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CaptainPenguin

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  • Gender
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  • Location:
    Canada
  • Leader Name
    Tuxedo
  • Nation Name
    captain.penguin
  • Nation ID
    435711
  • Alliance Name
    Rose

Contact Methods

  • Website URL
    https://politicsandwar.com/nation/id=435711
  • Discord Name: CaptainPenguin#4214

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  1. Let's say the rule wasn't there for a sec (for argument sake). The prices fluctuate so much that the price of a resource is never the same day to day. It would make sense if you can have it like I want to buy 10K but only if the price is under 120, than the game will buy you 10K at the lowest price but at or below 120 PPU. Technically it's is allowed, it would be cool but I am not sure how helpful it would be. Also I haven't looked at how this could be taken advantage of.
  2. HS. We were at 5/5/5/3 city build wise, but 3//4/5/1 military units wise for the longest time before I quit.
  3. That's not 100% true, it depends on the political climate, some alliances will ask members to be on max mmr city build wise as a precaution, but due to the maintenance cost of units ask members to only buy a certain amount of units. or. Let's say you going from a 5/5/5/3 military build to a 0/2/5/0, you can do @(City No X mmr X 250) for the tanks. I know this something small but it would be a quality of life thing.
  4. We have the @ function for when buying infra and land, why can't we have it when buying or selling military units?
  5. Can we have a preview operation when you do a bulk import. It would be nice to know the cost before completing the operation.
  6. I made the calculations above: if you don’t have the ITC project it will take one more slot to get 100% commerce Small nations are already very limited on the projects that they can have. We need to implement a system that at least keeps the slots the same. If we keep the stadiums the same at 12%, and reduce the banks to maximum of 5 per city. That would keep the slots the same if you don’t have a project and actually make it more slot efficient if you do.
  7. I want to focus on the Commerce Based Project Changes & Commerce Changes: Here is the overview made simple as the explanation is not very clear: Current A nation with no project (max 100% commerce) - 3 X 12% (Stadiums), 4 X 9% (Shopping Mall), 4 X 5% (Banks), 1 X 8% (Subway) = 100% (12 improvement) A nation with ITC (max 115% commerce) - 3 X 12% (Stadiums), 4 X 9% (Shopping Mall), 5 X 5% (Banks), 4 X 4% (Supermarkets), 1 X 8% (Subway) = 117% (17 improvements) A nation with TS (max 125% commerce) - 3 X 12% (Stadiums), 4 X 9% (Shopping Mall), 5 X 5% (Banks), 6 X 3% (Supermarkets), 1 X 8% (Subway), 2% (TS Project) = 125% (19 improvements) Proposed A nation with no project (max 100% commerce) - 3 X 10% (Stadiums), 4 X 8% (Shopping Mall), 5 X 6% (Banks), 1 X 8% (Subway) = 100% (13 improvements) A nation with ITC (max 115% commerce) - 3 X 10% (Stadiums), 4 X 8% (Shopping Mall), 6 X 6% (Banks), 2 X 4% (Supermarkets), 1 X 8% (Subway), 1% (ITC Project) = 115% (16 improvements) A nation with TS (max 125% commerce) - 3 X 10% (Stadiums), 5 X 8% (Shopping Mall), 6 X 6% (Banks), 2 X 4% (Supermarkets), 1 X 8% (Subway), 1% (ITC Project), 2% (TS Project) = 125% (17 improvements) A nation with TS + SPT (max 125% commerce) - 3 X 10% (Stadiums), 5 X 8% (Shopping Mall), 6 X 6% (Banks), 1 X 4% (Supermarkets), 1 X 8% (Subway), 1% (ITC Project), 2% (TS Project) = 125% (16 improvements) These improvements are only good if you have the ITC or TS projects, If you don’t You have to use an extra slot to get 100% commerce. This proposal as written will making it harder for new players to grow until they have the ITC project. Edit: This could be fixed if we keep shopping malls at 9%, but every thing will need to be tweaked. I haven’t found a solution yet.
  8. Congratulations CTO for joining a war that was already a dogpile. Man up and fight a proper war.
  9. Ignore I was testing something
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