Administrators Popular Post Alex Posted November 1, 2019 Administrators Popular Post Share Posted November 1, 2019 Politics & War Quarterly Report November 1, 2019 Hello, I’d like to begin by announcing what this post is. My intent is to write a lengthy quarterly report regarding progress made in improving Politics & War, beginning today. This will be in addition to regular updates made throughout the course of development. My desire is to better communicate the progress we have made as well as the goals we’d like to achieve in the short-term future. My plan is to release these reports on November 1, February 1, May 1, and August 1 each year. First, let’s look at what’s been accomplished in the last quarter (August 1 – October 30): Achievements were implemented, with an initial 31 available and more released on the way (and more to be released throughout the future!) Ss23 migrated the test server to the newest versions of PHP and MySQL. This broke a lot of things on the test server (many things still need to be fixed unfortunately) which we have been working through resolving. It is important that we finish this so that we can upgrade the live servers without creating game-breaking issues and ensure the integrity of the game going into the future. The Game Rules were updated to clarify that using screenshots in your nation page to fake Vacation Mode or other stats is not allowed. Screening for baseball bots/scripters was improved significantly, with limits placed to ensure that players are not abusing baseball to get ahead. A “Copy Nation Link” button was added to nation pages to make accessing your nation link far easier (particularly for mobile users) Six new “winter” city images were added to the list of default city images, available to all players A number of fixes were attempted to resolve the issue with some war attacks not deducting MAPs properly. It appears there is still an issue where some attacks are being recorded (but not actually going through) and so the issue is not completely fixed, however, it is largely minimized in its impact on overall gameplay. Resolving this issue is still a top priority going into the next quarter. A new mobile navbar was added to improve the UI experience of our mobile users (which is around 50% of all players.) The VIP experience was improved greatly, with direct image uploading for VIP custom images. Additionally, VIP images are now not deleted (though they won’t be displayed) when a player’s VIP status runs out. A new donation option, VIP Party, was added to the game. This option has a 30 Credit cost but gives all players in your alliance VIP status for +30 days. Begun producing tutorial videos available on the Politics & War YouTube Channel to help new players Established the framework for v2.0.0 of the Politics & War API While certainly a lot of progress was made, I had intended to get more done these past 3 months. And I apologize for those of you who expected more of me, I had been caught up in my personal life and did not dedicate enough time to working on the game. I am hoping that by better organizing and communicating my intentions to get things done, I can better serve you all (the players) and the community we have here. Let’s take a look at my high level goals for this next quarter. Certainly I will do things that are not contained on this list, and I can’t promise I’ll get everything 100% done. But, I am hoping that communicating these plans ahead of time will help ensure that everyone is on the same page going forward. Next quarter goals in no particular order (November 1 – January 31): Refactor the tutorial/objectives system Integrate the tutorial/objectives into one tutorial system Write a tutorial that is more engaging and lasts ~30 days and will guide new players through the creation of their first 10 cities Include video tutorials through all relevant steps to help stuck players Consult with large alliances to ensure that the tutorial process is up to the meta-game standards and not counter intuitive & many more details. This is going to be a significant improvement aimed at new player retention Complete a fully documented beta of v2.0.0 of the Politics & War API Complete bug-testing / fixing of test server to ensure we can upgrade live server software versions Implement 4 new space-related National Projects for testing on the test server and run a test server tournament Give all nations by default 1 project slot. Everyone benefits, primary benefit is to new players Space Program NP Requires Missile Launch Pad NP Cost Approx. $150m in money + rss Cash: $40,000,000 Uranium: 20,000 Oil: 20,000 Iron: 10,000 Gasoline: 5,000 Steel: 1,000 Aluminum: 1,000 Effects Enable further space-related projects Enable nation to build 2 missiles per day (from base 1 missile / day) GPS Satellite NP Requires Space Program NP Cost Approx. $250m in money + rss Cash: $100,000,000 Oil: 10,000 Gasoline: 15,000 Steel: 5,000 Aluminum: 25,000 Effects Contributes to alliance-wide GPS system Based on number of satellites controlled by entire alliance, creates a 1% -> 5% bonus in all military battles for all nations in alliance from 4 -> 24 GPS satellites following formula: Military Unit Battle Bonus = [(x-24)^2 / 100] + 5 Spy Satellite NP Requires Space Program NP, Intelligence Agency NP Cost Approx. $100m in money + rss Cash: $20,000,000 Lead: 10,000 Iron: 10,000 Bauxite: 10,000 Effects Allow purchase of 1 additional spy per day Increase damages from successful espionage operations by 50% Decrease costs of espionage operations by 20% Land on the Moon NP Requires Space Program NP Cost Approx. $100m in money and rss Cash: $50,000,000 Gasoline: 5,000 Munitions: 5,000 Steel: 5,000 Aluminum: 5,000 Effects First nation to land on the moon will receive special achievement All nations will receive moon-related achievement Added to moon-landing leaderboard Automatically disburse remaining alliance bank funds to last nation in alliance upon alliance disbandment Add a custom nation currency option for VIP members Note when a nation changes location (continents) in their nation activity log Add a “copy result text” button to battle and espionage results pages for convenience Set alliances so that if one nation is remaining in an alliance they are automatically promoted to Leader When a nation deletes during a war, they are automatically looted / treasures transferred to opponents prioritized by resistance remaining Considering changes to the war system for testing on the test server. Nothing will be implemented during the current global conflict Again, this list is not completely comprehensive and certainly other things will be implemented over the next 3 months. There are three major goals that are very time intensive: rewriting the tutorial, completing a beta of the new API version, and completing bug testing/fixing on the test server. If all three of these items are completed before February 1, I will consider this a very successful quarter. Please leave your feedback on last quarter’s progress and your thoughts on next quarter’s plans below. If you have suggestions for the game, please don’t post them as responses here, but start your own new thread in the Game Suggestions subforum here: https://forum.politicsandwar.com/index.php?/forum/52-game-suggestions/ And if you’re enjoying Politics & War, consider making a donation and receiving some in-game benefits. There’s more information about this on the Donate page here: https://politicsandwar.com/donate/ 22 35 1 Quote Is there a bug? Report It | Not understanding game mechanics? Ask About It | Got a good idea? Suggest ItForums Rules | Game Link Link to comment Share on other sites More sharing options...
Josh of Clan Mason Posted November 1, 2019 Share Posted November 1, 2019 Ok, now do it. 2 1 Quote Link to comment Share on other sites More sharing options...
Yuno Posted November 1, 2019 Share Posted November 1, 2019 Really love your ideas and hope more ppl donate 1 2 Quote Link to comment Share on other sites More sharing options...
Randomdud Posted November 1, 2019 Share Posted November 1, 2019 These seem great, can’t wait to see them! 1 2 1 Quote Link to comment Share on other sites More sharing options...
This Fckn Guy Posted November 1, 2019 Share Posted November 1, 2019 Don't talk about it, be about it! Quote Link to comment Share on other sites More sharing options...
Japan Posted November 1, 2019 Share Posted November 1, 2019 Can’t wait to see the new space research and who gets to the moon first! 3 Quote Link to comment Share on other sites More sharing options...
Nerfed_Bred Posted November 1, 2019 Share Posted November 1, 2019 Inb4 11/1/19 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted November 1, 2019 Popular Post Share Posted November 1, 2019 10 minutes ago, Alex said: Considering changes to the war system for testing on the test server. Nothing will be implemented during the current global conflict 3 5 1 Quote Link to comment Share on other sites More sharing options...
Leonard J Crabs Posted November 1, 2019 Share Posted November 1, 2019 15 minutes ago, Alex said: Give all nations by default 1 project slot. Everyone benefits, primary benefit is to new players *laughs maniacly* Quote Link to comment Share on other sites More sharing options...
Kevanovia Posted November 1, 2019 Share Posted November 1, 2019 ? Thank you! 1 Quote Link to comment Share on other sites More sharing options...
Leonard J Crabs Posted November 1, 2019 Share Posted November 1, 2019 19 minutes ago, Alex said: Considering changes to the war system for testing on the test server. Nothing will be implemented during the current global conflict Please for the love of god, make winning a war the optimal outcome of a war. It's not currently. 5 1 Quote Link to comment Share on other sites More sharing options...
Maia Posted November 1, 2019 Share Posted November 1, 2019 Sound great. And I like that one project requires other to build up. In future you could create a trees system (war, economic trees etc.) Nations could become more unique by using different tree options and wars could be more fun with it. 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted November 1, 2019 Share Posted November 1, 2019 2 minutes ago, Maia said: Sound great. And I like that one project requires other to build up. In future you could create a trees system (war, economic trees etc.) Nations could become more unique by using different tree options and wars could be more fun with it. That's part of the plan. It's kind of a hybrid between perks and alliance projects. This way it's a project in the members city so even if they leave an alliance the resources spent aren't wasted. There will be more to come, and more satellites and such. 3 1 Quote Link to comment Share on other sites More sharing options...
Woryand Posted November 1, 2019 Share Posted November 1, 2019 38 minutes ago, Alex said: Give all nations by default 1 project slot. Everyone benefits, primary benefit is to new players Will nations that build a project before reaching city 10 still have to wait ten days between cities? Quote Link to comment Share on other sites More sharing options...
Gatorcock Posted November 1, 2019 Share Posted November 1, 2019 One can wish, lol. Quote Link to comment Share on other sites More sharing options...
Maia Posted November 1, 2019 Share Posted November 1, 2019 (edited) 40 minutes ago, Prefontaine said: That's part of the plan. It's kind of a hybrid between perks and alliance projects. This way it's a project in the members city so even if they leave an alliance the resources spent aren't wasted. There will be more to come, and more satellites and such. I wish that gov could build projects/perks for alliance. So alliance could set up their own unique doctrine of war. I mean nation projects are ok but it's time consuming to set up all nations in the alliance. I would like to see more option for gov. Too much things we do outside game to keep alliance going - bots, spreadsheets etc. For example tax implementation was great to improve it but I want to see more features like this. Edited November 1, 2019 by Maia Quote Link to comment Share on other sites More sharing options...
Vali Posted November 1, 2019 Share Posted November 1, 2019 42 minutes ago, Khris Kruel said: Please for the love of god, make winning a war the optimal outcome of a war. It's not currently. Yea, this would solve a good amount of the current war system's problems. It would not tip the scale too hard in one direction(soldier or drone), leaving the door open for better coordination to reign supreme. Currently, drone believes winning the individual wars is not necessary to win the overall war, as long as you have more planes you're winning. Currently soldier believes winning the individual war is not necessary to win the overall war, as long as you do more damage you win. Make the individual war the deciding factor. You lose the war, your enemy captures x% of your military units, as well as part of your unit building capacity. So beating a city 30 would be bigger than defeating a city 20. You lose the war, you lose 1 improvement per city. You lose the war, Your capacity to build new units is decreased by x% for two days. Alex is thinking about adding perks, generals could also be a rout he goes down. Winning a war could give your generals a bonus or negative effects for x turns. Battlefield should be a place of constant motion, not of certain tiers caught in the mud, unable to do anything for half a year. Its killing the game. By doing this, you allow pockets to work together to bring themselves back up if their enemy beiges them, or build themselves back up by defeating the enemy and capturing units and capacities. @Alex In conclusion, you win the individual war, you win net damage as well as units. Ultimate Victory. 1 Quote Link to comment Share on other sites More sharing options...
Raphael Posted November 1, 2019 Share Posted November 1, 2019 (edited) 47 minutes ago, Maia said: I wish that gov could build projects/perks for alliance. So alliance could set up their own unique doctrine of war. I mean nation projects are ok but it's time consuming to set up all nations in the alliance. I would like to see more option for gov. Too much things we do outside game to keep alliance going - bots, spreadsheets etc. For example tax implementation was great to improve it but I want to see more features like this. I think that implementation of in-game optimal, or at least competitive, playstyles is going to be key to the long-term health of the game. There is quite an imbalance right now between the people who don't have coders on retainer and those who do. Edited November 1, 2019 by Vivec 1 Quote Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted November 1, 2019 Share Posted November 1, 2019 (edited) 3 hours ago, Alex said: Nothing will be implemented during the current global conflict And rip all hope of updates Also, that GPS project idea... that's one of the worst ideas possible. Forcing a consolidation of power like that is the exact opposite of what would help with the natural unstable equilibrium of these persistent strategy games. Edited November 1, 2019 by Sir Scarfalot 1 2 Quote Link to comment Share on other sites More sharing options...
Guest Zephyr Posted November 1, 2019 Share Posted November 1, 2019 13 minutes ago, Di Vali said: Make the individual war the deciding factor. You lose the war, your enemy captures x% of your military units, as well as part of your unit building capacity. So beating a city 30 would be bigger than defeating a city 20. You lose the war, you lose 1 improvement per city. You lose the war, Your capacity to build new units is decreased by x% for two days. Alex is thinking about adding perks, generals could also be a rout he goes down. Winning a war could give your generals a bonus or negative effects for x turns. When you say 'capture', do you mean the winner gains them and assimilates the loser's military into their own or does the loser simply lose a % of their military? If it's the former I'd imagine it could simply encourage combatants to decommission units when a loss is imminent or expected in order to deny their opponent the benefit. Quote Link to comment Share on other sites More sharing options...
Vali Posted November 1, 2019 Share Posted November 1, 2019 Yes, they would gain the units. By decoming, you lose more than you would by letting your opponent take a percentage of them. Quote Link to comment Share on other sites More sharing options...
Guest Zephyr Posted November 1, 2019 Share Posted November 1, 2019 1 minute ago, Di Vali said: Yes, they would gain the units. By decoming, you lose more than you would by letting your opponent take a percentage of them. I suppose it depends how decisive the victory is, but the other factor is the military boost it gives your opponent potentially against your allies they are already engaged with. It's an interesting idea. Quote Link to comment Share on other sites More sharing options...
Vali Posted November 1, 2019 Share Posted November 1, 2019 Yes, it makes the whole war more dynamic, could posibly have a soft cap as well as a hard cap on units. So say you can build 1000 planes, and you beige a nation while you have a max 1000 planes. You could have say 1000 x 1.2 as a hard cap, so the stolen planes boast your total count, but you cannot build to that point, but by winning wars you can maintain a plane count of 1000-1200. So in a real game situation, a 30 city kerchtog nation has to try to get as close to their hard cap as possibly to prevent 3 20 cities at their hard cap from dragging him down, vice versa. Makes it more strategy intensive. Quote Link to comment Share on other sites More sharing options...
Guest Zephyr Posted November 1, 2019 Share Posted November 1, 2019 1 minute ago, Di Vali said: Yes, it makes the whole war more dynamic, could posibly have a soft cap as well as a hard cap on units. So say you can build 1000 planes, and you beige a nation while you have a max 1000 planes. You could have say 1000 x 1.2 as a hard cap, so the stolen planes boast your total count, but you cannot build to that point, but by winning wars you can maintain a plane count of 1000-1200. So in a real game situation, a 30 city kerchtog nation has to try to get as close to their hard cap as possibly to prevent 3 20 cities at their hard cap from dragging him down, vice versa. Makes it more strategy intensive. Another scenario occurs to me then, what about players arranging war losses to help boost a specific nation to their hard cap? Also, perhaps you should make a suggestion thread where this can be discussed thoroughly. Quote Link to comment Share on other sites More sharing options...
Vali Posted November 1, 2019 Share Posted November 1, 2019 like how players arrange losing wars to reach 6 days beige to rebuild planes? and yea, that may be a good idea. ill do it tom. Quote Link to comment Share on other sites More sharing options...
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