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Shakyr

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Everything posted by Shakyr

  1. Actually, the worst affected would be the middle tier, as they would have to choose whether to buy it now (or take loans to buy it now) or to wait. The top tier, if they're anything like me, wouldn't care too much about the slightly higher cost. I mean I personally bought Moon Landing on a whim, cause I was bored while saving for my next city.
  2. Just a random thought. If a nuke happens to take out a Nuclear Power Plant, the resulting explosion should do bonus infrastructure damage
  3. Quite simple, have the costs to purchase military (Soldiers/Tanks/Air/Naval) increase as the amount of units killed goes higher globally, over say 5 days. Have it cap out at like twice the price, with a suitably high threshold. This means that in times of global crisis, as a particular military unit is used (and therefore casualties increase), it becomes more expensive to rebuy.
  4. Yeah that was my next step Wanted to try and get the foot in the door first!
  5. Add in the ability to actually select what cities you want to mass copy a template to (instead of forcing people to use a single template across all) Allow more military improvements per city, give each unit a cap based on population (like soldiers currently has) Give military improvements a bonus the more you have in a single city (like the production improvements) This would allow military based or raiding nations with lower infra to specialise as many cities as they can support, as military cities. Any remaining cities can then be purely production based, to bring in any nec
  6. Nice to know (thanks!), but the wiki is not a solution to fix broken or half-complete ingame UI.
  7. It'd also be nice to have some indication of what other achievements are out there. I mean anyone who has ever played games on Steam or GoG would be able to implement a better UI. Sure there are some that should stay hidden, but it could be listed as "Secret Achievement" or "Secret Naval Achievement". It'd nice to also have some idea on the screen as to how rare the achievement is. Are you one of only less than 100 people who has it? Maybe that's one you should be proud of and pin to your nation page. Also, the whole three achievements to pin on your nation page, if I did something l
  8. Another random thought of mine, as Land is mostly useless except if you have Farms. A nation should have a pool of land that is both separate to and includes the land that is currently assigned to cities. This pool of land would (as always) have an increasing cost to expand. In your city page, you no longer buy land, you assign (or acquire) it from the nation's pool. If the nation doesn't have the land, you can potentially buy and assign it within the same action. In order to build an improvement, you require both x infrastructure and y land free and once you build that improvem
  9. Tech usually gets cheaper the more it's in production (Apple phones don't count), so what if Projects got cheaper, the more nations that buy them (even if they destroy it afterwards). I'm thinking like 120% of current prices initially, but once 500 nations have bought it, it's 110%, 1000 it's 100%, 2000 nations it's 90%, 3000 nations it's 80% and then it gets capped there. It'd help become a money sink for those rich bast nations with too much money on hand, then over time become more affordable for the rest of us plebs.
  10. Thanks, I was made aware after I posted that there was discussion on changing it at some point in the future. I wasn't aware of the suggested amounts though. Why it isn't changed asap though, I have no clue. When they actually get around to implementing those changes, I'll be quite a bit happier. I just had a spy attack take out 3,060 tanks. That is like $8 million in Steel in a single spy attack and potentially $24 million across 3 daily spy attacks. Why the hell this ever made it past the test server, I have no idea. And don't talk to me about missing spy attacks, because the way
  11. I couldn't care about maths or RoI, as quite a few people in t$ will tell you (I bought Moon Landing on a whim, just because I could). I couldn't care less about who's winning or not in the war either (for those saying that I'm only posting because I'm "losing"). What I do care about is the fact that it is absolutely shattering to see weeks of daily logins to buy spies, evaporating in an instant because the game is not properly balanced. The fact that a single spy attack can kill more tanks than is supported by a single Factory (are the spies using pocket nukes?!). The fact that for all the
  12. Beige Nations cannot spy or be spied upon, except for Gather Intel Isn't the whole idea of Beige, a safe harbour for nations to rebuild? Seems really odd to me then, that you can basically destroy a nation via repeated spy attacks, while they are Beige. Lower the cap for attacks I'm sure quite a few players have Spy Satellite now, which adds +50%. Even accounting for that, Espionage attacks do way too much damage. - Sabotage Tranks should not be regularly killing off almost 2k tanks. At most, they should be killing off 500 tanks (base, 750 with Spy Satellite). - Assassinate
  13. So as things currently stand, radiation (and Food production penalties) is pretty dynamic, in a war it can literally change every second. For a game that mostly revolves around turns, I think radiation needs a little love. What I'd first like to suggest is that radiation is updated only at turn change, as one of the first things before processing Nation income. The radiation page should also be updated to show not only the current radiation, but a table of the past 50-100 turns (and maybe some pretty graphs). This will give players an easy way to track trends in the radiation and plan acc
  14. The screenshot is of my script that I made before Bulk Import was added, just to display the functionality. Personally I'd love it if the city list included Name/Infra/Land at a bare minimum (I'm just too lazy to scrape the extra information myself). Yeah no. The whole point is to make it so that smaller nations can diversify their builds.
  15. Could we please, please have an update to choose what Cities we should apply the template to? At least then I can stop having to maintain another script <.< Given that we get resource production bonuses for specialising production within a city, the idea of having a single Econ template for all your cities is not an optimal solution. Being able to more easily utilise those production bonuses and specialise some cities for Food, others for Oil, others for Gasoline, etc might make for more varied Nation setups.
  16. https://politicsandwar.com/nation/id=197220 Nation Name: Covid 19 Leader Name: Kung Flu Another person with poor taste, like the one I reported a few months ago.
  17. https://politicsandwar.com/nation/id=214601 Nation Name: COVID19 Leader Name: CoronaVirus1 Some people might find it funny and maybe in a year or two it might be. But not at the moment.
  18. That response is a good way to start a flame war. Wouldn't it be better to just ask people for a few links and you'll look into it, at some point? Even if it ends up being 3 months down the track. Just to keep things on topic, the special characters I use for my city names (eg Falkonéra) are fine.
  19. As the title says. The Import Improvement Template (for a single city) ignores Recycling Initiative and refuses to apply a template with 4 Recycling Centers. Amusingly, the Mass Import deals with it fine.
  20. This would be a better solution for us players, but whether it can be easily coded is a completely different story. Being able to set your own update time is a nice change though. Though personally, I'll probably be setting it for a different timezone to where I live, so that update is in the 8-10pm range for me. I'll second this. In wars we don't really have the time to wait 24 hours to find out when they buy military.
  21. Can we have a master list of all achievements implemented so far? Thanks
  22. I'm not sure exactly where to start with your bad maths. Yes you might have 15 api endpoints, but those endpoints are not all equal. There are ~260 Alliances, ~10.7k Nations and ~61.9k Cities that are accessible from those endpoints. Calling all those, even once per day, gives you a maximum of 73k potential calls per day. Which is the root of the problem. It is impossible to get the information required for even the most basic of stuff, without delving into the individual API endpoints. If you want to a proper short term solution, merge /alliance into /alliances, /nation and /ci
  23. If you screw up a trade, it's your own fault. I've done it before, myself (twice yesterday even). Just message the person and if they decide to return all or part of the trade, bonus. If they don't, well it's a lesson learned. Just remember when messaging people, be polite. I find dropping a message of "Nice catch of my screw up " with a subject of say "Steel Trade", will get the nicer people offering to return all or part of the trade, without even asking. It really doesn't matter how they noticed your screw up. Whether it be by a trade bot notification or they just happened to load
  24. Was thinking recently, Politics and War is missing consequences for if you're unable to cover your nation's expenses. This could then be used by the "banks" that are already available, offering loans at obscene rates to temporarily cover a nation's expenses. In order for this to work, I'd setup an order of things to be paid. So for example, Military is always paid first, then Power, Resources and Improvements. Within that you could have an order of things. Like Hospital is always covered first, then Police, then other Improvements. Depends on how far you want to go. Potentially customisab
  25. There was a war? Congrats on the peace, guys
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