Collective Connection Rates

Share and discuss your gameplay strategies.
posted on March 10th, 2010, 7:54 am
Ever want to know how many Collective Connections you were getting when you bought your upgrade?  I did! :woot:  I’ve been working on understanding how many CCs I’m getting, and when I should stop buying.  Here are the rates that I found.

Beginning rate 3/min
First upgrade 9/min
Second upgrade 15/min
Third upgrade 21/min
Fourth upgrade 27/min
Fifth upgrade 33/min

If you see the pattern, you’ll notice that each time you upgrade, you receive a linear +6 to CCs per minute.  Another way to look at this is in terms of diminishing returns.  I did this by simply dividing 6 by the current rate before each upgrade, so the first one is 6 divided by three, which of course is a 200 percent increase. :D

First upgrade +200%
Second upgrade +66.7%
Third upgrade +40%
Fourth upgrade +28.6%
Fifth upgrade +22.2%

This is why when I play borg, I have no problems getting the first and second upgrade.  I’ll get the third upgrade later if I have the money.  But I never go for the fourth or fifth, because while the increase is linear, the cost for the most part doubles or is in the thousands.  I’m sure someone who loves numbers more than I do can demonstrate diminishing returns in comparison to how much you pay, so I’ll leave that to someone else.  But I thought you’d like to know what you’re getting at each purchase.  This way if you’re planning to build that cube, you’ll know exactly how many minutes it will take you before you get the Connections for it. :borg:

I might post later on how Resistance is Futile compares to buying the upgrades.  I did some math, and it was pretty clear that the first 3 upgrades are way better, and that you shouldn't purchase RIF more than once or twice.  Since we know that each upgrade gives you +6 CC per minute, and that each RIF click gives you 20 CC, it is the equivalent of 3.3 minutes for any upgrade.  So you'd have to account for the 3 upgraded supply stations you'd need just to sustain 100 supply every 3.3 minutes, not to mention the dilithium and tritanium costs of each click.  It seemed to boil down that you could do it once, maybe twice.  On the third time you probably should have done the fourth or fifth upgrades instead of all those clicks and extra supply stations.  Again, if someone who really loves doing lots of boring math wants to post on that for the sake of being more accurate, go for it. :thumbsup:

Anyway, hope this helps.  Have fun assimilating your opponents! :assimilate:
posted on March 10th, 2010, 7:57 am
Love your mathcraft, Mal :thumbsup:.

  Glad to know that someone else out here is dork enough as me to do silly shit like this for fun!


Keep it up!
posted on March 10th, 2010, 8:21 am
(just to have it handy)

Level 1:  426d /  208t
Level 2: 1125d /  549t
Level 3: 1984d /  968t
Level 4: 2968d / 1448t
Level 5: 4057d / 1979t
posted on March 10th, 2010, 8:49 am
I do not think the approach is that useful...

remember...you only need CC when you build a ship. Building a ship requires Ress + Supp + CC.
If you cannot afford the Ress or Supp but have sufficient CC...well, you cannot build.

Techlvl of the opponent is also a point. If he is low in tech...more powerful ships might be ok.

So I think you should calculate the optimum CC depending on Ress and Supp production...then you can choose your optimum strategy
posted on March 10th, 2010, 8:52 am
Drrrrrr wrote:So I think you should calculate the optimum CC depending on Ress and Supp production...then you can choose your optimum strategy


  I think that's also what Mal was suggesting ...
posted on March 10th, 2010, 9:37 am
Hello!  Thanks for reminding me that I only need Collective Connections for when I'm building ships.  I completely forgot. :)

If you posted because you're volunteering to do some calculations to help contribute to the community , then by all means have at it. :thumbsup:

This information is useful because until now, only Optec and Doca knew the rates at which Collective Connections accrue.  Now everybody does.  Hurray! :woot:
posted on March 10th, 2010, 10:02 am
Mal wrote:Hello!  Thanks for reminding me that I only need Collective Connections for when I'm building ships.  I completely forgot. :)

If you posted because you're volunteering to do some calculations to help contribute to the community , then by all means have at it. :thumbsup:

This information is useful because until now, only Optec and Doca knew the rates at which Collective Connections accrue.  Now everybody does.  Hurray! :woot:


  Mal you're so sweet you make my cheeks hurt  :blush::D
posted on March 10th, 2010, 10:14 am
I think that's also what Mal was suggesting ...


No it is not. What I mean is...

How many CC gain do you need depending on your current ress and supp income? On a small map e.g. you need less because you have lower mining. On a bigger map you have more ress available and therefore you need higher rates of CC. And techlvl is also important...or to be more precise...the tech speed is important i.e. fast teching like pyramids, diamonds or cubes require you to get CC early.

Maybe we can provide a list of durations for collecting Ress+Supp and CC like this.

Scout Cube | 2D + 2T miners | 1 Incu | CC lvl 1 = xy sec
Scout Cube | 4D + 2T | 1 Incu | CC lvl 2 = xy sec
...
posted on March 10th, 2010, 10:20 am
I really do get what you're saying, trust me.

I think the point you're missing is that Mal was not originally going for "what's best", he was just putting the information and raw numbers out there for us all to know!  He was also the one who went through the Borg ODF's and gave Dom all the resource numbers for each Module Combination for each Chassis.  Just for the fun of it :).

  I think Mal is also suggesting that if you want to crunch some numbers and throw out your opinion on what is the most efficient use of CC upgrades vs. Resistance is Futile purchases, then go right ahead :thumbsup:.  I don't think Mal is in any way suggesting that having more CC's than resources can support is a good idea.
posted on March 10th, 2010, 2:26 pm
Last edited by Anonymous on March 10th, 2010, 8:29 pm, edited 1 time in total.
I can tell you without using any math at all that you don't want to any farther than the third upgrade, and that two moon pairs will be the only thing the Borg need.  If you get a third moon pair, feel free to purchase the extra upgrades, because with 3 moons you'll be able to spam cubes. :P 

Realistically, people purchase CC upgrades when they have the extra money to spend without sacrificing ship production.  So I'm not sure it's going to be useful to people to know WHEN to buy their CC upgrades while in game.  They'll know it's the right time because the have they money.  It's simply enough to inform them that they are getting diminishing returns.  If you've ever purchased the 4th and 5th upgrade, you've probably felt like you didn't get your money's worth, considering the upgrade costs 3,000 and 4,000 dilithium, respectively.  Now you know why. ^-^

I understand what you're trying to say, but I feel that most of that stuff gets taken into account in your build order.  If you want to crunch the numbers as you suggest, here is all the data you need.  2 miners on a moon mine at 435 dilithium per minute, 290 tritanium per minute, upgraded incubators do 10 supply per minute, and now we know the CC levels.  Have at it, man! :D

Edit:  Now more clear on miners and their rates.
posted on March 10th, 2010, 2:28 pm
But how much time do the upgrades take?
posted on March 10th, 2010, 2:32 pm
That's a good point, Unleash Mayhem.  I might see if I can find it in the odfs, or just look at it in game when I research them.  The first one takes almost no time, and they go up from there.  In addition to costing more for the same amount of increase, those latter upgrades also take quite a long time before they're researched.  Sort of the rule I use is the first upgrade is for the early game, the second for the middle game (or depending on your build order you do this one early as well), and the third is a late game upgrade.
posted on March 16th, 2010, 10:28 pm
Here some additional math:

CC-Upgrade Cost:
D/T = 2.05

Upgrade    D-Cost*min/S    Difference to Previous
1                71.0                71.0             
2              187.5               116.5
3              330.7               143.2
4              494,7               164.0
5              676.2               181.5

When I play Borg, Dilitium is the limiting factor. So how much time does an upgrade need to be cheaper than "resistance is futile"?
1:  2.8min
2:  7.5min
3: 13.2min
4: 19.7min
5: 27.0min
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