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Everything posted by Prefontaine

  1. Village and Alex will now be running things. I'm leaving for personal reasons. Was planning this for closer to August, but things have sped up. It's been fun PnW, Pre out.
  2. Missing one day would reset the bonus counter. The ideal method would be to get your bonus to the 4 day streak, buy the new player boost, then log in every day for 30 days to get 30 days of 6M bonus above the 2M standard.
  3. We could do a 1-time injection to players the closer they are to the 60 day mark. Someone at 100 days like 100M. Someone at 500 days gets 50M. And say 3,236 days gets $3.50?
  4. Giving players more money to do more things when they log in creates a better chance they retain interest and keep logging in. It's it minimal effort? Sure. Is it better than losing players? Absolutely. I said reduce, there will be a reduction and the concern from that change was largely resources - not money. Money has great sinks that work well. See point one. You have to start somewhere, that starting point is logging in. If they keep logging in they can develop skills and grow as players. It's behind a credit purchase because they get it for free for the first 60 days. Have a cookie.
  5. The default rate is 2M a day, so they only gain an additional 6M a day, if they do that for a full 30 days that's 180M for the cost of ~60M in credits. That's also assuming they log in every day. As activity is a core goal of these changes, I'd be happy to see a newer player get 120M for logging in a whole month. I don't want to encourage a nation to not grow because they want to keep getting the bonus, which is why I prefer time-locking it. I'd be okay with a combo option. Is a player is above X cities or over 1 year old then they no longer apply.
  6. Following the purge of order 66 we want to bolster cash in newer nations as inactivity changes will reduce raiding options for lower city count players. Thus, we are boosting the log in bonus for new players. We're looking for the total bonus (without Activity Center) to be somewhere in the 6M-9M range for logins during the first 60 days. Additionally, we are looking to extend the bonus window. A "New Player Boost" option will be purchasable with credits. For 1-2 credits every 30 days depending on how big the bonus is. This credit option will be available until a nation has reach 365 Days old. Any credit subscriptions will automatically come with this bonus as well if a nation is below 365 Days old. Below are the outlined changes: Increase Daily Login Bonus from 500K -> 2M Day 1 - 500K Day 2 - 1M Day 3 - 1.5M Day 4 - 2M Max New Player Log In Bonus (First 60 Days) increased to 8M cap Day 1 - 2M Day 2 - 4M Day 3 - 6M Day 4 - 8M Max Activity Center Project Login Bonus increased 100% 1M on the first day 2M on subsequent days Any player between 60 days old and 365 days old may purchase a "New Player Boost" which provides the new player login bonus rates Costs 2 credits Lasts 30 days Comes included in credit subscriptions This additional sources of income will benefit lost income from raiding and produce a higher chance of more money on raid targets as well as promoting logging into the game. Thoughts? Feedback? Concerns?
  7. Appreciate the feedback. We will not likely be moving forward with this idea in the near future. /lock
  8. A follow-up to this thread there have been some changes. The following changes are now scheduled to occur when Village Alex is able to activate a previously approved deletion schedule for inactive accounts. The below information will now be enforced: In addition the following econ changes will occur. POWER PLANT INCREASES Nuclear 1.2 tons per day -> 2.4 tons per day FOOD CONSUMPTION Formula Change: (basePop)^2/125m + ((basePop) * (age modifier) - basePop)/850 (for more information on the food change see here) Posted this thread this morning on hide for when the changes came through. Seems with the snafu in the roll out this getting revealed and announced was left on standby. We can see raws dropped significantly with order 66. I I'm updating via phone so I don't want to type out all the numbers when someone posted an image in the design channel.
  9. About a year ago is when Metropolitan Planning came about. C21 threshold city discount project. Should this trend continue to C26? Please vote in the poll. Thanks. Poll is open until 4PM EST on Friday this week.
  10. That looks more accurate, appreciate your deep dive into the numbers. We were discussing some of this in the design channel and I think some perspective may help. We were using C55 as an example and the 5% discount would be something around 300M off the next city. This number seems very large and impactful to a lot of players. Put into proportion however, most top economies would make this amount in 3-4 days. I think at my peak at C44 I was bringing in around 80M a day. I'll also reiterate the point I was getting at in my last reply which I've removed with the updated math. The players already at the high end of city counts have gotten there without a lot of the mechanics that have discounted city prices. The same with this. If anything discounting cities above 40 will help players catch up to those marks as it's now cheaper for up and coming whales to whale. All that said, I'm honestly fine with taking out the additional 2.5% discount at 40. What if operating costs were cut in conjunction. Currently they range from $2,500 -> $4,000 per refinery per day. If we cut that by say 25% that reduces the losses sustained by requiring more raw upkeep costs?
  11. There has been a lot of talk regarding hyper inflation of resources, largely since RPC. While some metrics are skewed based on how many of those resources fall into inactive nations, market values are dropping which shows the production of many resources is outpacing uses. Some changes have been considered for addressing this imbalance. Please provide feedback, thanks. POWER PLANT INCREASES Oil and Coal increased from 1.2 tons per day -> 2.0 tons per day Nuclear 1.2 tons per day -> 2.4 tons per day REFINEMENT INCREASES OLD: 3 tons of oil -> 6 tons of gas NEW: 4 tons of oil -> 6 tons of gas OLD: 3 tons of iron and coal -> 9 tons of steel NEW: 3.5 tons of iron and coal -> 9 tons of steel OLD: 3 tons of bauxite -> 9 tons of aluminum NEW: 4 tons of bauxite -> 9 tons of aluminum OLD: 6 tons of lead -> 18 tons of munitions NEW: 8 tons of lead -> 18 tons of munitions RAW RESOURCE REFINEMENT Food no longer has bonus to production for having more farms. RESOURCES USED FOR CITIES Starting after C20, every city requires 100 iron, bauxite, lead, steel, aluminum. This increases by 100 for each city until C30, after C30 it increases by 200. After C40 it increases by 300. After C50 it increases by 400. Cities above C20 are reduced by 2.5% for cash Cities above C40 are also discounted by another 2.5% (5% total). Any current discounts to city production does not impact resources, only cash costs. Examples: C21 Costs 100 Iron/Baux/Lead/Steel/Alum in addition to $ C25 Costs 500 Iron/Baux/Lead/Steel/Alum in addition to $ C30 Costs 1000 Iron/Baux/Lead/Steel/Alum in addition to $ C35 Costs 2000 Iron/Baux/Lead/Steel/Alum in addition to $ C40 Costs 3000 Iron/Baux/Lead/Steel/Alum in addition to $ C45 Costs 4500 Iron/Baux/Lead/Steel/Alum in addition to $ FOOD CONSUMPTION Formula Change: (basePop)^2/125m + ((basePop) * (age modifier) - basePop)/850 The red line is the new formula, black is the current. We were looking at some other options as you'll see an orange and green line as well. I'll let members of the team who took a deep dive into the formula provide some more information.
  12. Bureau is for people who don't want to plan ahead and be able to maybe get the land discount as well and then quickly go back to open markets. Harvest is getting it's numbers tweaked currently. Projects are no viewed as resource sinks in terms of costs to purchases. The can have a small impact, but 100 players buying a 2M food project isn't going to dent food counts significantly. It having a residual increase on food consumption is view as the smallest of sinks because it happens over time. Both the faucet and the sink need review for resources currently and they are being reviewed. Mars landing is just an expansion on Moon landing and is cosmetic for anyone who wants it. It was an additional project thrown onto the quota of projects I was requested for. It's not taking away from anything. Military expansion is supposed to be strong, something everyone who meets the threshold should want. We're going to bump up the requirements so that it should be accessible by ~60% of current C29s. ROI is not really something weighed into improvements that help you in states of war. Improvements that have a small military impact but may contribute to you winning a war where hundreds of millions are being done in damages. Projects that benefit raiding should be essential for those who play in a raiding style. I don't see a problem with this? There are very few raid focused projects, it would make sense that the ones that exist are no-brainers for raiders. Something has to be the strongest why not one that provides a free city around the time where city production starts becoming a grind? I'll copy and paste from above: ROI is not really something weighed into improvements that help you in states of war. Improvements that have a small military impact but may contribute to you winning a war where hundreds of millions are being done in damages. Saying moon landing/mars landing are noob traps is a little odd when it requires the Space Program project as a pre requisite which not may new players have. Somewhere around 70 players got the moon landing. Complaining about a cosmetic seems odd to me.
  13. Building of Keegoz and looking at some of the feedback both here and discord I'll give some updates: Requirements for Military Expansion will be increased. Food Cost % will be reviewed for Bountiful Harvest. Depending on cost increase the supermarket side of things may be dropped and a flat rate commerce bonus is included with the increased cap. Mars landing is supposed to be entirely cosmetic. There may be expansion on practical bonuses down the road. Gotta' plan out your city well if you want to have good surveillance.
  14. I'd rather promote the offensive end. Additionally these numbers are pretty close to the current average kill counts for a C20. Having about half the game be able to access it at that point is the reason for the current numbers.
  15. I've been tossing the idea of what to do around potential "space resources" collected from the moon and mars. May be something expanded onto the projects later, but for now its for cosmetics.
  16. Go for it here. We went through this thread to pull ideas for projects among other sources. Made some tweaks and what not. Whenever new projects are requested we source that thread. Could be something expanded into.
  17. How much more? I just went with 4x of moon costs (minus uranium)
  18. We're providing some Projects for approval to add to the docket of coming content. We want to have these go through a feedback phase so we can add them when needed. Already Approved Projects and Project Changes : New Projects Designs: New Project: Bountiful Harvest Requirements: Green Technologies Cost: 0$ Food: 2,000,000 Aluminum: 50,000 Steel: 40,000 Gasoline: 30,000 Effect: Max commerce percentage rate is increased by 9. The nation can build 3 more supermarkets per city. Food consumption increased by rate by 15%. Nations in war take an additional 5% increase rate in food consumption. Adjustment incoming. New Project: Mars Landing Requirement: Space Program Cost: $200,000,000 Oil: 20,000 Aluminum: 20,000 Steel: 20,000 Munitions: 20,000 Gas: 20,000 Uranium: 10,000 Effect: Similar to Moon Landing, provides a special achievement. A Leaderboard will be kept to track nations on when they complete the Mars Landing. If a nation has both the Moon Landing and Mars Landing they will receive an an in-game award in addition to the achievements and gain a daily boost to approval rating. New Project: Military Expansion Requirement: At least 3,500,000 Soldier kills, 100,000 Tanks destroyed, 10,000 Aircraft destroyed, 1,000 ships destroyed Cost: $0 Effect: The next city purchased after this project is bought for the first time is reduced to $0. This project can only be purchased buy a player with less than 30 cities. This project cannot be deleted until a player is at 30 cities or higher. New Project: Advanced Surveillance Network Project Requirements: Intelligence Agency, Advanced Urban Planning Cost: $300,000,000 Aluminum: 20,000 Steel: 20,000 Uranium: 10,000 Effect: Spy attacks against your nation are 10% less likely to succeed and the attacker is 10% more likely to be identified. If you have feedback on a specific project, please identify which one and which aspect of it. This is a feedback thread and the feedback provided can change what's listed in the new section. The items in the already approved queue is just so people don't suggest content already planned to come out. As for timelines, Alex stated sometime after the global war for projects. Beyond that I don't have an answer for you. I don't keep the timetables on when it comes out. Thanks.
  19. How many credits you willing to pay for that premium content?
  20. Yes, but now it will come with mechanics.
  21. Currently this game's mechanics somewhat represent a nation simulator game. Loosely, anyway. This poll is to determine if Dr. Rush's adaptation of Politics and War should be a dating sim game. Please vote, and feel free to comment.
  22. Currently players can buy up to city 10 without any delay in-between purchases. This poll is to determine if that limit should be increased to C15. Effectively what that would mean is someone could create a nation and, if funded, buy up to C15 in the same turn. Please vote, and feel free to comment.
  23. Did you hack my discord? I swear some of that was verbatim from my DMs.
  24. Thread Expectation: Thread Reality: Also: Thanks!
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