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Shakyr

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Shakyr last won the day on October 25 2020

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  • Member Title
    The Snowman

Profile Information

  • Gender
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  • Location:
    The Other Side of the Hill
  • Leader Name
    Shakyr
  • Nation Name
    The Lost Isles
  • Nation ID
    14511
  • Alliance Name
    Eclipse

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Community Answers

  1. Do you ever get tired of making negative posts to changes? You should try and post something constructive, more inline with the ideals of this forum. Not that I've ever noticed. Happy to be proven wrong though, if someone can show me a changelog.
  2. There is no point to espionage, it's a headless chicken, running around the yard making a mess (see other topics for a discussion around espionage). The point of beige though, is to be a safe zone for you to recover (or to be protected if you are new). You can't recover if you're constantly harrassed by espionage attacks. Additionally, does it make sense that it's possible to have a low score nation, harrass new nations with espionage attacks, who are in their initial "safe" beige period? I know that would drive me to quit a game before I started.
  3. Can we both remove the ability to unleash espionage attacks against beige nations and also in turn remove the ability for beige nations to unleash espionage attacks (as this makes things fair) It's meant to be a safe zone to recover from wars and warlike activity, but currently it is not.
  4. Truthfully at this point, any change would be welcome, for a feature that's underdeveloped and mostly ignored.
  5. My regular post about spies, as they are are horribly unbalanced. Decided I wouldn't bother this year, with making a post in Game Suggestions. The usual points: It's possible to lose upwards of 30+ spies in a day, while you're only able to recruit 3-4 per day. Having maximum spies and Arcane, seems to do little to reduce your chances of losing spies. Once you lose spies and are not maxed out, they're basically useless and you may as well not waste your money, til the global war is over. Some of my previous posts on spies, over the years: The oldest post is from almost 7 years ago, yet spies have not really seen much improvement over the years.
  6. Military attacks should be able to target specific improvements, with a % chance to disable (say 0% for Pyrrhic Victory, 1% for Moderate Success, 3% for Immense Triumph), based on the success of the attack. The disabled improvement would be restored after x turns, based on the success of the attack (say 1 turn for Pyrrhic Victory, 2 for Moderate Success, 4 for Immense Triumph). This could then also be extended to the espionage system and replace the current attacks vs Soldiers/Tanks/Aircraft.
  7. I actually want to change that, but I doubt it would happen. Population should be a combination of both. If you buy more land, you should gain x pop, as there is more room for housing. If you buy more infra, you should gain y pop, based on your current land, as you're building bigger houses on the same amount of land.
  8. Short and simple. Can we both remove the ability to unleash espionage attacks against beige nations and also in turn remove it for beige nations. It's meant to be a safe zone to recover from wars and warlike activity, but currently it is not.
  9. If we're following that logic, I should also take your money and your women during wars. Well I already take your money, so I guess we should start taking the women too?
  10. Radiation affects the workers, which decreases the production rate. Sure it doesn't affect the resource directly, but there is no resource that will collect itself (unless Sheepy wants to give us an AI project). Sure, having global radiation affect the disease rate is another way to go about it. You'd have to be very careful with deciding your minimum number of people to work though. Too few and you may as well not bother. Too many and you screw over low infrastructure builds. Can't make an omelet without breaking eggs. Most changes will screw with resource prices (UP/AUP was great for Food prices), to one degree or another. It's not a reason to outright reject sensible solutions, though. Most of the resource production improvements would be softcapped by pollution (as anyone who's tried to build everything has found out), but you could leave in a hard cap of x (where x is a nice point above the softcap) if only so people don't break the game. Could even be a good chance to reintroduce the Approval Rating (useless stat). Too many improvements taking up land, your people get unhappy and bad things happen.
  11. Link land to improvements instead of Infrastructure and then allow uncapped resource improvements, providing you have the Land available (though you'll be soft-capped by pollution). In the short term, scale other raw resources to land. Maybe manufacturing can scale to commerce rate. I'm quite alright with other resources getting a buff, if it means that food is no longer discriminated against. Not to mention that nuclear fallout is one of the most underutilized mechanics in this game. It needs something to make people actually fear a nuclear winter.
  12. Personally, as a whale who pretty much exclusively produces food, I have no issues with losing production due to nuclear wars. What I have an issue with is the fact that only food is discriminated against. I'd much rather radiation was applied fairly across the board, for all resource production. On a side note Prefontaine, you missed the chance for a nice little easter egg: "Soldiers in nuked cities are less likely to die and kill more enemies, due to wearing power armor to negate radiation."
  13. Personally, projects are a poor man's tech tree. I would much prefer a decent tech tree, so we could have more variety in nation builds. I'd make sure of two things though: First, add things like City Count, Infra Count, Land Count to the prereqs (along with any previous nodes). Maybe even stuff like "must own x improvements" or "x soldiers", etc. Two, have opposing branches in some cases. If you unlock x, researching y will negate x (and you'll lose it and anything unlocked after x). Also the further you go down the path of x, the more expensive y becomes. This stops nations (like myself) from simply buying out the whole tech tree. Which is currently what I've done with the projects (hello 23/30 project slots). It also makes people think about what they're choosing.
  14. Just buying cities won't increase your revenue by much. You need to also buy infra, as that provides a much larger increase. Unfortunately too many alliances like sitting around 2k to 2.5k infra, which cripples their income, unless they can raid other nations.
  15. Please keep trash talk out of the suggestions forum
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