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Still, not all about troop count in multisingles. Depends a lot on the profile of oponents and configuration. i don t like being an early troop leader either.Jippd wrote:I go by the general rule of thumb that every card is worth 3.33 troops on average for flat rate. I assume I will cash 10 sets which doesn't always happen. I am also not taking into account bonus troops for having a bold card which certainly does happen. On the average I say it balances out and for the most part a set cashed at 5 cards in flat rate would net you close to an average of 10 troops.
So if the card costs you more than 3.33 troops to get you have a net loss.

Not entirely correct; minimum you can get for a set is 4, but the most is 16. For all other answers, see DY above (^_^)AyeTrain wrote:You get a maximum of 10 for a set, but a minimum of 4: so all that work to cash in, and you may only get 4 from it.

That`s exactly right!FamBonnet wrote:Ha ha DY. The math doesn't seem simple to me but I'll take your word for it as your result is about what I expected. As for the extra bonus troops, I figure - % of map I control x 2 for each card.
Thanks everyone
I am pretty sure you need to multiply the 31 by 3 and the 81 would then become 143.DoomYoshi wrote:
You have 21 possibilities for the types of cards you have. Beside each number is the likelihood of that occuring.
rbg
500 1
410 5
401 5
320 10
302 10
050 1
140 5
041 5
032 10
230 10
005 1
104 5
014 5
203 10
023 10
311 20
131 20
113 20
221 30
212 30
122 30
31/81*6 + 50/81*10 = 8.469
Each card is worth a third of that, or 2.823!!!
there's a small margin for error here considering the cards you already have (and the unknown cards the opponents have), but it's close enough.DoomYoshi wrote:That`s exactly approximately right!FamBonnet wrote:Ha ha DY. The math doesn't seem simple to me but I'll take your word for it as your result is about what I expected. As for the extra bonus troops, I figure - % of map I control x 2 for each card.
Thanks everyone
I haven't read Kaskavel's yet, I am planning to read it tonight.DoomYoshi wrote:Let's say it's a 20 round limit no spoils game on Feudal Epic (I don't really like the other Feudal map). This is a really simple example, and helps me illustrate a concept.
First, assume the game will go to round limit. How many spaces do you want to attack?
So, calculate how many rounds of deploy you will get for a bonus. On round 1, its 19. Then calculate expected lost troops.A bonus of 1 requires killing 4 troops spread over 2 territories. So, it takes 5 troops. It is only worth it in the first 15 rounds. There is no excuse to not take your entire 1-6 of the kingdom.Spoiler
0.8534144 N - 0.2213413 (1 - (-0.525359)^N)
N=# of defenders
Or, more a more simple approximation is 5/6 # of defenders in all territories + 7/9 # of territories + 1/18 # of territories that have exactly 2 defenders - 1/9 # of terts with 1 army.
This simple approximation includes troops lost due to territory spread. Those troops still count for victory at round limit, so my model is overly conservative.
The map is symmetrical in that everyone has the same 10-1-1-1-5 to get through for the village bonus. That would lose an estimated 18.5 troops. It only takes 7 rounds of village bonus to win that back.
The real question is: if everyone goes for village bonus, how do you deal with it?
I would say that if the first person to arrive at the village takes it for 8-10 rounds and then pulls out to let the other guy get the bonus for a bit, that would be the optimal strategy. What does game theory say about the likelihood of this?
Do you use expected worth calculations in your day-to-day games?
In non-round limit games, its pretty simple except you can only calculate relative worth, not absolute.