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Shakyr

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Everything posted by Shakyr

  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
  16. Linking in this suggestion, from my post history.
  17. RE: Trades Increased trading limit to 10M. The current cap of 1M is way too low, give it a year (or less) and I'll be sitting on 100M+ Food, without the ability to easily post it on the market. Can "Date Accepted" be added to the Sorting Filters (separate from Date Offered). Also set it to the default for "My Offers" (with any unaccepted offers sorted by Date Offered, at the top). It's a pain to have your latest accepted trades in "My Offers" be halfway down the results. Can the "Current Top Offers" on the "Create Offer" screen be moved to left of the form, Sell Offers top, Buy Offers below (dropped below for a mobile) and by default it be displayed. The way it is currently, it can be easily missed.
  18. It was a good two day run, but it looks like I won't be getting the Food average price to 150 ppu. Seems like most players care only about trying to sell things off fast, without caring to sell it off high. Some highlights of the past two days: Highest price was 149 ppu, lasted for just over an hour. Sold ~750k though. Average price across all my trades was 144 ppu. Managed to keep the price at 146 ppu for 9 hours (before I pushed it to 149 ppu) and sold 4.6 million Food. Highest amount sold in one trade was 2.5 mill @ 141 ppu. Also managed to sell off another 3.4 mill @ 146 ppu, across two trades. Spent 1.5 billion buying out lower priced trades, but still managed to make a tidy profit. Hope you all enjoy the lower Food prices, as people keep undercutting each other. Maybe we can get it down to below 100 ppu again
  19. I've been running Farms for years, outside of a few times in the year when I've been forced to change by wars. Stockpiling and selling off Food, got me through to C40, almost entirely self-funded. So long as you prioritize your Civil/Commerce improvements, so you're running minimal Disease/Crime and maximum Commerce, the rest of your improvements don't matter. Too many are shot down by people who just want to maintain the status quo. I don't think the suggestion forum gets enough traffic either.
  20. I can always post my suggestion for radiation to affect the production of all Raw Resources (can't produce stuff if your workers are dying). Not a topic for discussion here though. It'll benefit any nation who produces Food, but restricted to only a small subset of your farms, it's not going to seriously impact a larger nation's deficit. I mean my nation in particular, I'd only have 1800 (3 Farms/City) to 3000 (5 Farms/City) Food per day, protected. I have a deficit of 20k (not even running full military). My aim was to provide the general player base with the ability to offset their loses due to two or more unrelated alliances deciding to go to war. The addition of losing the Summer/Winter variations on those farms was added because it made logical sense. The current situation only benefits the whales who produce Food, as they're the main ones with massive stockpiles that can be sold off. I'm actually shooting myself in the foot somewhat, by posting this. I'm happy to drop the requirements to one degree or another, open it up to players more easily. The lowest I'd go would be Mass Irrigation and 2-3x the cost. I also don't know whether 3-5 Farms is too few or not.
  21. Quite simple, allows up to x Farms (I reckon 3-5) per city to be protected from the elements. They always produce Food at a constant rate, regardless of the season or the radiation levels. Requires: Arable Land Agency, Green Technologies, Mass Irrigation Cost: Same resources, but about 10x to 15x what is required for Mass Irrigation
  22. Pretty sure my calculations are correct. You can be targeted by 3 Espionage Operations in a day and the maximum potential damage for Tanks/Aircraft/Ships are 37% of your Daily Rebuy. Also on top of that, Sheepy has already nerfed Espionage Operations so you can't destroy nukes that were built that day, yet nothing was changed for other military units. This means that you can literally keep someone at or near zero military, by simply spamming them with Espionage Operations each day. Just going by the maths, that is f*cked.
  23. So as things currently stand, espionage is screwed up, like majorly. If you have 10 spies and the other person has 60 spies, that espionage operation should have a very high chance of failure, regardless of what you're trying to do. % based damage costs for military units is just plain broken, especially when stacked with Spy Satellite. Spies should not be able to take out 4k tanks or 48k soldiers (using one of the larger nations I know). My suggestions: Each spy you own, gives a small improvement to your defense against espionage and increases the chance of attacking spies being killed. Longer term, allow the player to configure how many spies are operating defensively (for a larger improvement per those spies), at the cost of having a lower chance with attacks. This seems logical, considering they're otherwise sitting around your nation doing nothing. Spy Satellite gives a bonus to defense and reduce the attack bonus. Longer term, allow the user to configure the split between attack and defense (with a cooldown of x days). Spent enough to buy my eyes in the sky, it damn well better be useful. Safety Level should lower damages, the higher it is. But it should (if it doesn't already), lower the chances of spies being killed. Attacks against military should target one improvement per x spies and if it succeeds, wipe out up to 100% of supported units. Less spies you have, less damage you can do. Simple as that.
  24. Oh they did nuke me, so I guess I'll withdraw the report. Nukes are about as annoying as a fly hovering around a buffalo though, a far cry from their real life equivalent. So he's still filling a defensive war slot for me, at minimal cost (happy to have 3-5 cities nuked at the cost of a defensive war slot being filled for a few days).
  25. Nation Link: https://politicsandwar.com/nation/id=583 Ruler Name: Placentica Nature of Violation: War Slot Filling https://politicsandwar.com/nation/war/timeline/war=1159437 They have declared war, for no other reason than to cry about a war that happened in the past, without the capability to actually wage a war. While they may not have the intention to do so, it has lessened the number of defensive war slots I have available, at no cost to me.
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