Greetings!

In this article, we'll review the efficiency of war logistics. I think many people underestimate the capacity of newer players or sheer numbers in the game, so hoping this can motivate you to help your fellow companions!


Methodology

We aim to review the damage and cost of distrtibuting supplies to a wide amount of regular players. We're not talking about tanks here. No Adrenalines, no Special boosts.

For cost:

  • We assume 32 daily food are used
  • We're not considering loots or anything like that
  • Prices can vary greatly based on supply, so check out end of article

For damage:

  • We assume 32 daily food are used + 72 free regen hits
  • Because weapons multiply damage, for our purpose, we're calculating a sum of weapon multipliers
  • This means it's irrespective of military ranks, special bonuses, strength, and equipment sets, that you have to take into account in your decision making

We'll exclude Q1 and Q2 food for readability and because we already demonstrated their relative irrelevance in previous articles. We also only consider Ground Weapons for simplicity.


Values & Analysis

Exhibit 1: Cost in gold of hitting for 24 hours

Our first table simply shows how much gold you're going to spend if you're going to hit for 24 hours with the given Food/Weapon Qualities. You can see that the cost rises very sharply when hitting Q5, which i attribute to limited supplies, as tanks will be using them a lot.


Exhibit 2: Damage output over 24 hours

Of course more resources invested also translate into more damage (for comparison, fighting without anything would be 72). Here we can see a somewhat similar story: the damage starts out low, but increases steadily, with a sharp increase at Q5.

But how do both compare?

Exhibit 3: Relative efficiency of damage per cost

This one was the one that surprised me: first, I was expecting Q3/Q3 to have higher efficiency. Second, the dropoff from increasing in level is not actually that big. Hitting with Q4/Q4 is only marginally less efficient than Q3/Q1 !

My conclusion is that this means you want to be 100% sure absolutely everyone hits with Q3/Q1, then distribute Q4/Q4 based on stocks, and only keep Q5 of both for special occasions and players.


Pricing

Of course, all these values are heavily dependant on pricing. Here's the table used in this article:

You're likely to disagree, depending on your local market and supplier contacts. So, you can directly grab the spreadsheet on Google Docs and change them yourself!

Here's the link (admin pls fix links): https://docs.google.com/spreadsheets/d/1NEzEFC1neGTrLwAc7QrvWO05AJ-hI0VpHKwqUI_s8f8/edit?usp=sharing

Click "File > Make a Copy" to make an editable copy of your own, then alter the prices in the "Config" sheet at bottom. This will update values on the first page.


The hidden factors

There are several big blind spots with this whole analysis however. First, we already talked about boosts and sets: they can make a big difference to people having them, and while they won't justify the Q4-Q5 price gap for most people, they sure will for Q1/Q3 vs Q4/Q4. The military rank will also make a major difference. I'm somewhat discounting strength here as it is minor.

There is another big factor to take into account however: community engagement. The more people you get involved, the more likely they are to develop and be doing things on their own, making your community live and increasing their own damage output in the future - especially by increasing their military rank and giving them will to invest.

Finally, even in an unlikely world of perfect distribution, growth, and player engagement, this wouldn't discount the utility of tanks: the mass of players can not react to burst damage and blitzes as well as someone with Adrenalines and Medic Bags!


This is all of course a very rough overview, but i hope it gives you some extra insight into war supply efficiency like it did for me. Now get out there and fight with your buddies!