Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
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Mobile Land Unit

Topics: Trade: Mobile Land Unit


Sunday, January 20, 2013 - 02:46 am Click here to edit this post
Fun Facts; if you build a MLU at 350 Quality the total cost to build one is about 5,555.4 Billion.
At the current GC exchange rate of 47 Billion no one is going to take up the current bids of 1 GC.
If you want to max one out the cost goes up to about 21,038.9 Billion.
The one I built is up to 364 / 403 at an estimated cost of 8,834.9 Billion, I may be just building one...
(Thats about 188 GCs)

The following is added by the gamemaster

The cost stated here has nothing to do with reality.
Please check the figures added by the gamemaster in this trail.


Sunday, January 20, 2013 - 12:46 pm Click here to edit this post
Mobile units use 25% of the number of weapons in a land division.
the cost of the soldiers and officers is 3 to 4 gold coins.

In fact, these units might be cheaper than other units.

we will publish the cost of a 600 quality mobile unit and they will be offered for sale on the space market.


Sunday, January 20, 2013 - 03:11 pm Click here to edit this post
I forgot to add the cost of Solder amd officers, I can send the the spread sheet if you like...


Sunday, January 20, 2013 - 03:40 pm Click here to edit this post
But if the best possible quality equipment that you can buy is 350, the Max Weapon is 500 and the Max Ammo is 600; The unit has 348,000 units of Ammo and 400 Weapons, at the lowest grade of upgrades (120) it would cost 61,832,779,200 per point of Quality to increase the Quality of the Ammo and 168,684,480 to increase the Weapons. So just the cost of the upgrades would be 15,483,497,472,000.00

The following is dded by the gamemaster

The amount of ammunition stated here is wrong.
the amount if probably 5 to 6 times lower.

Furthermore, the amount of ammunition USED in war is about the same independent of the units used.

The cost stated here has nothing to do with reality.


Sunday, January 20, 2013 - 07:49 pm Click here to edit this post
Can you post the good/spreadsheet here dboyd?


Sunday, January 20, 2013 - 11:53 pm Click here to edit this post
I must say I kind of expected just this. I'm too idle to personally verify dboyds findings, but I doubt such a conclusion wouldnt have been thoroughly checked.

But 15+T just to upgrade...where's my damn calculator gone...


Monday, January 21, 2013 - 02:02 am Click here to edit this post
Is there a way to attach a Excel file? If not send to my Main (West Haven on WG) an email with an email adress I can send it to (excell 2010 format).


Monday, January 21, 2013 - 04:34 am Click here to edit this post
yep will do dboyd.


Monday, January 21, 2013 - 12:54 pm Click here to edit this post
According to our spreadsheets:
A mobile land unit has 400 weapons, the total cost (base price) is 30.61B (many weapons are cheaper due to oversupply).

Assume Q200 total cost of weapons is 1.304 gold coins.

Upgrading to quality level 600.

required upgrades: 400 per weapon, there are 400 weapons for a total of 160.000 upgrades.
total cost 160.000 x 667.000 = 106.72B
At Q120 is is 2.73 gold coins.

Total price of weapons at Q600 is estimated at 4.04 gold coins.

Ammunition numbers are much smaller than the numbers in regular units. we will compute these too.

soldiers and officers

1060 officers 2.7 gold coins
2820 soldiers 2.2 gold coins

low level workers and medium level managers are free to return to the work force and the life long salaries of the soldiers and officers are included in the price.

Mobile units will cost less than regular divisions. They are smaller but at a much higher quality. (upgrading a division from Q200 to Q450 costs 350.000 upgrades.)
The use of ammunition in peace time is lower and quality deterioration is zero.

The number of units you need is smaller because of their mobility.

The price of weapons, ammunition and upgrading products has declined and we expect it to decline even further.

To avoid confusion, we will removed baseless nonsense figures from the forum.


Monday, January 21, 2013 - 03:55 pm Click here to edit this post
Added by the gamemaster:

The following is based on a gross miscalculation of the cost and is confusing.
The numbers as stated here are completely wrong and should be discarded.
A more accurate computation of the cost of weapons in one of the mobile units follows in the gamemaster contribution in this discussion

A mobile land unit is built with 65.000 pieces of ammunition (not 348.000), of which 54.000 are tank and artillery shells.
A long rand division (not a mobile unit) uses 248.000 pieces of ammunition when it is built. This is the max number in any unit in Simcountry.

The gamemaster

original contribution:
I used a 350 Quality base for my examples for the following reasons, Cost of the upgrades, Time it takes to upgrade and shortage of Ammo upgrades on WG. Also remember that when you resupply, that the base quality of the Ammo and the resupply Quality will determine what your new average will be, so higher base is more desirable.
Also note that when setting the Target Quality for weapons the game indicates that a 500 is the maximum quality for Weapons, if it is supposed to be 600 as well you have a bug there.
The main cost of this unit is involved with the 348,000 rounds of ammo and upgrading them, the unit I built said it needs, so I am not pulling numbers out of the airâ¦
14,400 Anti-aircraft missiles
19,200 Missile interceptors
14,400 Defensive missiles
19,200 Offensive AA missiles
9,600 Anti-tank missiles
108,000 Heavy artillery shells
144,000 Heavy tank ammunition
19,200 Mid-range missiles

So with a 350 base the Weapons Cost 64.761B.
Ammo costs 5,488B (the 19,200 Mid-Range missiles are 2,320.416B by themselves.)


Monday, January 21, 2013 - 03:59 pm Click here to edit this post
As a side note I am not trying to be pissy, just trying to help.
I have been playing and designing games since 1974. I assumed these numbers were not what you intended and tried to post them in a way that you might notice.


Monday, January 21, 2013 - 05:14 pm Click here to edit this post
You should check the numbers of ammunition needed for a mobile land unit.
the total is less than 60.000.

Ammunition is a non issue.
Units we have now have much larger numbers than the new units.

the use of ammunition is the same.

total cost of the weapons at Q600 and including soldiers and officers remains well under 10 gold coins.
At Q350, the cost of the mobile unit is much lower.

A mobile land unit needs 3200 mid range missiles, not 19.200.
19200 mid range missiles cost 24M a piece or 50M at Q200. (fluctuating between 25M and 70M).
Max total cost for 19.200 (not needed at all) is:
19.200 x 70m = 1344B
In most cases <600B.

The units needs only 3.200 missile:
Max total cost is 224B
In most cases <100B.

Regular units need more ammo to build but the use of ammunition is the same for both types and thus the real cost of ammunition is the same in all units.

Building regular units remains more expensive.

Mobile units will be offered on the space market for their real price.


Monday, January 21, 2013 - 06:08 pm Click here to edit this post
Am I right in thinking mobile units would be best utilized against higher level c3s Andy?


Monday, January 21, 2013 - 06:46 pm Click here to edit this post
I am not sure.
Very high quality units are more effective but the question is which type will suffer less losses. (money wise).

we have tested attacks against C3s but not at high levels.

we will test more, at different quality levels and find out how a mobile unit behaves when it attack a division.

While the cost of building them is lower, it remains to be seen what the cost will be when using them, and losing them.

Divisions may become even smaller, and we expect mobile units to become a good choice.
The cost will decline more.


Monday, January 21, 2013 - 06:55 pm Click here to edit this post
Then they are not being biult correctly in the game, here is a cut and Past of my unit:

First Hobart MLU

Replenish First Hobart MLU with Ground Supply Units
Use Supply Droppings to replenish First Hobart MLU

Use Supply Droppings if fast delivery is important, especially over long distances.
However, droppings are risky and 75% of the supplies dropped are lost.
If you have units abroad it is cheaper to create a Remote Depot near a
friendly airport and also airlift Supply Units to that airport.

Current Numbers of Weapons Target Level
30 Anti aircraft missile batteries 30
40 Missile interceptor batteries 40
30 Defensive missile batteries 30
40 Offensive aa batteries 40
20 Anti tank missile batteries 20
30 Heavy armored vehicles 30
60 Heavy artillery 60
30 Heavy jeeps 30
80 Heavy tanks 80
40 Mid range missile batteries 40

Current Numbers of Ammunition Target Level
14,400 Anti aircraft missiles 14,400
19,200 Missile interceptors 19,200
14,400 Defensive missiles 14,400
19,200 Offensive aa missiles 19,200
9,600 Anti tank missiles 9,600
108,000 Heavy artilery shells 108,000
144,000 Heavy tank ammunition 144,000
19,200 Mid range missiles 19,200

Current Quantities of Materials Target Level
176,760 Military Supplies 176,760
7,453 Gasoline 7,453

Professional Military Staff Needed Available
Soldiers 2,720 22,400
Officers 1,060 1,600


Monday, January 21, 2013 - 10:17 pm Click here to edit this post
I suggest you disband this unit and build a new one.
these numbers are way out of order by a factor of 5 or 6.

you can also keep it and have enough ammunition for a complete army in a single unit.
Not so good actually because if the unit is lost, all this ammo will be lost.

I have no idea how this happened to this unit.


Tuesday, January 22, 2013 - 12:58 am Click here to edit this post
What happens to the Quality of the components if I disband it, does it take the average or drop like it was for a while?


Tuesday, January 22, 2013 - 10:27 am Click here to edit this post
It does not drop.
please read recent game news (also on the forum).


Tuesday, January 22, 2013 - 02:09 pm Click here to edit this post
Thanks for your help


Tuesday, January 22, 2013 - 02:23 pm Click here to edit this post
Broke it amd reformed it and it now has the correct numbers, however Ammo Qaulity is 59 down and Weapons is 20 points down. Weapons dropped on creation, ammo on breaking and creation. And The Max Target for Weapons upgrade is still coming up with this message when you try to set it to 600: "2 Units have been upgraded immediately.
New Quality Targets have been set for 2 Units.
The maximum weapon quality is 450, for mobile units 500."


Tuesday, January 22, 2013 - 03:21 pm Click here to edit this post
On further examination, the ammo dropped because of mixing with existing stock, but did drop on unit build about 20 points

Nova Jet

Wednesday, January 23, 2013 - 02:17 pm Click here to edit this post
When will we be able to produce Mobile Units?


Thursday, January 24, 2013 - 12:35 am Click here to edit this post
You can create mobile units now.
Please read the game news and check the army menu option to see where mobile units are constructed.

Nova Jet

Thursday, January 24, 2013 - 01:31 am Click here to edit this post
I knew that but im talking about physically producing them through corps. I saw that there is a category for building mobile units on building new corps page


Thursday, January 24, 2013 - 03:09 am Click here to edit this post
He just said in another thread it was a mistake.


Thursday, January 24, 2013 - 09:46 pm Click here to edit this post
It is fixed now.
mobile units can be built in the same way other units are built.


Thursday, January 24, 2013 - 11:39 pm Click here to edit this post


Sorry. There are no Mobile Air Wings you can create right now.

Are land the only units we can make at the moment?


Friday, January 25, 2013 - 12:15 am Click here to edit this post
Four types of mobile air force units will be added next week.


Friday, January 25, 2013 - 01:59 am Click here to edit this post
Ok cool. It will be fun to throw them into the mix.

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