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AwesomeNova

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Everything posted by AwesomeNova

  1. I think ‘politican’ is French for ‘politician.’
  2. 1) Your cities are inconsistent in terms of build, infra, and land 2) Speaking of land, there’s too little of it for all of your cities 3) Your cities have high rates of crime and disease 4) Your nation is currently blockaded 5) Your flag is ugly 6) It’s “criticisms,” not “criticizations”
  3. With the right percentage of commerce, it can solve the problem of the fifth supermarket increasing the commerce percentage of a city over 115%, maybe decrease the the amount of improvements required for exactly having 115%. Other than that, your idea of “bus system” improvement wasn’t that thought out.
  4. 753 days and 21 cities... I’m not as nooby?
  5. Because more people are selling more resources than ever before. The more resources in the market, the lower the prices of those resources. It’s basic economics.
  6. Today is Nova Empire’s second anniversary since I first created it. I would’ve fathom how big it would be. It has 10 projects and 20 cities with 2.5k infra and 3k land each, not mentioning the millions it makes per day on net income. To those who bought my resources, thank you. Furthermore, I thank the Ming Empire (used to be the og Ragnarok) for supporting my growth.
  7. Join Ming Empire. We are a happy community filled with hugs.
  8. 1) You have less cities than me 2) Your cities have less infra and land than mine 3) Your cities have crime and disease 4) You have no power because of a lack of uranium, so buy more uranium.
  9. This is why I considered producing iron instead.
  10. Mechanically, your “nuclear missiles” are the same as the nuke that’s still in P&W, except more expensive since you need both a missile and a nuke.
  11. I don’t see how this is necessary. How does it effect/interact with existing mechanics? Right now, it’s basically just numbers going up and down without any purpose.
  12. The game doesn’t really determine a price, only calculates the average price of a resource. However, prices of products can stray from the average price, more or less, and people can even undercut it. In orbis, there are two types of people: the buyers and the sellers. The buyers wants to buy resources at the lowest price possible. They want the most bang for their buck. The sellers, on the other hand, wants to sell their resources at the highest price possible. They want to maximize their profits. Despite these desire, they can’t get exactly what they want. If the sellers price their products too high, then they could deter potential buyers. If the buyers demand too low of a price, then sellers would be discouraged from selling that product. So they make a compromise, as you will. What is the compromise? Well, it’s simple really: the market price. To answer your question, it is determined by people wanting to either find a cheap price or sell as high as a possible without deterring people. It’s basic economics, really, and it’s the closest we could get to pure capitalism, besides Monopoly.
  13. I'll put a censor bar over them.
  14. Does posting a video of me peeing on BK's flag count?
  15. Image Type: Nation Flag Image Link: https://i.imgur.com/0O6dlvd.jpg Nation ID: 63035
  16. It's like that for me, too. I thought it was from my end (since I'm on a 2009-ish Mac with outdated Firefox), but after looking at this I think the website isn't rendering imgur images properly. As you can see here the portrait, and nation and alliance flags aren't being rendered on this page.
  17. I think you mean demonym, right? Demonyms for our nations would be cool.
  18. I find the current military cap a nice compromise between gameplay and realism. A nation with a large population can, and most likely would, have a large military. A city-based cap would harm nations with a small amount of 2k infra cities, as they can't defend their high-infra cities. Conversely, pirate nations with a high amount of low-infra cities would have a very large military to raid nations with lower city counts. your proposed system would cause unbalanced gameplay. For 'realism' though, I think a sort of manpower systems similar to HOI4's manpower system is better. It's simple, your manpower would consist of a chunk of your population, and you recruit from your manpower. Then, it replenishes slowly. This is a decent idea, but I don't think we need THIS much realism.
  19. tbh, this would be useful. I support this.
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