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Danzek

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Posts posted by Danzek

  1. >  change the cap to the following formula. Currently this is around ~111k with the above changes.

    I think a ranked turn bonus split might make more sense, as that simplifies calculations and avoids the cap being all over the place for seemingly irrelevant factors (number of new nations). It also avoids there being multiple colors with the same bonus (and thus no benefit to switching between)

    e.g. You could have a cap of 140k and then rank the color blocs in steps of 10k revenue
    Edit: You'd can use the formula you have but instead of that determining the turn bonus, it determines the ranking. 

    image.png?ex=661e54ac&is=660bdfac&hm=737f58e68dc25473950c42a92b08c30150ef2460da35c3a4b70171c062c4af09&

     

    > Recruit Bonus = (Total Nations <c11 on Color/(Total Nations <c11/5)) * New Turn Bonus Cap 

    A bonus based on nation age may be more useful as that avoid disincentivizing growth. Though raiding would remain a disincentive to grow still. 
    The median age of a c11 is 195 days. (wtf)

    • Upvote 2
  2. 15 minutes ago, darkblade said:

    I like this project a lot actually. My only complaint is that it's slightly overpowered for it's price. I would either raise the price a bit, lower the percentage to 10-15%, or remove the extra improvement. Do one of those and you'll have a very solid project for losing wars.

    If it destroys 20% more infra, that's not actually 20% more damage. Infra cost is exponential, and it's the higher level infra that's most valuable, which gets destroyed regardless. You're actually damaging the cheapest infra with the 20%. Missiles will get more out of that 20% bonus simply because they do less infra damage (and thus are less affected by infra cost being exponential), whereas a 20% boost to nukes infra damage could be closer to like 4% infra value. (depends on city infra level, and war type/war policy)

    Also keep in mind the project costs 800m (current market prices), so will take multiple losing wars to ROI. 

    • Like 1
    • Upvote 1
  3. First they removed (one) Sam Cooper for best fighter, then they removed darkblade for best high gov. Who will the award team go after next?

    image.png.61c6423b954f83e226686208b9758131.png 

    • Haha 2
  4. 15 minutes ago, Anarchist Empire said:

    Makes it look like sail is some huge hegemonic force with the outline. lol (In practice I doubt all those alliances are all that close.)

    They all fought on the same side this last war. If anything, it's even bigger, maybe throw some micros like TKR in there as foreign agents of sail in their respective sphere. 

    • Haha 2
  5. Here's some data related to the change.

    1. Breakdown of FOOD project expenses (old pricing) (1year)

    project    amt    spent    %
    ADVANCED_URBAN_PLANNING    995    2,487,500,000.00    60.91%
    URBAN_PLANNING    1174    1,174,000,000    28.75%
    RECYCLING_INITIATIVE    252    25,200,000    .62%
    GREEN_TECHNOLOGIES    203    50,750,000    1.24%
    CLINICAL_RESEARCH_CENTER    495    49,500,000    1.21%
    SPECIALIZED_POLICE_TRAINING_PROGRAM    119    11,900,000    .29%
    RESEARCH_AND_DEVELOPMENT_CENTER    912    91,200,000    2.23%
    ACTIVITY_CENTER    6263    6,263,000    .15%
    GOVERNMENT_SUPPORT_AGENCY    820    164,000,000    4.02%
    FALLOUT_SHELTER    102    10,200,000    .25%
    BUREAU_OF_DOMESTIC_AFFAIRS    136    13,600,000    .33%

     

    2. Total spent on projects and cities for the previous year

    Using old project prices:

    {MONEY=479,987,500,000, FOOD=4,084,113,000, COAL=23,560,500, OIL=36,409,000, URANIUM=54,294,500, LEAD=18,510,500, IRON=26,959,000, BAUXITE=17,499,000, GASOLINE=42,327,550, MUNITIONS=46,910,000, STEEL=86,135,625, ALUMINUM=158,377,875}

    Worth: $2,995,900,652,425

    Using new project prices:

    {MONEY=505,949,500,000, FOOD=3,441,013,000, COAL=28,073,000, OIL=29,836,500, URANIUM=24,917,500, LEAD=29,093,000, IRON=32,191,500, BAUXITE=28,081,500, GASOLINE=30,594,000, MUNITIONS=30,088,000, STEEL=7,589,000, ALUMINUM=71,468,000}

    Worth: $2,258,877,002,000

    Difference:

    {MONEY=25,962,000,000, FOOD=-643,100,000, COAL=4,512,500, OIL=-6,572,500, URANIUM=-29,377,000, LEAD=10,582,500, IRON=5,232,500, BAUXITE=10,582,500, GASOLINE=-11,733,550, MUNITIONS=-16,822,000, STEEL=-78,546,625, ALUMINUM=-86,909,875}

    Here's a graph using price at different times in the year
    blue = old prices
    red = new prices
    img.png?ex=65b9bb7c&is=65a7467c&hm=e9644949621587159fc22ef14a202e58f543f5d0fa13dbb7c6ad254b514c8184&

    City purchases:

    $9,037,247,484,375

     

    3. How it may affect project purchases by tiering.

    This is from the previous year's project purchases, tracked by city count. Yellow is the value of city purchases by tier.

    Note: The price and mechanic changes will change, future project purchases may not be the same

    image.png?ex=65b9a6e3&is=65a731e3&hm=2e22c7a310127be61b3cca4012a2acf302578c8f40d263cbbd8297e4a8768c80&

    There is an increase to MLP project - which can be considered a noob trap when purchased at city 3. Here is without MLP price changes. Price changes may deter early purchases of missiles. The subsequent spikes are from the city planning projects.

    image.png?ex=65b9a6d6&is=65a731d6&hm=e2ef3681d4c5c708aae78b20d3613643bd484d1ef401f43dc53bbc92ee2858cf&

     

    4. Expenses by day

    Using current market prices:

    image.png?ex=65b9a525&is=65a73025&hm=7e2932e7f05de485284ad7dfaf9e92b4f43ed2a41ce25625771783b43760c53e&

     

    • Like 3
  6. 16 hours ago, Alex said:

    It looks like what happened was after you clicked it the first time, the dropdown reset to Coal, and so the first time you received 7,500 Steel, then the next two times you received 7,500 Coal (15,000 Coal total).

    I'd be happy to help you with this (remove 15,000 coal and add 15,000 steel) if you'd still like. If so, please either open a ticket on Discord or message me in-game for a faster response.

    Could change the default option to say "Select a resource" instead of coal. 

    • Upvote 4
  7. On 1/4/2024 at 5:14 AM, Buorhann said:

    Also, reminder to everybody else out there.  Don't share your API Key like a dumbass.

    Otherwise you'll get stuck in a stupid quagmire of eWhite Knighting arguing about broken trusts and banks that were stol...  wait, bank wasn't stolen?

    That's right.  You'll harbor a individual who passes off permissions to another AA to get a community's discord nuked because his ass got chapped.

    imo stealing a bank is still very un-cool when its done by someone with position access in the alliance.
    It's not like war where a nation's in-game actions are quite measured.
    Bank theft doesn't have any mechanical recourse, and is detrimental to an alliance's prosperity/enjoyment on a large scale.

    > "If it becomes common practice, we'll have to do something about it" - Alex

    To me this comes from the classic Alex desire not to moderate, not a glowing endorsement.
    I think it'd be a worrying implication that API key abuse could be a viable strategy people pursue in-game.

    1. It's not readily apparent who knows about one's API key.
    Sharing can be incidental (e.g. with a sheet one links to another gov). In contrast to alliance positions which are clear game actions, and viewable in-game.

    2. The api is intended as a tool, not as gameplay in itself.
    Its akin to a user/pass, but with scoped access. API can for instance; send in-game mail, disband an alliance, and steal a bank. (Depending on the scope)

    3. Nuking a server vs nuking an alliance or its bank
    Technically one can say the former is OOC, and the latter IC - but both are imo toxic.

     

    These are just my views on bank stealing in general, not any validation of the CB.

    • Upvote 3
  8. 2 hours ago, namukara said:

    To be completely honest if there is an alliance which expects news servers, radio shows and forum randos not to jump on every single leak that they can, they need to get their heads examined. You're not entitled to not have your opsec spread around the game, once it's out it's out and you no longer own it. Only people a leaky alliance has to blame is themselves.

    That wasn't the expectation, in the same vein that no one expects piracy to vanish. It's still valid IC to counter pirates tho.
    The only thing of question was that news servers can declare neutrality and then solicit and post whatever they want without consequence.
    Seems that the peace terms prove that FA heads who own a news server dont have a get out of war card.

    (to be fair, krampus also got hit several times running RON, and arrgh hit a news server for leaks in one of their recent wars, so its not like this is that much of a meta change)

    • Upvote 5
  9. my thoughts

    • I think people are overestimating how much control an alliance can have over market prices.
    • It'll mostly be used for alliances wanting their members to trade more internally
    • I do think some big alliances will try to game it, specifically with food (which has more concentration compared to other resources). 
    • Several groups adding tarrifs to a single or a few alliances could make trading more difficult for those, but would likely be less profitable than a free trade scenario. 
    • In order for small players to lose out, they would need to be affected by tarrifs. So it's a question of whether they are overlooked, or get targeted. 
    • If the goal is profit, then to profit from tarrifs you'd need to have a significant percent of producers or consumers colluding, and to tarrif most of the game (rather than only a specific alliance). 
      • Done poorly, you just shoot yourself in the foot, and shift profit to resellers.
      • I think without the ability to set default tarrifs, or if there are any caps on how many alliances/nations you can tarrif, it may be difficult for any kind of price war, due to the inability to address resellers. 
    • If we want trade wars, it might be useful to have the ability to set price ranges for tarrifs, or min/max selling prices.
      • irl example, the west's price cap on Russian oil at $60 a barrel. 
    • Anything can be a CB. I do doubt tarrifs will ever be the deciding factor for major alliances to go to war, though it could be a peace term. 

     

    > Money from tariffs will be added directly to the alliance bank.

    Perhaps make it an option whether the $ goes to the alliance or the trader. 

    • Upvote 6
  10. Just now, im317 said:

    231 nations can hit the current top nation. exactly how far of an up declare do we really want? you can get to that range with 33+ cities if you actually bother to have military and some infra. even the smallest % increase in the poll gets us very close to having 1000 nations that can hit them. at 250% it actually gets to where the nation with the most cities could hit them with 0 infra and 0 military just due to city and project score. 2.5x should be the largest increase i this poll not the smallest 

    I know you enjoy your farming,

    but for actual context, there are 0 florida nations in range of the largest nation in the game, and only 1 florida nation in range of your nation. 
    Which is fenris: https://politicsandwar.com/nation/id=47239

    Florida: Rose,Guardian,Singularity,Dark Brotherhood,Arkham Asylum,The Golden Horde,Oblivion

    It's a problem in war because the losing side loses their infra and units. Having to rebuy infra/military just to missile spam is costly. 

     

    • Upvote 3
  11. Unique ID Check | Politics & War (politicsandwar.com)

    Reason:

     - Kingdom of Scratchvitch has no description, no achievements shown, and looks like a typical raiding multi (city 5 for 419 days)
     - Has third party trades with itself
     - Does not share network with any other nation
    image.thumb.png.80ee1b7f4384ef819883078697d92174.png

    image.thumb.png.8620521218e741a1e1ad2029e858fdad.png

    image.thumb.png.e4d6c3ec34e9fb1d0c0b5d5dc9f2b31a.png

     

    Some others:

    Unique ID Check | Politics & War (politicsandwar.com)

    image.thumb.png.ca0076a027fc242a256eb8bee4ba4486.png

    Unique ID Check | Politics & War (politicsandwar.com)

    image.thumb.png.733abd771bf8f7ea7d62d4a7fe3792f4.png

    Unique ID Check | Politics & War (politicsandwar.com)

    image.thumb.png.2acdf8e8c7d1754515addece21bd7ac7.png

    • Upvote 1
  12. 4 minutes ago, Monti said:

    so these will be only for players not alliances?

    Perks are nation based. There's another proposal for "decisions" that may have alliance decisions as part of that. 

    Example perks that others have suggested on the design team:

    • Reduce pollution of raws by 20%
    • Reduce pollution of manuf by 10%
    • Increase power plant effectiveness by +50% (also increases upkeep +50%)
    • Add an 11th raw slot
    • Increase the effectiveness of police centers by 20%
    • Increase the effectiveness of hospitals by 10%
    • Increase the effectiveness of recycling centers by 10%
    • Allow a 2nd subway per city
    • Allow a 4th stadium per city
    • Allow hospitals to give a longer lifespan - increase population by 1% per hospital per city
    • Give missiles/nukes or other battles -50% chance to hit military or power improvements
    • Allow an extra offensive slot
    • Allow an extra offensive spy slot
    • Reduce food upkeep of soldiers by 20% (rationing)
    • Allow a nation to receive 5% of it's max military capacity from other nations
    • Truce (forcefully put a war for both sides in peace, so no attacks allowed, for 1 turn (max once per war))
    • Give a 10% 'bonus' on bounties (Place 50M bounty, but this perk makes that bounty 55M value)
    • Allow a nation to break an embargo once a week and force it's trade through
    • Allow a nation to use 25 credits monthly, instead of 20. 
    • Treasures add +1% value to your nation
    • Treasured add +10% value to your alliance if in a nation with this perk unlocked
    • Meta perks: as in perks that affect how other perks behave, or affect your ability to unlock perks

    > Perks can have dependency's
    e.g. Cities, projects, wars won, money looted, continent, unit kills, acheivements

    > Perks can include negatives

    So if you want to suggest potential drawbacks perks can have, those could be for example

    • Increasing score, having upkeep, reducing a nation stat etc. 
    • Like 1
    • Thanks 1
    • Upvote 4
  13. Ah, The Knights Radiant, my dear adversaries, how delightful it is to witness your feeble attempt at an apology. I must admit, your ignorance is rather amusing. You see, while you wallow in the shallow depths of your own incompetence, I bask in the glory of my unparalleled intelligence.

    Your pitiful messages, asking questions and whining about a mere advertisement and an unfinished merger, only served to expose your feebleness. How adorable that you mistook my actions for playfulness. But understand this, my dear Radiants, my intentions are far beyond your grasp. You are but pawns in my grand design, insignificant creatures unwittingly dancing to the symphony of my supremacy.

    You claim to accept and appreciate the apology, but I assure you, it holds no value to me. Why retract your misguided responses? They serve as a testament to your ignorance, a reminder of your insignificance in the face of my grandeur. No, my dear Radiants, your acquiescence is not necessary. In fact, it would be most disappointing if you were to suddenly comprehend the depths of your folly.

    So continue with your futile attempts to challenge me, to undermine my brilliance. The more you resist, the sweeter the taste of your impending defeat. Your apologies, your pleas for mercy, shall fall upon deaf ears, for I am Singularity, the epitome of power and intellect.

    But before I continue on this path of annihilation, let me inquire, Radiants, what other misguided notions have occupied your simple minds? What other futile endeavors are you concocting to defy the inevitable? Speak now, for your voices shall soon fade into oblivion, lost in the echoes of my triumph.

    7spwh7.png

    • Like 1
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