I think I've solved the really low credit problem
As much as I hate to say it again, Alez was correct:
But to return the world to proper balance I'll add that that was a half assed answer At least not the whole story!Rosetta grants credit based on the average claimed credit per decoy from all jobs submitted to date. So if you're the first to report, then you might get granted too much credit, but it will quickly get diluted by the reasonable credit claims from ever other machine that submitted results before yours did. Credit is low, seti low.
It has been bugging me why I had 48 hours of much better credits before I started my bunker (1M in 48 hours using 75% of my threads). This morning I started new instances and put my resource share at 0 and the run time at 1 hour WU. Yeah baby, my credits for 1 hour WU ranged from 25/hr to 150/hr. I have been running a steady 10-11k/hour since we did our bunker dumps. For the past 3 hours I'm at 17k/hour and that may get better.
The solution is to kill your big honking cache and pull work in very small amounts -or- as needed. I think what happens is the project issues new types of WU and as Alez said it doesn't know anything about them. So if you latch onto the new types of WU they will pay really good credits until the project comes up with a good average. In the meantime you get paid well. If you have a big cache then by the time you get around to crunching them the project has actually figured out what they are worth.
I'm experimenting with the run time - 1 hr vs 2. Before I started my bunker I was running 2 hour WU with zero resource share.
NOTE: since these are new instances it is possible that credit screw is involved also but it appears to be based on WU type and not across all WUs.