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Callisto

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Posts posted by Callisto

  1. Just now, Anri said:

    While a mechanic change that could result in an increase in food prices might appear to disproportionately favor whales, a change in food consumption that increases how heavily population is weighed will impact the biggest whales with high infra the most while also decreasing how much the low tier consume. The biggest detriment of this change for the low tier will be an increased cost for AUP/UP, however, many major alliances where the majority of UPs/AUPs are granted have in-house food producers that will supply the food, and at the very least, the price of food is unlikely to increase enough to cause the projects to return to their 2020/2021 prices.
     

    As to your first paragraph, it is true that major alliances would still be able to provide AUP and UP to their members, but do realise, if you're increasing the price of food, and in turn increasing the price of UP and AUP, that also means that the major alliances in the game only get to enjoy an even greater advantage out of UP and AUP than they already do. This is a potential issue, and I think it needs to be taken into consideration. 

    While you are increasing the burden of food consumption on larger nations, I'm not convinced that this is a true solution to the problem, and I tend to think that the people who make food will likely only serve to benefit in the long term from the change, more than whales in general getting hurt by it.

    • Like 3
  2. I feel as though we're trying to fix a political problem with game mechanics, but ultimately, you can't fix this problem. 

    We're all lamenting that "wars are never close enough" that there's no "chance to fight back", but it's the case that no one is ever going to declare a war where the outcome is undecided. No one is going to willingly declare a war that could be close, and this is part of the reason why the offensive side always wins global wars, in addition to the fact that the game mechanics already benefit the attacker. No one is going to declare a global war where they think the outcome is close or undecided, there's simply too much on the line to make that sort of jump. 

    • Upvote 1
  3. Roberts,

    I find the overall idea behind the ending portion of your post commendable. I also think that we as a community should try our best to help out the alliances that need it. However, at the same time, I find it rather weird that you juxtaposed this idea with your opening statement, that the game is so easy that anyone could obviously do well if given even the barest minimum of support, doesn't that mean that, if in your opinion, the game is so easy, that no one should need help?

    At the same time you're over here telling the community at large to take in and help these alliances that need it, and critcizing people who are harsh towards underperforming alliances, but you undercut your own point when you, in your own post, start literally calling out alliances, more or less shaming them for not having the 'decency to take simple advice'. No wonder they don't want to participate in the public discource, even when people are trying to take up for them, they still get called out. 
     

    3 hours ago, roberts said:

    On the complete flip side of this argument, if you're in an alliance that is willfully ignorant of the meta, "community focused instead of militarily focused", or otherwise getting repeatedly clapped in wars but refusing to read a guide or ask for help.... You're the other half of the problem and I promise you this community won't leave you alone to suck-in-peace. PnW is built on punishing bad players and bad communities - your best defense against getting rolled every 2-3 months (looking you WTF, Fark, Polaris, UPN, TFP, etc) is to achieve baseline competence and then you need to actually suck it up and start doing the very minuscule things you need to do. Members won't comply? Boot em, send them to another AA that you're not treatied to so they can get rolled by themselves.

     

    I want to draw attention in particular to this portion of your post. You're over here trying to tell specific alliances what to do, and saying "Well it's so easy to fix your community, just do x, y and z." If it was really that simple, don't you think that they would have done those things already? If it was really just that easy to fix an alliance, don't you think these alliances would have fixed themselves? You're up here on your high horse, in a priviledged alliance, trying to lecture the underpriviledged by telling them "It's easy, just do what we do." Have you ever stopped to think that perhaps they can't do these things? I feel like you, someone who recently had an alliance fail on them, would understand their plight, and see how a post like this, telling them to just "do something" doesn't really help much at all to address their problems. 

    Your post makes no sense, and is doing nothing to actually help the alliances that need help. You want to help them? How about you go join them, and recruit and raise new members for them for a good week or two. That will do more than anything else you've done in this thread. 

     

    • Upvote 2
  4. 11 hours ago, Han Solo said:

    They convieniently left off the part where GATO is being forced to split in half and created an alliance for the under c12’s.

    They glossed it over with ‘working together to make brown better’ 

    Is there any truth to this, Clock folk?

    If so, why wasn't this delineated in the peace treaty itself?

  5. 17 hours ago, Prefontaine said:
    •  

    First, I am aware of the downside that whales will likely get this project as they have open project slots. However getting 180 resources a day at 40 cities, in most cases will net a player $720k worth of raw resource production per day, slightly over the login bonus, which is nothing to a nation of that size.

    Second, this will increase the amount of raw resources in the game to some degree (depends on how many people get this). Increasing the amount of these resources will likely lower the cost of some raw resources slightly over time and it should also increase some amount of raiding profits for these raw resources.

    Third, I wanted to re-open discussions on this project.

    • Should the cost be changed?
    • Should the resource pay-off be changed?
      • Specifically should uranium be lowered?
    • Should it only be focused on 1 raw resource?
    • Should it stop working at a certain city count?
    • Other thoughts?


    Regarding your first point, just because it only adds a "negligible" amount to larger nations income, that's not a valid reason for not cutting this project off at some point. The intention of this project is to help out newer nations, if you allow for older nations, and whales to get this project, you undermine this project in two ways, 1, you're giving whales more income which, even if negligible, still widens the income gap and 2, you're potentially, like you stated in you're second point, going to increase the amount of raw resources in the game which may in turn decrease the prices. 

    I think if you want to implement this project, and have it *actually* help out newer nations, you're going to have to make it stop functioning at some city count. I would suggest somewhere in the 15 to 20 range, I feel as though once you've reached that part of the game, the training wheels are off, you generally are going to have around 2000 infra per city which will allow you to access more lucrative build options.
     

    • Like 1
    • Upvote 3
  6. 11 hours ago, Prefontaine said:

    New Project:

    • Government Oversight Agency
      • Improves Domestic Policy Effect by 50% (5% -> 7.5%) (1% -> 1.5% for open markets)
        • Cost: $20,000,000
          Food: 200,000
          Aluminum: 10,000
    • Resource Production Center
      • Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 5 cities. (60 resources times 3 resource types is a 180 resources total per day)
        • Cost: $500,000
          Food: 1,000

     

    Please upvote or downvote if you like/dislike these changes

     

    Second project is the tutorial project.

    Government Oversight Agency- I feel that this is a good project concept, I feel that it gives more weight to Domestic Policy, forcing economics departments to consider policies a bit more closely. However, at the same time, I have a distaste for projects in this game that tend to benefit larger nations more than smaller ones; like most of the projects in the game, this is another one of those. It is in fact the case that nations with more infra, more land, and higher city counts will see larger total discounts than smaller nations, because of the nature of percentages. I would suggest that for this project, we look at a way to sort of cap out or limit the benefits once your nation is at some certain size, or that this project have some sort of curve where it is more beneficial for smaller nations to grab. This game is very skewed in favor of larger nations at times, and I'd really like to see some projects that help address that. I think this is a project, with my suggestion, that could potentially do that. 

    Resource Production Center- Again, I feel that this is a good project, but something must be considered before implementing it. Based on everything you have written about this project, it seems as though it is meant to bolster the economy of smaller nations. However, after doing some calculations myself, it is almost certain that it would be worthwhile for any nation that could spare the slot to buy this project, and I think that would be the potential downfall of this project. It is intended to bolster the economies of smaller nations, however it is the case that if everyone buys this project, suddenly, there could become *too many* raws in circulation, and the price of raws could diminish to a point where smaller nations actually see their income hurt because of large scale economics. Perhaps this project should only work for smaller nations, and become ineffective once a nation reaches 20 cities? (In my opinion, you should also get the project slot back once hitting 20 cities if this was to occur) This concern of mine could be overblown, however I think it is something worth considering, and I don't think it would really hurt the game if large nations didn't have access to this project. 

    As a side note, I'd also like to see you somehow address the concern of too few project slots for smaller nations. Personally, I could see both of these projects being bought at 16 cities or before, and as it stands now, I can count 8 projects that a City 16 should at least consider grabbing at or before that city count, these additional two would make it 10. With reasonable, and what some might consider high, levels of infra (2,000 per city at 16 cities), a nation would have at most 8 project slots at 16 cities assuming that they got the project slot for fighting wars. I think something you should consider to remedy this is having the first 10,000 levels of infrastructure count for 4 slots, instead of only 2. Essentially, you would get a project slot for every 2,500 infra for the first 10,000 infra your nation has, and after the first 10,000, you would go back to the normal 5,000 per slot.

    • Upvote 5
  7. Congratulations on 4 years of existence, it's truly something to be proud of. 😄
    Many alliances come and go in this game, but I always enjoy seeing alliances last the tests of time.

    To 4 more years!

    • Like 3
    • Upvote 2
  8. There used to be a soccer based sports league run on the forums. Alex added Baseball to the game while it was still around, and I imagine he didn't choose soccer because of the soccer league on the forums. 

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