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Found 6 results

  1. When you build the Moon landing project, you have the ambitions to become one of the noble, and few nations that actually go on the moon. Then, when you build it, you feel nothing. You don't colonize anything, the project doesn't give you anything. That makes the moon landing project lose its value. If you could colonize the moon, then you could build cities, make mines etc. You could also do the same to mars! For example, you could build a mars mine and a moon mine which would mine moon dust and mars dust. Then, you could use the dust to build new buildings! Think about the potential it could have! You could create new ores which are exclusive! That will make the landing projects seem interesting and worth the money! It would feel like an expansion of yours! If anyone has ideas about new ores, buildings etc that could be exclusive to mars and the moon, please reply! The projects have so much potential!
  2. I wanted to propose the following addition to P&W, with a few purposes in mind. #1 – how can we drive more credit usage so that the amount of money invested into the game increases, which will help fuel more advertising to expand the player base and provide further attention to development? #2 – can we provide something more interesting to do with our nations in times of peace? Especially larger nations who aren’t usually raiding or building too often. #3 – can we do so without providing a huge competitive advantage to our nations in the traditional sense and is this something where new and old players can be on a relatively equal playing field to compete against one another since the game’s tiering differences mean we never compete against one another in wars? #4 – Alex should be rewarded financially for the game, so increasing his revenues for that is more than fair. Whether baseball or keno, this game has dabbled in areas outside of our nation’s normal operations to make things a little more interesting. So with that, I would like to present the below proposal to incorporate The Olympics into P&W. The below is some general framework proposals. Don’t get caught up on the nuances on the credit costs or nitpick some of the formulas, as that would come via development discussions. This is simply to propose a starting point to work from. Timing Each Olympics will be held once every actual calendar year. There is a Summer and Winter Olympics, so for example, every January will be the Winter competition and every July will be the Summer competition. They will be numbered accordingly so they can be referred back to in the “history books” – Summer Games I, Summer Games IV, Summer Games XII, etc. Participation Every nation who has eligible athletes to compete are eligible to enter those athletes into the games. There will be a period of registration to send your delegation to the Olympics before the cutoff and the games are simulated based on fastest times when that monthly update happens. To enter your nation into the Olympics costs 1 credit and all of your athletes are now part of the competition. Events Keep things simple to start. There are two disciplines in both the Summer and Winter games, and each discipline has 4 events, for men’s and women’s. This means 16 events each Olympic games. Summer Olympics: Track – 100M, 200M, 400M, 800M Swimming – 100M, 200M, 400M, 800M Winter Olympics: Speed Skating – 500M, 1000M, 1500M, 10000M Skiing – Downhill, Super G, Slalom, Giant Slalom Each discipline above is split into two groups where an athlete will have training/times for both events. So, for example in track, your sprinters will have times in the 100M and 200M. You’d then have separate distance runner athletes who will have times in both the 400M and 800M. Awards For each event, the winners will receive gold, silver or bronze medals and a cash prize to your nation of $100M, $50M and $25M respectively. On your nation page there will be an Olympics section that has a little graphic that shows a count of the medals your nation has ever earned, and you can click on it and it’ll show you which Olympic games and events you won (and athlete info, times, etc). Besides your nation page, there will be a world Olympic section that will show the history and times of all past winners, medal counts for nations, world records for each event, etc. Construction So this is where most of the credits will be spent and where the P&W players work on their Olympic team. To activate this game feature, you have to buy an “Olympic Training Center” that costs, let’s say, 20 credits (worth approximately $500M). This isn’t a project using project slots, this is just a separate feature altogether. That way, a new player can participate if they want, without taking up valuable slots for their nation and putting them at a competitive disadvantage. Once you buy the training center, you’d have a page that is set up to list your athletes in the various disciplines. Below is an example of what that might look like. You have slots for three athletes in each discipline and can select how much to allocate daily to their training. When you have an opening, one will automatically spawn as a new 18-year-old athlete. There would be an age minimum to being able to select to retire your athlete. Let’s say, 21 years old – that way people can’t retire and keep respawning until they get superior athletes. The thought process being that the athlete who spawns in your list is the best promising athlete your nation has to offer. Enhancements For further credit usage, there could be a few options you can buy in time to increase how great your athletes can become. For each of the four disciplines (Track, Swimming, Skating, Skiing) you can buy upgraded facilities for 2 credits each. So, I could select to upgrade my skating to focus on that for 2 credits. With that, my skating athletes get a 20% boost in their training, as an example. Another option can be to expand the facility, so that instead of three athletes in an event, I could have 5, let’s say. These are other ways that people can invest more credits to increase their chance of winning events and provide more monetary value to the game. Athlete page Each athlete you can click on them and it will have their training and Olympic games performance listed, so you can see their progress. Ultimately it’s just their times we need to see. It could look something like this: Training So when an athlete is generated, they’ll have some randomly generated features that we won’t see as players, all we’ll see is their times and age. But the game will generate a starting point for their speed within a range and then also within a range the age that athlete will hit their peak and when they will start to decline. So as my athlete is progressing towards their peak, I can generally expect their times will improve, then as they’re in their peak range, they’re roughly maintain that level, and finally when they begin to decline, they’ll begin to lose speed. The ranges will be roughly determined and what players receive will be randomly assigned within those windows so that there is good variability to them. We would want some athletes to be naturally dominant though, even without training. So someone could spawn an 18 year old swimmer that would beat my 24 year old swimmer in her prime after years of training. The odds would be small, but that’s an example of ways to make it interesting and fun. On average, the better trained athletes will win though – but natural ability assigned to your athletes can give a huge advantage. So the start of each month, the game would aggregate how much you spent on that athlete’s training for the month and then update their new times, as you can see in the example chart above. These times would be based on last month’s time, plus or minus their change from the factors of their age, their peak dates, training and some randomness. So if an athlete got slower, maybe that was because of an injury (as an example of what random decline could equate to) – bottom line, no guarantee of improving. However, if an athlete isn’t in their prime yet, you’d generally expect most months they are getting faster. Let’s talk about training dollars you allocate to your athlete. Rather than making it some standard formula, I think relative to the rest of the game would be most “fair”. Let’s say there’s 100 female distance swimmers in the game, behind the scenes each athlete’s training dollars spent on them could be ordered most to least, so if I spent the most on my swimmer, I have a higher probability of improving more than anybody else (randomness could still impact that). So if I spent $1M on my athlete and you spent $900k on yours, on average I’d improve more than yours. Let’s say I spent $5M instead of $1M, it wouldn’t have had any additional impact, because I was #1 spender either way. These would be meant to be negligible differences between #1 and #2, but could be significant between #1 and #75 on the list, for example. There’d also be a daily cap on how much you can spend on training. That way, someone couldn’t come along on the last day of the month and drop $10M on their athlete when I’ve been paying $100k daily all month long (consistent training advantage). Anyway, this is just a general framework to initiate the idea and see if this is something the community and game developers would have interest in pursuing or not. I think with the baseball mechanics, some of this could be leveraged and ultimately none of this really interplays with the existing coding of the game, as this is a build-on separate from that in many ways. The athletes would just need to age 1 year every 3 real life months and a list of female names would need to be made for random generation, similar to what’s done in baseball right now. But if this were built, it could be later expanded further to incorporate other disciplines or sports, world championships instead of just Olympics, alliance competitions, etc.
  3. Hi guys, would be useful having the ability to sort or filter these kind of tables, pretty much how it works on excel:
  4. Tldr; I suggest organizing national projects in accordion menus to make it more organized and to be “less scary” for new players. I find the current national projects menu unclear and difficult, so I propose a new system using accordion collapsible menus. In the images below, you can see how I am envisioning it, and I'm open to suggestion and discussion on how to improve my suggestion to make it the best possible for veteran and new players. In my current idea, I'm thinking of splitting projects into collapsible menus based on what they affect. The categories I've come up with so far are: production, population, expansion cost, war & espionage, policy and misc. (misc will hopefully get removed, as it only contains projects I couldn't organize into the other categories) Of course, these aren't final and can be changed. Another idea I have is to make it easier for newer players to choose a project. This through the last category I have called “perfect for new nations”. In this category, I am thinking that there are added projects that boost smaller nations early on. Like the activity center which is for nation under 15 cities, and a regional production booster as examples. I'm also thinking that the menu only appears for nations under a specific city count (probably until the activity center stops working) Each category is split into their name, description, price of building, requirements (removes the need to add in the description), and the status. With this, I'm hoping to make the process of reading through projects to be easier. Below you can see the start of the expansion cost projects, which all aim to reduce the cost expansion of some kind. That could be land, new cities or infrastructure. The look is pretty similar to how it is now but with some of my adjustments. Under here is a small GIF to show off how it looks in practice. (I wasn't allowed to upload a bigger one, sorry. Also, I didn't add the requirements to all, so only the expansion cost category has it to show off)
  5. TLDR: Add a Follow Feature that notifies following players of when a nation posts a bulletin (or even other things like exiting beige) Bulletins are not the most popular feature, and by no means a priority. However, players involved in the writing of bulletins and active rp are nonetheless dedicated and represent a small but sizeable (and engaged) portion of the game's player base. With no statistics available on the readership of bulletins, considering the amount of daily bulletins (10-25) it's safe to assume that around 500 give or take 200 people find themselves actively reading, or occasionally checking new bulletin content. And while there are no metrics as to the growth of the bulletins community, posts have consistently received more likes in recent months. (Four of the most liked bulletins are from 2023, with the third, fifth, and sixth most liked being posted 5-6 months ago, and the fourth being just 3 months ago.) The point is, if the bulletins community continues to grow and more bulletins are posted then the page will become cluttered and there will be less opportunity on average for each individual bulletin to receive engagement. Thus, as a general quality of life feature, and a potential way to combat future clutter, I suggest a Follow Feature for Nations. In the proposed feature: Players can follow nations by pressing a button and will receive a notification (either in a separate feed or system activity) every time the followed nation posts a bulletin, you might also have optimization for when a nation declares a war or comes out of biege etc. This would also lay a groundwork for reducing dependency on third party applications for PNW communication. (because the in-game messaging system is basically useless, and either let me put up a giant sign telling people to contact me on discord when trying to message me, or make it useful, because right now its annoying having to respond to people through there, lol)
  6. I knows you guys are not the biggest budget studio and if you can't do this it is fine. But I would like to see the site become a little more streamline and clean. The layout is fine it just sometimes feels a bit clunky, but its functional. So if you don't think a new layout and UI would be stable and provide a fun experience then don't do it. I'm specifically talking about the messages function (among other things) I think it would be cool if instead of the selecting then proceeding to delete and move a d stuff like that. There could be inside the message an option to delete or archive. I think it would make it easier, and making the chat bubbles circular. Well those are my ideas, I think modernizing there layout would increase function ability but I'm no coder. Take it or leave it. Thanks for making this game
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