Turf Hopping Formula
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Someone thought this didn't exist.
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Lol. I love this thread. When I get a spare hour I'm gonna do the maths for myself.
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Poof82 wrote:
Lmao impressed with that? smh.Are you a math major? Lol. You have sone great formulas out there.
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I have no idea what turf hopping is.
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Xnabs wrote:
http://turfwarswiki.com/index.php/HopI have no idea what turf hopping is.
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How does turf hopping equation change by purchasing all the upgrades except the gambling den and the warehouse. But using the 3 bag men, 1 liquor license, union boss and distribution centre. Then unequipping before the tear down.
??
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I finally got round to calculating the cost of hopping with the assistance of all loot upgrades.
@ 138 inf = $ 2.74 million / mile
@ 118 inf = $ 1.94 million / mile
Assuming a turf placement cost of $150k per turf which would increase in populated areas.
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Furthermore the number of turf placements required to travel a distance of 25 miles is
@ 138 inf = 36 turfs / 25 miles
@ 118 inf = 42 turfs / 25 miles
It continues to be cost effective to hop @ 118 inf until the turf placement cost exceeds $ 3.5 million per turf.
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I typically hop with 102 inf - all upgrades (including loot) except the Gambling Den & Warehouse.
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Jon Allen, read this thread.
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I guess Matt and Questions did a pretty good job with the old 84-influence turfs. But now things are slightly different with 86-influence, so I revisited the problem and here's what I got
Quick Answer:
General Formula
c = (p + b/2) / (.005*i + .024)c = cost, in thousands of dollars per mile
p = placement cost, in thousands of dollars. Just enter an estimate by placing a trial turf (you can cancel if you like)
b = build cost (upgrades and stuff), in thousands of dollars, to reach specified influence. A build cost reference for major influence levels is listed below.
i = influence -
Build Cost Reference:
30 influence - $353.5k
51 influence - $1,253.5k
66 influence - $2,003.5k
86 influence - $3,503.5kOptimal Influence by Placement Cost(without loot):
30 influence: < $570k placement cost
51 influence: < $770k placement cost
66 influence: < $1,650 placement cost
86 influence: anything else -
Longer Explanation:
I don't believe you can use <30 influence to hop because your create radius isn't big enough, if I remember correctly.Denominator - representsthe create radius
You could also replace the denominator (the .005*i+.024) part with the create radius as read off from your turf info page. But that's only precise to one decimal point, so I tried to calculate a more precise value.
I got my denominator formula using a linear regression of Question's data with 1-84 influence. It's mostly consistent with the Turf Info page, but one hiccup is on 66 influence. I get create radius of .354 miles, but the Turf Info page says 0.3 miles, meaning the precise value should be < 0.350. That's a 1% error in the best scenario which isn't too bad considering Question had to use Paint to get this data. Anyway, the point is your actual cost may be slightly higher than the predicted cost. Remember to add Matt's 15% slop value. -
Mystery wrote:
:D Now it's the 50 and 69 influence hops with the four major lootsWow, 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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Cap'n Crunch wrote:
Yeah, I wrote that post over a year ago. As I stated more recently, I now typically hop using 102 inf. However, in dense areas with high planting costs, I use 138 inf.Mystery wrote:
:D Now it's the 50 and 69 influence hops with the four major lootsWow, 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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I like the 69 best in barren areas. I'll try the 102 though. Also I'm thinking of starting a turf art project in an area I found a few miles outside of the Orlando airport. Should I try and do it by myself or invite friends to help out? I'm looking at about 40 turf to begin with.
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Mystery wrote:
They will probably crash and everyone will die........ See i can do math too!!!!! Lol nice work matt!So if 2 trains 🚉 are traveling towards each other at 65 mph... Just kidding! 😄 Thanks for taking the time to figure all that out & share it with everyone! 😺
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*sounds like mystery* this is needed again.
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Top thread
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Can someone make a formuala for adding union bosses, liguor lincenses distribution centers and maybe even bagman? Becasue using those the formuala would be usless.... Too many variables....
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Mobster Seth wrote:
It would be the same concept, just divide by the radius of the looted turf.Can someone make a formuala for adding union bosses, liguor lincenses distribution centers and maybe even bagman? Becasue using those the formuala would be usless.... Too many variables....
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The💀Filling wrote:
I agree,I nominate ~Matt~!~Matt~ wrote:
You should win Nobel Turf Award or something.Reply to Brown Note:
So I did the math (I know what a nerd huh) if you buy all of the turf upgrades EXCEPT for the last one you wind up 35% cheaper but you'll need to lay down 30% more turfs. The cost of all upgrades except the last one is 2m (1 after selling the previous turf) & the influence distance comes out to 0.4572 mi (assuming it's linear).
Options
a. All Upgrades
b. All But Last Upgrade10 Miles:
a. c=(10/0.6)*1.8
turfs=17, cost=30m
b. c=(10/0.4572)*1
turfs=22, cost=22m50 mi:
a. c=(50/0.6)*1.8
turfs=84, cost=150m
b. c=(50/0.4572)*1
turfs=110, cost=110m500 mi:
a. c=(500/0.6)*1.8
turfs=834, cost=1.5b
b. c=(500/0.4572)*1
turfs=1094, cost=1.1b -
Mobster Seth, I think with loot upgrades, the optimal upgrades to build is the same as without. (see my previous posts in this page). Adding loot upgrades changes your influence (the denominator) equally for all options so while your cost per mile should go way down, the relative ranking of different options should remain the same. Hence the optimal strategy (in terms of money) should remain the same (just with all ur loot upgrades added on to the non-loot upgrades)
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I personally only use loot when hopping, takes more time in RL but cost ingame is way too efficient. Hate dropping a couple mill in populated cities though.
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This is need again
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When I hop I use all turf upgrades, along with a liquor license, a union boss, distribution center, and a smuggling tunnel (135 influence)
Have you considered doing calculations for this method? I would be interested in knowing them -
Your cost per mile depends on the placement cost of building a turf. Do you have an estimate of that for the area you're hopping through?
Buying all non-loot upgrades (with or without loot upgrades) is optimal (in terms of money) when the cost to place a 1-inf turf is $1,650K or greater. So it's likely not cost-optimal in many hopping situations.
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Red_Nation wrote:
The following is the insert your own numbers formula:
c=(x/y)*z
x= distance you are hopping
y= create radius
z=cost of one turfThings to take to mind:
Regular all normal upgrades turf= .4 build radius
Union boss turf= .5 build radius
Decked out (135 influence) turf= .7 build radiusThis does not take into account the price to lay a turf.
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38 weeks ago?
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I just measure my turf measure the distance and x the amount of turf it will take by the amount of money it cost to build a lvl 86 turf and I see how much cash it'll cost me
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