Jump to content

Shakyr

Members
  • Posts

    464
  • Joined

  • Days Won

    1

Posts posted by Shakyr

  1. On 5/7/2023 at 1:40 AM, dtc justice said:

    Do you ever get tired of making these same posts every war? 

    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.

    On 5/7/2023 at 12:10 PM, Kadin said:

    I could be wrong, but I think it used to be like this, and got changed? 

    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. 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.

    • Haha 1
    • Upvote 2
    • Downvote 1
  5. 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.

     

  6. On 6/17/2022 at 3:56 AM, Sir Scarfalot said:

    Land isn't population, infra is.

    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.

    • Thanks 1
    • Upvote 1
  7. 11 hours ago, Majima Goro said:

    How does radiation affect coal blocks or any inorganic things for the matter? I think what you really mean is radiation should affect global disease rates as well, something I would very much like to see.

    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).

    11 hours ago, Majima Goro said:

    Imagine global nuclear winter and everyday it goes on, say 10% of your then population dies off. Moreover, building efficiency should depend on your population, each improvement needing a minimum number of people to work, below which, production is scaled down proportionally. It would make global conflicts actually have a global effect, hurting everyone instead of just the people involved. It would pave the way for smaller and shorter conflicts because a big one would be devastating for both sides. Not only this, such a change would make nukes very much more powerful than they are currently, leading to treaties to limit nuclear weapon usage and such.

    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.

    7 hours ago, Jacob Knox said:

    How to Plummet Raw RSS Value: A 2 (3?) Step Guide

    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.

  8. 12 hours ago, Sweeeeet Ronny D said:

    Remember food is the only resource that scales based on land, where the other resources have a hard limit.  So nuclear fallout is a good balance mechanism for it.

    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.

  9. On 5/16/2022 at 12:36 AM, Majima Goro said:

    The ones who'll buy it are whales. I thought we are trying to make nerf whales, not make them profit significantly during globals. They make a lot already.
    Plus, in a few years, nuclear winter would be gone since  more or less everyone would have 30 cities due to Metro Project and making food. 
    Global nuclear winter could be a big thing and we just throwing a good mechanic under the bus cuz newbies can't produce food?

    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."

  10. 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.

    • Upvote 3
  11. On 4/1/2022 at 11:12 PM, Mystic Piano said:

    So, the cost of cities, keeps increasing exponentially, but our revenue per city doesn't.

    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.

  12. 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.
    • Upvote 1
  13. 1 hour ago, Jacob Knox said:

    The only thing about opening it up for non-whales to get easier would be moderately encouraging new players to get farms, and as someone who has seen all too many new players with awful builds and farms—and having been one for some time at the beginning of my time playing here—I don't necessarily want that haha.

    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.

    1 hour ago, Jacob Knox said:

    Hm... I hadn't thought about that. I, personally, used only roughly 5K food per day at max military. But I am also half your size haha. I suppose it can be all to easy in this game to go "whales bad, why help whales?" But sometimes we have to consider things from different perspectives, and I like to think that I at least try to do that.

    Overall, I wouldn't mind seeing this get more attention and having more people discuss the pros and cons of it as we are. And some suggestions for the game, regardless of what they are, is always better than having no suggestions at all.

    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.

    • Upvote 1
  14. 11 hours ago, Sweeeeet Ronny D said:

    That's no fun, drop the nukes, kill the farms.

    War is PAIN!!!

    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.

    10 hours ago, Jacob Knox said:

    This is certainly an interesting suggestion, but I wonder how it will benefit anyone besides whales who produce food. The only affect on the greater game, that I could see, would be reducing or limiting food inflation during war time. However, that has never been too severe—at least, that I have seen in my time here. For example, since November 28th the lowest average ppu was 115 and the highest was 148 (according to in-game average chart), even during two global wars where the radiation caused 100% reduction in food production. Of course, correct me if I am wrong here and feel free to provide counter examples lol.

    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.

    • Upvote 1
  15. image.thumb.png.0e1a4076a74549936d56e7924be2b581.png

    image.thumb.png.af21612cb3e0ed24de173350d1783fb6.png

    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.

  16. 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.
    • Upvote 3
    • Downvote 2
  17. 5 hours ago, Alex said:

    Presumably they could Missile/Nuke you, so let's wait and see what happens.

    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).

  18. 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.

    • Upvote 2
    • Downvote 4
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.