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Administrative Efficiency 72.10 %

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Mighty AmonRe
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Post by stars Mon Jan 19, 2009 8:43 am

What is the purpose of this new input

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Post by chaos Mon Jan 19, 2009 8:53 am

LOL, administrive costs for having big army and income
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Post by stars Mon Jan 19, 2009 9:10 am

this blows, why is this implemented so damn early in the game. Makes no sense way to early for regulation at this moment in time.

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Post by Halaryel Mon Jan 19, 2009 9:34 am

https://aderanwars.forumotion.com/released-updates-f24/no-uu-buying-limits-t68.htm

it make very much sense, i think it is perfect....

Just if you have read the ONE WEEK NOTICE you would have increase our labourers instead of your Up.

regards.

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Post by Admin Mon Jan 19, 2009 9:56 am

Message was put up one week ago.
the thread that something like this gets implemented was put up 4 months ago lol.

and if anyone wants to inquire about the real world application of this.
Read THIS Article
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Post by chaos Mon Jan 19, 2009 10:23 am

mine 83% Sad
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Post by Mighty AmonRe Mon Jan 19, 2009 4:51 pm

personally i m not up for it !

lol this kinda a socialistic update ... Very Happy it's better for game but not for me !!!!! Very Happy
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Post by Admin Mon Jan 19, 2009 5:49 pm

socialistic?
man this is pure capitalism lol

bigger realm = more people in the management
people in the management = higher wages than simple workers
higher wages than simple workers = more expenses and less end profits

it doesn't get more capitalistic than that :/
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Post by Nigatsu_Aka Mon Jan 19, 2009 8:01 pm

I agree with you mr. Admin.
I`ve read part of that thesis from the link that you provided. I didn`t realised until now that management is so interesting.
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Post by Lord Pegasus Tue Jan 20, 2009 11:19 am

can i ask what the point of putting the admisitrative efficiency on if you are not having resources on the market for people to buy ****loads of UU anyway ?

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Post by Admin Tue Jan 20, 2009 11:24 am

1) slows down people at the top which is necesary anyway as anyone who played any other game can confirm
2) eventually you can buy the uu's but this update has nothing to do whether or not you can trade units. I think something like this should have been coded in every other game even where there is no trading between players.

3) Those of you who know what an UU BANK is. Well this is also made to make sure that THAT strategy has also some disadvantages instead of offering only advantages.
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Post by Lord Pegasus Tue Jan 20, 2009 11:36 am

..... ok i think i get your view of it

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Post by chaos Tue Jan 20, 2009 11:43 am

can i also confirm hat ''uu banks'' as seen previously in tdw are banned full stop?
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Post by Admin Tue Jan 20, 2009 12:00 pm

they are not banned

you're welcome to do them here
hence also this update which decreases income based on army size


Last edited by Admin on Tue Jan 20, 2009 12:06 pm; edited 2 times in total
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Post by Nigatsu_Aka Tue Jan 20, 2009 12:02 pm

Don`t forget to mention the costs to untrain/train and the percents lost when doing.
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Post by Admin Tue Jan 20, 2009 12:08 pm

Advantages:
- You build only 1 defense instead of several saving you vast amount of resources
- You also are most likely to keep 100% of your income produced

Disadvantages:
- You produce less income than if you'd spread out the uu's between many people
- Attackers only need to mass this 1 defense saving them many attack and supply turns
- With the comparatively large income the UU bank would produce, farming them every turn becomes a viable option during wars yielding high profits to the attacker and high losses to the defender
- Limit on how much you can attack means you are unable to farm everyone in an alliance (if the uu's are evenly divided) every turn (even if they produce enough each turn for it to be profitable) and still be able to conduct any other military operations
- 1% of all resources sent between players will be lost, including at's and kuwal (as provision to the merchants), distributing income onto the alliance will mean another 1% loss of income
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Post by stars Fri Jan 23, 2009 8:29 am

GEEZ ALL THESE LOSSES MAKING ME GO CRAZY Sad RAWR lol making look for different ways to be more proactive LOL! DARN U!!! hahaha but i admit this is fun lol so many little tricks and stuff up your sleeve.

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Post by rflash Fri Jan 23, 2009 8:56 am

UU bank was very succesful in other games because there you also had a race with +25% bonus to income .... so for at least 50% of the people contributing to the bank they could get a much higher "return of investment" then possible in their own account.

Uro is wrong about 1 thing ..... you produce more income by keeping the UU in 1 place then spred ..... the ratio income units/defense units it's much much better in the first case.

Non the less .... without the 25% income bonus a UU bank isn't viable atm ... even without the transfer/train/untrain losses.

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Post by Nigatsu_Aka Fri Jan 23, 2009 9:09 am

...which makes administrative efficiency a very good innovation to this kind of games...
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Post by rflash Fri Jan 23, 2009 9:12 am

eh Bogane .... we make a good team ..... I came with the demo and you with the conclusion Wink

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Post by Admin Fri Jan 23, 2009 9:12 am

rflash wrote:Uro is wrong about 1 thing ..... you produce more income by keeping the UU in 1 place then spred ..... the ratio income units/defense units it's much much better in the first case.
You are right, you also "produce" more by more likely being able to keep all of the income and be sure that you will not get farmed as it's much easier to build a def that far surpasses the top strike.

But don't forget that by pooling all uu's together your administrative efficiency goes down, so you get less income per unit. This fact decreases the efficiency of the UU bank strategy which is one of the main reasons why I decided to come up with a system like this instead of relying on simple uu purchase/transfer limits.

edit: grrr guys stealing the answer from me haha Razz
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Post by october 17 Sat Jan 24, 2009 7:37 am

i hate this it makes my personal bonus pointless!!! and my army size is relitivly small unles compaird to people who joined yesterday or quit after a few days of playing stupid stupid stupid i HATE IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by Nigatsu_Aka Sat Jan 24, 2009 8:46 am

wow... chill out dude... everyone is affected in the same way. And for your confort, your personal bonus makes your income with x% bigger than someone who has the same Administrative Efficiency and no bonus.

It is a very normal situation, that also applyes in RL.
Why do you think that "google" is one of the most efficient companies and one who has the biggest proffit? Because they established a point on that "diseconomy of firm size" curve where thier assets are the most increased than the costs, while keeping the firm size to a level where they can keep up with the competition. You should do the same. If you don`t know how, read more. Razz
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Post by Halaryel Sat Jan 24, 2009 3:53 pm

Actually administrative tax and such stuff make the game a bit more smart....

I will have a lot of fun reading future theories about it.

Actually, giving UU to smaller accounts so they produce more and send you back 90% of it (while still better than the income you would generate yourself) may arise as a very good tactic.

Newcomers may be approached very early in their carrer so they hold some of the big guys UU.

Who said it was capitalism? it look like communist to me..... or maybe a metaphore to marx book....

Oh and about the capitalist theory, i have a very strong example (that near same as google) it is INTEL. This company hold a very big share in microelectronics. And the management and infrastruture cost is meaningless. With a good management everything wrote into your wiki link is just old stuff. Also about manufacture it because strongly wrong, because if you want to build a microlectronic factory, you require a minimum (which is also maximum) of tools which take some room, so if your factory is only twice bigger of this critical size, you will waste 1/2 of your factory size, while if you build only twice bigger factory you will waste only 1/4 thus having 3x time more room to produce microelectronics.

Critical Size is what matter into big industries nowadays, this is why some companies can not compet, some goes "fab less"(they got Intellectual properties and maybe R&D but no factories), some are foundries (only manufactures without any R&D).

This is the kind of stuff i would really want to see elaborated in a game... Some player can focus as farmer, or even raiders and keep a small size, some are building powerhouse with very heavy defense and army size, some are small size but hold other people uu, send back a % of it and keep the rest to invest in their account stats. But all this need a aim, a aim shared by every player and achievable by many means.... THe story of the game say that we have been put in this quadrant to elaborate war weapon, strategies and such because the humanity became so lazy they didn't even know how to wage a war and were very week to any external treat...

So some achievement point we earn while fighting a 5th race, and such stuff would be awesome....

(did i change subject? Very Happy)

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Post by Admin Sat Jan 24, 2009 4:18 pm

something like that can be very interesting however it would need way too much work to modify this current code to make it work (You can't mount a heavy armored knight on a sheep and use him as cavalry).

Something in that direction is what i was playing with to code in the other game i'd release, however sadly you will need to wait at least until summer 2010 for that, if anyone is still around (and hopefully this game is flourishing)

It's gonna be a complex game, far more complex than this, but best case scenario it'll be coded in such a way that initially each player does the same stuff but basically unlocks his or her account in different directions
So a new player isn't initially bombarded with tons of options right from the start but only unlocks them slowly and also learns what they do.
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