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When to spam caretakers instead of singus

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5/26/2015 12:04:56 PMSkasi before revert after revert
5/22/2015 6:41:17 AMSkasi before revert after revert
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Before After
1 TL;DR: At ~30 to 40 energy per 1 metal from overdrive, depending on how much you value their buildpower. 1 TL;DR: At ~30 to 40 energy per 1 metal from overdrive, depending on how much you value their buildpower.
2 \n 2 \n
3 With caretaker spam getting more common these days I just added caretakers (and different versions of windgens) to my magical overdrive table ([url=http://zero-k.info/Forum/Thread/6997]inspired by ddaba/Kyubey[/url]) to show their metal production efficiency compared to other energy sources in combination with overdrive. I felt the urge to share this information to protect my head from facepalming while spectating future games. 3 With caretaker spam getting more common these days I just added caretakers (and different versions of windgens) to my magical overdrive table ([url=http://zero-k.info/Forum/Thread/6997]inspired by ddaba/Kyubey[/url]) to show their metal production efficiency compared to other energy sources in combination with overdrive. I felt the urge to share this information to protect my head from facepalming while spectating future games.
4 \n 4 \n
5 [b]If the table below is not clear, read this:[/b] 5 [b]If the table below is not clear, read this:[/b]
6 [spoiler]This chart is solely based on grid color, which in turn is based only on the Energy to Metal ratio of overdrive (E/M). A rate of overdrive (eg 100%, 200%), a base income per mex (eg 2.0, 2.5) or the overdrive formula (bonus metal per mex = base metal * sqrt(energy)/4) were not needed to create this list. In other words, grid colors show exactly how energy-efficient overdrive is after all the fancy math was done. 6 [spoiler]This chart is solely based on grid color, which in turn is based only on the Energy to Metal ratio of overdrive (E/M). A rate of overdrive (eg 100%, 200%), a base income per mex (eg 2.0, 2.5) or the overdrive formula (bonus metal per mex = base metal * sqrt(energy)/4) were not needed to create this list. In other words, grid colors show exactly how energy-efficient overdrive is after all the fancy math was done.
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8 Pink is used for grids when overdrive is not active. This happens 1) when an energy source is not connected to a metal extractor or vice versa, 2) when stalling energy.[/spoiler] 8 Pink is used for grids when overdrive is not active. This happens 1) when an energy source is not connected to a metal extractor or vice versa, 2) when stalling energy.[/spoiler]
9 [img]http://i. imgur. com/MT2R1r8. png[/img] 9 ( click image for larger version)
10 [img]http://i.imgur.com/6AZUwiw.png[/img]
10 [i]Note that numbers given are rounded and do not account for energy cost for building construction. Also note that because of how overdrive works, wind generators' efficiency is slightly below their average output, except when the average is 2.5.[/i] 11 [i]Note that numbers given are rounded and do not account for energy cost for building construction. Also note that because of how overdrive works, wind generators' efficiency is slightly below their average output, except when the average is 2.5.[/i]
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12 To answer the question: the exact number is 40.25 energy per 1 metal gained from overdrive ([url=http://www.wolframalpha.com/input/?i=n*4000%2F225+%3D+220%2F%28.3%2B.3%2Fn%29]according to wolfram[/url]). That's when Singularities and Caretakers both take 715.555.. seconds or ~12 minutes to pay back. Energy:metal ratios of grids can be estimated by looking at their colors in eco-view. For exact numbers check out the tooltips of buildings connected to the grid. 13 To answer the question: the exact number is 40.25 energy per 1 metal gained from overdrive ([url=http://www.wolframalpha.com/input/?i=n*4000%2F225+%3D+220%2F%28.3%2B.3%2Fn%29]according to wolfram[/url]). That's when Singularities and Caretakers both take 715.555.. seconds or ~12 minutes to pay back. Energy:metal ratios of grids can be estimated by looking at their colors in eco-view. For exact numbers check out the tooltips of buildings connected to the grid.
13 \n 14 \n
14 Finally, of course this is not an "ultimate guide to ecoing". There's many more things to consider: Solars have hp, Singularities explode, Caretakers have buildpower, cheaper buildings complete faster and produce earlier, just to name a few examples. As such the number can probably be rounded down to somewhere between 30 and 40, perhaps even lower. The table above is merely supposed to provide a few numbers people might be interested in and to maybe give players a few new ideas. 15 Finally, of course this is not an "ultimate guide to ecoing". There's many more things to consider: Solars have hp, Singularities explode, Caretakers have buildpower, cheaper buildings complete faster and produce earlier, just to name a few examples. As such the number can probably be rounded down to somewhere between 30 and 40, perhaps even lower. The table above is merely supposed to provide a few numbers people might be interested in and to maybe give players a few new ideas.