value, that is irrecoverable.
The Government pays for the soldiers' hits with damage modification

Damage is the real currency of erep, but that's the topic of whole different article.


Everytime you hit you gain an experience point. Xp increases your level, ergo progresses you through Divisions.
The amount of damage you do correlates(10 to 1) to how fast u increase military rank(which acts as a dmg multiplier).
The slower a player gains xp, the more time they have to strength train (dmg modifier) within their Division.

The key to effective soldiers is for them to do the most dmg possible in the lowest division possible.
(influence = damage/division) formula fans should find that simplification amusing 🙂

Supplying soldiers with sub-quality weapons, harms the (strngth*rank)/Div)ratio.
Encouraging anyone in div's 1-3 to use low quality weapons does longterm dmg to their battle performance and national battle effectiveness.

A soldier with a good influence/div ratio will, when nearing the end of their time in a division, recover their training costs via battle medal gold.
So low quality weapons harm the soldier economically also.


When you calculate a weapons value for it's damage modification you get some interesting output. Based on current prices:

A Q7 weapon buys 142.85 damage points per IEP
A Q6 weapon buys 159.03 damage points per IEP
Saving the Government just over 10% on the cost of weapons.
We measure in "points" so any player's raw damage value can be plugged in algebraically. The ratios will remain static.

And it should be noted that it's only due to a major fluctuation in price that the Q6 weapon is reading a positive dmg/price ratio at all.
At yesterday's prices a Q7 weapon's dmg/price was actually 25% BETTER than Q6.
Who knows what tomorrow's markets will bring.


But all this cost calculation is really just for argument's sake.
The real cost analysis lies in the damage modification the soldier is being paid for his hit.

For that (current) 10% government savings, the soldier loses (static) almost 27% of the rank value of each hit.


This is a staggerring (guaranteed) loss of an irrecoverable commodity for the sake of a merely respectable (fluctuating) savings of a renewable commodity.

It's like wasting 27% more gasoline to save 10% more lumber.
ProTip: Plant more trees instead!

Let the second thing you take from this article if nothing else be:
Since the implimentation of Division, the 'clicks' of a sub-Division4 players are the most valueable thing in the game.

The only thing that can never be replaced.

If they are not clicking with top quality weapons/bazookas, they are better served not spending those clicks at all.

Likewise the only 'My places' clicks worthy of such an expenditure are in strength training.
New players should actually be discouraged from working any the companies they are born with. Their economic value pales in comparison to how lucrative a high influence/Division ratio is.]

Just ask any [proper] Div4 soldier what they'd be willing to pay to get back all the clicks they wasted in the time before Division implimentation.
I made +300 gold in the last 40-50days of my time in Div3 from BH medals.

Our youth are our future. Let's not squander them on poor weapons.


As for ppl who are already in Division 4:
If the Government must reduce the amount of supplies/soldier, they really ought to be able to cover the difference using their own supplies anyway 😛