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Lilac Veritas

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Posts posted by Lilac Veritas

  1. There's a few ways

    -Raiding

    -Alliance Grants

    -Resource production

     

    As the others have been covered in some detail already I'll talk about resources.

    RESOURCES ARE AMAZING. Looking at a lovely spreadsheet I can tell you the following

    Bauxite > Oil > Iron > Lead > Uranium > Coal

    As a small nation you should focus on raw production, but once you get a few cities look into specialising into 1 refined resource and try and get the project for it.

    Best native production with projects is Uranium >> Gas > Alum > Munitions > Steel

    As a small nation the majority of your income would come from resources, don't worry about disease, commerce and pollution too much yet, don't really build commerce until 700-800 infra. Crime is 10x worse than disease though so a police station can be worthwhile, and consider investing in a subway when you build commerce as it also gives pollution reduction (1 pollution = 0.05% disease).

     

    If you've got more questions feel free to message me

  2. Population is essentially a useless statistic for a nation, and it shouldnt be that way. Adding population increase/decrease capability to a nation can make things more interesting in war and when market prices fluctuate. Historically war and economic depressions have an affect on populations and morality rates. Why not add this to the game?

    Revenue* = Infrastructure * (100 - [({Infrastructure/Land}^2 - 0.25) + (Infrastructure/1000) + ((BasePollution - RecyclingCentres*70 - Subways*45)*0.05) - Hospitals*2.5] - [{103-Commerce}^2+((Infrastructure*100)/111111) - PoliceStations*2.5]) * (1+CityAge/3000) * 0.725 * (Commerce/50 + 1)

    Oh yeah population is useless and none of these variables contribute anything towards your nation

     

    *Ok I forgot a few MAX factors but it makes sense that disease, crime, and the factors that make it up cannot go below zero. The highest population you can get from 1 Infrastructure is 100*(1+CityAge/3000)

     

    ---

    Maths aside, yeah some random events could be fun

  3. Seems like a lot of regulation around removing a member, but that shouldn't be an issue because that charter has provisions that make it very easy to change. Why if the Kasier wanted to amend it to make them emperor for life, no exceptions, they only need themselves and 2 other to approve it.

  4. Depends on a wide range of factors, like war frequency, city age, and personal build. Without looking at your nation, I'd say you'd want to be closer to 2k for the economically optimal build, however this fails to account for war. 1.7-1.9k could be better, however 1.5k is a lovely number for infra as it pretty much allows you to max one resource and then add a little bit more. 

     

    Either way, you could safely bump it to 1.6/1.7k and put the slots into either raw resources or military if you go to war a lot. Depending on your land you might want to consider getting Mass Irrigation and bumping land to like 3k and maxing out farms. You can lose infra, but you can never lose land. Land does get hella expensive past 3k though, so wouldn't push it too much.

     

    EDIT: Looming at your nation now.

    Your build is terrible and you should feel bad. I dont know where to begin. 1.5k and 8 farm is stupid, your cities are not uniform, thats really quite a lot of coal, uranium is terrible without the project, AND YOU DONT HAVE A SUBWAY YOU MONSTER, you can take a disease hit if your resource heavy, your size/age doesn't really justify 0 disease, and honestly you're just asking to be raided running no military like that

    • Upvote 2
  5. Been waiting for this change.

    I hate treaty chess, and now the only treaty chess we play is with our closest ally, whom we have bought closer.

     

    o/ To a new era, whether our blood will rain due to this remains to be seen, but at least we decided to mess with the stagnation in the bipolar world

    • Upvote 2
  6. There's also World War Alpha, which you can debate on whether it gets included due to being in the Beta. Similar sides to the War of Purple Aggression, and Marionette.

    You can really see the chain of wars in these 3. First was Eos, UPN, GUN, DEIC (then known as VoC) v. Guardian, SK, Corn Shuckers, Infinity. Corn Shuckers becomes TAC, and we then have War of Purple Aggression, EoS, UPN, DEIC v. TAC. EoS & TAC disbands, most EoS members form into UPN, however the government merges into Rose with TAC. Then Marionette War, UPN, DEIC, BoC v. Guardian, SK, Rose, TEst, New Shrek Order. EoS reforms from the former members as a colour-bombing technique to target UPN, we issued a DoW on both Rose and TC, but were really just attacking TC (wiki has it wrong). 

    Then yeah, above order, with the Great VE War, with the shocking plot from SK and Guardian making em get dog-piled, Mensa grows and becomes a power, rivally with Rose, t$ shifts to Mensa side and we've got Proxy war. UPN tries to split up the rising t$ sphere with Oktoberfest (EoS is also reformed before this war for real this time, later disbanding). Rose seeks revenge for Proxy with 168 War, and then the rise of NPO and tensions with Alpha give us NPO's first time.

    • Upvote 3
  7. I agree with Keynes here, however the context is important. They had REALLY high levels of inflation which destroyed real wages. Nowdays with independent central bank focusing on keeping inflation in a target band, its not really an issue. However these long-running low-inflation expectations have made the economy more vulnerable to deflationary pressures. In May the Reserve Bank of Australia cut rates to 1.75% due to deflationary pressures. Once your money is worth more in the future then both the profit motive for allocative, technical and productive efficiency, and the price mechanism is destroyed. Measures like negative interest rates can cause distrust in the financial system.

     

    Anyway back to the extract at hand, Keynes makes excellent points on the dangers of hyperinflation: whilst initially people are slow to react to change, people directly barter goods as currency becomes worthless due to its true purchasing power being realised in the exchange market and that flowing back as import prices skyrocket. 

  8. The in-game infra calculator says its additive, so both means 90% of infra cost.

    For reference I used the known cost of 10 to 110 (infra at 10 costs exactly 300, x100 is 30k, 28.5k with urbanisation and 27k with both)

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