Popular Post Prefontaine Posted May 14, 2019 Popular Post Share Posted May 14, 2019 Problem: The price tag for projects used to mean something as the game was first growing and scores/economy's were low. Now many players can easily afford smaller cost projects with far less than a days income. Projects are supposed to be big purchases. They're attached to the city timer, they should be a bigger deal. Solution: Make the lower cost projects scale based on City count by a multiplier Increase all resource components to a minimum of 1,000 (If something cost 500 Steel, it would become 1,000) Increase all cash components to a minimum of $5,000,000 (if something cost 3M it now costs 5M) What this does: If your city count is 1-9 the cost will stay at the base level (multiplier of 1). If your city count is 10-14 your multiplier is 2. If you're city count is 15-19 your multiplier is 4. City count of 20-24, multiplier of 6. City count of 25-30, multiplier of 8. 30+ city count 10x. 40+ city count 15x. This scales the cost as your city grows. Many of these projects improve the production of cities and should reflect the size of the nations they impact. Taking a look at "Arms Stockpile" this project costs 125 Aluminum, 125 Steel, $4,000,000 cash. Under the new system it would cost the following base level 1,000 Aluminum, 1,000 Steel, $5,000,000 cash. ~$9,000,000 total cost City count 1-9 cost: 1,000 Aluminum, 1,000 Steel, $5,000,000 cash. ~$9,000,000 total cost City count 10-14 cost: 2,000 Aluminum, 2,000 Steel, $10,000,000 cash. ~$18,000,000 total cost City count 15-19 cost: 4,000 Aluminum, 4,000 Steel, $20,000,000 cash. ~$36,000,000 total cost City count 20-24 cost: 6,000 Aluminum, 6,000 Steel, $30,000,000 cash. ~$54,000,000 total cost City count 25-29 cost: 8,000 Aluminum, 8,000 Steel, $40,000,000 cash. ~$72,000,000 total cost City count 30+ cost: 10,000 Aluminum, 10,000 Steel, $50,000,000 cash. ~$90,000,000 total cost City count 40+ cost: 15,000 Aluminum, 15,000 Steel, $75,000,000 cash. ~$135,000,000 total cost Projects that would be considered "Low cost" Arms Stockpile Bauxiteworks Center for Civil Engineering Emergency Gasoline Reserve Intelligence Agency Iron Dome Ironworks Mass Irrigation Missile Launch Pad Propaganda Bureau Uranium Enrichment (Questionable) Other things to consider: Obviously the multiplier can be tweaked, and the base cost can be as well. "Mid-cost" projects might have to be bumped too, by perhaps on a lesser modifier, Something that only goes up by 1 either phase, or doubles ever 15 cities. Mid-cost projects would be International Trade Center Nuclear Research Facilitiy Uranium Enrichment Program (Questionable) 4 3 12 Quote Link to comment Share on other sites More sharing options...
Hwan Posted May 14, 2019 Share Posted May 14, 2019 Great idea, would certainly help bringing them to par with the state of the game, considering the boost in income and the scale of the new projects. Perhaps numbers should be tweaked according to ROI. Quote Link to comment Share on other sites More sharing options...
Popular Post Ayayay Posted May 14, 2019 Popular Post Share Posted May 14, 2019 Using your cost formula, if someone decided to build the arms stockpile at city 30+ their marginal cost would be in the years. This is completely backwards for any project that increases resource production. If you want to stop people from ever buying resource output projects just remove them from the game then. 7 1 Quote Orbis Wars | CSI: UPN | B I G O O F | PW Expert Has Nerve To Tell You How To Run Your Own Goddamn Alliance | Occupy Wall Street | Sheepy Sings TheNG - My favorite part is when Steve suggests DEIC might have done something remotely successful, then gets massively shit on for proposing such a stupid idea. On 1/4/2016 at 6:37 PM, Sheepy said: This was !@#$ing gold. 10/10 possibly my favorite post on these forums yet. Sheepy said: I'm retarded, you win Link to comment Share on other sites More sharing options...
Prefontaine Posted May 14, 2019 Author Share Posted May 14, 2019 (edited) 1 hour ago, Malal said: Using your cost formula, if someone decided to build the arms stockpile at city 30+ their marginal cost would be in the years. You're entirely wrong and just making wild assumptions. Using my city for example, if I had maxed munitions factories (which I should at least be close to if I'm getting a project for it), that would be a .9 per turn increase (50% bonus), per factory, per city in munitions productions. That would be ~1.3M bonus profits a day. Which would be ~41 days before a full ROI. At 35 cities you're looking at a 47 day ROI. Edited May 14, 2019 by Prefontaine Quote Link to comment Share on other sites More sharing options...
Ayayay Posted May 14, 2019 Share Posted May 14, 2019 2 hours ago, Prefontaine said: You're entirely wrong and just making wild assumptions. Using my city for example, if I had maxed munitions factories (which I should at least be close to if I'm getting a project for it), that would be a .9 per turn increase (50% bonus), per factory, per city in munitions productions. That would be ~1.3M bonus profits a day. Which would be ~41 days before a full ROI. At 35 cities you're looking at a 47 day ROI. Let's break this down You'd need 8.04 lead per day per factory or 60.3 for 5 with 1.5x cost in a city or just under $65k at current market prices for lead Operational costs are 3500 per day or $17500 for 5 You'd receive 24.12 PDPF of munitions or 180.9 a day with 1.5x bonus for ~168k 168000-(17500+65000)= $85500 a day after buying the project. For comparison it would be ~125500-(17500+48500)=$59500 without the project. At 30 cities you'd have a bonus of only $780k which is ~115 days. If, however, you take that $90mil and chuck it into a bank at 2% weekly and forget about it instead you'd generate 1.8mil every 7 days and it would take 265 days to be a worthwhile investment, assuming market prices don't fall further, of course. Not nearly a year I admit but close enough to make the project useless. This is especially awful since munition factories are currently the most profitable manufactured resource. But ultimately none of the above matters since everyone above 20 cities is already spamming tf out of food 1 Quote Orbis Wars | CSI: UPN | B I G O O F | PW Expert Has Nerve To Tell You How To Run Your Own Goddamn Alliance | Occupy Wall Street | Sheepy Sings TheNG - My favorite part is when Steve suggests DEIC might have done something remotely successful, then gets massively shit on for proposing such a stupid idea. On 1/4/2016 at 6:37 PM, Sheepy said: This was !@#$ing gold. 10/10 possibly my favorite post on these forums yet. Sheepy said: I'm retarded, you win Link to comment Share on other sites More sharing options...
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