Trading via pop drop. |
Tue, 07 August 2007 11:25 |
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Is it possible for one player to pop drop with a way point zero order and then his ally to pop drop him the same turn with a way point 1 order, giving them both a chance at tech each turn on every world used?
One player would need 2 freighters to always keep one ready for a way point 1 order to make this work.
Am I understanding this correctly?
Thanks in advance,
Conrad
[Updated on: Tue, 07 August 2007 11:26] Report message to a moderator
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Re: Trading via pop drop. |
Sat, 11 August 2007 02:29 |
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For best effectivenes, use 3 planets for the drop operations. BE careful!, if one of the players is IS then the drop amount on the IS has to be increased by 100 due to the IS ground war defense advantage. Ideally, I like to use a 3 red planet triangle for these operations. The player doing the waypoint one drops can simply send 3 ships to run around in circles with automatic drop orders. Every few years he just checks them and sends some additional pop as needed.
The one thing to remember is that the tech gained may not be in the desired field - it can be any filed where teh other player has higher tech.
Ptolemy
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Re: Trading via pop drop. |
Sat, 11 August 2007 05:47 |
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The number of planets used per turn increases the odds of getting tech. For each battle on a planet you have a 50% chance of gaining a technology level. Use 2 planets and your chance increases to 75% - 3 planets and you increases the odds to 87.5%.
Ptolemy
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Re: Trading via pop drop. |
Sat, 25 August 2007 22:34 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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I prefer to use 6 planets for pop dropping tech trades, 3 sets of 2 planets. Although 2 sets of 3 planets would work too if you can find them.
Instead of dropping 400, you can drop 300, there is no pop die off between waypoint 1 of one turn and waypoint 0 of the following turn, so that pop can be 100.
If the defender is IS, then it's slightly better if they're w1 dropper, they'll always have 100 pop (counting as 200) for the w0 dropper, who will then need to drop 400 pop. If they're the w0 dropper, the w1 dropper will have to drop 500 pop a turn (to defeat 200 pop - doubled - and leave 100).
Here is the sequence for a world
Turn starts
Race A has 100 pop on world (if it has 200, Race A has to manually lift 100)
Race B manually drops 300 pop as a w0 order (400 if the world lost 100 pop last turn, and Race A didn't lift 100)
Race B now owns the planet with 200 pop (and a chance to gain tech)
Everyone researches, and pop can die off (rarely at this level)
Race A w1 drops 300 pop, capturing it (chance to gain tech, even the recently researched tech)
Race A will now own the planet with 100 pop (200 if 100 died off earlier)
Turn ends
This could be completely automated for Race A (except for setup and occasionally reloading freighters).
- LEitReport message to a moderator
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Re: Trading via pop drop. |
Fri, 14 September 2007 15:14 |
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Taka Tuka | | Master Chief Petty Officer | Messages: 102
Registered: March 2004 Location: Germany | |
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Does anybody have the experience, in which tech one level can be gained by pop-drop?
For example:
Player 1 has 5/7/4/5/6/2
Player 2 has 3/6/1/4/4/1
Player 2 gains plenty of player 1 - planets by popdrop.
Which of player 2's tech-levels will increase first? Highest/lowest/biggest difference/cheapest/most expensive ... ??
Thx
Taka Tuka
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Re: Trading via pop drop. |
Fri, 14 September 2007 21:57 |
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Soobie | | Officer Cadet 3rd Year | Messages: 270
Registered: May 2007 Location: Australia | |
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Assuming you're not allied, Player 2 may want to restrict the 'plenty of player 1 - planets' dropped per turn - perhaps attempt to keep it to about 5 or *6* a turn if it is safe to do so ... of course, if it isn't safe to do so, be like Nike and Just Do It.
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Re: Trading via pop drop. |
Fri, 14 September 2007 22:13 |
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I was under the impression that once the first 50% 'do you get a chance at any techs' test has been passed, then it tests the available techs one at a time, in the research page order - en/we/pr/co/el/bi, stopping once an available tech passes it's own 50% chance.
I haven't tested, this is just what I remember reading. If this is correct, then where serveral fields are available, the tech gains would be slightly more likely to be, say, en that it would be con.
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Re: Trading via pop drop. |
Sat, 15 September 2007 11:41 |
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If you - Race1 have 5 tech fields above Race2 and Race2 pop drops on Race1, the field that tech is gained in will be random.
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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Re: Trading via pop drop. |
Mon, 17 September 2007 11:32 |
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Yes, Murphy's Law seems to strike very often in this circumstance
Ptolemy
Though we often ask how and why, we must also do to get the answers to the questions.Report message to a moderator
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