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  1. So alexxi, I just did all the math and we CAN finish everything without anything from adorables. See below.
  2.  
  3. Today
  4. Figured out that the tech 2 labs with 13 hexes output 3 each per tick (15 ticks per open area)
  5. so 90 tetra beacons today and tomorrow
  6.  
  7. We produced unpentium in the third region (was connected to our hq) at 3 per tick times 3 facilities = around 60 per facility (bidding may have lost 9+ unpentium since we had to get the hexes first and ticks were lost in the process)
  8. total needed currently
  9. 395 (armored 1 beacons) and 102 (12 left over, need more class 2 ore) making the total needed
  10. 497 unpentium
  11. 224 is in our inventory so:
  12. 273 needed to finish
  13. approximate amount that will be received tomorrow if we grab 3 hexes in region 3
  14. 160-170 unpentium
  15. so around 100 unpentium to finish up if we get the 3 hexes again
  16.  
  17. 102 beacons X 25 class 2 ore = 2550.
  18. Assuming that each is making at 28 (note one is making class two at 28, but the other two are making the class 2 ore at 29 and the last at 30 per tick)
  19. 28 X 6 (number of mines making class 2) X 15 (ticks per day) = 2550 (I think the other two mines we changed over today will both be either in the 30's or 29 so we will finish this a little early)
  20.  
  21. unfortunately I cannot say how much class 1 ore will be produced per tick (3 facilities) but assuming the above numbers are the same (in which they aren't since number of hexes is different)
  22. then were looking at around 1300 class 1 ore per facility
  23. so 3900 class one ore = 195 beacons that can be made (again this is a rough estimate)
  24. so still short 4000 ore approx (assuming we get done 3900 tomorrow)
  25.  
  26. Now as far as production is concerned. I did some crunching of numbers and with 13 hexes
  27. This is related to the factory only(200% fac rock hex).
  28. 9 tetra beacons per tick are produced per tick
  29. 11 armored beacon 1's are produced per tick
  30.  
  31. so were looking at about 165 armored 1 beacons (again no adjacency bonus which will increase this number) per day
  32. and 135 tetra per day
  33.  
  34. 85 tetra are currently producing for: 104 networth each (9.5 ticks to finish)
  35. 8840 networth
  36. 203 armored beacon ones for : 51 networth (18.5 to finish)
  37. 10353 networth
  38.  
  39. it will take (with no adjacency bonus)
  40. 27.89898989898989898989898989899 ticks for the current production to finish (taking us into Thursday basically with 8-12 minutes to go)
  41.  
  42. Assuming that the regular factories will be half of this
  43. 4 tetra per tick X 104 tetra beacons on a regular hex = 26 ticks to finish all the tetra beacons (basically 2 hexes)
  44. 5 armored per tick X 395 beacons on a regular hex = 79 ticks (5.2 hexes to finish, quite frankly with the adjacency bounus I think we don't have to worry about that extra .2 especially since 11/2 is not exactly 5 per tick)
  45. What i'm saying is with our rock hex I believe we can get away with having 7 factory hexes(including the rock) and the other 6 hexes can be mine hexes to finish out the needed unpentium and class one ore. If needed throwing up a hex (ONE ONLY) in region 3 to finish all production)
  46.  
  47. technically if a non bonus hex did half of what the bonus did than:
  48. 82 armored beacon 1 per regular hex (395 total armored beacons not in production)
  49. 67 tetra beacons per hex (most likely 102 tetra beacons not in production)
  50. =
  51. 4.81 armored beacon hexes
  52. 1.55 tetra beacon hexes =
  53. 6.35 hexes (regular) to finish everything
  54.  
  55. If we were to put another 20 additional tetra beacons on the rock hex then
  56. 1.25 tetra beacon hexes would be needed
  57. =
  58. 6.06 factory hexes (and this is NOT including 5% bonus per factory hex touching)
  59.  
  60. What I'm basically saying is with this math we CAN most likely produce everything needed to finish all our beacons (1 and tetra's) for the season with a possibility of only having 12 hexes (and putting one in region 3 if needed)
  61.  
  62. Unpentium with 13 hexes produces at 4 per tick (4x 15)
  63. 60
  64. 2 or 3x mines with unpentium
  65. 180 (and we should only be short about 100 after Wednesday)
  66.  
  67.  
  68. not produced (not all materials available yet)
  69.  
  70. 104 tetra 2 beacons
  71. 10816 networth
  72.  
  73. 395 armored 1 beacons
  74. 20145 networth
  75.  
  76. 203 armored 1 beacons in production
  77. 10353 networth
  78.  
  79. 85 tetra beacons in production
  80. 8840 networth
  81.  
  82. 20432 Current networth
  83. total:
  84. 70586
  85.  
  86. ------------------------------------------
  87. This is from yesterday:
  88. (this is assuming we left it the way it was, there is no longer 2 mines getting class 1 ore)
  89. Ore needed: 11960
  90. Ore currently avaiable: 4076
  91. Ore still needed: 7884
  92. Ore per place (assuming the worst): 93
  93. ore per hour per facility: 1395
  94. 2 facilitys making ore: 2790
  95. 2 days left to gather ore: 5580 <- estimated production
  96. 7884 - 5580
  97. needed ore:
  98. 2304
  99.  
  100.  
  101. unpentium:
  102. assuming 4 per tick
  103. 60 X 3 facilities:
  104. 180 per day
  105. 360 total (next 2 days)
  106. currently available: 73
  107. total expected: 433
  108. beacon 1 598 + tetra beacons 240 (most expected, number will be less more than likely)
  109. 405 unpentium
  110.  
  111. Class 2 ore needed (assuming 240 tetra beacons are made)
  112. 240(supposedly) X 25 = 6000
  113. class 2 ore per tic 31
  114. produced per facility per hour: 465
  115. 4x facilities: 1860
  116. 2x days: 3720
  117. short: 2280 class two ore
  118.  
  119.  
  120. 598 beacon 1 not producing - 30498
  121. 129 beacon 1's in production - 6579
  122. 39 tetra beacons in queue - 4056
  123. 240 (assuming)tetra beacons that will be made - 24960
  124. current networth - 10525
  125.  
  126. total (assuming everything is produced, not including thursday):
  127. 76618
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