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Everything posted by KindaEpicMoah
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R- for disinformation. At least make it funny
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Why Politics and War is Dead During Peace
KindaEpicMoah replied to darkblade's topic in Orbis Central
We need lootboxes or a battle pass- 36 replies
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Alliance affairs if you want MAXIMUM COVERAGE or just game discussion
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Spend it on rolling alliances that annoy you
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Oh, I don't think anyone is doubting that we had a tiering advantage going into the war, and combined with the blitz advantage, this war was a sweep (thanks in large part to our kickass MA team). But, it also cannot be denied that Grumpy's lack of standing peacetime military, combined with the unresponsiveness of TKR allies, greatly exacerbated our advantage. Nobody is saying that Grumpy needs to be on 5/5/5/3 during peacetime, but here's the cold hard truth: Grumpy is the only major AA without any MMR standards, and they've only been able to sustain it due to their size and the support of their allies. If Grumpy was on 0/3/5/0 like TKR was, then both the military aspect and damage aspect of this war would've been much, much closer. Also by your logic, TKR are the bad guys for claiming that Guns and Roses was a fair war when it was just Rosesphere versus all of Hollywood. Or when it was Hollywood versus Blackwater. Or when it was Hollywood versus a demilled Celestial. In fact, now that I think about it, that's basically what every alliance does whenever they dogpile.
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I agree, I think? I'm a little confused at what you're getting at. To avoid clogging up this thread, please DM me on discord. My username is .alexioskomnenos
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What about an M level with one side and an O level with the other side? Asking on behalf of a friend :3
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It'd be more even if your allies immediately responded to be fair. Not really our fault that Bernadette Street and TFR decided to yolo in a day late without a proper counterblitz, and you certainly can't blame us for Name Withheld declaring all of 1 offensive war in the first 24 hours of the war. Also not to mention you seemingly have another ally you could call upon who seems to prefer fence sitting over taking action. What's up with that? @AlexiosKomnenos@Velyni Vas@Ducc Zucc@penpiko@HariMoment
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You've chosen to ignore content by Darth Tryptophan. Options
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The only dogpiling going on in this war is grumpy dogpiling themselves with their ineptitude
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If ODOO was so confident that Midgard would recover after pinning Aurora, they should've taken my bet! Just saying
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ECLIPSE HAS BEEN IN A BIT OF A RUT LATELY AFTER OUR DEVASTATING DEFEAT AT THE HANDS OF ARKHAM ASYLUM ET, AL,, WE IMMEDIATELY DISCOVERED WHAT OUR PROBLEM WAS DUE TO THE RUINOUS FINANCIAL WARFARE WAGED AGAINST OUR COLOUR BLOC, WE WERE UNABLE TO COMPETE WITH ECONOMIC POWERHOUSES SUCH AS HOUSE STARK AND THE KNIGHTS RADIANT BUT WHO WAS TO BLAME FOR THIS TURN OF EVENTS? WELL IT CERTAINLY WASN’T US. AND IT CERTAINLY WASN’T OUR GOOD ALLY WEEBUSMISMSM. AFTER A THROUGH INVESTIGATION, WE HAVE DISCOVERED THE CULPRIT BEHIND THE HORRENDOUS STATE OF OUR COLOR BLOC BONUS THESE GUYS NO WAIT HOLD ON THESE GUYS UNFORTUNATELY, THE LAST ENVOY WE SENT TO SETTLE THE MATTER ENDED POORLY… UNFORTUNATELY, WE CANNOT STAND IDLY BY WHILE OUR COLOR BLOC BONUS IS EVISCERATED BY GATO’S MALICIOUS ONSLAUGHT WITH HEAVY HEARTS, WE HAVE NO CHOICE BUT TO KICK GATO SINCE THEY SMELL BAD TL,DR,,, ECLIPSE DECLARES WAR ON… Erm Actual TL;DR TL;DR of the TL;DR - Grumpy promised a happy marriage but crossed their fingers so WELP declares war on Grumpy, TKR, NW, and Mayhem Disclaimer: We are not declaring war on GATO or Bourmouth Street Question to the audience: Should Grumpy be allowed to cook? APOLOGIES FOR ANY TYPOS I AM IN PUBLIC
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Game Development Discussion: Generals
KindaEpicMoah replied to KindaEpicMoah's topic in Game Discussion
That's how it currently is. Each general gives you 1% and at most the bonus is 10%. From my perspective, the traits give more variety and depth to a feature that initially fairly shallow. I can understand that it may seem difficult to grasp for a new player, but this content mainly geared towards the mid/late game (though it is accessible for people at every stage of the game). I can imagine that most low tier players would opt to not utilize generals since their tier is almost never the one that determines the outcome of alliance wars. It'd make more sense economically to save that money for growth in the early game, while at the mid/late game it becomes more relevant as you become more relevant. And for non-new players who might be deterred by its complexity: it is still fairly accessible since the random nature of the development of traits takes some of the choice out of the hands of the player, making this element of the mechanic both opt-in and low effort at the entry level. However, for those players who are more knowledgeable and seek to min-max the mechanic, there are more opportunities to do so, giving players the choice in what they want to pursue. Regarding reducing the amount of generals a player can have: while I do think that it is an interesting idea to limit players to force them to make choices, it also likely means that (as you've mentioned), most would be funneled into focusing air since air still dominates the meta. Additionally, only being able to maintain one general would greatly reduce the amount of resources consumed by the mechanic while also making it more punishing to lose a general mid-war. The point of having multiple generals is to provide a cushion in the event that you lose one in a battle. All of the projects and perks either don't change consumption or increase consumption, and there are two traits for each army category that decrease consumption slightly (that are largely outweighed by the cost of the projects along with the perks that increase consumption). Since generals add a buff that is a % modifier to your military, it made more sense to the design team to have it dynamically scale with how much military one has to prevent them from being a burden on people with no military, but I know that the formula itself is tricky to figure out and has a lot of moving parts. I'm not sure whether a static formula that will either overweigh it when you're zeroed or underweigh it when you're maxed would be preferable though (I'm fine with either one, I'm just saying that from my point of view, it'd make more sense balancing wise to keep it dynamic). Thank you! Because of how ship kills/losses work, it's impossible (as far as I can tell) to make this happen. Either way, you wouldn't be able to go over your limit. -
Just like Zah’Aharon Which disbanded over 3 years ago... Why are you even making this post?
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Game Development Discussion: Generals
KindaEpicMoah replied to KindaEpicMoah's topic in Game Discussion
That's true, but even in cases where both you and your opponent have level 10 generals, both of you will still deal more casualties compared to if you had no generals (since they're determined entirely by your rolls and not your rolls in relation to the enemy's rolls like battle results are). 150 days is fairly long all things considered: there's enough time to max out a general, then fight one to two alliance wars before retirement (depending on NAP length and other variables of course). Sure, it's much easier to break superiorities now, but there's still an opportunity cost of using those MAPs on a PV attack, regardless of what your military level is in that theater. The way that traits are obtained is a little reliant on RNG, I agree, but that is in part to create a cost for people who seek those bonuses. There are still ways to mitigate that RNG, and at the end of the day, any trait is still a positive for you. And yes, I will admit that this was intentionally kept weaker in order to mitigate potential balancing issues. If we determine that the base bonus or the traits are too weak for their cost and Generals are being used less than expected, then we'd be happy to revisit either/both and adjust the values as necessary. Thank you for pointing this out! I actually revised what I initially had in mind, which was to make the cooldown universal rather than General specific, but after you brought it up, I realized that a more intuitive way of going about it would be to attach the cooldown to the specific army group, and to add some caveats to the cooldown restriction (so you can replace a general if they die or retire without needing to wait out a cooldown). As for the perk, it only works specifically for those who die in combat, since there's another perk that extends the retirement date by a month or so. Less useful, yes, but if you have a good general that dies and no backup general, it's still useful. If you're concerned about this being P2W: the cost of the general being 1 credit means that a city 50 (who's level 2 general (since 1 credit gets you a level 2 general) would cost roughly $10m at current market prices) would lose about $20m in doing so while gaining a 0.7% advantage over someone who spent $10m for the level 2 general. It's fairly underwhelming, and not something I'd imagine many people would do. Though if it's too much of an issue, I wouldn't be opposed to removing it. To the former part: yes but actually no. Raiders will naturally use the bonus the most since they war the most, but they are the most likely to lose a general before a general reaches its retirement date. Additionally, since attacks on people with low military give only 1 XP, raiders would need to constantly be fighting high military people to grind XP through war, which again, put's them at the most risk of having their generals killed, so I'd say that's a fair tradeoff. I agree with what was said previously that generals being able to be assassinated by spies would make using generals very risky and likely not worthwhile since generals can cost upwards of $50m for the high city counts while spy costs remain constant regardless of city count. I'd be fine with revising the score section if enough people think that its current score system is an issue. I agree that it could use some tweaks since each general currently adds more % score than it adds % army army value. -
Game Development Discussion: Generals
KindaEpicMoah replied to KindaEpicMoah's topic in Game Discussion
10% boost to the minimum roll = a 7.15% average army value increase before you factor in traits/perks. While it may seem like a very small buff for such a large time/resource commitment, because of the all-or-nothing nature of superiorities, having that boost could very well guarantee you the win in a war you would've otherwise lost. -
Hello everyone, I know this has been an eventful past couple of months, but we’re only just getting started, so buckle your seatbelts up and let's dive into the next military-focused content update: Generals The System Is this you? Do you wish there was more to warfare than plane plane tank plane? Are you bored of doing nothing during peacetime besides logging in for your daily bonus and clicking a button every once in a while? Well, let me introduce you to a revolutionary idea: another button to click! Or something like that. Introduction Currently, all conventional battles (i.e. not Spies, Missiles, or Nuclear Weapons) consist of 3 rolls (for each side of the battle) to determine the outcome, with each side rolling between 40% and 100% of their combat value. If a nation gets a higher army value in all 3 rolls, then they get an immense triumph. If they get a lower army value in all 3 rolls, they get an utter failure. Generals are units that can be selected to lead a specific army group (ground, air, naval) and will act as a modifier to the lower end of this range (but only in battles for the group it is assigned to). Their impact will depend on their level, with the max level (10), providing a +10% modifier, changing the lowest possible roll from 40% to 50%. Levels and Experience With each level a general has, the % of the lowest value will increase by 1%. However, as a general levels up, they will require more XP to get to the next level. To max out a general, they’ll need 3000 XP points. Generals will become Level 1 at 100 points, Level 2 at 150 points, Level 3 at 250 points, Level 4 at 400 points, Level 5 at 600 points, Level 6 at 850 points, Level 7 at 1150 points, Level 8 at 1700 points, Level 9 at 2300 points, and Level 10 at 3000 points. Generals can gain XP through one of three ways: The most basic way to gain XP is through military exercises, which will passively accumulate XP while consuming gasoline and munitions relative to a player's city count. Military exercises will give generals 18 XP every day (or 1.5 per turn), which means that it would take 167 days (or roughly 5 months) to max out a general through military exercises. However, generals, like baseball players, age over time. They are recruited at an age of 40, and will retire at an age of 65, giving them a natural lifespan of 150 days (based on baseball aging which is 5 days every turn). Therefore, it is impossible to get a general to level 10 solely through military exercises, and you'll need to rely on the other two options to advance your general. The second method of gaining XP is through offensive war attacks. However, different battle results will give different amounts of XP. An IT battle will give 12 points of XP, a MS battle will give 36 points of XP, a PV battle will give 60 points of XP, and a UF battle will also give 12 points of XP. MS and PV battles give more XP since logically, a difficult military battle will give more experience to a general than an easy one. Gains from an IT battle will also depend on how much more military you have compared to your opponent. Attacking with more than 2x your opponent’s military will reduce your XP gains from IT attacks to 6 (from 12). Attacking with more than 3.2x your opponent’s military will reduce your XP gains from IT attacks to 1. Intense fighting is the fastest way of grinding XP, but it is also the riskiest method due to the possibility of generals dying on the battlefield (see below). The third method of gaining XP is through training battles. Training battles can be done once per day and will consume gasoline, munitions, steel, and aluminum relative to your city count. Training battles will give 60 points each, so it would take 50 days to get to 3000 XP (assuming they use no other methods of gaining military XP) or 39 days to get to 3000 XP (assuming passive gains from military exercises in addition to their war attacks). At first, nations will be able to have up to 3 generals at a time, though they can increase this to 6 through a project unlock. When doing passive military exercises or simulated battles, nations will select which general they want to receive the XP from doing so. When doing war attacks, whichever general is assigned to the unit type of the attack (i.e. ground, air, or naval) will receive the XP. Generals are interchangeable between each unit type, with a 1 day cooldown to switch a general after appointing them, but generals can develop army specific traits. Traits The easiest way to think of traits are perks for individual generals that randomly develop after a general reaches level 8. There is a 2% chance from simulated battles/3% chance from any war attack of a general developing a trait at level 8, a 4%/6% chance of a general developing a trait at level 9, and 8%/12% chance of a general developing a trait at level 10. The chance of a general developing a trait is reduced to 0 for war attacks if a nation’s opponent has under half their military. There are two tiers of traits: tier 1 traits and tier 2 traits. Each tier provides an additional score modifier (see the score section). Tier 2 traits also decrease the effectiveness of the general by 25% (reduced to +0.75% from each level instead of +1%). Once a general triggers the event to obtain a trait, players will get an event that will allow them to choose whether they want to develop a trait for that general or not. The event will also tell them whether it is a tier 1 or tier 2 trait. Traits can be rerolled once per general with a credit. Credit resets will choose any tier 1 or tier 2 perk regardless of what the previous trait is. To prevent their generals from dying, nations can move their generals from active to reserve, though this also removes the bonus from the units they were assigned to. There is a 1 day cooldown between moving a general to reserve and moving them back to active duty. Nations can also discharge their general if they are not active, which will get rid of that general and open up a space for a new general. A list of traits can be found here. General Recruitment and Death Recruiting a general is simple. You either choose to recruit a level 0 general for $1m, a level 1 general for $10m, or a level 2 general for 1 credit. Nations can have up to 3 generals recruited at a time (unless they have the project that allows them to recruit more). Generals also have a random chance of dying during any battle (whether it be offensive or defensive). Generals are guaranteed not to die in their first 10 battles. The chance of a general dying is dependent on the ratio between a nation’s army value and your opponent’s army value, with the highest chance (1%) occurring at a 1:1 ratio. The formula used to determine death chance is (1-(x-1)^2). The result of the battle also modifies this chance (immense triumph gives a 0.8x modifier, moderate success gives a 0.9x modifier, pyrrhic victory gives a 1x modifier, and utter failure gives a 1.1x modifier) The chance for a general’s death in any defensive battle remains the same (1x modifier) regardless of battle result. You can find a helpful graph here. General Score Each General adds score per city to your nation, depending on your general’s traits and level. General score = ((City score/50) + ((military score) * (general level/10)) * 0.07) + (military score/city count * trait modifier) This would increase a city 40’s military score by roughly 7.2% at max mil for each general assuming the general is level 10 and has no trait. Tier 1 traits provide a score modifier of 0.5 and tier 2 traits provide a score modifier of 1.25. If a general has no trait, the modifier is 0. Visibility All public stats about Generals can be found under a nation’s Factbook page, which includes a General’s age, level, and whether they have developed any tier 1 or tier 2 traits. However, the specific traits that Generals have are hidden and can only be seen on the ground/air/naval battle page. Cosmetics Just like now, Generals can be named, but they can also have a profile picture uploaded for them for users with VIP. Generals will appear on the battle page (much like they do now, but with a portrait if one is provided along with all of their stats). Consumption Due to the lack of resource intensive wars and the resource inflation caused by inactivity deletion not working and RPC, the prices of all resources have been steadily declining over the past couple of years as supply continues to outstrip demand. Despite previous efforts to address the problem through resource sink, the problem persisted due to the temporary nature of the sink. We know that any solution must involve a continuous scaling resource sink that will consume resources long past its release date, and Generals has been designed with that in mind. Consumption for Generals are as follows: Military exercises will consume 3 gasoline and ~5 munitions per city per day (or 0.25 gasoline and 0.42 munitions per turn). Training battles will consume 5 gasoline, 7 munitions, 4 aluminum, and 3 steel per city. Due to the competitive advantage Generals give a nation, we expect resource consumption to increase substantially, and we will continue to monitor the markets to ensure that a healthy balance is maintained between supply and demand. Projects + Perks A list of related projects and perks can be found here. Additional Features Under Consideration Options to choose between offensive/defensive traits Military Rebuy traits Lower ranking officers that provide smaller benefits Army Templates Group Training (training with other players) TL;DR The Military Generals feature aims to increase player engagement during peacetime by introducing a new mechanic that rewards activity and introduces passive consumption of warchest resources. Generals are units that can lead a specific army group and act as a modifier to the lower end of the range of conventional battles. Generals can gain XP through military exercises, offensive war attacks, and training battles. Generals can also develop traits that can be rerolled once per general with a credit. Generals can be recruited for a higher level with additional cash, and they also have a random chance of dying during any battle. The feature also includes projects and perks that enhance the generals' abilities and XP gain. Let us know what you think! If there's something that's confusing to you, just let me know and I can explain it further.
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The first allows you to build 1 more of every type of non-military improvement (i.e. 2 subways, 7 supermarkets, etc.), but does not actually give you more improvement space. The second allows you to build 1 more improvement (so if you have 1500 infra in your capital city, you can build 31 improvements instead of 30).
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Alright war's over new content when @Village
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Game Development Assistance: Achievements
KindaEpicMoah replied to Village's topic in Game Discussion
Some more war related achievements because why not: Overkill - Nuke a city to 0 infrastructure Conqueror - Win 3 wars in the same turn Domination - Win 5 wars in the same turn Invincible - Win 10 wars in the same turn Devastation - Deal $100m of infrastructure damage in one war Annihilation - Deal $1b of infrastructure damage in one war Statpadder - Be on the top 100 leaderboard for any unit kills (including spies) Also this one should be implemented now while Rose is being rolled 😉 Pinnacle - Be the leader of the #1 alliance -
Game Development Assistance: Achievements
KindaEpicMoah replied to Village's topic in Game Discussion
Add an achievement called "Dryad" for reaching $10b in lifetime money looted- 26 replies
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