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Showing content with the highest reputation on 05/10/18 in all areas

  1. TKR did you a favour by reminding everyone that Fark was still an alliance.
    5 points
  2. War teaches you things about yourself you didn't know Things like this have been talked about in the past, but often sputter out, regardless I wanted to give it another attempt. Yes, a large war(s) recently ended and people might have had their fill of fighting and want to go back to growing. Previously there was a long peace in the game after TEst disbanded, perhaps not without coincidence. That being said, if you might be interested in a fight now, or in the coming months if things become stale and you feel that blood-lust pumping in your veins please reach out to me. TEst is willing to set up micro-wars or full alliance fights. Both willing participants predetermine the number (and which) players want to be involved from the agreed alliances and have a war with each other. Rules and guidelines can be agreed upon in advance, and these fights won't activate treaties. Civilized bloodshed is still better than no bloodshed. If this idea interests you, you know where to find me: https://discord.gg/gjjjPJX I offer to you, Orbis Fight Club
    4 points
  3. For those of you that are unaware, there is a city age bonus to population that is equivalent to (DaysOld/3000)% This bonus was added when the game was first made because I didn't want every city to have the exact same population (I just thought that would look lame.) Like a lot of things, there wasn't much foresight for how it would play out years later. Nowadays, the oldest cities are nearing 4 years old (1460 days) and that is equivalent to an almost 50% increase in population. It has a huge effect on gameplay, when in reality, it was not intended to have any real effect at all. My proposal is here is not to even cut the income of any current nation, or reduce the bonus, but to simply cap it at some arbitrary number that is above whatever the maximum bonus currently is (oldest city in the game's bonus.) That means that they will not continue to have an increasing population in that city (or any city subsequently that reaches the maximum age for the bonus), but they will still retain all of the bonus that they have received thus far, and newer nations will experience growing bonuses to the same point. Given that there have been many calls to either severely reduce the effect of city age on population, and to just plain remove it as well, I think this is a very fair proposal. Just looking for some feedback here and to see if everyone else thinks this is as reasonable of a solution as I think that it is. Let me know with either Likes/Dislikes or comments.
    3 points
  4. I wish there was a "Indifferent" 'Like/Dislike', lol. I can't really support or go against this, I can see arguments for both sides. Instead of capping it, why don't you correlate the population growth to the amount of Land? (Basically capping the Pop Density instead of the Pop itself, if that makes sense?) If a city doesn't have enough land to expand the population, it doesn't grow anymore. Could also tweak the effect of Nukes to slow down or reset the return growth after a city gets nuked.
    3 points
  5. \o/ For the glory of Chaos \o/
    3 points
  6. Okay the way I'm reading this graph is that despite the increase in revenue larger players have, it still takes longer for larger nations to buy higher numbered cities. Meaning smaller people are already catching up. I'm confused because you seem to have reached the total inverse conclusion.
    2 points
  7. The people of your nation wouldn't know about your undetected spy operations, because they're classified. If enough people in your nation know about your operation to make an appreciable impact on your approval rating, the nation you operated on would know too. As for your pollution suggestion, you make a good point. Ideally, I think the pollution equation should be non-linear, in that having high pollution reduces your approval rating disproportionately more than when you have low pollution. This would be more realistic, because many people IRL don't really mind much about pollution, until it reaches a tipping point (usually once it starts becoming easily perceptible and annoying in daily life).
    2 points
  8. And now for all you TeST death math enthusiast, I Seph from Grumpy will be hosting betting pools for each tussle, in which you will be able to bet on your favorite fighter and win big money. Hell if this business goes well I will go into a few fights myself. I know you don't mind @Prefontaine.
    2 points
  9. Alright, well, I don't disagree on any particular point. I'm just not convinced that there can realistically be a fair and balanced way for bounties to be removed. I suppose a couple of options could be bounties expire after a full IRL year, or nations can buy off bounties by paying an amount that scales by their number of cities as well as the actual bounty, so that wealthier players still have to pay the same penalty relative to their income as a smaller player. That should help the balance.
    2 points
  10. This suggestion isn't as good as it sounds, considering alliances might just not fund new people at all if they can't tax them to make at least some of the investment back. The rate of return on noobs is awfully low, even if you do tax them. The "tax farm" logic I've heard before. If a player is being taxed, they have the power to just leave the alliance. If they are inactive, the game eventually cuts them off via grey.
    2 points
  11. Following the lowering city cost discussion, I've been doing some considering about how to help new players catch up in the game and ease new player growth, which I know has been made a lot harder since I scaled back the effects of resource and commerce improvements about a year ago. This is a pretty simple plan that doesn't involve lowering city prices, and should basically only affect new players. Step 1: Eliminate New City Timers to City 10 (From Current City 5) This is pretty straightforward. Right now, you don't need to wait for your city timer for buying cities 2-5. I'm proposing to expand that to cities 2-10. This should make new players' growth faster, so that they can catch up to a point where they are relevant in the game, which should improve player retention by reducing feelings of impossibly slow progress. Step 2: New Player Income Bonus This part involves adding a new bonus to the game for new players. This bonus would not exist past a nation being 60 days old, or having 10 cities, and would diminish as a nation bought additional cities. The idea is that new players are awfully poor, and it's hard to invest in growth at really low levels. By increasing their income, they can invest into themselves and grow faster initially, without impacting later growth. This bonus would be a 100% gross income bonus for nations less than 60 days with 1 city, and would decrease by 10% for each city added. For nations older than 60 days, there would be no bonus regardless of number of cities. This bonus scheme should not really encourage people to sit at low city levels to collect the bonus, as the benefit of adding another city always outweighs staying at the current bonus level. It's honestly a pretty modest increase, but I think it will help new players find their footing and not be so strapped for cash in the beginning of the game. Here are some numbers I ran, the Average Daily Income figures are the averages currently in the game per city count. What isn't shown is how players using the New Player Bonus would build additional infrastructure, etc. boosting their income beyond just the bonus amount, etc. Take it all with a grain of salt. So, what I'm hoping is that everyone will kind of like this modest suggestion, and then I can throw it in the new game, we'll improve new player fun and retention, and everyone will win. Feel free to use the Upvote/Downvote option the forum offers to indicate your favor/disfavor, but please do consider the merits of the suggestion before blindly voting the way someone else told you you should. And of course, offer your feedback, and if you think you have a better idea, please just create a new topic/thread so we can keep the discussions separate. Thanks!
    2 points
  12. Everyone forgot the cardinal rule here. Rule #1, you never talk about Fight Club.
    2 points
  13. Will you ragequit if you lose?
    2 points
  14. I feel like this is going to be the future of war in P&W, when we're all too lazy to strategize and fabricate CBs so we just have routinely scheduled conflict. Jokes aside (hopefully...), neat idea!
    2 points
  15. I am going to point out here publicly that this user has been warned for this post, and that if you only offer low-effort trolling/spam posts in serious discussion forums like the Game Suggestions or Game Discussion subforums, we will issue warnings. Obviously the moderators cannot personally review every single post to see whether it follows the rules or not, so please use the Report button to report rule-breaking posts to flag them for moderator attention. Now, back to the serious discussion, please.
    2 points
  16. I generally agree with this sentiment, and if we can find a formula that gets mostly agreement, I'll go for it. Right now, the nations with the most cities have 33, so I think any change in city cost formula should be about neutral at that point, so as not to make it so that nations that already have a lot of cities will never be able to be caught up to. At the same time, I think it would make sense to not just lower the cost of cities across the board, and so in keeping with the current exponential cost scheme city prices will have to increase after some point (here I'm picking 33 cities for fairness.) The current formula is: 50000(x-1)^3 + 150000x + 75000 A simple formula for the proposed change the loosely fits what I was looking for in requirements is: 1500(x-1)^4 + 75000 The cost formulas intersect between 34 and 35 cities; that is, before the 35th city, all city costs are cheaper than the status quo. Starting at 35 and beyond, cities would be more expensive than currently. Under the current formula, the total cost for cities 2-34 would be $14,912,800,000 and under the proposed formula change here, it would be $11,743,017,600. The difference you can see then is ~$4,000,000,000 most of which is front loaded into the earlier cities. Obviously, this would be a huge shift to gameplay and building strategies, and would bring many many younger and newer nations into the fold as viable players. Thus, older established players would certainly lose some relative power by this. So, it's not something I am interesting in going through with without vast support by the playerbase. I'm also open to other formula adjustment suggestions.
    2 points
  17. Not a very relevant thing but since with the new economic system a lot of nations have high pollution I think the pollution should be removed from the formula that calculate the approval rating or at least you start losing approval when the pollution is like 3000 Also having a successfull spy operation (excluding gather intelligence) should give you a +1 of approval
    1 point
  18. Hello! I am a new P&W Player and have big hopes for the future. I really want to be on the leader board and become one of the top nations, but I'm starting to doubt that it will happen... My friend says it will never happen because i joined so late in the game, and because of how difficult it is, and he is at 8 cities. I was hoping i could reach 50 cities, but now that I know how expensive it is, i doubt it will happen. I have big hopes for the future, and I am trying to replicate the Roman Empire. Everyone tells me it wont happen and that it's too late. Is it too late? Thank you! By the way, my Brother used to play p&w and introduced me to it. He told me it was probably too late as well
    1 point
  19. In my CN alliance, when someone makes a great post, we just quote it as reinforcement or approval.
    1 point
  20. Mass Automation Description: Streamlines the upkeeping process. Effect: All upkeep costs except for military are reduced by 30%. Cost: 2,000 aluminium, 1,000 steel, 500 gasoline and 75,000,000 dollars.
    1 point
  21. Solar Power Plant Description: Powers infrastructure in all cities. Effect: Powers 30% of infrastructure in summer, 10% in winter, and 20% in other seasons. (I figured that changing the effect based on latitude as well would be unfair, and I wasn't fully sure of what numbers to use, so feel free to give suggestions) Cost: 8,000 (aluminium), 2,000 (steel) and 50,000,000 (dollars)
    1 point
  22. // a bit extreme but ok vortex.
    1 point
  23. This is true. For that matter it is true even without bounties. And it should never not be true. While true, the words you're looking for aren't 'strive to' but 'consider attempting to'. It's a matter of risk-management and profit potential. This would result in the simple strategy of 'bounty removal services', where you hire 3 pirates to attack you, possibly after they've already been wrecked by counters and are about to enter a rebuilding phase, and then the bounty is gone cheaply for all involved. Ultimately, that's just yet another cheap way to avoid what bounties are meant to encourage; which is real, competitive warfare. There is a reason: removing the odious bounty. Bounties are an attack, they put the victim between a rock (losing wars/getting nuked) and a hard place (living under greater threat due to bounties). Bounties are already often removed by having friends or allies do an attack then deconscripting units to make the war even cheaper, and then the bounty actually helps the victim.
    1 point
  24. Alright, let me explain. Both older nations and younger nations had, and still have the same *monetary* price for military, improvements, infrastructure, land, cities, and projects. The price of resources, however, has gone up considerably. This is called inflation, because the "price" of money is now lower. This means that cities/infrastructure/land/projects/military/improvements are now essentially cheaper than they were before. Same price... easier to get the money. This means that everyone that produces resources has the value of their effective income scale with inflation, whereas commerce builds end up stagnating. If your economic build and alliance economic policy is competent, then cities are easier to come by now than ever before. Also, since your capacity to produce resources is limited only by taxes and money to build improvement slots with, resources are now easier to come by now than ever before anyway!
    1 point
  25. "The Empire offers armed elections officers to ensure the elections are free of intimidation and fair, to add additional security, if needed." Thessian, Ambassador to Salazarstan
    1 point
  26. I hate my pixels as well.
    1 point
  27. HadesFlames had a second account? ? Who knew
    1 point
  28. DID SOMEONE SAY S E C R E T T R E A T I E S
    1 point
  29. A Change in the Wind Snow was swirling around King Zygon. Even though he was squinting to keep the flakes out of his eyes, he still couldn’t see in front of him. He had no clue where he was other than he was north of the Wall, and no clue as to how he got there. It was cold, ridiculously cold, but that didn’t bother him. What did bother him was the feeling of being hunted, and knowing he was probably, for once, outmatched. He’d considered blowing his horn several times, but there was little chance someone would hear, and greater chance he would attract those hunting him. Still he trudged on through the ever-piling snow, trying to find some place to find shelter and rest. A change in the wind gave him pause. For a split second he thought he had heard something out there. He could, however, smell something. Death. Zygon quickened his pace, rushing through the woods now, trying to loosen his sword in its scabbard. Ice had formed where the blade and sheath met, almost as if some force were trying to ensure he couldn’t fight. With a crack, Zygon ripped the sword out, revealing a perfect blade of Valyrian steel. A screech pierced the air and he broke into a run. An unknown fear had taken hold, and the only avenue of escape was speed. He broke out from the woods and saw a hill not far off. Zygon ran across the small clearing and began, running up the hill. Over the panting of his breath the and breaking of snow, screeching and more running could be heard. Something was chasing him down and gaining. Once he made it to the top of the hill, he turned, sword at the ready. It was his worst nightmare come true. Wights, not one, several. For whatever reason they had paused at the bottom of the hill. Zygon looked around him and realized the top dropped off suddenly. He was on a cliff. He’d trapped himself. He looked down at the horn Cypher had given to him as a parting gift. It’d be a shame to die without using it at least once, even if no-one heard. The King in the North would die honorably and probably painfully, but at least he’d die tooting a good horn. He raised the horn to his lips, took a deep breath, and blew with all his might. * * * Memph’s head jerked up from the food he was preparing and cocked his head. “Did you boys hear that?” he asked looking around the campfire at each of the men with him. They all stopped what they were doing and listened. Over the wind the screams of wights could barely be heard. “They’re hunting something.” JtTeE said after a moment, “Hopefully some wildlings or something’ The sound of a horn blaring over the wind caused the men to jump to their feet. There was no way it could be a wildling getting hunted. As one they all turned and ran to their horses, riding towards the sound of the horn and the walkers. Upon exiting the woods, they saw a group of wights trudging up a hill towards a lone figure at the top. The figure was blowing a horn in one hand and a broadsword in the other, Memph didn’t slow his horse as he raced towards the line of undead, running them down with ferocity. Some of the wights had made it to the top of the hill and were attempting to surround the lone man, who dropped the horn and began to fight, cutting down the walkers. It looked almost easy, but it was clear just by the shear number of undead that the man would be quickly overtaken. Memph jumped off his horse before it had halted and joined the fray against the dead. He cut his way through the enclosing arc of dead towards the man and they stood back to back fighting off the dead. Other Guardians were fighting skirmishes of their own, but the majority of the wights were ever pressing against Zygon and Memph. Suddenly Memph was knocked off of his feet and fell to the ground. One of the foes that he had supposedly beaten had grabbed his legs and pulled him down. The wight crawled on him trying to rip his throat out. Memph punched and shoved but he couldn’t seem to repel it. He was going to die here, he just knew it. The wight screeched, nearly blasting his eardrums to bits. Then it fell limp on him, dead for sure now. He shoved its head aside to see the man he’d been fighting with had stabbed it through the chest, and luckily not through him as well. Zygon pulled his sword out and offered his hand to Memph to pull him up. Memph pushed the rest of the wight off of him before accepting the outstretched hand. Around them, the fight had finsihed, with bits of undead everywhere, but amazingly none of the living. In somber silence they piled the remains of the Walkers and burned them before mounting on horses and riding south. Memph broke the silence. “I’m Memph, this is JtTeE, and these others are the rest of our merry gang. We’re of Guardian, a group focused on security and well-being” Memph said gesturing around him before offering his hand to Zygon. “Who are you? Where are you from?” Zygon grasped his hand and smiled, “I’m King Zygon of House Stark. To tell you the truth I was getting a little worried, I hadn’t seen anyone the entire time I’ve been here” “Zygon eh? Your Bannermen have been tearing apart the Realm looking for you. How did you end up here of all places?” “I don’t know. One second, I was fighting off the Hordes of the Pacific and the next I was farther North than any had gone before. I’m lucky you found me.” “If it hadn’t been for that horn we would have never known you were here. Where did you get it anyway?” Zygon looked down at the horn, “It’s from an old friend of times gone by.” Memph glanced around at his men before responding. “You know, friends are always there for each other. The man that gave you that horn saved your life in a way. That’s something that friends do, and I think I speak for all of Guardian that if your countrymen are like yourself, we’d like to forge a new friendship with you and your House” Zygon smiled, “There’s always room for new friends in the Halls of Winterfell. If not there, then we will stand by you on the fields of battle as we have done today. Our enemies will break before us like wheat under the scythe.” “Guardian will do the same for you. Whenever the opportunity arises we’ll ride to battle with you and your men” Memph said “Then it looks like we have a deal.” Zygon said “Now let’s get to Winterfell, they’re probably waiting for me to get back to learn them some grammar.” “By the way Zygon, how did you manage to stab just that wight and not me?” Memph asked “Oh. Well. To be honest with you I just took a wild guess at it. I’m pretty lucky I suppose.” Zygon replied “I guess we both are then.” Memph said and the two men laughed. Upon arriving at Winterfell, Guardian and House Stark formalized their agreement in writing before partying so good that the entire world took a nap for 6 months. The End Guardian and House Stark officially enter an MDP
    1 point
  30. The groundwork for finally couping @Zygon is in place...
    1 point
  31. While I'm still not super confident about whether growth is a key factor with retention, this will help to dig the newer players out of the "hole" they start in and be at least reasonably more self sufficient. Growth for the really new players has been a pretty large issue for awhile now, as it takes a huge investment on the part of the alliance to make them decently profitable, at a high risk, and that player is unlikely to be able to sustain themselves without that aid. This should help mitigate that issue.
    1 point
  32. I'm actually surprised by this move. Ragnarok seemed to be the staunchest ally that House Stark had.
    1 point
  33. So are you saying there is no relationship between retention and growth? Every alliance would benefit here you are the one making this political.
    1 point
  34. Well, time to permawar you for leaking smdh.
    1 point
  35. You ran outta munitions under blockade? That's known as 'losing'. Try not to do that.
    1 point
  36. OsRavan leader of the Orange Defense Network by invitation from the Great Khan himself, entered the Great Khan’s tent for a feast. The two leaders, along with Arnout the Emperor of Mankind, discussed the Horde’s invasion into Orange territory, with The Great Khan and The Emperor of Mankind conceding that OsRavan and his warriors were not as bad as those Inquisition heathens, and agreeing not to treat him as such in the future. The three leaders indulged themselves in wine and many women, and OsRavan introduced The Great Khan to his signature exotic orange juice, which the Great Khan pretended to enjoy very much. The Great Khan then taught OsRavan the art of mongolian throat singing, and the two performed for a less than amused Arnout. As the night began to die down, the leaders had come to an accord, All parties would agree to a truce, allowing their warriors to continue to fight until victory was achieved, or lay down their arms sooner if they wished. OsRavan, in an attempt to foster positive relations in the future, agreed to hold a mongolian throat singing festival all across the lands of his people, over the next 14 days. The Great Khan told OsRavan he was welcome to return for more feasting in the future. TLDR: We have peace.
    1 point
  37. I mean, this is really really really dumb. There is a simple and "harmless" way to quit: Simply pressing the damn delete button. The harmfulness or harmlessness (depending on who you ask) of sending porn to ingame players (worse so if they are underage, but I do not know the details on that) is irrelevant. It's a no-go, simply because it is bad form to force-push that kind of material to people in a game that is supposed to operate in an entirely different spectrum. "WELL BUT HE WANTED TO GO OUT IN STYLE BECAUSE HE DISAGREED WITH SHEEPY BUT SHEEPY WOULDNT BAN HIM" is a crap argument man :P. If he wanted to go out in style, he'd have found a way to stick it to Alex in his final "move", rather than mildly annoy a few social justice warriors while potentially making a couple kids feel uncomfortable. Right now it looks like sloppy trolling. I don't like Alex' decisions sometimes, but really... Roz flipped from righteous cause to "better off without" over the course of this thing.
    1 point
  38. I have disliked you and almost every opinion you have had since day 1, and I still stand by that. Go away pls.
    1 point
  39. Thanks to all sides, IQ and non-IQ for interesting war. I'm proud that I might to fight for IQ. Fighting against Rose, Golden Horde, AIM and KT was a great pleasure for me, you are a good fighters (especially AIM). Ayyy lmao. BK STRONK.
    1 point
  40. >Ancom colours >Stalin >SJWs what is this, a crossover episode??
    1 point
  41. I'm actually really sad to see Cornerstone go, because I never personally got to roll them. Oh well, we'll just have to remember them by their greatest contribution, the legend of LPS.
    1 point
  42. The past was Rose The future is BK All players in only one alliance will be repeated
    1 point
  43. National project name: Step-Up Transformer Small description: This would allow all power stations to run with 25% extra capacity. For example if you had a Nuclear power plant with max operation of 2000 infra this would allow it to power an extra 500 infra structure meaning that one nuclear power station can power 2500 infrastructure. Project effect: 25% extra capacity Resource cost: 4000 Steel, 5000 Aluminium, 500 Uranium Cash cost: $60,000,000.00
    1 point
  44. National project name: Military Headquarters Small description: Builds a headquarters for your military's central command, allowing your nation's war policies to be better organized and implemented. Project effect: Allows your nation to switch War Policy once every three days instead of five days. National project name: Fortified Bank Vault (think Fort Knox) Small description: Builds a impregnable concrete fort with an underground bank vault beneath it, storing large amounts of your nation's money. Project effect: During war it reduces the amount of money that can be looted by 30%. National project name: Coin Mint Small description: A facility that manufacturers currency coins which are released into public circulation, increasing trade and commerce. Project effect: Increases gross income by 2%. National project name: Mass Production Small description: Advanced automation technology in your military industry, improving the speed of production by standardizing products on assembly lines. Project effect: Increases the number of Tanks, Aircraft and Ships you can build per day by 15%. It doesn't increase the caps on these units, and it doesn't affect Spies, Missiles or Nuclear Weapons. National project name: Research Facility Small description: Inside this facilities the best and brightest scientists, engineers and experts research new interesting technologies for your nation. Project effect: Increases the amount of Perk Points your nation gets (you know, if Perks ever get implemented )
    1 point
  45. Holy shit. That guy looks !@#$ creepy. I decided I wanted to make video games for a living last night. I don't know anything about creating video games but I'm a masochist who will work on everything beyond the point of self-harm. That's what "we" in the industry call "work will." I'm also really good at hitting random buttons on the keyboard, pretty sure that counts as a feature. I have no idea what I'm doing so I'm just going to make a game and hope for the best. Graphics are overrated so I'm just not going to bother, same idea with story and an actually functional game. I also don't really want to bother with making the game accessible to anyone so beginners and casuals need not apply. For some strange reason I'm unable to do less than 100% of the work. I decide to not deal with graphics or sound as they're both overrated. After a really quick coding session late one night I decided I did enough work and released the game. I don't know what any of these numbers mean, but I think 40% might be a passing grade. "Off the market" of course means I decided three months was long enough and sold the game to some random IT consultant. However, I did walk away with enough money to make another game \o/ I figured that maybe I should make the new game prettier so I massively increased the emphasis on graphics. Other than that everything is pretty much the same. Now I just need to figure out a name and theme for it... hmmm.... OH! I know! Everyone is gonna love this and I'm going to be rich and get a mansion and retire at 25 and get a smokin' wife and everything! !@#$ you disembodied voice! Those were my dreams you just shattered ;_; Also, how can this game be worse than PN? How is that even possible? Screw it, I'm just not even going to bother dealing with ME. I'm going to make a new game and it will be my pièce de résistance. This time everything will work out fine and everything will be okay. I'd aim higher but I don't want to be hurt again, not like last time... I decided a shake up was in order. Some might say this would alienate my fans but I don't have a single one for some reason. I also improved graphics once more and I'd show some screenshots if I could get MS paint working again. Anyways, time to release my game. I just want it to be at least as good as PN this time. Seriously, I just need it now to help restore my self-esteem after that last blow... Hmm, and maybe I'll lower my goals too. I'll retire at 26 this time and maybe instead of a mansion I'll get a Ferrari... Yes, I am now properly braced for whatever comes. At least I know here's no way this could end worse than ME. !@#$
    1 point
  46. Currently Wind Power is entirely useless part of gameplay. As in RL, we should be seeing large nations investing in this (or possibly changing it to Solar Power). With large technological innovations and distrust of nuclear energy, more and more nations are looking to switch to other forms of energy that are renewable and clean. National project name: Land and Sea Wind Farms Small description: "In an attempt to lower your carbon emissions output and improve the environment for your citizens, your nation has invested in the future of the next generation." Project effect: Increases the Wind Plants from 250 infra to 2500/3500 Resource cost: 9,000 7,000 10,000 Cash cost: $95,000,000 If you wanted to change the Wind power option to a Solar Power option instead we can tweak this a bit. National project name: Photovaltaic Power Stations Small description: "In an attempt to lower your carbon emissions output and improve the environment for your citizens, your nation has invested in the future of the next generation." Project effect: Increases the Solar Panels from 250 infra to 2500/3500 Resource cost: 9,000 7,000 10,000 Cash cost: $95,000,000 These projects are and should be meant only for large scale nations with the cost to reflect this. Honestly I would figure the costs to be higher but figured there'd be backlash against it if I did.
    1 point
  47. National project name: National Highway System Small description: Automobile transportation infrastructure connecting major cities. Project effect: Increases maximum commerce limit in each city by 1% for every 100 infrastructure in that city. Resource cost: 2,000 3,500 1,500, 1/day upkeep per 500 infrastructure you own Cash cost: $60,000,000 I have no idea if that cost is balanced, I tried to compare it to the International Trade Center and made a few adjustments. I added the daily gasoline upkeep because it makes some sense and I'd like to see more civilian uses/effects of gasoline.
    1 point
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