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Zoot

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Posts posted by Zoot

  1. 8 hours ago, Raphael said:

    Probably going to get all the downvotes here but land shouldn't be immutable.

    It would be cool to either be able to steal land from your opponents or have it decay over time, needing replacement and therefore repayment.

     

    That's the whole idea, give me all your downvotes fellow whales, but look at your income and tell me that it's not 60-80% from producing food.

    I'll give you the downvote you ask for. Not necessarily because I think a way to destroy land is a bad idea, but because you don't give a proper argument for why your idea would improve the game, but instead just write that "it would be cool". Argue why your suggestion will improve the game. What issue is it addressing? What part of the game play is it improving?

    • Like 2
    • Upvote 1
  2. 2 minutes ago, His Holy Decagon said:

    You could be very spot on- the main mechanic I would say that people should focus on here, regarding Bountiful Harvest, is that there’s an actual secondary mechanic behind it/“built into it”.

    Without clarifying the amounts exactly, I can say that the goal of this specific project is a trade off where you are pretty sure it’ll be worth the upkeep at some infra level, but being hit by a pirate and going into war time might boost you into a spiral- perhaps food prices during war reach some critical level as you, a bystander, are forced into an economic panic (maybe, I’m genuinely not entirely sure- the intent is good, I can tell you that)

    Knowing a little more about the thought that went into it, does the underlying idea show any interest?

    Problem is that that situation would only come into play if food became scare, which, under the current mechanics, it never will. And even if a war caused food prices to rise by a factor 10 it would still only cost me 4 million a day, which is still just a drop in the ocean.

    Also in that situation people without the project would be effected almost as much as people with it, so the project wouldn't really make a difference.

    I get the intent, but it isn't gonna work. And before you ask me to suggest how to make it work... 🤷‍♂️

    • Upvote 2
  3. 1 hour ago, Prefontaine said:

    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. 

     

    Clarification. Is this a multiplication or a subtraction. I.e would an attacker with 10% odds on a defender without the project have a 9% or a 0% chance if the defender had the project?

  4. 1 hour ago, Prefontaine said:

    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 consumption.

     

    15% consumption increase? Like a 15% increase to the food usage? Isn't that like...nothing? I have full soldiers at 48 cities and my food usage is 22k per day. 15% of 22k is 3300. Food currently sells at 123 ppu. 3300*123 = 405900. That is less than 1/100 of my nations daily gross income. 

    Did I totally misunderstand something or mess up the math or something or is the "downside" of this completely pointless?

  5. Unless I am reading it wrong, it would appear that my opponent in this war beiged me and then proceeded to do another naval attack beiging me again. I don't think that is how it is supposed to work :P 

    (And just so there can be no confusion, I am not saying that I believe my opponent purposely did anything wrong, I am saying that it appears that something went wrong with the game)

    • Thanks 2
    • Haha 2
  6. 14 hours ago, Sweeeeet Ronny D said:

    I am not going to insult anyone's intellegence with some made up CB, you guys will just complain about anyways.  I have no political issues with Ro$e, (they may now have one with me) this is just a straight up throw down, we are going to give them our best shot, and see if we can win.

    Rabble rabble rabble. GRUMPY MAN BAD! 

  7. I have just happened across a nation that when I click on the "Show More/Less" under the cities block, nothing happens (as in it doesn't expand). The graphs underneath it are also blank. I have tested on multiple browsers, as well as mobile and it doesn't work for me anywhere. I have asked two other people to check it, one that had the same issue and one for which it was working.

    This is the nation in question: https://politicsandwar.com/nation/id=107543

    image.thumb.png.4295cb940c2cca3cbfebd7727b90de39.png

  8. I was just about to make a report from one of my other wars, so I'll just put it here since I assume it is the same issue.

    In this war (https://politicsandwar.com/nation/war/timeline/war=1156462) I just launched 3 air strikes:

    image.thumb.png.4866a0b39083676dbbb0d9f54ffc25e6.png

    So I should have just spent 12 MAPs and be at 0. Yet the war page says that I have 2:

    image.png.d4be2508a7297a52dc2f1a85f2e0a75e.png

    I don't know how the server was when Sphinx launched his attacks, but it was really slow when I was launching mine, so that might have something to do with it.

     

     

    I can also confirm, from the other side, that my war against Sphinx also displays him as having 6 MAPs rather than the 0 he should have. Don't know if that info is useful, but figured I'd mention it :) 

    • Thanks 1
  9. Something doesn't add up here:

    image.png.75031f1942d95c189352bf1c7dca2a16.png

    It appears that when you select the Nuclear Attack military action from the war page it sometimes displays the default city at a weird low number. If you change which city is targeted to another city and then back again, then it displays the correct age.

    • Thanks 1
  10. 1 hour ago, Alex said:

    Hey so I was going to have our part-time developer Payal work on this and I was recording a video to demo the issue when I realized I can't actually replicate it. Can you take a look at this video and let me know what I'm doing wrong? What I'm seeing seems to be the correct user-friendly behavior.

    https://www.loom.com/share/65aaa2f249ea4c28b05251207ca29352

    Yeah. You went to oil first. It only happens if you go directly to create offer after going to the trade page from the Trade button in the side menu. 

    Follow these steps VERY CAREFULLY and don't do anything else :P 

    image.png.74410b048d3d2a687887860cd721eb31.png

    image.png.26fb5414d6ef7e57e7f1a765c665215d.png

    image.png.b93ad11aa62f41fc794814938aa1e4af.png

    image.thumb.png.d4b87f921d1f96bc4911412dfcb017a6.png

    image.png.8ee914be2001cfd91796c8d49a43e3d9.png

    • Like 1
  11. Normally when you post a trade offer and then click the "Go back" button you get back to the page as it was before you made your trade offer. When you just click onto the trade screen from the side menu and post an offer without changing your position (i.e. without clicking the "Go" button), you end up with "being" set to "Bought or Sold" instead of what you started with. See sequence below:

    image.png.237521c9e04246f966c8726f1583ba71.png

    image.png.455050582cb22f58c124292f8433b3ce.png

    image.png.3a20449865964a35f348006da82ed49c.png

    • Like 1
  12. I'd be in favor of making land destructible somehow, but not the other two.

    My suggestion would be to give nukes the power to destroy a limited amount of land, to make nukes less pointless (and I call nukes pointless as the person in the game that has fired the 8th most of them).

    • Upvote 1
  13. On 7/7/2021 at 3:34 PM, Prefontaine said:

    New Project:

    • Government Oversight Agency
      • Improves Domestic Policy Effect by 50% (5% -> 7.5%) (1% -> 1.5% for open markets)
        • Cost: $20,000,000
          Food: 200,000
          Aluminum: 10,000

    Why you gotta make projects that help whales to whale harder? Why Pre? Why you do that?

    Quote
    • Resource Production Center
      • Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 5 cities. (60 resources times 3 resource types is a 180 resources total per day)
        • Cost: $500,000
          Food: 1,000

     

     

    WAIT! 180 resources per day at 3200 ppu = 576000

    It pays for itself in 1 day...

    Anyone and their mother with a spare project slot is gonna grab this up, so if the point is to help out the tinies, then I think you're missing the mark. I'd suggest changing it to use a formula where it gives less the more cities you've got. Something like:

    - You get 3 of each raw divided by the number of cities you've got minus 2.

    So with there being 6 raws a city 1-3 gets 3*12*6 = 216 resources per day, which is more than your current, but after that the number starts dropping relatively quickly and once you start getting up higher in the cities it becomes virtually worthless.

    I feel this would accomplish the intend better than the current suggestion.

     

    EDIT: After discussing it with some people, the "divided by the number of cities you've got minus 2" is probably too aggressive a reduction. Perhaps something along the lines of "The amount of extra resources you get is halved for every 5 cities you have, i.e.:

    1-4 cities: 216
    5-9 cities: 108
    10-15 cities: 54
    ...

    That would make it useful for longer, but still useless for developed nations.

    • Like 2
    • Upvote 3
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