Three Gold Sources
- Base Gold: Auto-generated each tick. Human 100/tick, Bot 50/tick (multiplied by
goldMultiplier, adjustable in private lobbies). - Trade Ships: Travel between two ports, longer distance = higher revenue, settled on each port arrival.
- Trains (v24): Run between cities, gold based on city owner relationship—allies pay best.
Gold Formula Reference
- 基础金币产出
- 玩家 100 / tick,Bot 50 / tick(乘 goldMultiplier)
- 城市部队加成
- 每级 City 提供 +250,000 部队上限
- 火车收益
- baseGold (ally 35k / team 25k / self 10k) − distPenalty (5,000 × max(0, citiesVisited − 9)),下限 5,000
- 贸易船收益
- floor( (75,000 / (1 + exp(-0.03 × (dist - 300))) + 50 × dist) × goldMultiplier )
- 贸易船生成
- spawnRate = floor((100 × 1/(rejections+1)) / (1 - sigmoid(numShips, ln(2)/50, 200)))
- 贸易船上限
- 全局 150 艘 (v24)
Common misconception: more ports isn't always better—global trade ship cap is 150, too many ports dilutes per-ship value. Mid-game sweet spot is 4-6 ports with SAM coverage.
Population (Troop Cap)
Population cap is both offensive power and defensive buffer:
- Base
- 2 × (0.6 × tiles^0.6 × 1000 + 50,000) + Σ(City level × 250,000)
- Type Multiplier
- Human ×1 · Bot ÷3 · Nation 0.5/0.75/1.0/1.25
✦ City Investment ROI
Cities 1-4 cost 125k → 250k → 500k → 1M. First city is almost always worth it—250,000 troop cap boost far exceeds the 125,000 gold cost in population terms.
When tiles are already high (200k+ late game), 0.6 × tiles^0.6 × 1000 growth slows, making City's fixed bonus relatively more valuable.
Trade Ship Economics
- Spawning is probabilistic: higher
spawnRatemeans longer spawn intervals, more ships = harder to spawn new ones (sigmoid suppression). - "Embargo mercy": The more you reject other players' trade ships, the slower your own ships spawn—rejection has a cost.
- v24 caps at 150 ships, Port upgrades compensate per-ship value.
Train Economics (v24 New)
- Requires Factory + City + Railroad trio, minimum 2 stations to run trains.
- Each city visit settles: Ally 35k / Team 25k / Self 10k.
- Beyond 9 stations, each additional visit penalized 5,000 gold (floor 5,000).
- Train spawn rate:
(numFactories + 10) × 15ticks per train.
Budget Decision Table
| Phase | Gold Target | Priority Build |
|---|---|---|
| Opening (0-60s) | Accumulate 125k | 1st City + 1st Port |
| Early (60-180s) | 250k–1M | 2nd City, 1 DefensePost at chokepoint |
| Mid (3-6 min) | 1M–5M | Missile Silo + 1st SAM for nuclear shield |
| Late (6 min+) | 5M+ | Upgrade City/Port/SAM; MIRV as needed |