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Village

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Posts posted by Village

  1. Hey everyone, the June 2023 Update is now officially deployed! Below I’ve listed the various changes completed. The key differences from the original post is that the beige and partial superiorities changes are not being implemented and an army value modifier has been added.

    July 2023 Update

    The July 2023 Update should be announced and deployed in the next short while, along with a rough roadmap of content through to the end of this year!

    Changes

    • The entirety of the war components for the game have been rewritten from the ground up, that’s both the backend and frontend. Given the nature of these updates, there will most certainly be issues in its implementation, and the goal of the tournament is primarily to test these changes and catch any issues before they become apparent during a live server global war.

    • Spy counts and exact spy odds have been made public.

    • Nation score from cities has been returned to 100 score per city instead of 75 score.

    • An army modifier is being implemented to take the calculated army value (for calculating attack success, not casualties) and raise it to the power of 3/4. I.e. If I have an army value of 1000, my army value is now 1000^(3/4) = 177, and my opponent’s army value goes from 800 to 150. For casualties, the kills for each unit will be calculated using the formula (the army values here are pre-adjustment to the power of 3/4) ((att army value + def army value) / (att army value ^ (3/4) + def army value ^ (3/4))) * (side army value ^ (3/4)). For example, to calculate attacker kills the side army value would be the attacker’s army value before being adjusted to the power of 3/4. This formula has the effect that it reduces attacker losses and increases defender losses when a smaller military is attacking a larger, and increases attacker losses while reducing defender losses when a larger military is attacking a smaller.

    • Spy attacks against missiles now have a 25% chance to destroy an additional missile.

    • Nukes now kill four improvements per attack.

      • 2 of these improvements can be any improvement.
      • 2 of these improvements are any non-power plant, non-military improvement.
        • In the effect 2 such improvements are not available, the remaining improvement destructions can target any improvement.
    • Missiles can now kill two improvements per missile.

    • Missile Launch Pad allows a nation to build two missiles per day.

    • Iron Dome reduces the number of improvements destroyed by a missile by 1.

    • The chance that Iron Dome blocks a missile is reduced from 50% to 30%.

    • Vital Defense System reduces the number of non-power plant, non-military improvements destroyed by a nuke by 1.

    • The chance that Vital Defense System blocks a nuke is increased from 20% to 25%.

    • Military Salvage now uses steel/aluminum used by both sides when calculating the amount of resources to add.

    • Treasures can only be lost through defensive wars.

    National Projects

    • Added Bureau of Domestic Affairs:
      • $20,000,000, 100,000 Food, 10,000 Aluminum, 10,000 Gasoline, 10,000 Steel, 10,000 Oil, 10,000 Coal, 10,000 Iron.
      • Requires Government Support Agency.
      • Reduces the timer for changing Domestic Policies to 1 turn.
    • Added Advanced Pirate Economy:
      • $50,000,000, 20,000 Aluminum, 40,000 Munitions, 20,000 Gasoline
      • Requires Pirate Economy and that the nation has won or lost 100 combined wars.
      • Adds an additional offensive war slot, 5% more loot from ground attacks, and a 1.1x modifier to loot from defeating a nation and the defeated nation’s alliance bank.
    • Pirate Economy now provides a 5% bonus to loot from ground attacks.
    • Added Surveillance Network:
      • $300,000,000, 20,000 Aluminum, 20,000 Steel, 10,000 Uranium
      • Requires Intelligence Agency and Advanced Urban Planning.
      • Spy attacks against your nation are 10% less likely to succeed and the attacker is 10% more likely to be identified.
    • Added Mars Landing:
      • $200,000,000, 20,000 Oil, 20,000 Aluminum, 20,000 Munitions, 20,000 Steel, 20,000 Gasoline, 20,000 Uranium
      • Requires Space Program and Moon Landing.
      • Similar to Moon Landing, provides a unique achievement to the first player to build it as well as one to every other player who builds it. All players who complete it will be tracked on a leaderboard like the Moon Landing project. Nations will also gain a daily boost to their approval rating.

    Economic Changes

    These economic changes are going live with the posting of this announcement.

    • Nuclear plant upkeep is doubled, going from 1.2 to 2.4 uranium per day.
    • Food consumption per city is changed to (((base_population)^2) / 125_000_000) + (((base_population) * (city_age_modifier) - base_population) / 850)

    Miscellaneous

    • The game will now notify you when your verification is about to run out.
    • The new player revenue bonus is extended to 100% at C1 then decreasing by 5% through to C20.
    • Login bonus changes:
    • Nations leaving Vacation Mode will automatically be given 1 day (12 turns) of beige.
    • Players will be sent an email to verify their IP address when logging in from a new IP.
    • Completing a bounty while blockaded will place the money into an escrow account that will be emptied onto your nation once you are no longer blockaded.
    • When a nation deletes with active defensive wars, 50% of its resources will be split between the attackers.
    • A new withdrawal confirmation modal to protect against mistaken transfers.
    • A new alliance disband button to allow easier alliance disbandment (this has a number of checks to prevent against erroneous or mistaken use).
    • Add a editor parameter to the nation and alliance edit pages to allow disabling the WYSIWYG editor for custom HTML descriptions (&editor=raw in the URL)

    API Changes

    These changes will be likely be deployed after the test server tournament, however they may be launched earlier. Further updates will be provided in the Politics and Development server (https://discord.gg/Rrq56nMYSK).

    • API v1/v2 are being deprecated. They will have a six month deprecation period then after that they may be deleted or have their functionality reduced at our discretion. I strongly recommend upgrading your code to use API v3 moving forwards.
      • The send-message endpoint is an exception to this deprecation and will continue to function indefinitely.
    • Massive shoutout to Putmir for this, API v3 now has mutations for accepting personal trades and managing alliance positions. Also, tax bracket and treaty mutations were released a while ago although never announced very well.
    • Again massive shoutout to Putmir, the game now has functionality to facilitate the creation of scoped API keys (i.e. API keys that only have access to specific pieces of information). These scoped keys will not work for API v1 or v2 but will allow users to protect themselves and limit what actions and information developers are able to work with when creating bots or scripts.
      • All existing API keys will have all scopes and new nations will no longer be created with an API key.
    • Massive shoutout to Mateus for this, API subscriptions now support backtracking, meaning if you lose connection, once you reconnect your channel will receive events back to the last 10 minutes.
      • To manually trigger this process, the client may make a GET request to /subscriptions/v1/rollback endpoint with two URL parameters being the timestamp (in milliseconds and up to 10 minutes before the present time) to roll back to and the channel to roll back. Events will then be sent back to that time.
    • The API will also be getting a number of new fields to correspond to the war changes and new projects.
    • And again to Putmir, anew query roughly equivalent to the tradeprice query from API v1.

    Conclusion

    Thank you guys so much for your patience, have a wonderful day and enjoy the update!

    • Like 1
    • Upvote 3
  2. 17 hours ago, Buorhann said:

    Important to keep spies up, or don’t buy the nuke till you have the MAPs to use it.

     

    You can't keep spies up if you've lost the spy war and now are resorting to nukes, and sure don't buy them until then but people will time it down to the seconds so as I said you need to be a keyboard ninja for it to work out.

    15 hours ago, Jayrred24 said:

    When Will We Be Able To Declare War Again??

    Should be very soon, I'm working through deployment stuff now.

  3. Sorry I don't have a more detailed post right now or specific replies for things, we're still going over feedback and sorting out stuff for a bunch of the things. I do want to clarify one thing though. The beige baiting idea is NOT set in stone, I know I didn't convey that well and I'm sorry about that. The fact that moderation is seeing an uptick in exploity cases and wants something to address beige baiting/slot filling in the expoity manner is non-negotiable, but the exact implementation of that is something that we have complete control over. I'm personally not the biggest fan of the current system either, but out of the options we had come up with it was the one we decided to go with. If you guys have better options we're all ears and I've got no issue making another post addressing that stuff in particular and possibly moving forward with a completely new idea or using this one with tweaks or conditions. :)

  4. 1 hour ago, Rageproject said:

    I have heard about this. So basically just modify it to where someone cannot declare anymore wars once beiged in any war, and start the timer once all wars are expired. Leave the cap at 5 days beige. That should resolve everything, right?

    Then can you still just remove beige at any time, meaning it's pointless to restrict you from declaring war once you've been beiged. That also doesn't solve any of the beige baiting issues or beige staggering issues.

    Just now, Roberts said:

    I see this as insanely exploitable. If we have an issue with slot filling and beige baiting now... jeez.

    It is exploitable, and that's what the beige baiting change is for as well.

    Just now, Roberts said:

    I don't want to sound overtly critical but moderation considerations are secondary to game features and balancing. This is a bad change and the fact that you didn't include an option to vote for "bad change" in the poll is disheartening.

    I don't want to not include a "bad change" vote, but the fact remains that beige baiting is and remains against the rules and moderation wants something done about it. We're more than happy to take other suggestions for a change, but at the moment I haven't seen any comments about this specific change beyond people being angry that they're not allowed to beige bait.

    Just now, Roberts said:

    It really feels like the team is overly worried about giving out too much beige and trying to half-implement this change. All wars ending in beige will change the meta regardless of the caveats, might as well fully embrace the change and flow with it instead of trying to stem the tide at every turn.

    We're not trying to give out like 14 days of beige, we're trying to implement something once and leave it, that accomplishes the goals set out without overcompensating. No it's not perfect, but nothing ever is. That's why we're asking for feedback, to improve things.

  5. 13 minutes ago, Lysander said:

    For idea two, would you mind clarifying? The first war lost - both offensive and defensive? Or solely the first defensive war lost, and losing offensive wars gives no beige?

    Does beige not ticking down until all wars are finished includes offensives, unlike the proposed/tested system?

     

    First war lost period, and it doesn't tick down until both offensives and defensives are finished unlike the current system.

     

    14 minutes ago, Lysander said:

    This implies that if I’m currently slotted with three defensives and declare an offensive (maybe I can suicide ground or something to help an ally and haven’t been completely wiped), and then two turns later my three defensives all beige me; since your minimum option for x is 6 turns, doesn’t that leave four turns for my opponents to slot me again (since it won’t apply for those four turns) and then hold through beige?

     

    They would be able to slot you again, but then once that 6 turn timeout is up you'd be in beige with 7 days of beige that wouldn't tick down until those defensives are all off of you.

     

    9 minutes ago, KingGhost said:

    How does declaring new Offensives while having beige accrued work.

    Im assuming all stored beige will be thrown out?

    Yeah, just like present.

     

    5 minutes ago, BettaChecka said:

    My propositions: To remove the "winning" side from being able to abuse the mechanics to dodge counter blitzes, instead of the defender getting guaranteed beige from expiry, make the nation with the lowest resistance get the beige. It still allows for the "winning" side to get beige in some cases but in the majority provided care is taken by the "losing" side will result in the "losing" side getting beige and being able to restock.

    Yeah that's a good thought

     

    4 minutes ago, Majima Goro said:

    Just make it so that beige doesn't reduce till all wars have defensive wars have expired. No need to make any other changes other than this really.

    That still allows beige staggering and just sitting with your offensives, or very simply just never beiging your opponent and instead doing expire cycling instead of beige cycling.

     

    Just now, Sam Cooper said:

    I'll look at the other ones in a bit but what kinda genius came up with this one?

    why should I be discouraged from declaring wars just because I am already slotted and might get beiged in one of the wars?

    you create a mechanic, we play by it, it occasionally puts some people in tough situations and now you are going out of your way to rewrite the rules back in their favour.

    Declaring wars with the intent to not fight and get beige is against the rules and has been basically forever. Moderation has been getting more and more cases about it and wants something to prevent the mechanics from encouraging rule breaking behavior, which is where that came out of.

    • Like 4
  6. Hey folks,

    I’m back today after we heard some feedback about you guys about the upcoming beige changes, below I’ve listed a few ideas and things and provided a poll above to vote for your favorite. Please be sure to vote and post your thoughts below!

    Goal

    The goal of these changes is three-fold:

    • Remove beige cycling
    • Remove beige baiting
    • Provide losers an opportunity to rebuild in beige and form some level of counter blitz, thereby ensuring wars are not won in the first round and are more competitive

    Current Changes

    The current changes are below:

    • Every player defeated in a defensive war results in 2.5 days (30 turns) of beige.
    • Every player defeated in an offensive war results in 0.5 days (6 turns) of beige.
    • All wars that end from expiration result in beige for the defending party.
    • Beige accruals are capped at 5 days (60 turns).
    • Beige accruals do not begin reducing down until all defensive wars end.
    • Expired wars do not damage infrastructure or give loot like normal beige does.

    Proposed Replacements/Modifications

    Idea 1

    For the first idea, the current system remains the same with two small changes.

    • The beige cap is increased to 7.5 days (allowing time to rebuild and a buffer to ensure an alliance can effectively counter-blitz together).
    • Beige does not tick down until all wars are finished.

    Idea 2

    For the second idea, the current system is scrapped and replaced with four changes.

    • The first war lost gives 7 days of beige, subsequent wars give no beige.
    • Beige does not tick down until all wars are finished.
    • Defensives resulting in expiry will result in 7 days of beige for the defender.

    Additional Changes

    Per moderations request, we will also be adding a anti-beige baiting mechanism alongside other changes.

    • If you are beiged within x turns of declaring an offensive war, that beige does not apply until x (vote above) turns have passed since your last offensive war declaration.

    Let us know what you guys think about each idea above, have a great day everyone!

    • Haha 1
    • Upvote 3
    • Downvote 17
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