I beg to disagree.
After 40 days, a hospital will have an effect. You will have 0.2 pop more than the city without !
(joking, of course. The effect is so ludicrously small it's like it didn't exist)
Nice data.
The 2 to 3 cities a day is consistent with what i typically observe as a good growth rate in the middle of the usual lambda inactive players.
Of course, and your data shows it well : it's in mid game that there is an acceleration (supposedly) of conquest.
A point, though. A coalition of 5 often has to do more logistics to get to the next conquest, it may sometimes reduce the growth rate.
I had 59 cities at day 15, but i had only 2 teammates, so less countries to "share" or less territory to cross to respect borders and spoils of war.
After 40 days, a hospital will have an effect. You will have 0.2 pop more than the city without !
(joking, of course. The effect is so ludicrously small it's like it didn't exist)
KFGauss wrote:
In a recent WW3 game, with a 5-player coalition and opponents that mostly either dropped out early, suicided into each other, or dropped out once they realized they were way behind (in other words, typical opponents), this data shows how our city count grew over time.LastLiving wrote:
How do you get these cities total by day 20? In the best map that I played in, I had only 40 cities by day 20. Is there something I am missing, or am I just bad.
Consistent with what Opulon wrote above, the coalition members with the faster growth were using units that are good for harvesting inactives, AI, and weaker opponents. The members with slower growth were our insurance policy and were well-prepared for a stronger opponent, but only one mediocre opponent made a stand at the end of the game, and that was with SAMs and Tanks.
I stopped counting these before we collected enough VPs to win. Toward the end there wasn't much to learn from continuing to track how fast cities were falling.
The coalition averaged taking about two cities per coalition-member each day, with a range of between of 3 and 1 per day. If your opposition is weak, I recommend trying to grow at similar rates.
I'll post some OOBs for these five countries soon. I have the OOB info for Days 6, 10 15, and 22.
OccupiedCities.PNG
The 2 to 3 cities a day is consistent with what i typically observe as a good growth rate in the middle of the usual lambda inactive players.
Of course, and your data shows it well : it's in mid game that there is an acceleration (supposedly) of conquest.
A point, though. A coalition of 5 often has to do more logistics to get to the next conquest, it may sometimes reduce the growth rate.
I had 59 cities at day 15, but i had only 2 teammates, so less countries to "share" or less territory to cross to respect borders and spoils of war.
Running an online alliance is pretty much like running a small company, except you need to find other way than money to keep your employees productive. May they play or work, they are humans.