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RE: 2nd Game....Burn and Crash.

Posted: Tue Jun 10, 2014 1:52 pm
by pasty11
TRC=>EFFECTIVE TERP is the answer to the simple question.

RE: 2nd Game....Burn and Crash.

Posted: Tue Jun 10, 2014 1:56 pm
by Andy06r
The two of you are spamming a thread that neither of you posted.

I'm sorry, I'm not a mod, but can we put a fork in it?

RE: 2nd Game....Burn and Crash.

Posted: Tue Jun 10, 2014 2:03 pm
by Sieben_slith
This is really getting old, so this is my last post. I see your quote from Andy06r, but how do you know what constitutes "effective TERP" if it isn't displayed? Why would you care, if those adjustments already figure into AO? Why have you not given an opinion on any of my specific proposals of how to calculate things? I basically agreed with your (modified) opinion in my last post - perhaps you didn't read it.

In the absence of any other input to this thread, I'm gone. I feel like a salmon swimming upstream. As far as who is a native English speaker, I think that is quite apparent to anyone reading our posts. Have a nice life.

RE: 2nd Game....Burn and Crash.

Posted: Tue Jun 10, 2014 2:03 pm
by pasty11
The heat to light ratio may be worsening but every post is on topic, unlike yours.

RE: 2nd Game....Burn and Crash.

Posted: Tue Jun 10, 2014 2:06 pm
by pasty11
Well that posts shows you still dont realy understand the concepts (the reference to TERP and AO).



I guess now the needless ad hominems have broken out we can abandon thread. I genuinely thought you might have english as a second language as you have had things broken down very very simply yet still seem confused. You say you "agree" with me, but going by the above post that is obviously not the case and you still think I am saying something Im not.


To try and put in some light, of course I would care about Adjusted TERP as that is the upper limit on useful capacity completely in a vacuum of output, how can you not see that? You can calculate effective TERP easily its no mystery its TERP x GOV/RACE bonuses.

RE: 2nd Game....Burn and Crash.

Posted: Wed Jun 11, 2014 7:45 pm
by unclean
lol I'm not reading the second page of this, but OP if you really want to understand research check the wiki.

Also, this is old and displays things differently than the wiki page, but the math is the same and it might be easier to understand:

Image

It's calculating weapon research output.

If A+B+C<T on the image, things get easier and all you do is multiply the individual research capacity by the bonuses.

tldr - if you want the most efficient research, keep A+B+C=T and put a scientist and a lab on the largest research bonus location you can find. If you own a +25% and a +10% bonus for example the +10% doesn't get used.

Having A+B+C>T is just diminishing returns, and how much depends on your multipliers. There's tons of wasted research in HT and Weapons in that image, but the multiplier on Energy looks decent enough that exceeding capacity on it might be worth it if you want your total research up at all costs. Honestly this is something I never even mess with, but if you're a min maxer go for it.

Also good economy advice ITT, only thing I'd add is that resort bases are really easy to forget about but give a decent boost early on. Get a good scenery bonus close to a homeworld and it's a minimum +5K, easy.

RE: 2nd Game....Burn and Crash.

Posted: Thu Jun 12, 2014 8:22 pm
by Timotheus
This picture on research.

Should be stickied for new players on the very top of the thread list.

Make it happen.

RE: 2nd Game....Burn and Crash.

Posted: Fri Jun 13, 2014 10:15 am
by Sieben_slith
Thank you, unclean, that's all I was asking for. Don't read the whole thread, since at least 5 different approaches to maximizing research output are presented. My problem is not the math, but the logic.

I appreciate your help, Sir. It really is as simple as I thought, unless you build far more labs than you need.

RE: 2nd Game....Burn and Crash.

Posted: Fri Jun 13, 2014 11:41 am
by ldog
TERP being misleading is what has caused all the confusion about something that works pretty simply.
The problem is the word Total leads one to believe that it's the absolute max. It's the unadjusted max.

The picture really says it all.

To make it even simpler, try to always build enough so the sum of all 3 TRC is equal to or slightly greater than TERP. Unless you want to emphasize research in 1 or 2 branches then keep TRC of each equal. Don't concern yourself overly much with actual when you are learning the game.