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Alex

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Everything posted by Alex

  1. Alex

    IP address bans for alliances

    If he's banned (which this apples/oranges player has) he's already IP banned from the entire game, not just your alliance. If you want to collect your alliance member's IP addresses, there's really no reason you can't do that already.
  2. Alex

    Possible multi

    The nations have been banned, thanks for your report.
  3. Alex

    Inappropriate Name

    I've sent him a message telling him that that is not an appropriate city name and changed it myself.
  4. I added the cash to my nation manually and then removed the resources manually after I bought them.
  5. Alex

    Howdy

    Welcome to the forum! Glad to have you here
  6. A new update has hit the live server! This update consists of five significant changes, outlined below: 2 New National Projects Two new national projects have been added to the game: City Planning, and Advanced City Planning. City Planning is a resource-expensive project that nations can build once they have at least 11 cities that will reduce the cost of all future cities by $50,000,000 each. This is a significant markdown in cash cost, and will help speed up the growth of younger nations that choose to invest in this project. Similarly, Advanced City Planning is a follow-up project to City Planning. Advanced City Planning requires that the City Planning project first be built, and the nation must have at least 16 cities. It is another resource-expensive project that reduces the cost of future cities by another $100,000,000 each, stacking for a total of $150,000,000 less per city for all future cities for nations that have both projects. Flat reductions in cost (as opposed to % reductions) prevent the projects from being overpowered or disproportionately benefiting already large, developed nations. The high resource costs to build them should also increase the demand for resources on the market. Improved City Growth Formula (as a function of City Age) The old formula that was a linearly increasing (as a function of city age) modifier to each city's population has been replaced by a function of decreasing returns to scale. As a result, the bonus from city age is not longer capped at 4 years, and the way the formula is set up, all nations will have been positively affected (by seeing increased populations in their cities) by this change. For more information, you can read the suggestion proposal thread here: Increased Daily Login Bonus The minimum daily login bonus increased from $100,000 to $200,000. This change also increased the rate at which the bonus increases daily to $50,000 / day from $20,000 / day. The regular maximum for the bonus increased from $300,000 to $500,000 and increased the new player maximum (less than 60 days old) from $600,000 to $1,000,000. It's a 66.6% increase in daily login bonus income for the average active player ($300K->500K). For new players who login every day for 60 days, they go from getting a cumulative $29,500,000 in the status quo to $53,200,000. Since it's a flat-income bonus, it primarily helps smaller nations growing, and not larger nations. Ability to Self-Regenerate API Key On the Account page, down at the bottom in the API key section, you now have the ability to destroy your old API key and generate a new one for 1 Credit. This is something that was becoming more frequently asked of me to do manually. This sets up an automated process to reduce my workload, as well as raises money for the game in a non pay-to-win fashion. I am also beginning work on API version 1.1 which will be better documented and a huge improvement from the current API. Leader Titles No Longer Required Previously, there was a 2 character minimum for your leader's title (King, President, etc.) This has been removed, and you no longer need to give your leader name a title. Create City Page Improvement This page (which probably hasn't been updated in about 5 years) got a minor makeover/improvement.
  7. This idea is effectively just a quality of life improvement. I think the idea of a Color Trade Bloc preventing your nation from being declared on is unintuitive. This proposal is simply to remove the color Beige from the game, and instead add a new separate mechanic for nations to simply be "Protected." It would work exactly the same as Beige (no one can declare war on you, you would lose it if you declared an offensive war, new nations would be marked as "Protected" for 14 days, nations losing a war would get time under "Protected" status.) Benefits to this change would be: More intuitive / easier learning curve for new players New nations can participate in Color Trade Blocs without losing protection Less newbies will accidentally open themselves up to raiding early on Protected status could come with it's own income bonus similar to the existing Color Trade Bloc bonus for Beige. Again, the idea isn't to actually change how the game is played at all, just simplify things and help newbies help themselves.
  8. Alex

    A Serious Message For Orbis

    Yes, see earlier post:
  9. That's a really awful design strategy for a game developer to pursue Make things as hard as possible to drive away as many new players as possible? Seeing the color isn't hard, it's just unintuitive. A new player isn't going to quickly realize that beige = protection, whereas "protected status" very intuitively suggests that you're protected.
  10. Alex

    Multi Report

    I don't see sufficient evidence of the accounts being multis to take any action at this point.
  11. Where are you seeing the error? I agree that where it says "population density" in the disease formula it would read "infrastructure * 100 / land" but I don't know where you're looking at this to fix it. If it's on the wiki, you should be able to just edit the page and fix it yourself.
  12. This doesn't appear to be a bug, instead things appear to be working correctly. A 5% reduction bonus is being applied, it just occurs after the project cost reduction. City with no reduction = $248,425,000 City with project reduction = $98,425,000 City with project reduction, then 5% off = $93,503,750 $248,425,000 - $93,503,750 = $154,921,250 in savings > $150,000,000
  13. Alex

    Treasures - Random idea that might be trash

    I really like this idea and the amount of thought you've put into it. This is a complex system, but I think it would be a lot of fun. One thought though, is that if it's Color Trade Bloc based (which I like) are the treasures still assigned to individual nations? Would it perhaps make more sense for this to be a new feature entirely, called something else aside from Treasures, and Color Trade Bloc specific?
  14. It's a good thing they don't cost any money The best part about national projects is that they're optional. If you don't want to buy them, or don't think they're cost effective, then just pretend they don't exist. You're not harmed in any way. Your argument also just isn't logical. How they be so useless no one will buy them AND cause market prices to increase because people are saving up to buy them? Both of things cannot be true. What 5% are you talking about? I think you're over-estimating the costs of the project, and also not considering the large income boosts from the population growth modifier change, as well as the increased daily login bonus. Here are the numbers at current market prices, after the market has spiked in response to the update (I expect prices will settle a bit lower than this in a couple of days.) City Planning Advanced City Planning
  15. Alex

    Increasing the Daily Login Bonus

    This suggestion has been implemented, and so I am locking this thread to keep this subforum tidy.
  16. This proposal is pretty straightforward: Increase the minimum daily login bonus from $100,000 to $200,000. Increase the rate at which the bonus increases daily to $50,000 / day from $20,000 / day. Increase the regular maximum for the bonus from $300,000 to $500,000 and increase the new player maximum (less than 60 days old) from $600,000 to $1,000,000. It's a 66.6% increase in daily login bonus income for the average active player ($300K->500K). For new players who login every day for 60 days, they go from getting a cumulative $29,500,000 in the status quo to $53,200,000. Since it's a flat-income bonus, it primarily helps smaller nations growing, and not larger nations. Here's a spreadsheet with calculations: I'm looking for feedback as well as gauging community opinion (feel free to use upvotes/downvotes for that.) Thanks!
  17. Alex

    City Discount Project

    This suggestion has been implemented, and so I am locking this thread to keep this subforum tidy.
  18. Yes, this suggestion has been implemented, and so I am locking this thread to keep this subforum tidy.
  19. Currently, cities increase in population linearly as a function of age until they reach 4 years of age, at which point the bonus is capped. It was capped because the discrepancy between old cities and new cities is almost a 50% bonus for the old cities, and the idea was just really poorly thought out (or not thought out) to begin with. This proposal would change the population calculation in cities in a way that would benefit everyone: Cities would grow forever as a function of age. There would no longer be an arbitrary cap. Cities would grow faster when they're younger, and slower as they're older. This will prevent a "runaway" effect for older players, and help newer nations catch up compared to the status quo. Everyone would see an increase in city population as a result of this change. That means increased income for everyone, there would be only winners and no losers, with the biggest winners being young cities. We can represent the existing formula and the proposed formula graphically to see the difference clearly: Where i = infrastructure, and on the x-axis we're looking at the age of the city in years. You can see the purple line is current population as a function of city age, whereas the black line is the proposed population formula as a function of age. We're ignoring factors like disease, pollution, crime, etc. here because they're the same in both instances. As you can see, for everyone with cities less than 4 years of age, it's a pretty significant increase in population to match things up closer to older cities. For a city at 4 years of age (it's not 100% exact but it's damn close) there would be no difference. For cities over 4 years of age, they're capped at that value currently, so they would increase along the black line to some value higher than what they are currently capped at. The slope of the black line decreases as the city gets older, thus the rate of population increase decreases as a function of age. Therefore cities can age forever and increase in the bonus forever with only marginal benefit. This is both satisfying for older cities as they do see some growth, while also not being overpowered. I would expect everyone to support this change, but I've been wrong before and so I'm posting the suggestion here for feedback first. Please offer your comment and feel free to use the upvote/downvote to indicate your support/non-support. Thanks!
  20. Yes, it's included in this thread: EDIT: While the relevant part of the formula is included in the graph screenshot, I've updated the formula here to be very clear about how it's changed: https://politicsandwar.fandom.com/wiki/City_Formulas
  21. Alex

    Create a city page

    Sorry about that! Something I screwed up, all fixed now.
  22. Alex

    Intro

    Welcome to Politics & War!
  23. Alex

    A Serious Message For Orbis

    Biel has provided me with an image of him and his injury, as well a photo of his ID card so that I can verify it is him. I still can't promise everything is 100% true, but from all the information I have been able to gather, @Biel's story checks out. I'll be donating some money, and likely tomorrow I'll make a larger announcement to the whole community to spread awareness.
  24. Alex

    A Serious Message For Orbis

    At this time, I have still not heard from Biel. While based on IP history of Biel's account in-game, it does suggest to me that the story is true (and thus I've left this thread open so far) I just want to again reiterate that I am not condoning the original post as factual, nor can I confirm that the PayPal e-mail address given is actually Biel's PayPal account. Basically, you are donating at your own risk. I really have no way of knowing whether this is a big fraud or a real story, therefore you should take everything with a grain of salt. And again, I am not opposed to helping, and should I find more convincing evidence that the above story is true, I will be donating myself. However, I believe it is wise to advise caution at this point about sending money to strangers on the internet.
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