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Polls are now open for the 2nd Prime Minister Election! Members please refer to "Voting and Elections" for information. Polls close Friday May19th at 6PM EDT!

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kalev60
kalev60
Minimums and Required Stockpile Numbers   A46QJoD
Scholar: wrote at least a guide
Tester: was part of p&w alpha or beta
Active Discord user
Posts : 119
Reputation : 8
Join date : 2016-10-06
Age : 34
Location : Estonia

Minimums and Required Stockpile Numbers   Empty Minimums and Required Stockpile Numbers

Sun Oct 16, 2016 5:09 am
Resource stockpile numbers
Minimums and Required Stockpile Numbers   Stpile10

Minimum steel is the amount needed to go from 0 tanks to maximum tanks. Optimal steel is twice that and gives you the ability to rebuy all your tanks once. Similarly minimum aluminium is the amount needed to buy maximum air-crafts, optimal aluminium is 3 times as much. For gasoline and munitions: minimum is equal to the amount of resources needed for two wars (6 ground attacks and 8 air-strikes, offense and defence, max units).  Optimal is closely equal to the number of resources needed for three wars.  

Power supply and money, every nation should keep at least weeks worth resources to power their power-plants at all times if possible. In case of global wars having at least 2 weeks worth is optimal. Money on the other hand is tricky, having too much of it on hand is wasteful, as it can be raided away when your nation is loosing, having to little might prove difficult to do spy-ops and re-buy your forces, usually don't worry about the money in wars.


Last edited by kalev60 on Tue Oct 18, 2016 12:28 pm; edited 1 time in total
kalev60
kalev60
Minimums and Required Stockpile Numbers   A46QJoD
Scholar: wrote at least a guide
Tester: was part of p&w alpha or beta
Active Discord user
Posts : 119
Reputation : 8
Join date : 2016-10-06
Age : 34
Location : Estonia

Minimums and Required Stockpile Numbers   Empty Re: Minimums and Required Stockpile Numbers

Sun Oct 16, 2016 5:30 am
Minimum Peace-time Standing Forces
Minimums and Required Stockpile Numbers   Troopn11
Having maximum barracks, factories and hangars built in your cities is a good idea, when lowering your troops tanks and aircraft at peacetimes it is best to keep the improvements for quicker rebuilding of the forces when necessary.

Ships, Missiles and nukes - all of them are left up to the discretion of nation-rulers and more often then not up to the size of their virtual-wallets. Ships are expensive way to destroy infra, air-strikes are hell of a lot cheaper, blockades against well-prepared enemies are pointless, they have all they need, but you can scare new players into submission with blockades at time and block already broke people from help and resources to buy nukes or do other nasty stuff to you, so ships are expensive and have limited uses. Ships can destroy improvements at random so if your coal is to destroy improvements then ships are cheaper then nukes and ships don't give beige protection like nukes.

Nukes the scary weapon of destroying infra in a single city- expensive as fuck but scary to whales in mass, 3 attackers only throwing nukes at you when you have more than 2k infra in every city will become a problem, 15 cities into dust in 5 days, that is the coordinated power of nukes, resulting in hundreds of millions lost in infra, nuclear bad effects on economy for some days and lost profit generation on that infra which is pointless to speculate how big that could have been. As said nukes are expensive as hell to buy to have sitting around to guard, CIA and max 60 spies are useful but good enemy can coordinate and take out up to 3 nukes a day with spy-op alone, VDS can shoot down 20% of nukes so if Random numbers God doesn't like you can throw failed launches for 5 days doing 0 damage losing MAP's and nukes. Newer less experienced members are sometimes afraid of nukes so they might help keep amateurs off you though those psychological effects are observed in the wild less and less. Launching nukes gives your enemy beige so nobody can declare on them, that's why it is mandatory to have MA approval to use them . When taking down high infra nations with nukes you need MA approval you also need to coordinate with fellow GPA members that your target has its defensive war-slots full before you start launching nukes.

Missiles- Missiles are infrastructure and improvement artillery units that can destroy around 300 infrastructure on average and one improvement. They require 100 aluminium, 75 munitions, and 75 gasoline to build one missile. Missiles have a daily upkeep cost of $21,000 per day in peacetime and $31,500 per day in wartime. Can be destroyed by spies like nukes, don't offer beige though, one destroyed improvement is sort of nice, but winning by destroying improvements is long and costly, mostly failed plan. Iron Domes are almost everywhere now so 50% chance of shooting down enemy missiles makes very few new players be scared of them. If you have the cash and project slots to spare though having missiles might give you some small advantage at times but it doesn't matter much.
kalev60
kalev60
Minimums and Required Stockpile Numbers   A46QJoD
Scholar: wrote at least a guide
Tester: was part of p&w alpha or beta
Active Discord user
Posts : 119
Reputation : 8
Join date : 2016-10-06
Age : 34
Location : Estonia

Minimums and Required Stockpile Numbers   Empty Re: Minimums and Required Stockpile Numbers

Sun Oct 16, 2016 6:14 am
Military projects
Intelligence Agency- Intelligence Agency is a national project that allows you to do two espionage operations per day instead of one and increases the spy cap by 10.

One of the cheapest and arguably most useful projects .

Iron Dome
Iron Dome is a national project that gives you a 50% chance of shooting down enemy missiles.

In middle scores where some of your enemies might throw missiles it has it's charms, useless under 750 score, useless over 2000 score. Cheap

Missile Launch-Missile Launch Pad is a national project that allows you to build Missiles. Missiles are pointless units that damage infrastructure and 1 improvement per missile.

Cheap and somewhat scary to newbies.

Nuclear Research Facility-Nuclear Research Facility is a national project that allows you to build Nuclear Weapons. Nuclear Weapons are weapons of mass destruction that damage infrastructure and 2 improvements.

For big nations with lots of cash and nothing better to do with it. Noobs and whales alike will tremble at you.

Vital Defence System-Vital Defense System is a national project that gives you a 20% chance of thwarting enemy nuclear attacks.
For big nations with lots of cash and nothing better to do with it.
kalev60
kalev60
Minimums and Required Stockpile Numbers   A46QJoD
Scholar: wrote at least a guide
Tester: was part of p&w alpha or beta
Active Discord user
Posts : 119
Reputation : 8
Join date : 2016-10-06
Age : 34
Location : Estonia

Minimums and Required Stockpile Numbers   Empty Re: Minimums and Required Stockpile Numbers

Sun Oct 16, 2016 6:20 am
In-game under Helpful Tools you can find different battle simulators, when in doubt that you can win it's good to run the numbers and find out risk free, believe me the extra time that it take will be worth it!
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Minimums and Required Stockpile Numbers   Empty Re: Minimums and Required Stockpile Numbers

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