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Samdoo

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  • Gender
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  • Leader Name
    Samdoo
  • Nation Name
    hmkghm
  • Nation ID
    14967
  • Alliance Name
    North American Confederacy

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  1. well this just makes tatician even more useless... and the population caps effecting things even when you aren't at max improvements. Thank goodness i can just use planes... oh wait, they dont destroy improvements. and ships cant destroy planes... looks like another war where tatics just dont varry.
  2. So a massive world war happening in the same week of treasure spawns was just coincidence? it was easily the motivator for the conflict.. (not the politic claims.. i mean its been a month since the political claim started.) The treasures that recently spawned didn't move much this war. but a lot of the older treasures spawns did move quite a bit. no lime nations no longer have a treasure, no olive nations no longer have a treasure. the treasure on purple is a nation in vaca mode (which something sheepy is making sure changes.) treasures defiantly help keep conflicts moving. I think treasures that only effect one nation maybe something we see in the future because of how well a bonus helps to create conflict. right now treasure are a bit dull since it is less than 2% of the player population being effected by then, nation treasures would expand this and would possible making raiding something people consider doing rather than this waiting for a large conflict.
  3. At least the terms didn't involve you forfeiting all of your lucky charms.
  4. Change the name to do something about battle damage. The formulas are wonky and weird and like you said the losses don't really add up, the guy targeted your ships, and then you still a very lose proportion of your airforce anyway(compared to opponents loss.) Same thing happened to me.. I literally lost all my soldiers in 1 battle but only a small amount of tanks. (then when you don't have soliders the tanks are worthless.) the Navy does have a place.. I used it this war and completely loved it. (you need at least 30 ships) After 6 ground battles you win the war, infra bombing with airforce works well, but it doesn't destroy improvements. You naval attack your opponent you eat the infra as well as the improvements. The only other way to really get improvements is ground battles. air bombing.. you can lose 1000 infra but if no improvements are lost all you really lost is some population and the ability to move around some improvements... You eat 2 of each military improvements and a subway, your opponent has to re-build infra to re-enter the war, rather than just some military.. and waiting for peace to come. The small amount of ships needed for a big impact, makes them out value, using tanks w/ soliders pretty easily.. and its easier to build back.
  5. I came for dank meme's.. already impressed but lacking.. Hope to see more
  6. Watch out Polaris, Kazy is liking you. all this new and old leadership bound to bring up amazing results.
  7. Since things are changing quite a bit and VIP was removed and well cosmetics are only made once, so fewer credits are moving Credits right now already offer small bonuses such as being able to purchase resources and be exchanged for money. I think we can add in mini treasures to this as well too. mini treasures are different from national treasures as they don't offer the alliance bonus and only effect the nation they are in. As well to make things interesting when mini-treasures is purchased in a nation, an identical one is spawned in a random nation. (this as well makes the treasure a not a pay to win bonus) This as well would help expand treasures to the game a bit naturally seeing as how only roughly 2% of the player base interacts with them currently. These treasures would last like 30 days and you can only purchase once every 3 months.. or last 7 days and can be purchased monthly. They can of course be stolen. The bonuses for mini-treasures 50% bonus of national projects to a resources income( 50% increase in gas production, etc.). and 1%, 2%, 3% income boost. and finally Money bomb, When this treasure expires receive 5X your daily rev the next turn. you'd randomly get one, again just suggestions, it gives more treasure options to that may have not be worth enough before a chance to be considered. (ideal mini treasures value would be .75% of a credit to give value to the player buying it and the random player just getting a small bonus.)
  8. Random war on the normal server?? guess I missed the name being politics and war.. (everyone probably gonna peace this time) Excited to see a new battle formula. You as well said 1 day of beige earlier on and 3 days of war and then you changed it to 3 days beige? buying units every turn.. accounting for beige.. make sure one can fully restock mil in 16 hours (8 turns) to fully re-build mill during beige. (with this changing how much score would drop during war, you could actually attack back who attack you.) Otherwise it does sound like this will really liven up the server. 3 day wars, and 1 day beige sounds like a better time formula
  9. So you are going to replace Maximum infra/land purchase with Recommended to help get new players to more quickly understand optimal quantities.(like infra being rounded to 100, this doesn't make a difference until 700 infra if I remember right. but cities would more quickly reach this threshold.) Will this as well work with the city manager tool when implemented where purchasing 500 infra is spread across 5 cities instead of all in one.. Or could players accidentally build 1 city to 2k infra and not build up any other cities? (this may be problematic in terms of the unlimited purchases but it is the optimal way.)
  10. Well damn looks like the minimum treaties to be in the top 10 has gone from 5 to 6.. Well expect for GPA.. but i mean.. they are getting rolled right now by about 20 people....
  11. Hurray!!! look forward to seeing the new FA on IRC
  12. Samdoo

    NK hugs

    no way.. #rollgpa, does this mean the june 14th will be the treasure drop that finally leads to war?
  13. Got the screen shot right http://prntscr.com/bbp8o5 nation activity says, the city was founded on the 28th. The nation score changed happened on the 27th. Why does the nation score graph jumping before the "city was founded".( i know this isn't the case but the graph makes it look like that.) The dates with the events and score of the nation don't line-up. Nation link here https://politicsandwar.com/nation/id=11527
  14. I was looking at nations score change and the date with the nation activity did not match up the score change change graph. Below, I've attached screen shots as well as nation links to further help with what the issue maybe, I think the update time change didn't get pushed through but nation activity did. The correct nation? http://prntscr.com/bah5q3 or here https://politicsandwar.com/nation/id=40045 Wrong date? http://prntscr.com/bah61j or here https://politicsandwar.com/nation/id=35728 A different date with the same bug http://prntscr.com/bah6e7 or here https://politicsandwar.com/nation/id=11527 I don't think the bug is game breaking, It just makes for some really weird graphs and dates. I think it'd be a simply fix, and I don't think someone can buy troops knowing of this bug so the score change is displayed on the alliance page at the wrong time. *sorry I broke the links somehow. and the edit isn't working right, the nation IDs should help explain.
  15. This looks like a reward for larger peaceful nations ONLY. This I'm assuming would not be destroy able, so yes it would be best to classify this as a " national project" makes the conversation clearer too. Not putting this stipulation in would simply be just giving larger nations FREE power.(projects already do this) Lets assume this project at current for just 1 resource(3 mines) in a different country and max production would BEAT nearly every manufacturing project. A similar example of larger nation project would be the ITC project, assuming resources don't change since you say this wouldn't have an impact on the global economy, This would be cheaper and a safer version of an ITC, with no penalty for going to war, and a faster ROI by about a year. ANY sort of military influence pretty much instantly adds a 10-20 million price tag, (looking at other military related projects.) Again the price to benefit of this suggestion is way off. The economic impact would be turmoil for younger nations. Ideally the economy would work small nations produce raw, mid sized nations buy raws and sell manufactured goods. Larger nations purchase manufactured goods for war. This ideal is already fairly far off, Currently the ideal would be small and mid-size nations produce manufactured goods, Larger nations produce raw and manufactured resources and then buy manufactured resources. Eventually enough war will happen where Larger nations quantities would drop to make it profitable for smaller nations to sell raw resources. This addition wouldn't allow the economy to ever move back to the ideal. This would completely limit out new nations from entering the game and not promoting growth. since mid and large nations would fill in the gap of smaller nations. with how much MORE impactful larger nations would become. Your suggestion would be best to explain as a national project. Off shore- colony : allows access to 1 resource that is not native on your continent.( max 3 mines) If at war with a nation on the same continent as your colony, you receive a 10% boost in combat. Cost 60 mill, 3000 land (not sure how to make a project cost land but this would be a cool feature to this one) and 200,000 food. the max 3 mines would stop every colony from being oil/coal based purely on number of improvements you could make. This as well would bring in continent favoritism as continents with a weakness would now lose that. Slightly better approach to the idea but on the fact alone of creating continents having higher power really kills this idea alone.
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