lol... ok easy questions first. The current cash in value is 765 armies, and it started sometime about christmas!
LOL YW. Wink When this game was put together originally, the designer(s) set arbitrary ceilings to certain numbers which (to them) seemed so unrealistically high that no player would amass anywhere near so many armies for a single move. 999 (three digits) worth of armies seems reasonable, especially considering that it's less than 1024 (requiring ten binary digits). The next base-2 number would be 2048 (eleven binary digits), then 4096 (twelve), then 8192 (thirteen), then 16384 (fourteen), 32768 (fifteen) and finally 65536 (sixteen). So, to be able to handle more than a thousand armies at a time, you'd pretty much have to double the size of the memory containers for army groups from eight binary digits to sixteen, which would, of course, impact the servers. (Just going from eight to nine or ten binary digits would be kinda stupid for a variety of reasons.) Huh, after showering halfway through this message, it looks like I needn't get into the semantics of this shizzle, but I'll leave it in here anyways.
You make a reasonable point about the size of numbers requred. And having not done much web development i wasn't aware that you had so much control over the size of the digits. I had assumed that once you were over 256 (8 bits) that the next logical size would be 16 bits so it wouldn't be an issue. However you do seem to contradict yourself a little saying that there is no point going from just 8 bits to 10, which seems like exactly what they have done if the 999 limit is because of the limits of a 10 bit number. Anyways, if that is the reason then at least it is marginally less arbitary.
Plus, the numbers of armies on each territory are evidently stored within at least 13 bits as it can cope with the 3000+ armies on the biggest countries.
The thing that amazes me is that this is an ESCALATING Cards Game! Usually in escalation games, someone makes a huge breakthrough with a major cash-in and totally overruns one of the opponents, collecting their cards and cashing in again, and the wave of blood keeps on rolling until it runs out of steam....at which point the blitzkrieging player usually either fortifies their borders or ends up overextended.
Again, you make a very good point. However, when you are playing on one of the larger maps, particularly with experienced players, it can get to the point where everybody is trying to block everybody else from being able to kill anybody else, with the result that nobody can go on one of those rampages. In this particular game at almost every turn when the cards were at the 40-80 level I looked long and hard at trying to kill somebody. But the weakest players, who mathematically i could have easily eliminted, were always protected by large armies of other players, which made the total number of armies to kill just too prohibitive to attempt. For example NUKE, who was the weakest player for a long time, always had armies in north america which would have nvolved me having to get through the huge buildups on mexico, greenland or hawaii. I assume everyone else found themselves in a similar position.
And as I have pointed out, when I finally came to make that decisive move I found I was unable!
Okay, here's the main point: this game was designed to force the question on you: "Shit or get off the pot," with the emphasis towards shitting. (OMG, I have to go sledding NOW!) I'm sure someone else can help clarify the argument here, but basically, Conquer Club (and Risk) are not games of placing armies into uber stacks and doing nothing -- they are games which are supposed to be decisive, quick and bloody. A game lasting eight rounds I consider to be long -- a game lasting eighty rounds I consider to be downright epochal.
Not entirely sure about the sledding bit, but the rest of this statement is a purely subjective opinion. I generally like to get my games over with quite quickly, but some of my most enjoyable and memorable games have been the ones that have gone 80 or 100+ rounds (although none of the others were escalating!).
IRL i would never expect (or want) a game to go that long, but when playing with faceless strangers it is often the longer, more tactical games that stand out from the rest.