Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Search Articles

* * - - -

Root Cause - Economy, Part 2

Android: Netrunner Root Cause Hraklea

Root Cause is a series of bi-weekly Android: Netrunner articles about deck building, strategy and tactical decision, for new and mid-level Anarch players. You can find the first part of this article here.

In my last article, I introduced my method of how to build a good deck economy. Making the expected net income of drawing one card to be equal to the opportunity cost of drawing a card (1 credit) allows you to be constantly drawing cards along the game without running out of money, and it doesn't hurt you if you need to take credits from the bank, granting you economical stability.

While this method might be very helpful for players that are having problems with their economy, it has its limitations, like any mathematical model. There are cards or situations that can't be modeled properly, like conditional economy cards, recurring credits and extra draws. But there are some things that you can do to, at least, to estimate the net income of cards like these. Many mathematical models use premises, assumptions, as a way to simplify the calculation, and it will be no different here.

I think I should warn you that this article will have a little more math than the last one. I believe that these calculations can be done with high school math, but they would be a lot easier if you were familiar with statistics. If you have problems, you might want ask a friend for a help, or leave a commentary. I’ll try my best to explain anything that’s not clear.

One of the examples I presented last time was my version of Whizzard credit denial deck. Some people were satisfied by my statement that Account Siphon has a net income of 13 credits, and I think it is far to say that I was wrong by assuming that Account Siphon will always be a “full hit”. People ice their HQ up, people spend their credits, etc. This time, I’ll present how I think that my deck should be properly evaluated.

Case Study: My Whizzard Deck Again

Let's start with the things you already know: 3 copies of Armitage Codebusting (+3 each), 3 copies of Liberated Account (+4 each) and 2 copies of Sure Gamble (+2 each) sum 29 net income. By now, we'll forget about Account Siphon and will continue with Cyberfeeder (Core). As I said, Cyberfeeder requires us to make some premises to calculate its net income. These are the ones I'll make:

- Cyberfeeder gives me 1 credit per virus card in my deck;
- I'll play all my virus programs every match;
- I'll draw 1 card per turn;
- Games won't last more than 10 turns.

You can read premises 1 and 2 like "for every virus card in my deck that I do not draw in a match, I'll use Cyberfeeder to run once". For instance, my Whizzard deck has 7 virus cards, so I'm assuming that I'll use Cyberfeeder, in average, 7 times per game. Premises 3 and 4 will be used to ponder the amount of uses by the odds of drawing Cyberfeeder. In my case, I can draw Cyberfeeder up to the 4th turn and I'll still be able to use it 7 times, but if I draw it on the 5th turn, I'll only be able to use it 6 times; in the 6th turn, 5 uses, and it goes that way until the 10th turn, when the game ends. The logic here is:

- If I'll draw a Cyberfeeder in my first 9 cards (up to the 4th turn) 49,7% of the time, and;
- If Cyberfeeder gives me 7 credits if I use it up to the 4th turn;
- Then Cyberfeeder has a net income of 3 credits 49,7% of the time.

Doing the math for the 1st, 2nd ... 6th turn, I'll have the average net income of Cyberfeeder: 1.6 credits each. Spinal Modem is basically the same thing (in my case, they give me 3.3 credits net income each). Now I have a 40.4 net income (29 + 3*1.6 + 2*3.3) for my deck. I'm missing 4.6 credits to fit my 1 net income per card goal, and I still have 2 copies of Account Siphon. Is it reliable to assume that Account Siphon net income is 2.3 credits each? Sounds nice for me. In your deck, the answer is up to you.

Diesel gives you flames.

Another thing to have in mind is how fast you draw cards. I'm a big fan of Wyldside (Core), and I have seen so many people suggesting how to evaluate it, that I think it is my turn to try. Drawing cards doesn't give you credits by itself, it reduces the amount of time it takes for you to draw your economy cards, and that's how it affects the average net income of your deck.

Again, the premises:
- Drawing my opening hand of 5 cards costs me 5 clicks;
- I'll draw my entire deck when I play;

The main idea behind the math here is that the more cards you draw per click, the smaller your opportunity cost of drawing a card. I'll break down the logical path just like I made before, because I believe that explaning with examples makes it more clear:

-Using 2 copies, I have 21,2% chance of having a Wyldside in my opening hand;
- Wyldside costs me 5 credits (draw, play and pay);
- Wyldside allows me to draw my entire deck in 24 clicks;
- In 21,2% of the games, the opportunity cost of drawing my entire deck is 5 credits + 24 clicks;
- In 21,2% of the games, the opportunity cost of drawing my entire deck is 29 credits;
- In 21,2% of the games, the opportunity cost of drawing a card is 1/29 credits (or 0.034 credits, if you don't like fractions).

For Cyberfeeder, I made the math for every possible turn after the first one. It would take me forever to do it for Wyldside, so I can skip some numbers, and do it for every 5 or 10 draws. The math won't be accurate, but it will give a smaller number, so my only risk here is to be too rich. That's a chance that I'm willing to take in order to save the time and stress that would be required to get the precise number. Once again, in your deck, it is up to you how much accuracy you want in your numbers.

To teach is to learn twice.

I'm aware that this method also ignores a lot of important economic issues, like liquidity and cost curve. I have been discussing for a while about how to use the concept of internal rate of return as a method to measure the economy cards liquidity, but this is not an obvious and simple thing to calculate, so I won't talk about this now. Cost curve is also very complicated in Android: Netrunner, because - while we can calculate the expected cost of playing the cards in our decks - we can't possibly know how much credits we'll spend during our runs.

I think it should be said that I’m not a mathematician, and neither the “owner of the truth”. I’m aware that there are Android: Netrunner players more skilled with numbers than me, and these people might know some better methods to calculate the things that I'm showing you, or even the things that I’m saying that can’t be calculated. If you’re one of those people, please, show up. I’m not saying that as a challenge, I’m saying as an invitation.

There are a lot of things that we don’t know in Android: Netrunner, and (in my opinion) we don’t have enough people trying to figure those things out. I love to play the game, but I love to study it too: to look at a champion’s deck list that doesn't seem to be good and try to understand how that deck can possibly work, how it doesn’t go out of money/icebreaker/pieces of ice, how it keeps the pressure during the entire game, etc., and I know I’m not alone.

My advice for this week is not for new players, but for experienced ones for: sharing knowledge is good for everybody. Trying to explain your point of view for a person you don’t know requires you to think about your opinion, and that often leads you to change of mind. I learned a lot with myself when writing these articles, and I’m glad it happened.

I won't promise you a third part of these economy articles. I can assure you that the next article won’t be about economy, but I might talk about it again later, maybe in a future series of articles after Root Cause. I guess time will tell.

João “Hraklea” Almeida is a brazilian amateur card game player with almost 15 years of experience. Currently playing only Android: Netrunner, and saving his money to play in the next season of regional championship tournaments. Leaving the country is not that cheap.


11 Comments

Hi Hraklea,

How do you justify taking just the net income of the positive economic outcomes of the deck when you're doing your analysis in these articles. I ask because I'm unsure what exactly your math is trying to achieve. You seem to be either looking at an entire economic ratio of the deck for deck build purposes, or the in game-question: when is it favourable to draw a card for economic reasons rather than spend the click to gain a credit. In either circumstance I'm pretty sure you should be considering the entire deck and not just the 'net gain' cards.

To illustrate my question consider an example with 3 simplified decks of 10 cards with the following net gains (assume the other cards are net 0 for now)

2,2,2,2,2,0,0,0,0,0
10,0,0,0,0,0,0,0,0,0
1,1,1,1,1,1,1,1,1,1

In each case you have a deck with a net of 10 for the purposes of your model, but their distributions are very different and the chance of drawing a non-favourable card which is highly important seems to be ignored by your articles.

If your goal is to look at the entire deck during the deck building processes I think you need to look at the costs of all the other cards also, but I suspect this will be an arbitrary number that will be of little gain to you as you next to never draw your entire deck, and so many costs are variable (icebreakers etc.)

What I think you're aiming for though, is to have a deck that is favourable economically to draw cards rather than take the single credit. In this case you should use some gambling "risk/reward/utility" mathematics. You are in theory betting at any point spending a credit (in the form of a click) that the card that you're going to draw has a net gain at least of +1. In this case your maths is close but you should be considering each non-favourable (non-positive gain) card to be costing you a credit. If we go back to the example above, it is now:

2,2,2,2,2,-1,-1,-1,-1,-1
10,-1,-1,-1,-1,-1,-1,-1,-1,-1
1,1,1,1,1,1,1,1,1,1

Your equation becomes ER (Expected Return) = sum of (net gain of cards in deck)/ deck size. If ER>=1 it is worth the risk drawing a card over taking the credit, for economic purposes.

This ER value will change over the course of a game as you go through the game and draw certain cards. For instance it is only favourable to draw a card over taking a credit for the middle deck when the 10 is one of only 5 cards in the deck. (Cards should only be drawn for this deck for the sake of accessing more programs, icebreakers etc, not building economy) The last deck on the other hand should take the card every time as it will always net a single credit, while also accessing cards.

So from this we can say that the 'net income' of a deck alone is not enough to guarantee good economy. You should also be considering the number of economy cards in the deck and the income distributions of those cards as big factors. (Also the cost curves and the increasing value of clicks as the game progresses, but they're whole different arguments)

There may very well be favourable total economic net incomes and distributions, perhaps this could be the focus of a future article of yours.
Interesting article. Your math checks out, though I do question the reliability of your premises (e.g. even if you spend your entire first two turns drawing cards, you still have only just under 50% chance of drawing Wyldside).

Anyways, I love to see others running mathematical analysis of Netrunner. I'll see if I may assist with more in-depth calculations and I'll send you a PM if I can, though I think Zephyr and Sieben are far more well-suited to such a task, as statistics aren't my forte either.
Hi dude, thanks for posting. :)

Hi Hraklea,

How do you justify taking just the net income of the positive economic outcomes of the deck when you're doing your analysis in these articles. [...] I'm pretty sure you should be considering the entire deck and not just the 'net gain' cards.


I see your point. I honestly don't like the idea of saying that drawing a card is equal to lose a credit. I consider it an opportunity cost of taking a credit for economy cards because they are all about credits. If you're out of money, and decide to draw instead of taking credits from the bank, you did not lose anything for drawing non-economy cards. It's not like you go to "-3 credits". Non-economy cards are options to play after you draw the economy cards, they are not a liability in your deck.

Also, in this model, the cost of drawing the "wrong" cards is implied in the cost that you pay for economy cards. If I draw 3 cards, for instance, being 2 non-economy cards and 1 copy of Sure Gamble, I got 4 credits in 4 clicks.

Taking my Whizzard deck again, I use 15 economy cards and 30 non economy cards. This means that:
1. On average, each 3 draws will give one economy cards;
2. On average, each economy card gives me 3 credits.
If 3 cards (meaning 3 clicks) gives 3 credits, it works as I'm expecting it to work.

There are several ways to evaluate cards, and several "goals" to set for your economy. I feel that considering all non-economy cards as a -1 net income will make you to use an excessive amount of economy cards but, of course, I might be wrong.

In each case you have a deck with a net of 10 for the purposes of your model, but their distributions are very different and the chance of drawing a non-favourable card which is highly important seems to be ignored by your articles.

If your goal is to look at the entire deck during the deck building processes I think you need to look at the costs of all the other cards also, but I suspect this will be an arbitrary number that will be of little gain to you as you next to never draw your entire deck, and so many costs are variable (icebreakers etc.)


One of the things that you need to consider when building a model is complexity. A good deck must balance these things, but it is really hard to find the right number in this case.

I believe that playing 15~20 matches to feel the deck is better than spend too much time on an excel table fine tunning your economy. Of course that "too much time" is a personal opinion. You might know more math and more excel than me, and you might be able to do those maths faster.

The "golden rule" I'm proposing is not fail-proof, it is just a "how to start" method.

What I think you're aiming for though, is to have a deck that is favourable economically to draw cards rather than take the single credit.


I think they should be equally worth, so taking a credit from the bank or drawing a card is just a matter of risk. If drawing a card gives you more credits than taking credits from the bank, you would "lose" money by not drawing cards. The bank should be a safe option, and you should be using it when needed, that's why I try not to run an excessive amount of economy cards.

So from this we can say that the 'net income' of a deck alone is not enough to guarantee good economy. You should also be considering the number of economy cards in the deck and the income distributions of those cards as big factors. (Also the cost curves and the increasing value of clicks as the game progresses, but they're whole different arguments)


I agree with that, but I believe that those things are too complicated to be worth to include them in a model. If you'll need to test your deck anyway, why not test your economy too? Sometimes, it is enough to be "half right". :P
    • HappyDD likes this

Your math checks out, though I do question the reliability of your premises (e.g. even if you spend your entire first two turns drawing cards, you still have only just under 50% chance of drawing Wyldside).


I don't know what premise exactly you're disagreeing with. Two copies of Wyldside in a 45 cards deck gives me 21% chance of drawing a Wyldside in my opening hand of 5 cards (not considering mulligan).
What you said about expressing your opinion causing you to change your mind is something I've learned as I have prepared to explain why I think the factions in Netrunner are balanced. As I thought about how I would justify my belief it occurred to me that I was not entirely right; the factions are not as balanced as I thought.

And by the way, my head hurts :P. Great article nonetheless.
    • Hraklea likes this
Can you count your console money twice? Having multiple consoles in the deck increase your chances of drawing it, but it won't give you more money. :-/
    • Hraklea likes this

Can you count your console money twice? Having multiple consoles in the deck increase your chances of drawing it, but it won't give you more money. :-/


You're correct, my bad. The only cases I should consider counting it twice are decks with Aesop's Pawnshops and environments with heavy hardware destruction.

I don't think I'm allowed to edit the article, but I'll post an "errata" in the next article. Thank you for pointing it out.
Doesn't Magnum Opus, the worthless-fiat-currency-no-longer-tied-to-the-gold-standard standard of Runner economy, wreck all the calculations? With it installed, the opportunity cost of drawing a card essentially doubles, correct? To the point where once a Shaper deck gets MO and a full breaker suite installed, they very rarely draw cards EVER (unless they start taking damage), in my experience.

Magnum Opus is also the perfect example of a card where Return on Investment needs to be considered; the thing can make so much money over time that the opportunity cost of 7 (or so) click/credits to get it into play is negligible. I've played a Chaos Theory deck that had NO other economy cards than Magnum Opus, and Test Runs to get Magnum Opus faster (which also have alternate uses, of course). On the other hand, 2MU is occasionally a huge problem, so Armitage and Kati start to make sense.

I suppose you count Replicator as a quasi-economy card, since it reduces opportunity costs (i.e., playing your console will get another copy of the console out of the deck) and can fetch you other economy cards (such as Cyberfeeder).

Doesn't Magnum Opus, the worthless-fiat-currency-no-longer-tied-to-the-gold-standard standard of Runner economy, wreck all the calculations?


I'm not sure about what you mean by "wreck". Magnum Opus is calculated like Wyldside.

With it installed, the opportunity cost of drawing a card essentially doubles, correct? To the point where once a Shaper deck gets MO and a full breaker suite installed, they very rarely draw cards EVER (unless they start taking damage), in my experience.


Correct.

Magnum Opus is also the perfect example of a card where Return on Investment needs to be considered; the thing can make so much money over time that the opportunity cost of 7 (or so) click/credits to get it into play is negligible.


No, it isn't. Magnum Opus is expensive and inneficient, and your cost curve should consider that.

I've played a Chaos Theory deck that had NO other economy cards than Magnum Opus, and Test Runs to get Magnum Opus faster (which also have alternate uses, of course).


In my experience, that's not an optimal way to play Shaper.

I suppose you count Replicator as a quasi-economy card, since it reduces opportunity costs (i.e., playing your console will get another copy of the console out of the deck) and can fetch you other economy cards (such as Cyberfeeder).


Again, correct.

No, it isn't. Magnum Opus is expensive and inneficient, and your cost curve should consider that.


I keep going back and forth on how good MO really is. At the very least, it suggests a weakness of your model. If Armitage is -1 + -1 + -1 + 6(2-1) = +3, then MO is -1 + -5 + -1 + (Infinity)(2-1) = +Infinity. But MO definitely isn't infinity good.

I keep going back and forth on how good MO really is. At the very least, it suggests a weakness of your model.


No, it doesn't. My model requires you to define how many turn a match lasts, in average, as a premise. You can ajust how many turns a game lasts, in average, and change the premise - I used 10 turns in my article, but you can change it as you wish.

Once you have the proper number, the math I'm proposing is more accurate than say it is "+infinity".