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MBaku

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Posts posted by MBaku

  1.  

    7 hours ago, Sweeeeet Ronny D said:

    The issue I have is, even that increase is a drop in the hat.  Granted I am an outlier, but I have 3000 improvements in my nation.  killing 5 improvements destroys 0.16% of my improvements.

    I think the fundamental problem is using nukes/missiles as the primary improvement destroyers. There is no way to balance the impact is has against small nations vs. big nations. 15 improvements (3 nukes) a day a ton for a c20 on 2k infra, it's nothing to a c50 with 3k infra. 

    That goes back to @Buorhann's idea -and an idea that we've brought up many times in the past - but as @Keegoz says, have never come to a consensus on - which is improv degradation when you infra does not support that number of improvs or drastically increasing the ability for military attacks to destroy improvs. Generals will have some impact with some traits on their dev tree i think but that's still sporadic and unreliable to become the meta i would think. 

     

    Here's another idea - Aircraft can target improvs - (3) for IT, (2) for MS, (1) for PV. 

     

    After the general improv drops - we should reassess the new meta and we should absolutely revisit war balancing. Beige rework didn't work but that's only because there was a pointless beige cap of 5 days. But rapid military rebuilding in beige should be looked at because of the major buffs to nuke/missiles that discourage military fighting at all in a one-sided war. There should be a way to use military to gain some net with flash attacks in a way that can equal or surpass the damage that nuke/missile turrets do. This just isn't possible with the opportunity cost of a 6 day rebuild (extra day for rebuy). 

  2. Normally I’d be first in line for new military projects but the cost is kind of silly and these projects don’t really promote military game play, just the opposite. They promote no-military gameplay which I find boring. 
     

    let me know when you get a project to build on Propaganda Bureau to build more MILITARY as a military project


    Here’s an idea - a project that allows you to build twice the military while in beige. Speed up rebuild time so you can actually FIGHT wars 

     

  3. On 4/7/2024 at 12:14 PM, Buorhann said:

    Just build your nation with Alum, Fuel, Ammo, and Uranium mines.  Jack it all up since there's no real Improvement destruction in the game.  Build all the nuke/missile projects.

     

    You can have 50/10 Improvement slots of self-sufficiency to do this because the Infra Cap means jack shit.  Then just go to town hitting all the whales and nations out there.  Fresh built nukes/missiles are protected from being spied on.  Just check in once a day, "Oh I got 12 MAPs? Nuke."  Go back to doing other things because no matter what your target does, they can't stop you.  Sure they can fast beige you with 5 Naval/3 Ground attacks, but they're eating at least 1 nuke and 2 missiles in that time frame.  If they mess up, that's 2 nukes + whatever missiles.  If they don't beige you, well, you just beiged them and loot the hell out of them.

    And if you get beiged, that's more bonus income and the ability to resupply yourself if needed.  Lather, rinse, repeat.

     

    This balance/game design team is stupid.
     

    They already doubled the number of improvs destroyed by missile/nukes and now they’re adding another improv destroyed. If you don’t have VDS\ID then a missile can destroy 3 improvs and a nuke will take out 5 am I reading that right? That means a single player can destroy almost 20 improvs a day? Not in a single nation of course, but a single nation could lose 15 improvs from nukes a day if I understand these changes correctly, and nukes don’t kill mil improvs so it’s all passive income killed. 
     

    The downside is the improv destruction comes from nukes/missiles and not from military so if you want to punish turrets you have to nuke/missile them back and eat the net loss. Thats seems backwards. I agree that the turret meta is not a great playstyle and this could lead to longer guerilla wars,  but it’s kind of a Pyrrhic victory because both parties are at war while the bystanders grow. 
     

    I’ve been saying that we need ways for the losing side to fight back and deal solid net militarily but this meta is headed the opposite direction. There’s no point to sit in beige and spend 5 days doing no damage while you rebuild mil and eat spy attacks, just break immediately and continue to turret. It’s braindead and doesn’t reward advanced play styles. 
     

    This COULD benefit micros by making the threat of nuke turrets much worse BUT what micros are gonna prioritize these projects over growth projects? None. So it makes no sense and won’t really help micros with smaller nations and limited project slots. Why not just remove the projects and just give us all the extra nuke/missile buffs? 

  4. On 1/15/2024 at 10:26 PM, Keegoz said:

     

    Specialized Police Training will receive a buff, making it a minor commerce project. As it stands, Specialized Police Training is a largely ineffective project, only useful at the highest amounts of infra for saving a single slot. The increase in cap on police stations is redundant, as the default cap is already higher than needed to eliminate all crime at even the highest infra levels.

    • Instead of increasing the cap on Police Stations, SPT now increases base commerce in all cities by 4%. This will effectively replace a supermarket, saving all players who buy it a slot, rather than just people with extremely high infra levels.

     

    I don't think the solution is to give it 4% passive, that's a massive change and would make it required. I think the solution is to change the crime calculation so you need two police stations above 2k infra. Along with that, you could make the population hit for crime % less severe so it's not as punishing when crime is present. That would make SPT a viable benefit much earlier and not make it a required project which would hurt smaller nations. 

  5. On 1/19/2024 at 4:48 PM, Keegoz said:

    To get 100% commerce you need 1 subway, 5 banks, 4 malls, 3 stadiums when you have no projects. 13 slots all up.

    Once you get ITC you need 16 slots for 115% (a reduction of 1 from what we currently have) and Telesat makes it 17 slots for 125% (a reduction of 2 slots).

    I think you forgot about the subway being a commerce improvement?

    but rn you only need 1 subway, 3 stadiums, 4 malls, and 4 banks for 12 slots to go 100. so it's harder for smaller nations to do commerce. and bigger nations are more likely to be able to spend the $120m on specialized police or ITC/Telesat. Not sure how this commerce change helps little nations. I agree with SRD, having 3% supermarkets punishes nations trying to max commerce at 125, nerfing stadiums hurts smaller nations. Passive commerce in projects hurts smaller nations. 

  6. I think the idea of buffing nukes and missiles is going in the wrong development direction. What we need is a way for losers to fight back with conventional military and be somewhat effective with enough coordination and game knowledge.

    The only positive effect of nukes and missiles is helping losers farm more beige, but without tweaks to conventional warfare, nobody has an incentive to stay in beige and build up its better to just exit immediately and launch more nukes/missiles. 2nukes/3missiles a day has to compete with the net value of building military that can be spied in order to exit 5 days later to deal damage.
     

    If it’s easier to get positive net launching nukes and missiles and never rebuilding infra or building a single military unit, then we’re just making war much more dull. And you’re asking for wars to get dragged out, because the losing side that sees their net climbing will have no incentive to peace. The “winners” will just have to sit there and get nuked until the “losers” are bored because the downdec is capped. 
     

    What about a tiered beige exit? When you leave beige, only one defensive slot can be filled per turn. So it takes three turns until you’re fully out of beige. This would allow for some serious counter play from militarized nations. (Just a random idea I literally just thought of, but I like it.) 
     

    We should also look at the beige rework again. I know the idea flopped, but it was mostly because you guys put a cap on beige time, which completely defeated the lint of encouraging nations to go max mil in beige to fight back conventionally. 

    • Upvote 1
  7. I don’t know what’s so impossible about balancing war decs. They reduced city score, inflated infra score, and then are surprised that downdecs are easier. The three score variables aren’t that tough to balance. 
     

    Generals are supposedly coming out to provide some disparity in military power for active fighters and trait boosts. 
     

    The limitless updeclare range is stupid. It just shifted the meta further towards nuke turreting. If it was supposed to make it easier to consolidate the low tier and climb up in conventional warfare, there are other things that would have to be added to make that a viable meta. 

     

  8. For your consideration on my nominations:

    It's hard to really know who has really done what in this game, usually it just goes by reputation or personal experience so I figured I'd share a bit of my 2023 CV for those that are undecided. 

    For best fighter - My plane kills (about 155k) for 2023 alone would put me in the top 60 all-time leaderboard and tank kills (about 2.12m) for 2023 alone would put me in the top 50 all-time leaderboard. My $34b net on the year is surpassed only by players that had large bank loots like Sam Cooper and TheDoom. I'm near the top of the leaderboards for every war I participated in. 

    For best war criminal - I think a qualification should be actual warfighting. I'm the only person to roll Pika this year - the most protected player in the game. https://politicsandwar.com/nation/id=274541&display=war I've stolen treasures, taken over $500m in bounties, and single-handedly rolled micros all year long. 

     

    Screen Shot 2024-02-07 at 9.01.20 PM.png

    Screen Shot 2024-02-07 at 9.01.35 PM.png

    • Upvote 4
  9. 13 hours ago, KindaEpicMoah said:

    This would be 6 Generals - 1725 points to the ability to develop traits for each, which would take 11.5 days (or 10.5 days assuming you're maxing out the friendly battle bonuses), and this wouldn't be guaranteed to develop a trait since if you stop training them as soon as you reach level 7, the only way they're going to develop a trait is if you fight with them. 

    For trait development - How many simulated battles happen in a simulated war? I assume it's something like 8-12 like in a normal war. Which would mean you get 16-24 simulated battles a day at and it will take you no more than 4-6 days to develop a trait (at 1% rolls, we'll assume 10 battles and call it 5 days). 

     If you equip 3 generals to army, air, navy, do they all get experience during war simulation? 

    Also, Enhanced Engineering allows you to train for specific trait types? How does this work? Once I pick a type are all my future battles sims of that type? Do I pick ground/air/navy each battle and it changes the odds of recruitment a bit? is that the case for actual war too? will ground attacks help earn towards ground traits? 

    Assuming max academies, worst case scenario a trait general every 15.5 days. you'll have 6 generals with traits at 93 days, or 31 days if you can equip 3 generals a time. Then people will just start force retiring generals with unfavorable traits until they get the preferred trait. They'll always have 5 trait generals and one in training. That will be the new meta. Raiding/warring nations will just be able to hit this cycle faster but since it's random, there's no incentive to really farm it because there's no guarantee of getting what you want. 

    So I take back my previous statement, this will not encourage more warfare among nations because training is sufficient to get enough traited generals and the cost/benefit of actual warring won't make sense to get a general with preferred traits. 

    Random traits will also not shift behavior in the game, it just creates more consequential RNG. So I stand by my opposition to random traits assignment. 

  10. I'm trying to envision how this will all play out. There will be a period where everybody levels up their academies, but once that's done it's done. So we should approach this like everybody has a max academy and then see what the meta looks like. From the get go - the 4 general recruitment seems level seems redundant because it'll be passed and obsolete really quickly. 

     

    6 Generals - 1150xp to trait for each (there's no reason to max a general with an unfavorable trait) 

    135/xp a day from two training battles  (60xp each) and 15xp from exercises makes a Trait general every 8.5 days from doing nothing but logging on once a day and clicking like 5 buttons. Is that right? That seems way too fast for farmers. The advantage for active fighters exists but it's almost pointless when the fighters are risking their generals dying and the farmers can get a trait general this quick. 

    I imagine I can decommission a general and just recruit one if I don't like their trait right? Could I be stuck with a general until it dies? That seems silly. at 8.5 days/trait. We're gonna def be scrapping these guys to get the optimal traits if we can. 

     

  11. 1. I really dislike the random trait rolls. It doesn't give me a defined goal to work toward. I may never get tier 2 trait that I want. I think if you have balanced traits, then nations and alliances can develop generals in accordance with their military strategies. Solid, balanced traits can shift the meta away from planes towards something more matchup based.

    2. On balancing traits - If generals were in play right now, I would be instructing my alliance to get systems engineering then leadership dev and enhanced battle engineering, and then develop a war strategy to farm plane attacks and straight up reroll your generals until you get Ace Pilot or ground attacks until you get anti-tank mines because those are by far the best traits for war, with mounted machine guns 3rd, all the other traits are useless in gaining a competitive advantage in a global. They are cool traits - but opportunity cost will make large, competent alliances order their nations to go the meta route.  I think there should be other viable options that can balance war strategies at the sphere level instead of just making planes even more OP. Give ground and navy a trait that has the ability to kill planes and we could shift away from a plane meta. Navy anti-air specialist is a good start but if it doesn't work on dogfights then it doesn't matter. Ground traits don't get a plane kill boost, that should change. Shell-shocked is also a great idea but if it's just the war you're in it's really niche and has to compete with the far better Air superiority for MAP expenditures. I think it could be cool as a temporary space control effect across all wars. Pairing it with AS for counters could flip the outcome of wars and that's what I think the meta should be do. Reward coordination and smart tactics/strategies.  

    3. Pillaging is particularly bad - one city doesn't make that much and a minor, temporary increase in crime in 1/40 of cities or whatever seems to have not much effect. it's a meme trait at best. 

    4. I like how the experience is formatted. It allows for active war nations and active war alliances to begin to gain war advantages. It also encourages farming alliances to get out and find ways to train their generals through war and that could create a lot opportunity for conflict to emerge. I think that's really exciting for the game, so major props for that. 

    5. I worry that people will find ways to farm attacks by using really small military. For instance, it's common to run a small amount of ships. I could farm PVs with 8 v 10 ship naval battles. Maybe there's a way to scale general experience in relation to nation size and make the experience correspond to what the resource consumption would be on those max mil attacks or just make experience correspond to military size of the attack in general. it's a tough tightrope to walk because it could lead towards large nations feeding general development in small nations, if it's cheaper for smaller nations to develop max generals but that may not be a bad thing for the meta either. I think that's better than massive nations farming 8 v 10 plane dogfights and the moderation nightmares that loom by allowing max experience for minimal military fights. 

    • Thanks 1
    • Upvote 1
  12. On 1/12/2024 at 3:11 PM, Velyni Vas said:

     

     

    Player of the Year: Rudy/Krenaa Dominion for spending the least days in war and exceptional pixelhuggery/banking

    Most Influential Player: Velyni 

    Most Likely to Succeed in 2024:

    Best Alliance Leader: Ducc

    Worst Alliance Leader: whoever’s in charge of FSO 

    Best In-Character Poster: Dwight K Schrute

    Best Villain: Epi

    Nicest Player: Hannah

    Most Controversial Player: Deraj

    Most Missed Player: RedArmy

    :Best Nation Page: CAPSLOCKIA

    Best Fighter: Denison

    Best High Government Member: Penpiko

    Most Online/Likely to respond in 1 minute: L1ght

    Best War Criminal: Mbaku


     

    Nominations will end at end of the day Thursday, January 18th, 2024.

     

  13. 14 hours ago, Keegoz said:

     

    Achievements are also fairly early in the works but basically we want to have more achievements with more relevant rewards. These could not just be cash rewards but also projects or reductions in city/project costs. E.g. Completing 30 raid wars at c11 allows them to be granted a free Urban Planning project. Ideally these would be a mix between assisting smaller players to be able to actively do things in the game to see faster progress but also some larger aims for whales to aim for. Again, any further ideas for this would be greatly appreciated.

    Projects, no my current aim is to not add a bunch more projects and call that an update (although I won’t rule out adding any). I do however believe it is about time we look at rebalancing a few. This doesn’t just mean making a few obsolete ones more relevant (fallout shelter) but also making the price make a little more sense. Will have more details on this soon.

    Quality of life tweaks, there will be an announcement explaining a few minor tweaks to current things in the game.

     

    The distant possible future:

    This is the part where I will likely spit ideas out but do not expect them to come any time soon or even at all. 

    • A few new mechanics we would like to introduce are national and alliance decisions. Whereby you can make a decision to improve your economy or military but with significant debuffs for other areas of your nation/alliance.
    • Colour councils, allow players and alliances to have more politics around colours. Tariffs, voting and embargoes.
    • Revamp perks, I feel like perks moved away from ‘choices’ to just some interesting ideas that are basically just a reskin of projects. I think if we strip it back quite a bit and start basic we can add more over time.


    The design team is also looking for some new members to join our ranks. If you’re interested please hit me up.
     

    Generals - Glad this is happening, it'll be a major update to the war mechanics. I don't know if I like everything about generals, but it's something different and new and that's good. 

    Tariffs - Same thing.

    Colors - New players get booted because the colors are worth money when they right people are on them, but it's a "rich get richer" kind of set up. May you could look at having the colors giving benefits. Small population boost, reduced disease, boost stadium commerce, reduce food consumption, etc. tiny things that are relatively the same power. Separately, you could give the current income boost to alliances (as opposed to nations) based on the percentage of their members that are on the color. This way, the boost is more about alliance unity than kicking off new players and random people on the color don't punish alliance members. 

    Achievements - I'm a big supporter of having achievements for large milestones on units destroyed/lost. I think it encourages game activity and could be the big milestones that whales can work towards. 100m soldier kills could provide an extra project slot or something. 

     

    Projects - I take the opposite view as @KeegozThe REALLY beneficial thing about projects is that they can add new mechanics to the game for very little work. Because of this, I think they could be a massive asset to game development. I think we should have double or triple the number of projects available. This would force nations to choose between a vast array of benefits for their nation because they are slot limited. We could split project slots and provide a different number of war or economic project slots. Large achievement milestone could unlock additional slots. We could also have upgradable projects that operate as resource/cash sinks. This allows the war meta to change by providing a way to increase military power in a way other than just buying another city and reduce the impact of tiering on the meta. 

    Project ideas -

    Econ -

    1.) upgrades to specific improvements this could be like 10 project options- EX: Bauxite mining technology - increase bauxite per mine, Supermarket superstores - increase supermarket commerce  

    2.) Resilient economics - lower population has less of an effect on commerce 

    3.) Modernized NPP - each NPP covers an additional 250 infra/ Clean coal - coal plants- double infra - mega turbines - covers more infra 

    4.) Skyscrapers - more population for the same amount of infra

    Military - 

    1.) Surface to Air missiles - boost casualties to airstrikes by 1% per level (max 3 for all level-type projects)

    2.) Stealth fighters - nullify SAMs by 1% per level 

    3.) Advanced radar - nulllify stealth fighters by 1% per level (requires SAMs) 

    4.) anti-tank mines - boost casualties to tanks on ground attacks by 1% per level 

    5.) Mine-Resistant Armor Protection - nullify ATMs by 1% per level 

    6.) Armor piercing mines - nullify MRAPs by 1% per level (requires ATMs) 

    7.) Advanced aircraft Aerodynamics - increase dogfight casualties inflicted by 1% per level 

    8.) Advanced flare technology - decrease casualties received by 1% per level 

    9.) Airforce/Army/Special forces/expanded ports Academy - allows another hanger/factory/barracks/drydocks to be built in each city 

    10.) lightweight tanks - reduce gas consumption on tanks 

    11.) Sharpshooter training - reduce muni consumption on soldiers 

    There's so much potential in the project space to create more specialized nations and make nations an alliances choose how best to optimize their growth/military ability with limited slots that make it so they can't have everything. You could also make the military projects exclusive to each other. If you start developing Air Tech, you can't develop Tank tech and vice versa. 

    If there's enough support for implementing this route of development, I'd be willing to help the design team ensure that the military projects add balanced benefits. 

    • Upvote 1
  14. While we’re complaining about this, I know I asked for an ape themed achievement for 10 wars but come on man, a cropped picture of two gorillas chillin in a jungle was not the idea. This achievement is garbage compared to the 8 and 9 war ones. Id rather rock the 9 war than the 10 war achievement. 
     

    gotta step the game up on the images 

  15. I’ve been waiting for this for a long time. I think there should be some significant rewards for some more difficult achievements. From a technical perspective award money should probably be held in escrow u til all

    wars finished. But it would be cool for someone to win a war from cash they gained from

    an achievement. 
     

     

    also, I will add this - I was in 10 wars and there’s no ape achievement smh. I demand the 10

    wars achievement be ape-themed, preferably a gorilla. 

  16. 5 hours ago, Roberts said:

    The main problems with whales are their disproportionate economic advantage and the domino-effect they cause in large wars. Economics Prefontaine started to address with the food consumption changes and power plant upkeeps. The domino effect actually used to be reversed back in the earlygame of PnW, where large nations would get knocked down into lower tiers when they lost and be able to make a second-round comeback. This was mainly nerfed into the ground with score changes though.

    • Constructive feedback: look into infra score changes, more upkeep adjustments, maybe even nerf the nuclear power plants (reduce the amount of infra each one powers), also look into reverting/reworking city score back to 50 or keep it at 75 (I think raising it back to 100 is proposed rn), buffing military score, and completely zeroing project score imo.


    The problem folks are trying to address now is max mil nations with no infra doing 20 city downdecs. Basically, they wanna nerf @Dryad. An increased city score relative to military is one way. But as you said, it decreases the ability for ppl to make a comeback.
     

    I agree that the big unaddressed variable is infra. But we need a way to punish people for building outrageous amounts of infra without giving an incredible advantage to people that have no infra. 

    there’s a few options to address infra disparity and downdecs:

    1.) decrease infra score. But this will change the meta of the economy and cause inflation imo as there is less danger of building high. 
     

    2.) increase population requirements for military. It’s hard to go max ships on low infra. If it gets harder to get max mil across the board on low infra, we’ll see it less.

    3.) find an floor for infra score. What if infra below 1500 in a city just doesn’t go toward score at all? Then there is no military advantage to shaving infra past a certain amount. This could also change the Econ meta but you could increase the value of infra that does get counted to compensate for the score drop that would occur by no longer counting infra below 1500. 

    if we address infra, then we can keep military score high relative to city score because the nations can no longer amplify that disparity by running low infra. 

    • Like 1
  17. @Village Now that we’ve seen large scale wars on the test server, I think we can all agree that a beige cap hinders strategic gameplay. 
     

    @Roberts I agree that fortify should be reworked. It’s horribly useless and the description doesn’t even accurately describe what it does because from what I understand, it only works on ground attacks anyway. 
     

    if the goal is to prolong the initial phase of the war, then an effective fortify would go a long way to achieve that. It would also add another tactical level to war mechanics game play. IMO Fortify should be most effective before the war is decided. I think the big problem with it is that 3 MAPs is a hell of a lot to use on crappy defense when the opportunity cost is losing the ability to use those maps offensively. You want hunker down and wait for counters, but you also want maps to use when those counters arrive. 

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