Popular Post The Mad Titan Posted January 12, 2019 Popular Post Share Posted January 12, 2019 I proposed something similar earlier with positive reviews, so I wanted to give a bump to this concept after Frawley’s post detailed on how it could be possible to find a solution to the micro problem. While recruiting is half the battle, I think another large element should be making it harder for these micros to exist in the first place. As it stands, the only requirement is having 1000 score, which is drastically lower than it should be. I did some math and the number one alliance NPO has 156 members and 339,761 score. It takes the bottom 114 alliances in the game, over half the existing amount of alliances, to be slightly higher score with 342,876 score and 554 members. This displays how rampant the creation of non-viable alliances are. A player can reach 1000 score in days, and it has become a non-barrier as the game expands in size. My solution to this problem is increasing the score requirement, as wel as instituting an age gate, as well as an alliance creation timer. This would come in the form of raising the score requirement to 2k. Additionally and more importantly, there would be a 90 day timer on creating an alliance after creation of a nation. Of a leader doesn’t even understand the game any who join won’t either, and this alleviates some of the problems. This timer would also reset every time an alliance is created to reduce making multiple alliances rapidly. If these are introduced this should address the micro proliferation that is hurting the game, and ensuring that new alliances created are more likely to be viable. 1 10 3 Quote Link to comment Share on other sites More sharing options...
Guest Frawley Posted January 12, 2019 Share Posted January 12, 2019 I could get on board with this, although I still think driving new players to relatively active alliances is important to teach them the way politics does work in this game. Quote Link to comment Share on other sites More sharing options...
The Mad Titan Posted January 12, 2019 Author Share Posted January 12, 2019 44 minutes ago, Frawley said: I could get on board with this, although I still think driving new players to relatively active alliances is important to teach them the way politics does work in this game. Ideally this would be in conjunction with yours. However it would be another check on micro proliferation. Quote Link to comment Share on other sites More sharing options...
Vito Posted January 12, 2019 Share Posted January 12, 2019 I second this, we must abolish them micros. Quote Link to comment Share on other sites More sharing options...
Princess Seshat Posted January 12, 2019 Share Posted January 12, 2019 (edited) I disagree with this completely, no micros means consilidation, stagnation, less wars and less raids. This also makes the game less appealing to large preestablished communities looking to transfer over to this game and many others dont want to be part of an alliance were they are just another cog. What we really need Is for Alex to update the tutorial to stop giving bad advice like building farms too soon and to explain why MFGs should not be produced by new players. As well as explain things like production bonuses & crime better so they will stop building sloppily. And change the starting infra of new cities to 100 instead of 10 so that they can follow the advice of building in 100s without having extra Infra (even if that includes the miniscule price of 10 to 100 infra in the new city cost) Edited January 13, 2019 by Princess Seshat 5 Quote Nebthet Seshat Asetneferu-Meritra Satsekhem Netjeretkhau Link to comment Share on other sites More sharing options...
Micchan Posted January 12, 2019 Share Posted January 12, 2019 No, if a new player wants to create his own alliance or join another micro should be able to do it If you want to force someone to play in the way you like you can always declare war and wait months for an inconclusive white peace 1 Quote Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted January 13, 2019 Share Posted January 13, 2019 5 hours ago, Princess Seshat said: I disagree with this completely, no micros means consilidation, stagnation, less wars and less raids. This also makes the game less appealing to larger communities looking to transfer over to this game and many others dont want to be part of an alliance were they are just another cog. What we really need Is for Alex to update the tutorial to stop giving bad advice like building farms too soon and to explain why MFGs should not be produced by new players. As well as explain things like production bonuses & crime better so they will stop building sloppily. And change the starting infra of new cities to 100 instead of 10 so that they can follow the advice of building in 100s without having extra Infra (even if that includes the miniscule price of 10 to 100 infra in the new city cost) Y'know, both you and the OP have really valid points. This issue clearly doesn't have an easy answer, tbh 2 Quote Link to comment Share on other sites More sharing options...
Kasikil Posted January 13, 2019 Share Posted January 13, 2019 The solution to the micro problem is to let them play the game and enjoy it their way rather than joining an AA that used to be unique and now is cookie cutter. /shrug 1 Quote Link to comment Share on other sites More sharing options...
LordStrum Posted January 13, 2019 Share Posted January 13, 2019 "hey so the game has some issues" "do you mean the suspect war system? econ system? treaties and inferiority complexes causing politics to be boring as shit?" "no you dumb frick, I'm talking about micros, they don't play like we do so obviously they're stupid as frick and shouldn't exist" ironic, coming from the leader of an alliance that was part of the "micro problem" once upon a time (I should know, I was there) 3 Quote On 3/16/2016 at 9:54 PM, Lykos said: Our next move is obviously rolling LordStrum. Link to comment Share on other sites More sharing options...
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