Turf Hopping Formula
Forums › Help & Strategy › Turf Hopping Formula-
So you're saying out of all the turf upgrade options...that all the upgrades minus the Gambling Den is the cheapest (excluding turf placement costs). Perhaps you could add in an average turf-placement cost...but it looks like with 30% more turfs, that a 35% savings will still get you a net savings.
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I didn't really try any other options I'm fairly certain that leaving out the gambling den nets you the best cash to influence ratio.
Plus you really don't want to go any lower on the influence cause that could quadruple the amount of turfs you need to lay down.
I think the average starting turf is around 35k?? If there's nobody else around. Add another mob or two to the area you're passing through & it goes up drastically.
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I think we hve the build distance wrong. The build distance from GPS position is .6mi but the build distance from a 84inf turf is more like 0.42mi
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I think that 64 inf turf has build radius of 0.324mi
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How much would it cost me to hop 357.28 miles? I've got about 100m
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It costs roughly $1,000,000 per mile to hop.
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Hate to point this out Matt u'r formula is just multiplication by 6, LoL. So if u wanna travel 100 miles u need 600 turf. 1 mile 6 turfs, etc.
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p s i wrote:
you can place turfs at 0.6 miles not 6 to a mileHate to point this out Matt u'r formula is just multiplication by 6, LoL. So if u wanna travel 100 miles u need 600 turf. 1 mile 6 turfs, etc.
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p s i wrote:
Hate to point this out Matt u'r formula is just multiplication by 6, LoL. So if u wanna travel 100 miles u need 600 turf. 1 mile 6 turfs, etc.
Build radius is .6 (point 6). Thats a far cry from a whole number 6. 100 miles would require approximately 167 turfs. 600 turfs would get you approximately 360 miles.
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Belial wrote:
p s i wrote:
you can place turfs at 0.6 miles not 6 to a mileHate to point this out Matt u'r formula is just multiplication by 6, LoL. So if u wanna travel 100 miles u need 600 turf. 1 mile 6 turfs, etc.
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That's some brain you have there Matt. Thanks for posting this. Just started playing, but will use this at a later date if I decide to move any distance I couldn't travel myself.
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So for the 10, 50, 100 mile example, could you give the formulas with the TC (Turf Cost) variable, including the recoup variable for tearing down as you go? I'd like to be able to plug in my own numbers for TC to get a good cost estimate. I'm looking for the cheapest, since I plan to tear down the Turf along the way. Thanks! 😋
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p s i wrote:
Actually it's a division of 0.6 based on the information in the game help stating that you can claim turf anywhere within 0.6 miles of your current position or from one of your existing turfs.Hate to point this out Matt u'r formula is just multiplication by 6, LoL. So if u wanna travel 100 miles u need 600 turf. 1 mile 6 turfs, etc.
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@ Mystery:
In the example above in my reply to Brown Note, the recoup value is already accounted for because if you notice I'm multiplying by 1.8m & 1.0m.
A fully upgraded turf costs 3.6m so you recoup half that when you sell; thus 1.8m.
All turf upgrades except for the last one costs a total of 2.0m or 1.0m after the sell-off. This is the most economical route because you save appx. 35% but will have to place at least around 30% more turfs.
I further simplified the formula for you:
Using Fully Upgraded Turfs-
Cost = 3.0m per mile.
Turfs = 1.7 turfs per mile.Using limited upgrades (all but last influence upgrade)-
Cost = 2.2m per mile.
Turfs = 2.2 turfs per mile. -
What this does not factor is turf placement cost which can be anywhere from 30k to 3.5m & probably more.
Also this is a perfect placement scenario & doesn't account for excessive overlap or non-linear travel.
Also when factoring distance it should be measured in more of a GPS fashion "as the crow flies" rather than Google Maps telling you how far it is from point A to point B with driving directions; this is because you are not restricted to precisely following roads, you can place turfs near roads allowing you to jump roads & cut corners.
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Since I've done a bit of turf hopping, my feeling is that turf placement has an average slop of 15-20%. Turf placement cost, most of the time turf hoppers go through unpopulated areas to get to populated areas...so most turfs will cost below 50k. But in order to account for higher turf placement costs, perhaps the average placement cost should be 100k per turf.
So assuming a 20% increase due to slop & 100k per turf the new estimate is:
Using fully upgraded turfs-
Cost = 3.77m per mile.
Turfs = 2 turfs per mile.Using limited upgrades (all but the last influence upgrade)-
Cost = 2.7m per mile.
Turfs = 2.6 turfs per mile. -
Questions wrote:
A long overdue reply:I think we hve the build distance wrong. The build distance from GPS position is .6mi but the build distance from a 84inf turf is more like 0.42mi
I'm basing this information off my interpretation of the information in the game help that states you can build a turf anywhere within 0.6 miles of your current location or from one of your existing turfs....meaning both your GPS location & 84 influence turf has the same sized build circle. -
I've done some calculations on this, working out the best sized turf based on turf placement costs. I'll post some figures later
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First some values I'm working from
Measured circle diameter (number of pixels) vs Influence
612 - GPS
455 - 84
350 - 64
273 - 49
238 - 42
206 - 35
165 - 28
142 - 22
116 - 18
104 - 16
96 - 14
85 - 12
77 - 10Method:
Take screenshot from map.
To get the same size each time go to the map through the turf profile "Tap to see main map" link and you get 1x zoom. Then double click to get 2x zoom. Take all screen shots from the same level of zoom depending on preference.
We know that GPS distance is 0.6 mi
Nick mentioned tha a 10 inf turf is 400 ft (400/5280 mi)
Turf build distance = 400 ft *("turf measured diameter"/"10 inf measured")
So working from 10 inf upwards gives:
GPS 0.602
84 0.448
64 0.344
49 0.269
42 0.234
35 0.203
28 0.162
22 0.140
18 0.114
16 0.102
14 0.094
12 0.084
10 0.076 -
Cost per mile = (turf placement cost + turf build costs) / turf build distance
(turf build cost is 1/2 because selling turf recoups half the cost)
Eg, if turf placement cost is 600k then the cost per mile for each turf size is:
84 5258.473846
64 4658.016
49 4575.661538
28 4798.64
18 5730.393103
12 7820.301176
10 8157.6Surprisingly it makes a 49 inf turf cheapest per mile
Looking at different turf placement costs give the following table:
Turf to place for cheapest cost per mile
$k
Cost 1 - 54 10 inf
Cost 55 - 241 18 inf
Cost 242 - 508 28 inf
Cost 509 - 701 49 inf
Cost 702 - 1495 64 inf
Cost 1496+ 84 inf -
Posted after one too many, so sorry if there are mistakes :)
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~Matt~ wrote:
turf placement is based on the density of the area as well as the ammount of turf a player has. My costs have ranged recently from as low as 500 k to as high as 14m and I've heard of much higher than thatWhat this does not factor is turf placement cost which can be anywhere from 30k to 3.5m & probably more.
Also this is a perfect placement scenario & doesn't account for excessive overlap or non-linear travel.
Also when factoring distance it should be measured in more of a GPS fashion "as the crow flies" rather than Google Maps telling you how far it is from point A to point B with driving directions; this is because you are not restricted to precisely following roads, you can place turfs near roads allowing you to jump roads & cut corners.
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@ Questions:
Still digesting your calculations...when you say that you measured the circle diameter in pixels for each of the influence levels you listed above, is that the BUILD radius for each of those influence levels?
I would have expected at least some linearity in build distance, but there doesn't seem to be any in your build distance calculations (although it may be a result of mixing different decimal place accuracies). But there's no way to derive a feet per influence point correlation. You're 84 inf build distance equates to appx. 28ft per inf point & you're 10 inf build distance equates to appx. 40ft per influence point.
Do you remember where that 400 ft reference was stated? I think it was in a thread addressing the old vendetta exploit.
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Yes, green build circle. Took a screnshot of it , put it into a paint application and measured the pixels.
Some small margin of error to each measurement (I was using best judgement to measure number of pixels) and I was tempted to adjust so it was neat on a graph but I started to feel I was massaging the figures to what I though the equation should be, so in the end I just went with my raw measurements.
The differences would be small anyway so wouldn't change the overall best turf size for a given placement turf that much.
Nick's comment was in the 1inf. exploit fix . You can also work the other way around because the help guide says GPS Build dist is .6 mi
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Wow google is helpful with searches.
http://turfwarsapp.com/forum/43/7635243/
Nick wrote:
A 10 inf turf has a capture radius of 120m (400ft) under the current rules
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Questions wrote:
But that's assuming that 'Capture Radius' = 'Build Radius'Wow google is helpful with searches.
http://turfwarsapp.com/forum/43/7635243/
Nick wrote:
A 10 inf turf has a capture radius of 120m (400ft) under the current rules
I could have sworn that I've seen a capture turf option outside my build radius before...maybe I'm mistaken.
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That may be the case, Matt. When Nick pushed thevfix for the 1 inf. loophole, he made it so turf capture radius increased with number of turfs.
The more turf you have, the larger the capture radius. That's what enabled 1 inf. turf to be captured.
He alsonsaid that very high inf. players would have increased cap radius on 84 inf.
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Yes, before change capture radius = build radius
after change dependig on # of turf owned by player there is an absolute minimum capture radius. I was going to see if I could work out the equation by turf hopping around and measuring the cap distance for different players (we get green tick, when the turf is in cap distance so build/tear down until it's in distance) but it would have taken ages and I decided I had better things to do with my time.
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Matt,
http://turfwarsapp.com/forum/43/7635243/2
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Wow, thanks so much for all the time you have put into this guys!!
I had already figured out it's best to go as the crow flies, not by the road. Sorry Matt, if my brain worked as well as it used to I would have noticed you already had the recoup cost in there. I guess my biggest dilimma now is deciding whether to use the 64 or 49 influence, since I'm aiming for the cheapest way.
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