* Lab Production: 221 (221)
* Junkie Payout: 218
* Junkie Revenue: $126,685
* Guns Produced: 0
* Vests Produced: 4"
Hm, I spent one token, and I get four vests from 10 sewing machines.
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rpf
United States2705 Posts
* Lab Production: 221 (221) * Junkie Payout: 218 * Junkie Revenue: $126,685 * Guns Produced: 0 * Vests Produced: 4" Hm, I spent one token, and I get four vests from 10 sewing machines. | ||
Fishball
Canada4788 Posts
You can get an extra 2 tokens every 20 hours by clicking the "Free Tokens" tab up top, then click on the Hungersite link. Let your browser sit for like 10-15 seconds and there will be a message that tells you that you have earned your 2 tokens. Remember to wait until the message pops. | ||
Fzero
United States1503 Posts
* Lab Production: 238 (238) * Junkie Payout: 225 * Junkie Revenue: $75,213 * Guns Produced: 0 * Vests Produced: 0 | ||
dyodyo
Philippines578 Posts
On March 06 2008 07:02 FzeroXx wrote: How do your junkies make so much money? * Lab Production: 238 (238) * Junkie Payout: 225 * Junkie Revenue: $75,213 * Guns Produced: 0 * Vests Produced: 0 You need to buy additional Pimpology credits to increase your junkies' productivity: * Lab Production: 1,113 (1,113) * Junkie Payout: 527 * Junkie Revenue: $279,868 * Guns Produced: 16 * Vests Produced: 20 | ||
rpf
United States2705 Posts
Learn how to be the pimpiest pimp around. 5,445 Your junkies are 170% productive." ![]() | ||
LeafHouse
United States185 Posts
We'll send our thugs to ruin their machines... We'll buy some guns and take their junkies even if we don't need them... We'll send them intimidating private messages... and stuff... If we're not going to win this season, we might as well use the combined might of our two teamliquid teams, our superior intelligence, and our guns... To make some enemies! | ||
LeafHouse
United States185 Posts
On March 06 2008 07:06 rpf wrote: "Pimpology Learn how to be the pimpiest pimp around. 5,445 Your junkies are 170% productive." ![]() lol pimpology is the most important imo... second most important school credit is "theft". Next round I'm not buying a single machine. Just spening my money on increasing revenue with junkies and lab space and using that money to buy vests for a while and then guns. At first I'm pretty sure jumping isn't economical, any time you spend 4 credits to win 3 or less junkies you lose potential junkie production (while 4 is barely better than a wash). However, I'm pretty sure that after a while it's way better to just jump for junkies and buy lab space as necessary. Next game my strategy is: a.) 1:17 ratio lab space/junkies + extra money on pimpology and vests with as little drugs in the coat as possible. b.) at ~8,000 vests switch all production to guns. c.) With enough guns (>20,000) jump for junkies and expand lab space as necessary. d.) Cause a ruckus because it's more fun that way. ~ Anybody going to try keeping their junkies up without buying lab space next game? Aside from the amount of work it takes, do you think it's economically better even? I seriously have no idea (and don't really want to work that hard anyway). | ||
Motiva
United States1774 Posts
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rpf
United States2705 Posts
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Manifesto7
Osaka27151 Posts
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Fishball
Canada4788 Posts
Or did our Cartel leaders kicked you? | ||
rpf
United States2705 Posts
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Fishball
Canada4788 Posts
But I think you have more than 2 and some of them are not active/just for testing? | ||
rpf
United States2705 Posts
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Fishball
Canada4788 Posts
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rpf
United States2705 Posts
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ulszz
Jamaica1787 Posts
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rpf
United States2705 Posts
"Operations Working Junkies 110 Training Junkies 43 Gun Machines 0 Sewing Machines 0 Drug Lab Size 9 Textbooks 2" With your starting credits, you can buy eight lab space, and 136 junkies, and with the daily extra tokens, you can buy one more lab space and 17 more junkies. At this point, buying 1000 credits for your university from the black market increases that production by 20%. So, if I did the math correctly, buying 3,750 credits for a given course will bring you up to the maximum of a 175% boost. ![]() | ||
Fishball
Canada4788 Posts
On March 06 2008 11:50 rpf wrote: Alright, another thing I've found out: "Operations Working Junkies 110 Training Junkies 43 Gun Machines 0 Sewing Machines 0 Drug Lab Size 9 Textbooks 2" With your starting credits, you can buy eight lab space, and 136 junkies, and with the daily extra tokens, you can buy one more lab space and 17 more junkies. At this point, buying 1000 credits from the black market increases that production by 20%. So, if I did the math correctly, buying 3,750 credits will bring you up to the maximum of a 175% boost. ![]() The % boost drops when you recruit more Junkies. I have 65, 000 Pimpology credits to keep my revenue boost at 175%. Edit: After re-reading your post, I guess you are just talking about the first few moments when you start the game. I remember myself just buying credits in 1000 batches until it hits 175%. Then when it starts to become significantly insufficient, I buycredits in 5000 batches | ||
rpf
United States2705 Posts
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