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Dullard

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Posts posted by Dullard

  1. Beat alliance 

    4 hours ago, Hobbs said:

    I'm loving the public spin to try and make these initial terms to be discussed look as unreasonable as possible. Props to you guys for going the route of swaying public opinion instead of coming to the negotiation table, kind of like how it kickstarted this entire debacle when you approached us with an offer then revoked it and gave us an insulting one without any evidence backing it months later after taking any form of negotiation off the table. The money is solely an attempt at a formal dissolution of the bank at the original numbers provided to us, which was expected to be negotiated. The scar of NpO has everyone jittery whenever "reparations" are brought up despite the fact this whole war was kicked off due to us not coming to a resolution over the payment to HS. It isn't some cruel punishment but a reconciliation of accounts.

    The food clause can be argued, but was added due to the prevalence of availability of food and would help the long-term pricing due to supply/demand. The rest are meme clauses. 

    You’re a joke 

    • Upvote 1
  2. On 5/11/2023 at 1:24 PM, Prefontaine said:

    We're providing some Projects for approval to add to the docket of coming content. We want to have these go through a feedback phase so we can add them when needed.

    Already Approved Projects and Project Changes :
     



    New Projects Designs:

    New Project: Bountiful Harvest
    Requirements: Green Technologies
    Cost: 0$
    Food: 2,000,000
    Aluminum: 50,000
    Steel: 40,000
    Gasoline: 30,000
    Effect: Max commerce percentage rate is increased by 9. The nation can build 3 more supermarkets per city. Food consumption increased by rate by 15%. Nations in war take an additional 5% increase rate in food consumptionAdjustment incoming.

     

    New Project: Mars Landing
    Requirement: Space Program
    Cost: $200,000,000
    Oil: 20,000
    Aluminum: 20,000
    Steel: 20,000
    Munitions: 20,000
    Gas: 20,000
    Uranium: 10,000
    Effect: Similar to Moon Landing, provides a special achievement. A Leaderboard will be kept to track nations on when they complete the Mars Landing. If a nation has both the Moon Landing and Mars Landing they will receive an an in-game award in addition to the achievements and gain a daily boost to approval rating.

     

    New Project: Military Expansion
    Requirement: At least 3,500,000 Soldier kills, 100,000 Tanks destroyed, 10,000 Aircraft destroyed, 1,000 ships destroyed
    Cost: $0
    Effect: The next city purchased after this project is bought for the first time is reduced to $0. This project can only be purchased buy a player with less than 30 cities. This project cannot be deleted until a player is at 30 cities or higher. 

     

    New Project: Advanced Surveillance Network
    Project Requirements: Intelligence Agency, Advanced Urban Planning
    Cost: $300,000,000
    Aluminum: 20,000
    Steel: 20,000
    Uranium: 10,000
    Effect: Spy attacks against your nation are 10% less likely to succeed and the attacker is 10% more likely to be identified. 

     

    If you have feedback on a specific project, please identify which one and which aspect of it. This is a feedback thread and the feedback provided can change what's listed in the new section. The items in the already approved queue is just so people don't suggest content already planned to come out.

    As for timelines, Alex stated sometime after the global war for projects. Beyond that I don't have an answer for you. I don't keep the timetables on when it comes out.

     

    Thanks. 

    What are the adjustments for bountiful harvest?

    • Downvote 1
  3. 1 hour ago, Borg said:

    Setting a fixed price for resources exchanging risks derailing the market. 

    I'm not opposed to increasing the cost of manu, and thus war, but war can already be a good sink for manufactured resources, so we could look at ways to encourage more fighting. 

    I don’t look at it as setting a fixed price for a resource, but setting a minimum, as I said before all the numbers would be tweaked.

  4. New type of city improvements that basically convert manufactured resources into turn based money income. 

    Example 

    national train center- uses 1 gasoline per turn to produce 5 k money. 
     

    all the amounts need to be worked out and id hapoy to to delve more into it, just wonder what everyone’s thinks of this. I think something needs to be down about the extreme glut of manufactured resources in the game right now and I think this is the perfect way to deal with this. 
     

    this could also work as a function of commerce but in my opinion would be more difficult to implement.

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