Popular Post Prefontaine Posted April 28, 2020 Popular Post Share Posted April 28, 2020 Currently: Resource Mining is currently very random. Uranium mines max is 3, the others vary from 6 to 12 mines per resource. Change: Uranium mines per city moves from 3 to 5. All other raw resource mines move from where they are to 10 per city. What that means: Coal max moves from 12 to 10 Oil max moves from 12 to 10 Bauxite max moves from 6 to 10 Iron max moves from 6 to 10 Lead stays the same Uranium moves from 3 to 5 2 6 Quote Link to comment Share on other sites More sharing options...
Coldcrown Posted April 28, 2020 Share Posted April 28, 2020 I support this Quote Don't fight a battle if you don’t gain anything by winning - Erwin Rommel In a last stand there is no surrender you fight until the last man - myself Link to comment Share on other sites More sharing options...
Popular Post Majima Goro Posted April 28, 2020 Popular Post Share Posted April 28, 2020 (edited) Currently, at maxed production, a city can make 1) 54 coal 2) 54 oil 3) 27 iron 4) 27 bauxite 5) 45 lead 6) 45 gas at the expense of 22.5 oil 7) 67.5 steel at the expense of 22.5 coal and 22.5 iron 8 ) 67.5 aluminum at the expense of 22.5 bauxite 9) 135 munitions at the expense of 45 lead This means you can make all raws in-situ for your manufacturing needs. However, with the respective projects, you need more raws than you can produce. Plus, if you dont have the mines, you can produce two or three different manufactured rss at the same time which is a preferred by few. This means more raws are consumed than produced in most scenarios, making raws hella pricey. A very simple solution to this is increasing bonus on the production of raws to 75% while keeping the bonus of manufacturing to the current 50%. This will create more raws for sale, decreasing price of raws, in turn decreasing price of refined. Plus, this will need way less coding I believe.  Edited April 28, 2020 by AntMan 14 Quote Link to comment Share on other sites More sharing options...
The USA Posted April 28, 2020 Share Posted April 28, 2020 32 minutes ago, AntMan said: Currently, at maxed production, a city can make 1) 54 coal 2) 54 oil 3) 27 iron 4) 27 bauxite 5) 45 lead 6) 45 gas at the expense of 22.5 oil 7) 67.5 steel at the expense of 22.5 coal and 22.5 iron 8 ) 67.5 aluminum at the expense of 22.5 bauxite 9) 135 munitions at the expense of 45 lead This means you can make all raws in-situ for your manufacturing needs. However, with the respective projects, you need more raws than you can produce. Plus, if you dont have the mines, you can produce two or three different manufactured rss at the same time which is a preferred by few. This means more raws are consumed than produced in most scenarios, making raws hella pricey. A very simple solution to this is increasing bonus on the production of raws to 75% while keeping the bonus of manufacturing to the current 50%. This will create more raws for sale, decreasing price of raws, in turn decreasing price of refined. Plus, this will need way less coding I believe.  This should be absolutely implemented. The production bonus of raws should be increased. 3 Quote Link to comment Share on other sites More sharing options...
dtc justice Posted April 28, 2020 Share Posted April 28, 2020 If the bonus for raws was increased to a cap of 75-100% then this fixes a lot of the issues with the economy. 1 Quote Link to comment Share on other sites More sharing options...
Majima Goro Posted April 29, 2020 Share Posted April 29, 2020 Currently, we have a huge sink for raw resources while the sink for manufactured resources is very negligible Quote Link to comment Share on other sites More sharing options...
JordyHamsVII Posted April 29, 2020 Share Posted April 29, 2020 This is just a ploy to add more raw resources to the game to reduce current prices on the market, and thereby make manufacturing resources cheaper to buy from the market to the benefit of whale nations, who usually run at a deficit for creating manufactured. Even possibly nerfing the raw market all together with Whales (the main consumer of materials) not needing them at all as they become self sustainable, with more improvements to use on resources (as whales have high infra) . It's not a whale game, the market will repair itself over time when new players join adding more raw resources. Which is to their benefit if they are selling at a higher price, giving new players more of an incentive to use the market to sell surplus goods. 2 1 Quote Link to comment Share on other sites More sharing options...
Guest Epi Posted April 29, 2020 Share Posted April 29, 2020 (edited) 1 Edited February 18, 2021 by Epi Quote Link to comment Share on other sites More sharing options...
dtc justice Posted April 29, 2020 Share Posted April 29, 2020 45 minutes ago, JordyHamsVII said: This is just a ploy to add more raw resources to the game to reduce current prices on the market, and thereby make manufacturing resources cheaper to buy from the market to the benefit of whale nations, who usually run at a deficit for creating manufactured. Even possibly nerfing the raw market all together with Whales (the main consumer of materials) not needing them at all as they become self sustainable, with more improvements to use on resources (as whales have high infra) . It's not a whale game, the market will repair itself over time when new players join adding more raw resources. Which is to their benefit if they are selling at a higher price, giving new players more of an incentive to use the market to sell surplus goods. https://politicsandwar.com/world-graphs/graphID=14  If you take a scan through the raw charts, you will realize there is an issue with too many raw sinks. The raws are declining faster than the manuf is rising. This has nothing to do with whales benefiting from changes as you said... because let's face it, whales are the ones who can afford stuff in these markets. Good luck having 13 cities or so and buy a decent WC with your income, it will take months. 1 Quote Link to comment Share on other sites More sharing options...
Rossiya Posted May 9, 2020 Share Posted May 9, 2020 (edited) 1. How is 5 max Uranium mines any less-random than 3? 2. The main benefit I see is streamlining builds. 3. Since the # of raw slots increase, high-infra builds will be more-likely to be able to afford the slots to get to +50% production bonus than would others. 4. These changes will probably decrease raws prices (and manu prices down the road). 5. I don't see this negatively impacting smaller nations directly. I've never bought into the idea that new nations should produce raws and not manu, since the barrier to entry to producing manu is rather low (a cheap project), and since manu is less slot-restricted than raws production. edit: "more slot-restricted" -> "less slot-restricted" bc sleepy Edited May 9, 2020 by Rossiya 1 Quote Link to comment Share on other sites More sharing options...
Tcase42 Posted May 9, 2020 Share Posted May 9, 2020 How about having the production of a raws building linked to the amount of land you have? Quote Link to comment Share on other sites More sharing options...
GLM911 Posted May 9, 2020 Share Posted May 9, 2020 Possibly for all raw ressources, boost lower city counts percentage buff e.g. a 5 city nation will have higher productivity per mine than a 10 city nation but overall output for the nation would be lower since it has half the actual mines. This should help alleviate the healthy inflation that stabilises economies. Quote Link to comment Share on other sites More sharing options...
GLM911 Posted May 10, 2020 Share Posted May 10, 2020 Alternatively, add inflation to the game as a function relative to market index and just adjust all costs and income by using said index. (So if market index sets the index to 105, infra would be 5% more expensive, refineries would cost 5% more, citizen income would go up 5% and so on) Quote Link to comment Share on other sites More sharing options...
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