Build costs
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Turf limit would be kind of unfair though. I hope that's not the case as that means the more limit you buy the harder it is to survive if you kept getting everything capped
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35 million??? That's insane!!!!
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Brown Note wrote:
Around 40.What is his limit?
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Maybe bankroll is a factor? Brown, spend all your money, then try the two turf thing again.
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ChainsawCharlie wrote:
If that the case wonder what momo is paying.Maybe bankroll is a factor? Brown, spend all your money, then try the two turf thing again.
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Get cupcake to buy turf limit so he can lay one and see how much it costs!!
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ChainsawCharlie wrote:
Did it. I built around 1500 turf in one day once, scattered randomly, starting with only 5 billion. I ran out of cash, but had 30M/hr income. I was spending don points on cash so I could keep healing while capping mikeyb. (memories...). Still paid millions to drop a turf.Maybe bankroll is a factor? Brown, spend all your money, then try the two turf thing again.
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Gross income factor? I know I pay the same whether I'm armed or not.
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Belial wrote:
Maybe that's the point? So people don't keep paying for ridiculous turf limits and instead cap for turf. People who put real money into the game already have a huge advantage over people who don't pay to play. So maybe it's a way to equalize it. The most I ever spent to build was 400k I think and the least was around 10k. That was with a 30 turf limit or so.Turf limit would be kind of unfair though. I hope that's not the case as that means the more limit you buy the harder it is to survive if you kept getting everything capped
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Kozy wrote:
Uhmm I really don't think the point is no nick doesn't get as much cashBelial wrote:
Maybe that's the point? So people don't keep paying for ridiculous turf limits and instead cap for turf. People who put real money into the game already have a huge advantage over people who don't pay to play. So maybe it's a way to equalize it. The most I ever spent to build was 400k I think and the least was around 10k. That was with a 30 turf limit or so.Turf limit would be kind of unfair though. I hope that's not the case as that means the more limit you buy the harder it is to survive if you kept getting everything capped
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Just did two turf drops.
Vegas Turf: $43 million cost
Middle of Nowhere: $1k costI'm level 100, at least 100 under turf limit and my influence is about 70,000. Hope this helps.
I had tried before on another device when trying to convince someone to play I dropped a turf in a crowded area on their account. It cost virtually nothing (like $1k), whereas it would have cost me like $5 million. I was about half the influence I am now at the time. The area is a bit more crowded now and it would cost me about $20 million to drop. So not an exact comparison, but more info to think about at least.
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Mystery wrote:
Your turfs in an area raise the cost to drop. You can see the effect by dropping a turf somewhere remote, then remove your other turfs nearby so you have a clean slate. Start with an 84 inf. turf, and build as far away as possible. Note the cost. Now upgrade the turf to 122 inf. Now try to build as far away as possible. You'll notice the cost is cheaper.A couple times I have planted turf in an open area. Initially the cost was cheap. However, after I had a few turf there the cost rose, despite no players nearby. I'm not sure of the length of time between plants (some longer than others) or the difference in my turf limit. I just know I thought it odd. However, I can go to a new open area now, & plant for much cheaper than I can in the others, despite my turf limit being at it's highest.
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Jmanx is def right about the no. of turfs one has in an area. Am pretty sure built cost has to do with no. of turfs around, how many turfs one has in the area (as classified by the map) & maybe influence. Only question is in what order & %. Nvr seen how one's turf limit plays a role in adding to cost. IMO.
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I paid 61m in a dense pile the other day, i don't remember where it was though.
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Make a separate post with the equation later to save us that are lazy from reading all this...
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風火貌 wrote:
Jmanx is def right about the no. of turfs one has in an area. Am pretty sure built cost has to do with no. of turfs around, how many turfs one has in the area (as classified by the map) & maybe influence. Only question is in what order & %. Nvr seen how one's turf limit plays a role in adding to cost. IMO.
+1.
The last time I dropped in Phoenix - turf is called Wild Horse PAss (where no one was near), I paid an absurdly low cost (50-100K) and then dropped in NYC for 15 million, same day within hours even.
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Hey B in the valley with 2k mob and 5k inf some are 25gs my highest is 2m in Modesto if that helps any
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Oh turf totals is 71
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I get my mule to make them then I cap them.... Saves heaps of money that way.... I spoof instead of hopping as well... 👍
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Well so Nick is doing something about influence now? Cos now people like Thuglife I guess are paying more for planting turf.
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I paid 27mil in Wandsworth London before the twfc/dbr war started but I built a couple earlier that cost 15 mil in london
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YOU wrote:
Also huge turf limit doesn't give you much of an advantage. Everyone has the ability to have unlimited turf. Look at cupcake. All high turf limit gives you is mobility.Kozy wrote:
Uhmm I really don't think the point is no nick doesn't get as much cashBelial wrote:
Maybe that's the point? So people don't keep paying for ridiculous turf limits and instead cap for turf. People who put real money into the game already have a huge advantage over people who don't pay to play. So maybe it's a way to equalize it. The most I ever spent to build was 400k I think and the least was around 10k. That was with a 30 turf limit or so.Turf limit would be kind of unfair though. I hope that's not the case as that means the more limit you buy the harder it is to survive if you kept getting everything capped
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