817 creds per sec in 1 hour 38 mins
In a 3v3 real game (medium large). Had over 1 mil in creds too

In a 3v3 real game (medium large). Had over 1 mil in creds too

you have to post a replay for that
hurry i need to know the secrets to JJs sins universe ![]()
_|~Uber
whats the secret?? do you use 1 of your 4 monitors to calculate the exact time it will pay off to build a trade port?
what is it.. i need to know some of the secrets of the all powerful JohnJames!
_|~Uber
Very rich empire.
Seriously: how!?
Even given unhindered expansion 800 credits per second is positively insane.
You cheated. Good bye.
at least 5 other people have the replay
Find an online cheat for Sins that works and post it here. The reason I love this game is because there isn't one, and believe me I've searched the web, watched replays and crunched a few numbers after a game when something felt wrong.
Lool I was just joking~ you dont have to get so serious.
I think he's used many Lv5 sova for lv3 embargo.and sovas are stayed each all enemys planet and drain credit. ![]()
curious to know what that little blip at the top of the graph was.
Bad trade pathing
From my calculations, it shouldnt be too hard.
You'd need an 11 planet chain with 3 trade ports at each planet. That gives you 817/s before any planet income.
This assums:
Base trade port gives 1c/s + 0.075 per chain length + 30% for fast speed.
you get 817/3 (3 trade ports per planet) = 272.
so 1.3n( 1 + 0.075n) = 272 (where n = chain length)
using that oldschool quadratic formula n = -b +- sqrt(b^2 - 4ac) / 2a you get n to be 11.
Each Trade gives 1.3 plus .1 per chain
math would be (using just trade 3 trade per planet) I would need
3n(1.3 + n(.1))(1.3) = 817
(3 trade per planet) * n * (1.3 income per trade + n * (0.1 amount increase per trade line)) (1.3 30% increase due to research)
Solving for n = 39.729
medium large has 50 planets and with 6 players and 2 other partners taking planets making it that much harder
BTW your n is wrong
So 1.3(11)(1+ 11(0.075))= 26.0975 way short of 272
in your assumptions of 1 per trade and 0.075 per line increase n = 48.57 or -59.9
a=0.0975
b=1.3
c=-272
Can you post the replay.I dont like algebra![]()
Just realised - I forgot a factor of 10 for the c factor....
So yeah - its a looong chain...
The only problem with 817 creds/second is what the hell do you do with it? You would be generating credits faster than you can click on "Give 250 credits to ally." This game really needs higher denominations as far as giving credits and minerals goes.
Thats what happens when u dont disturb JJ when he is eco and when his teammates dont take planet left , right and center only fight.
That was insanely long chain, wonder haw much SBs did u make
we tested with minds ^^
less then 1:30 to make it to 800
and 1:44 for 1000
i had a HUGE trade line
i'd understand the 800 creds jj did if he didnt have to feed before eco boom or if his 2 allys had trade too
thats what we did actualy but without pacts and its actualy kinda easy to do
after checking the graph, derfel did have trade so yea 800 in 1:30 possible while feeding ^^
"Each Trade gives 1.3 plus .1 per chain"
Unless somethign was change thats not how it works. Chains always worked in multiplications. So I assume this is on the new speed in Sins Diplo? Cause thats the only way i could see this workin out like that.
for people who want to see how its done.... http://www.filefront.com/15141471/588%20in%201-25.record
I rushed someone so I didnt even eco for the first half hour, also right before the replay ended 6 more links were about to pop onto my tradeline easily giving me like 150 more creds a sec.
As the game title implies, I got 588 creds 1 hour and 25 min into the game. So yeah, its possible.
This is conclusive proof that Magnetic Clouds are underpowered, for the few remaining doubters.
The game is allegedly set in space, yet some maps are more like seventeenth-century siege warfare in Flanders, battle over one planet, move on to the next. Where's the vast dark void element?? Let's buff Magnetic Clouds! Add Time Distortions, a Flux Nexus or two, perhaps an Irregular Vortex or a cheeky Spectral Disturbance. And where's a Radioactive Burst when you're desperate for one? Hidden away with the Active Rifts, Variable Auras and Rogue Cascades that could all see useful applications, that's where!
It's the lack of room in space that makes trade interdiction such a little-used aspect of the game, though it was extremely important our history. Magnetic Clouds are the only area that you can prey on trade ships without running into starbases or planetary defences. Also the destruction of trade ships is undervalued if its a flat rate- does it increase with trade value? What would the destruction bounty be with these kind of trade empires? And trade ships seem to be rebuilt very quickly, perhaps that could usefully be increased?
I've long wanted trade to be reorganised, I'd hoped that the second expansion would implement it. The current trade route system seems artificial and not very rational. There should be bonuses for trading betwen dissimilar planets, not for merely shipping from one volcanic to another, over a greater distance.
As far as I know this has always been the case. It hasnt changed. (other then original sins and entrenchment tweak).
First trade gives 1.3. Next trade thats adjacent forms a 2 link line increasing the rate by .2 to 1.5 for both tradepost
The 0.1 per chain is the multiplication part.
1.3 +0.1xchain length, per trade port.
According to some sins wiki, its 1 + 0.075 per chain, with +15% for normal speed and +30% for fast.
https://www.sinsofasolarempire.wikia.com/wiki/Trade_Port
I remember that game...
It was fun, but I don't think we had any resistance from the other team.
derfel post a replay pls
pretty pretty pls
_|~Uber
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