Jump to content

Lottario

Members
  • Posts

    22
  • Joined

  • Last visited

1 Follower

Profile Information

  • Gender
    Not Telling
  • Leader Name
    Lottario
  • Nation Name
    Ursa Minor Beta
  • Nation ID
    5692

Lottario's Achievements

Casual Member

Casual Member (2/8)

11

Reputation

  1. With OBL showing some decent interested (67 teams signed up as of this post, and it hasn't even been officially released yet), what I'd like to suggest is an automatically scheduled baseball season with multiple leagues. An outline: - 20 teams per league, initially grouped based on rating, with new teams simply being added to the lowest league afterwards - Each team plays one game per turn (scheduled automatically), with 80 games/season (an equal number of home and away) - Each season lasts one Orbis season (Sping/Summer/Fall/Winter) - The bottom two teams are demoted to the league below at the end of the season (just based on season standings, no need to complicate things with playoffs) - Teams are then promoted from the lower league to fill the league above (normally two teams, but more if a nation/team deletes) Aside from making the competition more even (teams are grouped with more similarly rated teams until they're ready to move up), this gives new players something to aim for in OBL (very easy to see who the best teams are, good for player retention). A potential addition (I can't decide if I like this part or not, but I figured I'd post it anyways): - Leave the earnings variable as 15 for the bottom league, but increase it for each league above (ie the second lowest league has an earnings variable of 20, the third lowest 25, etc). This encourages activity in OBL, as the better your team and the higher the league you're in, the more you stand to earn. As well, it incentivizes established players to recruit new teams to OBL, as the more leagues there are, the higher the earnings variable in the top leagues will be.
  2. I've had the same issue, I think its related to home games going to extra innings (all the games should show up in your match history, but have a score of 0-0).
  3. Econ Perk: Civil buildings are 10% more effective for each point up to 5 (so police stations/hospitals max out at 3.75% reduction, recycling center maxes out at 105 pollution reduction, and subways max out at 67.5 pollution reduction)
  4. Since this is back in discussion again, what were the problems with the system Sheepy proposed here? So we have an idea of where to go differently this time around.
  5. Can we do away with the reset time entirely? Just have military purchasing tied to turns, like income is (and have it stack up to 12 worth turns max). It would take some tweaking of the number of units you can buy per day, but it might make things easier. So for soldiers, increase the amount of soldiers you can buy per barracks per day to 1200. Each turn, you can buy 100 soldiers/barracks. The amount you can buy stacks each turn, capped at 1200/barracks. Once you buy soldiers, the amount you can buy decreases, until the next turn, when it goes up by 100/barracks again.
  6. Sent another $6 mil investment. I can probably get you the other two later tonight.
  7. I'll invest $2 million today. If you still need money tomorrow I'll invest more. EDIT: The investment is under the condition that I don't have to name another one of your cities
  8. Those factors could also be considered for sure. The two scenarios I mentioned were just suggestions of a way this idea could work. Ideally what I'm after is a way to make location on the map matter more for relations/tension between nations. I'd say in your scenario, just mine would effect you. As a nation thats at least 25% bigger, you shouldn't have too much of a problem putting together a stronger military than me. If you are, then I'm likely having a negative effect on other neighbours as well, so it might be good for a group of you to get together and convince me to decommission troops. Since a nation is already punished for their own pollution level, I didn't want to hold their pollution level against them twice. So in your scenario, nation A wouldn't be punished again for their pollution, but nation B would be affected by it. Nation B wouldn't necessarily lose the population to Nation A, but maybe to Nation C, outside of A's circle of influence. So in this mock-up, the yellow nation is polluting heavily. This drives population away from the purple nation, who is within the yellow nations circle of influence, and to the green nation, who is in the purple nations circle of influence, but not the yellow nations (and is therefore unaffected by the yellow nations pollution). This precisely. I provided a couple of examples, but I'm more interested in the overall idea, ie using the map to create tensions/talks between nations. Tax rate doesn't currently have an effect on the game, so I left that one out, because it would take larger overall modifications to it (if it had an effect on immigration now, everyone could just switch to a far right government with no penalty). Having infra affect it makes sense, but that would simply benefit the larger nations and hurt the smaller/newer ones, ie not ideal. Crime rate could definitely work with my suggestion though.
  9. One thing I really like about this game is that the placement of a nation on the map matters. What I'd like to see is the use of the map expanded, giving a greater overall impact on the game, and causing more player interaction. So what I would suggest is this: Each nation has a "circle of influence" on the map, with its radius tied to the number of nations in the game (as the game grows in size, the radius shrinks). Decisions nations within your circle of influence make have an effect on your nations population. Two examples (and I would ask everyone to add more and expand/modify these): 1) If my nation has a high level of pollution, some of this carries over to nations within my circle of influence. My polluting the environment causes a certain percentage of their citizens to emigrate to a nation within their circle of influence with a better environment. Thus, I've just caused tension with my neighbours, and they either need to live with it, discuss fixing the problem with me, or bomb the pollution away/me into cooperating. 2) The size of militaries of nations in your war range, in your sphere of influence should also have an effect (unless they are in your alliance). So if I have the largest military of the nations in my war range in my circle, my forces provide a feeling of safety to my citizens, making them stay, as well as drawing citizens away from nations within my circle. Do this enough, and I'll annoy my neighbours into taking military action against me to protect their economies. Probably cap the emigration rate at 20% or somewhere around there. Enough to make the effect noticeable and cause tension between neighbours who aren't cooperating, but not enough to completely cripple a nation. Also, something may have to be done to prevent alliances from stacking their nations on top of each other for this to work.
  10. Worse. Now it shows that I have zero stadiums total, when I have four (before it was showing two when I had three).
  11. Nope, still shows as different for me. I'm still seeing 10% on my revenue screen (it was 3% before the update), and 6.1% on the leaderboard
  12. My colour stock bonus currently isn't the same on my revenue page as it is on the colour leaderboards (10% on the revenue page vs 6.1% on the leaderboards). I imagine one of those two pages isn't implementing the new formula correctly.
  13. I've missed at least the 6AM and 8AM turn today.
  14. I was looking at how long it will take until I can make a new city/how much it will cost, and the part that tells me how many turns I have to wait is... uhh.... wrong. Screenshot: Needless to say, I don't think that number of turns is correct.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.