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Fronin

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Everything posted by Fronin

  1. https://en.wikipedia.org/wiki/Jevons_paradox Here's a suggestion. Make wars less expensive. This will cause more wars and more resource consumption, if you want to fight deflation. Fight deflation even more by reducing money looted in war, this will cause nations to be able to build more military units while at war. (like make soldiers and tank purchases cost no money) It is not intuitive, but it might be worth trying improving the economy by making things easier rather than more difficult.
  2. The game mechanics aren't that good at the moment.
  3. a good way to increase prices is to remove cash costs for purchasing military units
  4. Give everyone one free nuclear weapon.
  5. SIMPLE! Have no buy limits. EVERYONE WILL BE PURCHASING RESOURCES AND DOING FIRST STRIKES! But there will be no problem with it, BECAUSE THE ENEMY CAN INSTANTLY RECOVER.
  6. Nuclear weapons use should disable fortify for future use. Or just threaten your enemy with nuclear weapons to prevent prolonging a war.
  7. i block ads, but I did give alex $40 so it all evens out
  8. It makes sense. Otherwise aircraft are overpowered, allows for rich nations to recover when being rolled.
  9. Privacy Badger blocks some of these hosts by default http://static2.wikia.nocookie.net http://images1.wikia.nocookie.net i97.servimg.com I can override privacy badger, but you should know
  10. Fronin

    Typo

    I suggest dynamically getting current year instead of having a static output of 2016. otherwise you fail fizzbuzz
  11. A 12 hour delete timer would work.
  12. Positive Factors: Population Density ((256 - Your Population Density) >> 4), Base Amount (+25), Every National Project (+5) note: >> is right shift, so binary division. Negative Factors: if out of food (+25), unable to pay expenses (+20), Net Income is Negative (+10), pollution ((total pollution / total cities) >> 3) , losing a war (+5), offensive slots occupied (+5 per slot) Total = Positive Factors + Negative Factors Approval Rating = Positive Factors / Total
  13. Okay, it does change. Very very little each turn, by about a tenth.
  14. I don't understand it. It doesn't seem to change. And random nations have either 0% or 100% approval rating when apparently they aren't much different.
  15. There should be a limit on moving resources, called transport capacity. It should be 2,000 units per city per player per day. It is otherwise unrealistic that millions of tonnes of resources can be moved to and fro between nations of two cities or less.
  16. Hmmm. Encouraging people to give you money two months before you have to file your taxes.
  17. instant stimulation would help attract people
  18. Fronin

    Oil theft

    On my revenue page, the total revenue minus total expenses doesn't equal net income.
  19. most raiders purpose land to mitigate radiation
  20. But on the test server where everyone can get resources just be raiding, it works fine. Safe to say no one will have higher than 4,000 score after this.
  21. 903 nukes / 250 = 3.612 nukes per country maybe
  22. It might be best to have different ground attack types: Attack Military (attacks military, destroys less infrastructure, loots little) Attack Civilian (attacks military, destroys more infrastructure, loots some, less chance of success and higher casualties for attacker) Pillage Nation (attacks military, destroys less infrastructure, loots plenty, less chance of success and greatest casualties for attacker) and not allow for a flat 10% looting victory.
  23. https://politicsandwar.com/worldmap/nuclear/ This has been stuck at 250 nuclear capable nations for the last several months. I wonder if I ever qualify for the bug bounty program.
  24. Excellent, Alex is using excel to proofread the next update's math. Being able to loot raw materials makes it more difficult to save money. At least make rebuilding infrastructure cheaper, otherwise build tall strategies won't work and the world economy would be stressed from it. Just look at the return of investment from infrastructure. Building 100 infra increases income by $15,000 per day. To make back the money from it within 60 days requires the infrastructure not to be destroyed, which would limit one to 1400 infrastructure roughly. Of course there's a bit more to it since one can build highly profitable factories, but the problem remains. Also: an asymptote will result if the enemy is building aircraft after it gets spied away.
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