Costs of Buildings for early stage

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r4m1k
Posts: 1
Joined: Mon Oct 21, 2013 2:12 pm

Re: Costs of Buildings for early stage

Postby r4m1k » Mon Oct 21, 2013 3:01 pm

It will be nice if some one update metal and crystal to lvl 40 and can tell us how much resorces we can get for each of lvl. please. :D

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DoctorWho
Posts: 25
Joined: Sat Nov 30, 2013 1:43 pm

Re: Costs of Buildings for early stage

Postby DoctorWho » Wed Dec 04, 2013 7:46 am

Might I suggest balancing this a bit? The costs get insane at the end, and non combat ships would probably be better not to be required in the levels at all. I would suggest something like this:

1 Light Fighter
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel

2 Light Fighter
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

3 Light Fighter
Heavy Fighter
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

4 Light Fighter
Heavy Fighter
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

5 Light Fighter
Heavy Fighter
Cruiser
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

6 Light Fighter
Heavy Fighter
Cruiser
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

7 Light Fighter
Heavy Fighter
Cruiser
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

8 Light Fighter
Heavy Fighter
Cruiser
Drednought
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

9 Light Fighter
Heavy Fighter
Cruiser
Drednought
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

10 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

11 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

12 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Deathstar
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

13 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Deathstar
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)

14 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Deathstar
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)
(Weapon Tech Displayed)

15 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Deathstar
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)
(Weapon Tech Displayed)
(Shield Tech Displayed)

16 Light Fighter
Heavy Fighter
Cruiser
Drednought
Destroyer
Deathstar
Small Cargo
Large Cargo
Colony Ship
Recovery Vessel
(Increased Warning)
(Weapon Tech Displayed)
(Shield Tech Displayed)
(Armor Tech Displayed)

The current prices are ridiculous above 12, considering I have to do this on each planet, and I currently have eight planets to get lvl 14 radar to see Dreds assuming I already had level 13 on all planets would be 6,553,600 + 3,276,800 = 9,830,400 (metal+crystal for one planet) x 8 (number of current planets) 78,643,200 in resources, and this would be only to see incoming number of dreadnoughts while most attacking players already are using destroyers.

To get destroyers radar assuming I had all the way to the previous level (that would be up to lvl 18) the jump to 19 would cost me 209,715,200 in metal plus 104,857,600 crystal which is 314,572,800 for a single radar upgrade... considering that is well over the top score in resources on the server where I play (Virgo) I think it's a bit over priced and again I would have to do this for each planet to be able to see incoming destroyer numbers.

The total comes out to 2,516,582,400 in resources which is over 10 times current top player's score on my server.

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DoctorWho
Posts: 25
Joined: Sat Nov 30, 2013 1:43 pm

Re: Costs of Buildings for early stage

Postby DoctorWho » Wed Dec 04, 2013 7:52 am

I did the above chart rather quickly I would further modify it, but I think it is closer to balanced than the current setup. Perhaps 13 should be for Destroyers instead of Deathstars, and the times can be adjusted also to add extra levels here and there, but the point is really I think that it needs looking at and reworking, I am more than happy to assist if my help is wanted.

Talizorah
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Location: North Carolina, USA

Re: Costs of Buildings for early stage

Postby Talizorah » Tue Dec 10, 2013 2:03 am

Doctor Who, I like this idea where a new ship is added every other lvl. The reason destroyers and Death Stars showed up so soon on your chart was because you skipped adding the battleship.

I do think the warning time should be set to an additive increase from the system there is now, however, 40 some odd minutes for lvl10 is not too bad. The price does get very steep very fast moving forward from lvl10 on.

Sgt Linder
Posts: 3
Joined: Thu Jun 05, 2014 2:21 pm

Re: Costs of Buildings for early stage

Postby Sgt Linder » Thu Jun 05, 2014 9:54 pm

It would be nice to see this updated with all the possible lvl and costs. My mines have surpassed the chart but would like to plan ahead.

ahs10
Posts: 3
Joined: Tue May 20, 2014 6:56 pm

Re: Costs of Buildings for early stage

Postby ahs10 » Sun Jul 06, 2014 11:36 am

umm, nanny factory only goes up to 3. not 10. right?

Talizorah
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Location: North Carolina, USA

Re: Costs of Buildings for early stage

Postby Talizorah » Sun Jul 06, 2014 1:01 pm

The images on the first page just shows the levels up to a certain point. You can find all max levels for each building on this thread:

viewtopic.php?f=4&t=1018

-Tali

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laiod
Posts: 9
Joined: Tue Aug 13, 2013 10:25 am
Location: America

Re: Costs of Buildings for early stage

Postby laiod » Sat Oct 04, 2014 7:15 pm

This will definitely help plan accordingly the amount of res I need.


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