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canuck






Buildings at end of round
replied on: 7/18/2003 5:03:45 PM

I was wondering if someone could tell me or show me some sort of efficiency calculation for this... near the end of round, at what point does it no longer make sense to construct on barren land, taking into account different races (eg. some races give 10 pezzies per barren land, most give 5), mods, buildings (I'd hazard to guess it makes sense to build GNs/GTs really late into the game, while DMs are probably not a good idea at that point), attacker/explorer, etc.?

A preliminary and obvious calculation would be to take your plat production per peasant (2.7 + mods), multiply it by the marginal gain in pezzies you would get from the building (15-5=10 for normal buildings and races that house 5 pezzies per land, 30-5=25 for homes assuming no mods), and multiply that again by the number of hours left in the round to get the total marginal plat production gain of that building the rest of the game. If the marginal plat production of construction > building cost, then build the building, otherwise leave it barren. However, this model is flawed for a number of reasons. Except for homes, it doesn't account for the non-plat producing benefits of the buildings under construction. It also doesn't account for the value that the plat could give you earlier as opposed to later (eg. an attacker probably cares less about saving 1k plat at the end of round when then could have an extra 1k OP to play with 72hrs before the round ends).

Just as a random estimate, I'd hazard to guess that anywhere between 3-5 days before the round ends is a good time to stop constructing buildings on barren land, but I'd love to hear people's suggestions on this one... thanks!
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