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Anri

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Everything posted by Anri

  1. Singularity absolutely does not deserve a second chance, in fact, we should roll them out of the game.
  2. 1 + 1 + ... = 1, huh, I guess KT isn't the best at math either, although I should have known.
  3. Then you should be able to see KT's cope, why don't you do your research before reaching?
  4. Are you even in RON? Good to know just how oblivious you are though
  5. Usually you declare wars before you post the DoW... or at all after posting a DoW, guess this is unique in that regard. Good job on the novelty
  6. With the current system you are able to keep nations infinitely pinned down through beige cycling, never giving them a chance to rebuild. With the new system they can only declare 3 wars on you before you are guaranteed 7.5 days of beige (assuming you declared no offensives). The beige still applies to you, it simply doesn't countdown so you are safe from being cycled and you get time to rebuild. Also this doesn't effect inactive raiding in the slightest, so not sure how that's relevant.
  7. Anri

    test 1

    TESTOING TESTING
  8. Food has been rising at an alarming rate since the end of January, going from ~1.4b food in the game on January 28th, to ~4.7b in April 28th. The food supply dropped to 3.85b after a war involving ~70% of the game, and now that the war is over it will soon continue to rise. A telling sign that something is wrong is the lack of change in food prices this past war, with the price staying at around 120 ppu for the majority of the war. In the past, wars have drastically increased the food price, such as the Clock vs TBR war where, despite radiation only capping out at around 70%, food prices shot up from 120 to 140, and maintained that level for 3 weeks until Hollywood hit Celestial, which brought food prices up to 200 ppu. This unprecedented increase in food supply is partly due to the fact that the production of food, unlike other resources, is not capped per city as you can purchase land to increase production, with a better ROI than cities in most cases. Additionally, there is virtually no risk in buying land as unlike infrastructure it cannot be destroyed. There have also been several recent additions to the game that decrease the price of land, making it more accessible to nations. Lastly, the crash of market resources caused by RPC has caused producing food to be much more profitable relative to the other resources, causing more people to shift to it. Despite this, the biggest sinks for food lie in UP and AUP, both projects confined to small nations, while nation's food consumption has remained linear over the years. A crash in the food market would impact the growing middle-upper tier who have only begun to develop their food producing capabilities, while allowing whales who have already profited from food to be further entrenched (since commerce typically makes up a majority of whales' incomes, which means they are more insulated from resource prices tanking compared to other tiers. Additionally, as food continues to crash, people producing it will switch off and start producing other resources which are already at record lows, causing further market deflation and resource inflation at a time where resource inflation is already at a disastrous high. The current formula for food consumption per city is ((population)/1,000). Our proposal for this is to change the linear food consumption formula to a polynomial formula: ((basePop)^2/125m + ((basePop) * (age modifier) - basePop)/850). This would decrease the food consumption for those with a base population under 125,000 while increasing it for those who are over. We seperated base population (population after factoring disease/crime) and the population gained by the age bonus to hopefully mitigate any unforseen consequences of changing the formula to be polynominal rather than a simple linear one. While a mechanic change that could result in an increase in food prices might appear to disproportionately favor whales, a change in food consumption that increases how heavily population is weighed will impact the biggest whales with high infra the most while also decreasing how much the low tier consume. The biggest detriment of this change for the low tier will be an increased cost for AUP/UP, however, many major alliances where the majority of UPs/AUPs are granted have in-house food producers that will supply the food, and at the very least, the price of food is unlikely to increase enough to cause the projects to return to their 2020/2021 prices. A lot of people have spoken about the need for catch up mechanics, and while there have been a slew of changes aimed at allowing new players to catch up to old whales, we believe that a change that aims to keep mid/high tier growth competitive with the whale tier is especially necessary in a time where whales dominate the meta both militarily and economically.
  9. I think the requirements are too low. Realistically 99% of people will buy this project at c29 for most worth. Meanwhile if you pull the statistics (featured below) you can see that all but 15% of c29's would already be able to buy this project. If you want to make it less min-maxy and generalize it to c25-29 you can see that again, all but about 15% of people would be able to buy this. While I believe the primary idea of this project is to be a catchup mechanic available to most people, I think it is too easily accessible immediately. The project should be something players want to work towards and serve as a motor for increasing game activity and engagement rather than being available to 80% of the people right off the bat. For this I think a more appropriate set of values for units killed would be: 7 million soldiers killed 250k tanks killed 20k planes killed 2k ships killed This would make the project accessible to around 40% of c25-29s right now, with another 40% at or above the halfway mark towards these requirements. This means it is still very accessible for the entire playerbase and it will provide an actual goal for 60% of players below c30 to reach.
  10. factual treaty web thank you very much jamie! I'll give him an A for effort.
  11. LMFAO they literally merged their training alliance into them.
  12. After several months of existing, hitting the top 50, forming treaties with 2 different macros, creating multiple embassies, and several members going out to public channels and mentioning our existence, we can finally reveal one of the best kept secrets in all of PW: We are The Afterlyfe and we exist. Here's a little bit about us: We are not dyslexic, the spelling was intentional We don't plan on getting bigger because we can blame our stupidity on being a micro We lied about not wanting to grow to surprise you all when we do grow (please remember to remove this before posting) Because it's October and we're an alliance in the afterlife, we've left a secret Halloween code in the post. Try to find it for a prize! Alliance Link Discord Link
  13. Yea, this: Extended new player revenue bonus 100% bonus for C1, decreasing by 5% from C2 to C20 (C2 will have 95%, C20 will have 5%
  14. Since the city revenue new player bonus is supposed to be for new players why not make it expire after the nation is a certain age? It could be at 180 or 360 days old for example.
  15. I'm guessing they don't want to cap it at c15 because of the last paragraph of no incentive for growing to the high tier. If there was an actual drop in your income from c15 to c16 (assuming that one city wouldn't make up for the 25% drop in income between those two cities) I think that would just worsen the situation with people not wanting to move up (Also c20 instead of c15 because that's the option that won the vote)
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