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Just curious

Winitall63

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Winitall63
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Winitall63
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I was just wondering what collections (excluding space flight) y’all have gathered the most? Mine is t-rex followed closely by chess club. I am sure some of you older players have mind blowing numbers:)
 
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JayBee

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JayJay(+urgent item needs)
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View attachment 13328 I was just wondering what collections (excluding space flight) y’all have gatgered the most? Mine is t-rex followed closely by chess club. I am sure some of you older players have mind blowing numbers:)
Same here...T-Rex and the Chess club...but I have some others that are much higher in numbers too...recently I was able to build all the extras and sell for a ton of coins...that included the institute of volcanology also....since I almost had almost 70.
 

Winitall63

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Winitall63
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Winitall63
View attachment 13329 View attachment 13330 View attachment 13331 View attachment 13332
Same here...T-Rex and the Chess club...but I have some others that are much higher in numbers too...recently I was able to build all the extras and sell for a ton of coins...that included the institute of volcanology also....since I almost had almost 70.

Interesting how collections differ. I am always waiting for the t-rex paw and you need the jaw. I guess every game is different that way.
 

Dafsade

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Yeah...GI configures everyone to have that “1” evasive item in every collection.

I thought this, but now, I am no longer sure... I think it is just due to randomly law...

Theoricaly, if you generate random number, you will have the same number of each number, but only with a big amount of generation (maybe 10 000 ? what "big amount" means ? ?).
But, in practise, If you generate 10 000 numbers, (with a rate of 10% = from 1 to 1 000 you have an item, and from 1 001 to 10 000, you have Nothing), with bad luck, you can 100 times have numbers bigger than 1 001 and so you will not have any item whereas the rate is 10%.

It is only my thought !
 
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JayBee

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I thought this, but now, I am no longer sure... I think it is just due to randomly law...

Theoricaly, if you generate random number, you will have the save number of each number, but only with a big amount of generation (maybe 10 000 ? what "big amount" means ? ?).
But, in practise, If you generate 10 000 numbers, (with a rate of 10% = from 1 to 1 000 you have an item, and from 1 001 to 10 000, you have Nothing), with bad luck, you can 100 times have numbers bigger than 1 001 and so you will not have any item whereas the rate is 10%.

It is only my thought !
Lol...I forgot the actual term for this that was given by the vets on this forum....but I think I’m going to stick with that. ;)
 
I thought this, but now, I am no longer sure... I think it is just due to randomly law...

Theoricaly, if you generate random number, you will have the same number of each number, but only with a big amount of generation (maybe 10 000 ? what "big amount" means ? ?).
But, in practise, If you generate 10 000 numbers, (with a rate of 10% = from 1 to 1 000 you have an item, and from 1 001 to 10 000, you have Nothing), with bad luck, you can 100 times have numbers bigger than 1 001 and so you will not have any item whereas the rate is 10%.

It is only my thought !
That’s true, but the chances of having 0 items on the distribution you’ve described, with 100 observation done, are very low... Statistical regularities appears quite soon.
 
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