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Shakyr

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Everything posted by Shakyr

  1. Having Nation/City/War/Trade information available via API, means that it is readily accessible to more people, without them having to scrape and parse the website. Which requires some pretty specific knowledge and skills. I should know, I taught myself how to scrape Nation/Alliance/Trade screens, for a certain other game. I've actually been waiting for the API, before I do any large coding projects for PnW, simply because scraping and parsing webpages is resource intensive. There is precedent already, for putting limits on some types of scripting, with the current bans on Market Trading. So I don't see an issue there. Plus, the API is read only. So not like you'll be able to automate running a nation, using it. Tools may make recommendations, but the user will still have to login and make the changes to their nation, themselves.
  2. It's being duplicated under "Trade Activity", which is annoying, as it's not exactly a trade. If it has to be duplicated under anything, add a "System Activity" section, or something similar.
  3. It's not exactly a secret, that the city population grows with age. Sigh.
  4. Left or right, is just personal preference, it doesn't really matter which way it is, so long as it's consistent. Which is pretty much what "UI best practice" guidelines do, is try and make things consistent. No thanks. If you put them next to each other, it will make it easier to accidentally click the wrong one. Even if there is a confirmation, it's added annoyance, to dismiss the confirmation on a misclick.
  5. Orbis doesn't use electronic funds transfer? Or are we airdropping piles of cash, instead?
  6. Please elaborate, as to how cities are too much and not really useful. Because I'm pretty lost, as to what you're trying to say. To explain my point again though, just incase you didn't understand. As mentioned, by myself and others, there is currently no way to go from the Nation API to the City API, without manually looking up City IDs ingame yourself. All I asked for, was a simple quality of life change, so that the API flowed a bit nicer.
  7. Pandemics by definition are widespread outbreaks of plague. Since I'm good at overcomplicating things, I figured I'd share a few random thoughts. Definitely slightly more complicated than maybe required! Also pretty harsh on an affected nation. So not saying it should ever be implemented this way. - On a plague developing initially, have a strain be randomly generated, with the following attributes: Lethality and Spread/Contagion (or similar wording) - Lethality determines how many people are killed each turn and determines the chance a citizen will "recover" without dying. - Spread/Contagion determines how fast the plague spreads. This is two fold. First it acts as a multiplier of lethality over time (so that the longer the plague is around, the more people die). Secondly, it determines how much of a chance the plague will spread to another nation, by Trade, War and Espionage. - Hospitals lower lethality and spread/contagion, slowing the spread. Also, having hospitals will increase the chance a citizen will "recover" without dying. - Each turn, an increasing number of your citizens will quarantine themselves (hiding in their houses), meaning that they cannot be killed off by the disease. They also cannot be taxed, as they aren't working. - The plague ends when the citizens who have quarantined themselves + the number of citizens who have recovered + the number of citizens killed = normal population - If a plague is transferred to another nation via trade/war/espionage, it transfers over with it's current lethality/spread modifiers (without reductions from hospitals). Also, with regards to whether or not to show a nation has a pandemic. - If the pandemic spontaneously appears, have it not be displayed until it infected another nation via trade/war/espionage or until 25% of the population has been killed. - If a nation is infected via trade/war/espionage, it is immediately displayed.
  8. No listing of City IDs on Nation API, means you can't navigate from Nation to City. Possibly change "cities" to an array of city IDs (and they can just count the array, to find the number of cities). List of wars and list of trades (accessible by Nation ID, each list item with a unique ID), would be useful too.
  9. They're probably not reading any more than the first 3-4 posts, if they're reading that far. Might be worthwhile editing the first post, to stop those who, somehow, seem to think that you actually need to request a factbook ... I'm still not sure how the hell they managed to come to that conclusion!
  10. Awesome <3 Enjoy the sleep, Sheepy!
  11. http://politicsandwar.com/forums/index.php?/topic/4506-approveddenied-suggestions-list/ Under 'Denied', there is an entry for "Resource to Resource Trading".
  12. If you manufacture the raw resource though, why would you care about the market value? Not to mention manufactured resources require power, which has it's own upkeep and resource consumption. Lastly, until you have a Recycling Centre, you will have pollution removing population, which costs you money.
  13. Was looking into the cost to manufacture Resources and wanted to see if I've thought this through right. The "cost" for each unit (of manufactured resource), will be the upkeep for collecting the raw resource (Mines or Wells), plus the upkeep for the manufacturing, plus the upkeep from the power (if using oil/coal), plus the upkeep from collecting power raw resource (if using oil/coal), plus any potential lost income from pollution (if you don't have Subway/Recycling Centre). Have I missed something?
  14. As you do not actually own Coal Mines, you will require 9 Coal per day, as well as the 9 Iron per day, in order to run your 3 Steel Mills. With your 3 Iron Mines producing 18 Iron, you're actually overproducing on Iron. The ideal ratio is 1 Iron Mine and 6 Coal (output of 1 Coal Mine) for 2 Steel Mills, per day.
  15. I'm guessing since everyone seems to be starting on 99.99%, it's not retroactive Interesting change. I think I'll not bother adding it to the list of stuff to calculate though, too complicated!
  16. I suggested a Project about bears, a while back http://politicsandwar.com/forums/index.php?/topic/2630-project-suggestion-thread/?p=79658
  17. People really do not have a sense of humour. That's what I get, from reading the responses. This is meant to be something fun and slightly out there. It's not meant to be game-breaking (else Sheepy would have kept in the original possibility of 100 raptors, with $10 million to kill them off) and he's stated it'll be named something better than "Jurassic Park Project", so it's not like it's entirely outside roleplay either. I mean what nation wouldn't want to play around with genetics.
  18. People don't know how to search for previous topics, it's a fact of life. On topic, I personally like that idea better (the one you linked), with the random rain and the population dying off, if you ran out of water.
  19. Recent update reminded me. Could 'Create Offer' be changed to actually give us (in addition to the average) the current highest buy order and current lowest sell order? That's a bit of information that I actually find useful, when posting trades. Would mean I'd (most likely) not have to load up buy and sell pages, for a resource, just to find out these values, before posting an offer. Sometimes it's nice to look at the last half a dozen Buy/Sell offers, to look for a trend. But alot of time, I'm just interested in either the Highest Buy Offer and Average, or Lowest Sell Offer and Average (depending on whether I'm buying or selling).
  20. I think it'll be a while before Last187 of Belgium (or anyone else) has more citizens than IRL Australia, let alone IRL India or IRL China
  21. Yet the average per nation is only ~325,000 citizens. Most major (Earth) cities have more than that!
  22. Could we have a setting for turning on email notifications, for when someone declares war against any nation in the alliance? Also a second option, for when anyone in the alliance declares war on another nation. Preferably this would be restricted to Alliance Leader/Heir/Officers, if possible (and not work, if they become a normal member again or leave). As government members tend to be the most active in an alliance, they are better equipped to deal with declarations within an hour or two. In case of alliance wars causing lots of notifications, potentially only sending them out once every 2-10 minutes, in a "batch" form, would be easier on the server. The rationale being, it will hopefully make things easier for those people who are meant to keep an eye on this kinda stuff, without them having to check the war screen 2-3 times a day.
  23. Just a small (possible) bug. Screenshot from my City Manager page. If you add up the populations listed for each of my 6 cities though, it comes to 602,703. I'm guessing the total Nation population is using the raw City population(before they're rounded).
  24. Shakyr

    Mobile bug

    Are you using Swiftkey? Looks like it might be a bug with Swiftkey, from the sounds of it.
  25. Agreed. There's always too many topics like this, by people who don't know (as they aren't informed ingame).
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