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Shakyr

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Everything posted by Shakyr

  1. You'll find the correct formula for Disease, on the actual page for Disease (see http://politicsandwar.wikia.com/wiki/Disease). If someone doesn't get there before me, I'll look at redoing the City page later today, since I'm stuck at home due to rain.
  2. Unless you're a large alliance, you'll sell stuff quicker and at higher prices, using global trade, than the alliance trade. Which, as a growing nation, makes global trade more inviting. If there was a way for nations to sell resources to the alliance bank though and straight away get $$$ for it, they'd potentially more likely use it, over global trades. Then larger nations can buy up the resources, topping up the alliance bank $$$. Two things I would add to OP. 1. Have the ability to set trades to the current average price. 2. Not only would you need to cap the amount of resources that could be bought, you need to cap the amount of $$$ that can be sent out, through resource selling. Otherwise someone could empty all of the $$$ from the alliance bank, leaving none for sending out to nations.
  3. I personally like the nostalgia, as an Aussie
  4. As anyone who codes would tell you. Even with the best intentions, code ends up quite messy, over time. Especially when you've put in quick fixes over time, to get something working asap (essential in time-critical programs).
  5. I always generate every turn, enough Bauxite to cover the Aluminium Refineries, with a small amount of Bauxite left over. So are you saying, that it won't actually use that Bauxite, for calculating Aluminium output and instead will use Bauxite that you've collected from previous Turns?
  6. Shakyr

    Revenue Log

    Probably a better thing for the suggestion forum, as it's a request for clarification of existing information, rather than a bug.
  7. Most recent update @ 4am (server time), I got 1.75 Bauxite and 3.75 Aluminium, as listed in the Revenue Log. I normally get 0.25 Bauxite and 8.25 Aluminium, as listed on the Revenue page. Yes I did check and all my cities are 100% powered, as they have always been. Anyone else notice this? Or am I just the lucky one.
  8. True, but it only demands infinite resources, if you have infinite land. Therefore, why not tie the resources to the amount of land you have. If you have to buy up more land, in order to increase production (as production depletes over time), that would work better in my opinion (as opposed to adding a new mechanic "prospecting"). If you're after realism, Coal would be abundant, Bauxite common and Lead scarce. Coal is actually pretty big in Australia, along with Sugar.
  9. Just a minor change for next time you update. The flag for The Coalition is incorrect
  10. In light of the recent bugs and issues, I figured I'd add a bit more detail, as to what I was originally thinking. Income Log - Shows any and all transactions, where money/resources are added - Examples ... Net Income (every turn)*, Successfully sold resources (via trade), money transfer (from an alliance bank), refunded Improvement/Project/Military/Infra/Land* Expenses Log - Shows any and all transactions, where money/resources is removed - Examples ... Alliance Tax (every turn), Successfully bought resources (via trade), money transfer (to an alliance bank), purchased Improvement/Project/Military/Infra/Land* I would see both these sections going under Bank Activity on the Nation page (replacing the current 'View Bank Activity'). Any transactions marked with a * would be only visible to yourself and not to other nations. Each transaction would be listed as Date/Time, Category (Net Income/Alliance Tax/Trade/Bank/Purchase/Refund), Amount (Resources + Money, like Alliance Bank Records). I think with these extra logs, it would be easier for people to keep an eye out for bugs with income and make it easier to report (as they won't have to wait for multiple turns, to make manual records).
  11. This is possibly meant for the suggestions forums http://politicsandwar.com/forums/index.php?/forum/52-game-suggestions/ Also, you have a mistake in the last line, it should read:
  12. Even if this is the case, it would be nice to get clarification, that it only applies to nations that are small and recently created (like under a week or two old).
  13. 8 episodes in and enjoying it alot I like that they've added in throwaway references to other Marvel movies, too.
  14. Descriptions to go with the images.
  15. Oh I know, that as a nation grows, the issue would fade away. I still think the change should be made, even if it only affects smaller nations.
  16. Offshoot of one of my other recent suggestions. With Daily Purchase Limits, for every unit but soldiers, you can only ever buy a set percent of your maximum capacity. But because Soldiers are capped at 20% of nation population, keeping enough Barracks to house 30% of nation population, is enough to completely max soldiers in two days. This effectively makes the Daily Purchase Limit 1/2 instead of 1/3. Should a nation be able to purchase enough Barracks to house 60% of nation population, the Daily Purchase Limit would effectively be 1. What I was thinking, was to change the Daily Purchase Limit for Soliders to MIN(1/3 barracks capacity, 20/3 nation population), where . This would keep the current limit in place, until enough Barracks were built for 20% of nation population. At this point, it would cap and there would be no reason to build more Barracks. Note: If I've screwed up my maths, feel free to tell me where.
  17. Agreed. It's currently jarring and doesn't fit with the rest of the page, the way it currently is.
  18. The whole point of the Daily Purchase Limit, is to delay a nation's ability to instantly buy troops though. The added delay I was suggesting, was to try and force a nation to strike a balance between Military and Resource Improvements (or to simply choose one or the other). Something that in my opinion, Daily Purchase Limits tries to do, but fails, as currently, a nation with cash can switch between full Military Improvements and full Resource Improvements, as many times they like in a turn and so long as they finish with Resource Improvements, they'll still get their resources. I do like your suggestion though, with one alteration. Why not have it so that if you buy a military unit, you cannot destroy any related improvement (whether you purchased it that turn or not), even if it's not supporting military units, until the next turn? Would still leave it partially broken, in that Improvements have an immediate effect on the nation. But it would mean they couldn't switch back to Resource Improvements, until the next turn.
  19. Did a quick search and couldn't find anything. One thing I think would be potentially useful, would be an income and expenses log. It doesn't have to be forever, even if it's just a log of the past 50 transactions (for each of income and expenses), or store much besides a note and the amount. This would make it easier to keep track of how much money is spent, as stuff like buying military and buying/selling improvements, does not end up in the Notifications (like Trades do), nor is there a log kept of those transactions (like Trades/Bank records).
  20. Wars will almost always be one sided in favour of the attacker, unless the attacker is stupid and bites off more than they can chew. There is nothing to say that any changes to improvements, cannot have knock on changes to other systems, to balance things. That is why they call it a discussion topic, so that the ramifications of an idea can be discussed and potential other related changes, put forward.
  21. Agreed, though I wouldn't refer to them as ministers. While "Focus on xyz" isn't ideal either, it's closer to what the concept is. The way I would see it, would be a research screen, whereby you could select the current focus of your nation's scientists. And to stop people from switching too often, keep the existing 5 day delay, before they can select a new research focus. This could then lead onto other systems in the future, if warranted, once a dedicated research screen is actually ingame.
  22. I think you've misunderstood me. What I was suggesting, was a way to possibly mitigate the issue of buying Barracks (or another improvement) to increase the Daily Limit, for the 5 minutes it takes someone to enlist more Soldiers (and then demolishing any improvements that aren't supporting Soldiers).
  23. Not sure if this has been suggested and I would comb the forums checking, but I'm short on time currently. In the few wars I've been in recently, I've noticed that it's perfectly valid to buy up Barracks (or another Military Improvement), to increase your Daily Purchase Limit, buy the required Military Units and then sell off the Barracks again (and buy up Farms). While a useful tactic, I think as it currently stands, it's broken. There should not be zero time between when an Improvement is built and when it affects your nation. Thinking about it on my recent plane flight, my suggestion is that any Improvements built during a turn, should not actually affect the nation until the start of the next turn. This would mean that any Barracks built during a turn, would not increase your solider capacity until the next turn. Sure, you could build the Barracks just before a turn ends, but then any Farms (or other Improvements) built after destroying excess Barracks, would not give you Resources until the end of the turn after that.
  24. National Project Name: Bear Training Camp Small Description: Despite modern advances, nothing is scarier than seeing a bear charge into battle and tear someone's face off. Project Effect: Solider upkeep is raised to $2.50 each and 3 food/750 soldiers per day in peacetime, and $3.76 each and 3 food/500 soldiers per day in wartime. Solider efficiency is increased by 50%, or increased by 125% when supplied with 1 munitions per 5,000 soldiers. Resource Cost: 500 steel, 1000 food Cash Cost: $5,000,000
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