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asplain the AE formula please

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Kenzu
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Post by Mystake Tue May 10, 2011 9:12 pm

Can someone asplain it to me? I'm having a devil of a time trying to get my income to over 700m/turn. It seems everytime I grow, AE catches up and puts me back down.

i thought it was such that AE isn't enough of a factor to make training new units not profitable. It's seemingly hardly profitable for me atm. I've got some farmers being trained, but as turns go by my income is going down more than its coming up.

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Post by Steveanaya Tue May 10, 2011 11:30 pm

The AE is going down rapidly

That's what's happening
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Post by seaborgium Tue May 10, 2011 11:32 pm

Te ae is bsed on gaas which last I saw was 10m

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Post by Steveanaya Tue May 10, 2011 11:35 pm

AE = (a/21.55586668) * (x-0.44026117159102)

a = average army size
x = your army size

I think this is it
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Post by Mystake Wed May 11, 2011 2:53 am

like steve said AE is going down rapidly...

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Post by Kenzu Thu May 12, 2011 4:31 am

AE goes down if your population grows faster than average population, or if average population is falling.

There are many new players who are playing now. Since they start with only 3040 population, they lower the average population (and thus lower AE), but as they will grow, average population will grow again.

If your income dropped, and you didnt grow much, it simply means that the number of new active aderan wars players increased considerably.

Average population is currently: 10.685.000
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Post by Mystake Thu May 12, 2011 11:57 pm

how does the game determine active/inactive players?

and when can we expect the players who are < 50-75k in size to be finally wiped out of the game? it's so, sooo long overdue and it causes slow turn changes (see sgw)

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Post by Admin Fri May 13, 2011 9:30 am

the AAS was around 11 mil 2-3 weeks ago, then it dropped to 9.5 mil and now it's going back up.

AAS only considers people who logged in in the last 1-2 days and ignores everyone that registered in the last 24 hours.

Also I have not once experienced a slow turn change. Mostly for the reason that SGW runs everything on the turn tick, ranks, income, up, protections, planets. Updating the ranks takes up about 80-90% of the "effort".
I have spread these updates over the whole turn so there is no overload as sgw used to have
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Post by seaborgium Fri May 13, 2011 10:26 am

Theres also things such as training that happens at 15 after so yeah.

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Post by Nimras Sat May 14, 2011 2:56 pm

Admin wrote:the AAS was around 11 mil 2-3 weeks ago, then it dropped to 9.5 mil and now it's going back up.

AAS only considers people who logged in in the last 1-2 days and ignores everyone that registered in the last 24 hours.

Also I have not once experienced a slow turn change. Mostly for the reason that SGW runs everything on the turn tick, ranks, income, up, protections, planets. Updating the ranks takes up about 80-90% of the "effort".
I have spread these updates over the whole turn so there is no overload as sgw used to have

LOL my AE jumps so much that i go from 380mill to 360mill during a day EVERYDAY.

YOUR AE is not working proberly or at least is so broken and ineffective that its purpose which was a good one makes it a useless.

Atm i can't get my income up or even keep up because of the fact AE jumps so much constantly.

You should really look into AE and somehow stop it from fluxuating so much that its damaging well those with a tad bigger income and size.

Because the way your AE works now is simply destroying your game.

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Post by Mystake Mon May 16, 2011 6:23 pm

ya srsly martin... my income is bouncing around all over the place.

IMO, if you're going to keep AE, then start modifying it - things like officer income goes through BEFORE AE affects total income so that you can give officers more while losing less.
it's a way for bigger players to funnel their income into smaller players - but don't have the officer's AE affect the income he gets from his CO, make commander/officer kuwal/uu changing be AE free.

or, weapon maintenance happens before AE takes effect

or even a better formula because with the way resources are going up in value it makes only more sense to have more kuwal in play - making things like weapons 13 actually cost-effective

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Post by Mystake Mon May 23, 2011 12:07 am

bump at my previous post

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Post by Admin Mon May 23, 2011 7:20 pm

Average army size has been going up.

4 days ago it went past 11 mil for the first time.

Mystake wrote:because with the way resources are going up in value it makes only more sense to have more kuwal in play - making things like weapons 13 actually cost-effective
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Post by Mystake Mon May 23, 2011 9:00 pm

and how long until it gets to 12m??

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Post by Admin Mon May 23, 2011 10:19 pm

how should i know that?
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Post by Mystake Tue May 24, 2011 9:06 pm

how about an educated guess?

like, say,

"well, it took x time to get from 10 to 11, and y time from 9 to 10, so it looks like it'd take z time"

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Post by Admin Wed May 25, 2011 2:13 pm

60 days ago it reached 10 mil, since then it's been staying around 10-11 mil

the jump from 9 to 10 mil happened in 10 days
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Post by J1nx Fri Jun 03, 2011 2:05 pm

Iv literally lowered all my costs and increased my number of farmers by 5% and my income has gone BACKWARDS by 10kk
im assuming thats due to AE... i understand you want smaller people to be able to catch up to the bigger folk but cmon... *bangs head against desk*

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Post by Admin Sat Jun 04, 2011 5:24 pm

Haven't your officers simply increased their RAW UP so more of your income goes towards buying units?
Isn't that a more logical explanation?

Global average is now 12.5 mil for those who haven't looked at it yet.
How much did you increase your armysize compared to increasing farmer count? Also I assume you have no miners then, since income loss with 1 miner is bigger than income loss with 1 farmer.

AE reduces your income PER UNIT.
If you buy 40k uu's the following will happen:
With 15 mil ARMY,
90% farmers AE drops by
0.1% so EACH of your
13.5 MILLION farmers produces
0.05 Kuwal per turn less and TOTAL
675,000 Kuwal per turn less

With 60 mil ARMY
90% farmers AE drops by
0.011% so EACH of your
54 MILLION farmers produces
0.0055 Kuwal per turn less and TOTAL
300,000 Kuwal per turn less

The AE drop is 9 times higher in the first example, but because you have many more units, the income reduction is only half as big.
But also dont forget that if you train 40k farmers at 15 mil army, those units would produce maybe 1.8 Mil kuwal (so income increased by 1.4 mil)
But with 60 mil, those same 40k farmers would produce maybe only 900k Kuwal (so income increased by 600k)


Also obviously if you have 20 mil armysize, then get 20 mil units and train them into military, your AE will take a big hit. Then you cannot be able to recover the whole income you lost by training 500k farmers compared to an armysize of 40 Million.
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Post by J1nx Sun Jun 05, 2011 2:29 pm

my officers' raw UP doesnt change...
spent the weekend banking all my cash (nothing else) and my income has gone up 25kk... how does that tie into your whole explanation above?

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Post by Manleva Sun Jun 05, 2011 9:55 pm

The obvious answer is that your own growth has not risen at the same rate as the global average and therefore your AE has altered resulting in less cost and more income.

AE is currently growing at a very fast rate and at a rate which is higher than a lot of players UP. GAAS is now 13.4 Mil which is a big jump from when admin posted.
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Post by J1nx Tue Jun 07, 2011 11:23 am

so the global avg was 12.5kkk, the next day it was 13.4kkk, 2 days later it is now 11.9kkk... that is some significant change in average especially when there are so many players

Question

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