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Alex

3/5/2018 - New War Changes Implemented

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Hi everyone, this is a pretty big update, so I'm going to try to break it into pieces to make things easier to digest. As you (should) know, we've been developing and testing some changes to the war system for the past few months, and are finally now deploying these changes. Now that they have been implemented, everyone will be given 24 turns on Beige, and new war declarations and espionage operations will be available again.

The changes being implemented can be separated into three categories: general gameplay improvement, the new war changes, and a few last minute considerations I'm implemented as part of a trial run. This last set of changes will be rolled back after a month unless there is some significant reason to keep them; I primarily just want to test them and get some feedback.

GAMEPLAY IMPROVEMENT CHANGES

  • I have issued a fix that should prevent a lot of errors and broken pages when things are refreshed or the back button is used. I think especially on mobile this will be a huge improvement to overall site usability.
  • Similarly, I've improved the security of form submission and improved it such that you should not run into so many issues when playing the game with multiple tabs open. You should no longer (or very infrequently) receive "unexpected errors." This also should be a significant improvement to general site usability.
  • Cities now have cycling arrows next to the Improvements line so that you can quickly cycle through all of your cities.
  • A P&W Dark Theme is being introduced, courtesy of @Dr Rush with assistance from @Dwynn. I did not create the dark theme, and if you have any questions or feedback on it, I would recommend talking to Dr Rush. There is an option from the Account page to enable the theme; it is device-specific so you will need to enable it individually on all devices you would like to use it on.
  • Expected profit/loss is now included on commerce and raw resource improvements to help you understand how much you should expect to gain/lose from purchasing a given improvement.

NEW WAR CHANGES

  • I have redesigned the UI of each war page to be more user friendly. There is also additional information on pages, such as maximum infrastructure destroyed in an attack, units killed, etc.
  • The introduction of War Types: There are 3 types: Ordinary, Raid, and Attrition. Ordinary wars do 50% less damage and 50% less loot than wars did previously. Raid wars do 100% loot and 25% damage, and Attrition wars do 100% damage and 25% loot. War type is decided upon declaration; the defender in a given war has at least 50% of both damage and loot and matches the opponent if it is offensively a Raid or Attrition war. So, for example, in a Raid war the defender will do 50% damage and 100% loot back to the aggressor.
  • The damage and loot done by beiging has been reduced. Damage is reduced to a base 4% (affected by War Types) and loot has been reduced (for the case of money) to 10% (resources are staying at 10%, so it is 10% for both money and resources looted.)
  • Fortify has been changed. It no longer offers any additional Resistance in wars, but now causes your opponent to take 25% more casualties when attacking while you are Fortified. It has also been reduced to 3 MAPs in cost.
  • The Bounty system is introduced, whereby you can post Bounties on other nations. Bounties cannot be posted until a nation is at least 3 days old. Bounties cannot be claimed unless the war was declared after the Bounty was posted. Bounties cannot be claimed while the Bounty Hunter nation is blockaded. In these cases, the Bounty will remain and the blockaded Bounty Hunter will not receive any award. After some testing on the live server, I may implement a system whereby a blockaded Bounty Hunter would still claim the reward, just not until their Blockade is over.
  • Ground Battles, Airstrikes, and Naval Battles now offer detailed battle reports after the fact related to rolls and the method behind determining battle outcomes. This should be useful in answering those "how did I lose with 1.3x more units!?" type questions.
  • Battle Simulators have all been updated to match all current war formulas.

TRIAL CHANGES

These changes are some last-minute considerations that I think may prove to be good changes (or maybe not) after some recent feedback. Understand that the changes in this section will be removed after approximately one month unless someone comes up with a really good reason to keep them around. So if you hate them, don't worry, they'll be gone soon enough.

  • I've added a bonus for having multiple of the same resource producing (raw or manufacturing) improvement. This bonus goes from no-bonus for having just 1 improvement, linearly up to a 50% bonus for having the max number of that improvement in a city. The idea behind this change is that it buffs resource production while encouraging specialization in one or two resources, and that new players should be able to max all but a couple improvements (coal/oil/farms) in a given city with just 500 infrastructure. Ideally this will increase profitability of resource production, address the issue of limited supply of resources, and help new nations grow. Check out this PDF for more information on this change: https://www.docdroid.net/hyQAMCD/texstudio-q10360.pdf
  • I have reduced the number of starting Military Action Points (MAPs) on both sides to 5. The idea behind this change is that now that you cannot use Fortify to prevent losing a war, or perhaps to comeback from behind in a war, you are at a disadvantage when someone attacks you and you aren't online to immediately respond. This change means that defenders have an extra 2 hours to get online and use their accumulated MAPs in defensive wars before they've wasted new MAP generation and are behind in the race to win the war. War Policies still affect this as they did before, i.e. they will add/subtract from the trial starting MAP value of 5 as expected.
  • Similarly, I have limited defensive war slots by default to 2. With the war changes I am worried about what will happen when someone is blitzed by 3 nations at once and really having no recourse. By limiting defensive war slots to 2, it should be easier for a nation under attack to comeback and fight their aggressors. NOTE: Under this change, if you are involved in 3 or more offensive wars, a third defensive slot opens up. That means that by default you only have 2 defensive slots, but once you declare 3 or more offensive wars, you are now vulnerable to 3 aggressors as well. I understand this is a significant and probably quite controversial change, which is why it is intended to be temporary, unless it proves especially useful and overwhelmingly popular. 
  • Lastly, I have changed losing a war so that you will NOT be sent to Beige for any length of time if you are engaged in any offensive wars. This means that Beige will function as it is intended to work, as a buffer time to rebuild/regroup, for nations that are not in any offensive wars. For nations that are in offensive wars, they will not get any Beige time. This change is in part because many players find it preferential not to win a war because their opponent gains so much from it, and also because players are starting to intentionally get Beiged right after they declare new wars, so as to prevent counter-attacks. This latter gameplay seems like an unfair abuse of war mechanics, and this change prevents aggressors from using Beige to their advantage. Again, this is probably a controversial change that will likely have unexpected consequences for gameplay, which is why it is under the TRIAL change section, meaning it will be changed back to how it was before in about a month.

That's it. I know this is a big update, and I know parts of it will probably be lauded and others will be hated. In any case, bear in mind that this is not a final update to the game or anything, and I will continue to monitor gameplay, listen to feedback from players, and work on improving things as we go forward to create a better game for everyone. I know many of you disagree with me frequently on things, but I hope that at the root of it you share my interest in creating a more fun game that will attract more players and be better for everyone.

If there are any unexpected bugs as a result of the implementation of this update, you can use the Bug Reports subforum here, #bug-reports channel in the Discord server, or shoot me a DM on Discord for important bugs that need to be resolved quickly.

EDIT: As you can see, 3/4 of the trial changes have been struck-through. I have removed those changes from the live server for the time being after listening to player feedback. The Econ update we will keep as a temporary change to try it out for 1 month.

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3 minutes ago, Alex said:

 

  • Lastly, I have changed losing a war so that you will NOT be sent to Beige for any length of time if you are engaged in any offensive wars. This means that Beige will function as it is intended to work, as a buffer time to rebuild/regroup, for nations that are not in any offensive wars. For nations that are in offensive wars, they will not get any Beige time. This change is in part because many players find it preferential not to win a war because their opponent gains so much from it, and also because players are starting to intentionally get Beiged right after they declare new wars, so as to prevent counter-attacks. This latter gameplay seems like an unfair abuse of war mechanics, and this change prevents aggressors from using Beige to their advantage. Again, this is probably a controversial change that will likely have unexpected consequences for gameplay, which is why it is under the TRIAL change section, meaning it will be changed back to how it was before in about a month.

 

Have fun with no war perpetually now.

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1 minute ago, LeotheGreat said:

Have fun with no war perpetually now.

You'll note this is one of the trial changes that I intend to remove after a month.

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That beige change really does alliance wars dirty dawg. Also, gonna go ahead and say no one will ever use the ordinary war feature. People only war for loot or do damage, they won't squat the line between the two. 

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1 minute ago, Alkaline said:

Also, gonna go ahead and say no one will ever use the ordinary war feature. People only war for loot or do damage, they won't squat the line between the two. 

You're probably right, but that's okay. I'd rather have more options available than not enough.

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Can we have an option that you sell the game to someone that has a clue as to what they are doing?

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5 minutes ago, LeotheGreat said:

Have fun with no war perpetually now.

As the resident alarmist, no.

3 minutes ago, Alkaline said:

That beige change really does alliance wars dirty dawg. Also, gonna go ahead and say no one will ever use the ordinary war feature. People only war for loot or do damage, they won't squat the line between the two. 

You mean people might actually close their wars now? Though the implementation is super whacked. Though your right about the war types.

The war slot change is garbage honestly.

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If you know you're going to roll them back because they're terrible why leave it as is to bleed players out of the game activity instead of just doing so now?

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Doubt Ordinary will be used ever tbh, but I think the beige change and the defensive slot count reduction will be interesting. It does feel like you're killing some of the incentive to get the first strike in a war, which may just lead to stagnation, but on the other hand it makes it awesome to be the defender. Would be cool to see everyone trying to goad one another into attacking them.

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8 minutes ago, Insert Name Here said:

The no beige while you're fighting offensive wars rule just punishes raiders even further. Ffs Alex, if you end up rolling with that, you might as well the the change the game's name to Farmville already. :P

Farms are already the best. Might as well... 

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2 minutes ago, Vack said:

Doubt Ordinary will be used ever tbh, but I think the beige change and the defensive slot count reduction will be interesting. It does feel like you're killing some of the incentive to get the first strike in a war, which may just lead to stagnation, but on the other hand it makes it awesome to be the defender. Would be cool to see everyone trying to goad one another into attacking them.

Just my opinion, but a better use of time might've been to try to address how your server can't seem to keep an uptime of more than a month

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Yo the beige change is actually awesome. It might actually make wars, y'know, fightable.

 

I love it.

 

It's seriously good.

 

In theory.

 

 

Let's see.

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Bonus Production for having 3 Coal Mines: 9.09%

Bonus Production for having 3 Iron Mines: 20%

???

Shouldn't that be 9.09% or 20% for both resources?

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45 minutes ago, Alex said:

I have reduced the number of starting Military Action Points (MAPs) on both sides to 5. The idea behind this change is that now that you cannot use Fortify to prevent losing a war, or perhaps to comeback from behind in a war, you are at a disadvantage when someone attacks you and you aren't online to immediately respond. This change means that defenders have an extra 2 hours to get online and use their accumulated MAPs in defensive wars before they've wasted new MAP generation and are behind in the race to win the war. War Policies still affect this as they did before, i.e. they will add/subtract from the trial starting MAP value of 5 as expected.

Mind if I correct that for you? 

Quote

I have reduced the number of starting Military Action Points (MAPs) on both sides to 5. The idea behind this change is that now that you have a harder time updeclaring, killing whales. The whales now have additional time before they get hit by two airstrikes by each attacker, allowing them more time to gain ground control before their air takes a hit. Thus, whales are not more protected against damage from smaller nations and requires more investment by newer players to hit older players. This change means that defenders have an extra 2 hours to get online and use their accumulated MAPs in defensive wars before they've wasted new MAP generation and are behind in the race to win the war. War Policies still affect this as they did before, i.e. they will add/subtract from the trial starting MAP value of 5 as expected.

I get it's temporary, but is there even a reason as to why this was added in the first place? I thought you were trying to incentivise war? This is definitely not doing that. 

Edited by WISD0MTREE
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Unpopular opinion.  

 

I'm kinda hype for these new changes. It will pose a challenge to the players and get us working to build our community a bit more dynamic 

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