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Grillick

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Posts posted by Grillick

  1. The only time selling 50 and buying 100 is profitable is if you can only afford 50, and selling down lets you buy the next 100 for less than that 50.

     

    It's seriously only useful at, like, 150 infra or so, and even then only rarely.

  2. Oh wow! A post of you asking him if he spied as if you already knew about it..... :/

    In order to provide the full context, I've moved the relevant thread to the public section of our forums, and locked it. It is read-only. It will remain public for 48 hours. You can access it here.

  3. "Emphasize."

     

    I was looking at the perks and thought of a few ways to theme them, so they sound more like real-world national policies and all that jazz. I also took the liberty of suggesting what form I might like to see the perks take. By mixing up where the bonuses are located a bit, the idea is that people wouldn't necessarily just pick two trees and max them out, as many of the responses say they would.

     

    Anyway, here are some thoughts:

     

    Z3efrDs.png

    • Upvote 2
  4. this isn't a problem that can be fixed through war or diplomacy; the only real solution from a mechanics standpoint would be to, like other alliances, move colors in order to get a better bonus.

    I didn't understand your suggestion, but I'm going to address it by discussing your premise. Specifically, the sentence I've quoted here.

     

    This is absolutely false. The red color currently has eight alliances that affect color stock (nine next week when Alpha Phi Sigma reaches 10 days old). The tenth red alliance, World Order, does not affect the color stock because its aggregate score is below 300.

     

    The reason World Order does not affect the color stock is also the reason why war is a solution to the problem of there being too many inactive alliances on red. If the alliances are as inactive as you say, you should have no trouble knocking their membership down to the point that the alliance's aggregate score is less than 300. Once you do that, you immediately have a substantial increase in your color stock.

     

    Boom. War is the answer.

  5. Having a rate that compounds every 4 days is very deceptive given your own topic doesn't list how that interest rate is compounded very clearly.  You should list how it compounds after any interest rate you print.

    Placentica the consumer advocate. I love it.

  6. You're missing the point. No one is continuing to exploit the bug because the bug is not exploitable, i.e. it is fixed.  No one can sell infra below his or her improvements. Sheepy has already decided that punishment was not warranted for selling infra during the period that the mechanics allowed it, which you are of course aware of.

    I'm not missing the point. I'm disagreeing with it.

     

    Sheepy doesn't need you to explain his position when he's already made it clear.

  7. A bug allowed these nations to put themselves into a position they would not have been able to be in without the bug. That position gives them an undue advantage over other nations at their score level. Even if that advantage is only temporary, it still exists.

     

    In fact, if it weren't advantageous, they wouldn't have put themselves in that position in the first place when they had the chance, and they certainly wouldn't remain in that position now, more than a month later.

  8. I have 3 steel mills in 3 cities, I also have all the iron and coal mines necessary for their production 8 coal and 5 iron mines. My revenue page is maxed out at 8 steel mills and shows my steel production stuck at 6 tons a turn and 72 a day when it should be 6.75 and 81. I tried decomming the steel mill and rebuilding and got nothing from it in changes on revenue page. 

    Edit: It has changed It must of been that it updates after the next turn. 

    The revenue page updates immediately when you change your cities. The reason you were having this problem was because one of your steel mills didn't have enough coal or iron on hand to function. Each steel mill turns .5 coal and .5 iron into .75 steel each turn. You must have the coal and iron necessary for this in your nation at the beginning of the turn (before your coal and iron mines produce).

     

    So for 9 steel mills, you need to have at least 4.5 coal and 4.5 iron. You clearly had 4 of one, the other, or both.

  9. I've been searching and searching, and I can't for the life of me find the post where Sheepy explained the numbers used for the battle mechanic.

     

    I know that battles (that's what I'm calling the 3 mini-contests built into the resolution of a war action) compare a random number that is based on the strength of each side's military. What I don't remember is the range for that random number. It caps at 100% of the military strength, but what's the base? I know it was 0 at one point, but it was changed because people were annoyed that they weren't getting immense triumphs against 0 ships, but I can't remember (or find) what it was changed to.

     

    Can someone be so kind as to give me a link to the relevant post, or an answer to my question?

  10. I'm sorry, I mistakenly assumed you were using the word "factory" to refer to the building "factory."

     

    If you do not have power for your "oil refinery," your "steel mill," and your 3 "aluminum refineries," those buildings will not produce gasoline, steel, or aluminum, respectively.

     

    Also, !@#$ you for making me actually look at your nation to figure out what you were asking, you jerk.

    • Upvote 1
  11. its not 'MY' objection per se, I'm just repeating the reason that was given the last time it was shot down.

    I know. I was typing in a hurry. For the purposes of this thread, it's your objection, because you're the one who brought it up here.

    Exactly. Mortimer and I considered doing it to GPA yesterday just to prove the exploit here.

    There's really not much in our bank worth having. We're primarily crowdsourced.

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