Popular Post Prefontaine Posted August 17, 2020 Popular Post Share Posted August 17, 2020 (edited) With the recent firestorm of beige under some form of control I'm shifting some focus towards content that was being discussed in the earlier part of this summer. Quality of Life Changes: Alliances have the ability to create up to 8 alliance positions, 5 more than the default 3. All alliance roles will come with a check list for which powers those positions have. Bank Access Changing Roles Ability to see spy counts Ability to see daily reset timers (time zones) Editing Tax Brackets Accept new members View member caches Notification when a war expires Alliance Trades offers also show in the global trades. These trades will show in a different color Alliance tax brackets can be changed in bulk (multiple members added at once) Alliance leaders (with appropriate access levels) can see the time zones for members. Ability to sort members/applicants by “Last online”. Move expired treaties to an “Archived” tab. Treaties can be extended rather than deleted and resent. Allow for alliances to issue embargoes for other alliances. The embargoes auto activate but give a notification to the member with the option to remove the embargo. Add a mass buy feature to Land, similar to Infra. Added Allow players to send direct trades of resource for resource New Domestic Policy: Rapid Expansion - 5% discount to land purchased - Added Additional Project Slots: At 50 wars won At 50 total won or lost, gain a project slot At 200 wars won At 200 wars total won or lost, gain a project slot At 100 wars total won and/or lost, gain a project slot. Raw Resource Project increase: Coal, Oil, Uranium, Bauxite, Iron, Lead production rates increased from .25 per turn to .30 per turn, giving a total increase of 3.0 per day to 3.6 per day. Production is increase by about 16.7% without factoring in the bonuses from multiple mines. Having max mines would net an additional 8.3% ish increase. New Project: Terra-forming Money: $3,000,000 Coal: 1,500 Lead: 1,500 Effect: Reduction in cost of purchasing land by 5% Note: Costs similar to CCE project New Project: Medical Breakthroughs Medical Research Center Money: $10,000,000 Food: 100,000 Effect: Hospitals disease reduction increased from 2.5% to 3.5% each. You can build an additional hospital in each city. Note: Costs similar to Recycling Initiative project. This project is more focused to tie into future changes. While it might not seem very relevant now it will have more importance in the future. New Project: Specialized Police Training National Policing Academy Money: $10,000,000 Food: 100,000 Effect: Police Stations crime reduction increased from 2.5% to 3.5% each. You can buy an additional police station in each city. Cost of each police station is increased from $750 to $1000. Note: Costs similar to Recycling Initiative project. This project is more focused to tie into future changes. While it might not seem very relevant now it will have more importance in the future. New Project: Advanced Engineering Center Requirements: Center for Civil Engineering, Terra-forming Money: $50,000,000 Gasoline: 10,000 Munitions: 10,000 Uranium: 1,000 Effect: Reduces Infra Costs and Land Costs by 5% All projects added. Spy Reserve System: Outlined in this thread: Currently on hold Edited December 2, 2020 by Prefontaine 9 1 26 Quote Link to comment Share on other sites More sharing options...
Firwof Kromwell Posted August 17, 2020 Share Posted August 17, 2020 1. I would lower it down to 5 for less clutter 2. Specialized Police should give one more station not hospital Otherwise it's fairly an awesome list of ideas Quote I personally voice my own thought processes based on own desires of informational curiosity as well love for discussion based on questions & statements I made rather just trusting info like a collective hivemind Onlookers whom hop aboard the brainless bandwagon refusing inter-articulation based on assumed feelings, go give yo balls a tug ya tit fugger Link to comment Share on other sites More sharing options...
Sri Lanka 001 Posted August 17, 2020 Share Posted August 17, 2020 I don't think we want new projects... Maybe fix how the game looks??? 3 1 3 Quote Link to comment Share on other sites More sharing options...
Popular Post Lossi Posted August 17, 2020 Popular Post Share Posted August 17, 2020 14 minutes ago, Prefontaine said: New Project: Specialized Police Training Money: $10,000,000 Food: 100,000 Effect: Police Stations crime reduction increased from 2.5% to 3.5% each. You can buy an additional hospital in each city. Cost of each police station is increased from $750 to $1000. Note: Costs similar to Recycling Initiative project. This project is more focused to tie into future changes. While it might not seem very relevant now it will have more importance in the future. I mean, I'm all for more hospitals, but, I don't think the police will help me here 1 7 Quote Quote Former leader of Chocolate Castle 4/1/2021 "It's pretty easy to get abused by Rosey without being a weirdo about it" - Betilius "Rosey is everything I look for in a fighter" - partisan "I’m very much not surprised that Lossi has you blocked tbh" - @MCMaster-095 Link to comment Share on other sites More sharing options...
epsteindidntkillhimself Posted August 17, 2020 Share Posted August 17, 2020 (edited) 4 minutes ago, Firwof Kromwell said: 1. I would lower it down to 5 for less clutter 2. Specialized Police should give one more station not hospital Otherwise it's fairly an awesome list of ideas i assume specialized police gives an extra station, but its just a thing pre forgot to switch while copy-pasting. i have a concern about the spies though. would it not be more beneficial to increase their recruitment rate, instead of keeping a few in reserve slots? as it stands right now, you can wipe out a week's worth of spies with just one operation. only being able to buy, at most, 4 spies a day isn't enough; you'll lose them much faster than you can gain them, meaning that if you're the first to lose spies, you'll be screwed in a war. @Prefontaine Edited August 17, 2020 by epsteindidntkillhimself am big dumb who forgot ping 2 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 5 minutes ago, Firwof Kromwell said: 2. Specialized Police should give one more station not hospital 2 minutes ago, Lossi said: I mean, I'm all for more hospitals, but, I don't think the police will help me here Typo removed. 1 3 Quote Link to comment Share on other sites More sharing options...
Zei-Sakura Alsainn Posted August 17, 2020 Share Posted August 17, 2020 4 minutes ago, epsteindidntkillhimself said: i assume specialized police gives an extra station, but its just a thing pre forgot to switch while copy-pasting. i have a concern about the spies though. would it not be more beneficial to increase their recruitment rate, instead of keeping a few in reserve slots? as it stands right now, you can wipe out a week's worth of spies with just one operation. only being able to buy, at most, 4 spies a day isn't enough; you'll lose them much faster than you can gain them, meaning that if you're the first to lose spies, you'll be screwed in a war. @Prefontaine I hear with the satellite you can get like 30 kills in an op, actually. Quote Link to comment Share on other sites More sharing options...
Arawra Posted August 17, 2020 Share Posted August 17, 2020 Great stuff. Two things: 1. Is it possible to change the additional project slot requirements to wars fought instead of wars won? I think that would make them more accessible since it's mostly raiders with a high wars-won stat (due to the nature of the beige mechanics, before and current.) 2. Because the amount of project slots accessible to new nations are thin, I don't think the first land project helps them (as I'm assuming it was meant to target them), I would either combine that with the second project and increase the cost by 200%, or leave it as a second but more expensive project (100% more than the second one, perhaps). I reckon only really large nations will be using it, anyway. Alternative to 2. Make even more additional project slots that are accessible to newer nations. Even right now as a city 21, I'm maxed on projects, having left a lot of useful ones out due to lack of project slots. 1 1 2 Quote Look up to the sky above~ Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 2 minutes ago, epsteindidntkillhimself said: i assume specialized police gives an extra station, but its just a thing pre forgot to switch while copy-pasting. i have a concern about the spies though. would it not be more beneficial to increase their recruitment rate, instead of keeping a few in reserve slots? as it stands right now, you can wipe out a week's worth of spies with just one operation. only being able to buy, at most, 4 spies a day isn't enough; you'll lose them much faster than you can gain them, meaning that if you're the first to lose spies, you'll be screwed in a war. @Prefontaine Part of the dev group discussions regarding spies has talked about reduction in casualties in spy v spy attacks. To your other point, reserve system will let you rebuild during a war if you get 0'd out. The additional extras speed up the rebuild process by a few days while still allowing for people who 0'd your spies to gain the advantage of more freely using their spies against you while you rebuild and try to come back out with max spies. 2 Quote Link to comment Share on other sites More sharing options...
Director Nyus Posted August 17, 2020 Share Posted August 17, 2020 I really like the looks of those QoL changes. Good work on those. 1 Quote Link to comment Share on other sites More sharing options...
epsteindidntkillhimself Posted August 17, 2020 Share Posted August 17, 2020 (edited) 6 minutes ago, Prefontaine said: Part of the dev group discussions regarding spies has talked about reduction in casualties in spy v spy attacks. To your other point, reserve system will let you rebuild during a war if you get 0'd out. The additional extras speed up the rebuild process by a few days while still allowing for people who 0'd your spies to gain the advantage of more freely using their spies against you while you rebuild and try to come back out with max spies. i get your point, but that still doesn't feel like enough, no? even if you're in beige, you'll still get spied. with 3 operations against you per day, enemies can use 1 op to kill off your 10 spies, and maybe even the extra you have retrained. the odds of you being able to rebuild and come out with a decent chunk of spies again is astronomically low, especially if you're up against a competent opponent. Edited August 17, 2020 by epsteindidntkillhimself i cant spell :notlikethis: Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 1 minute ago, Hime-sama said: Great stuff. Two things: 1. Is it possible to change the additional project slot requirements to wars fought instead of wars won? I think that would make them more accessible since it's mostly raiders with a high wars-won stat (due to the nature of the beige mechanics, before and current.) 2. Because the amount of project slots accessible to new nations are thin, I don't think the first land project helps them (as I'm assuming it was meant to target them), I would either combine that with the second project and increase the cost by 200%, or leave it as a second but more expensive project (100% more than the second one, perhaps). I reckon only really large nations will be using it, anyway. Alternative to 2. Make even more additional project slots that are accessible to newer nations. Even right now as a city 21, I'm maxed on projects, having left a lot of useful ones out due to lack of project slots. 1) It would have to be wars won + wars lost. Problem with wars fought is me and some buddies could just sit around in do nothing wars that expire to get the project slot. That would be slot filling, sure, but I don't think we want to push Alex regarding slot filling right now.. For.. Reasons. 2) I wouldn't say it's 100% for smaller nations due the benefit for land reduction is low. I do get the project struggle for newer, or smaller players. I'm more in the corner of adding new methods to gain project slots. Alex wasn't too big on the idea the first time I pitched that, but we got a few out of the deal. If I keep steadily sprinkling them in maybe he won't notice >.> 1 minute ago, epsteindidntkillhimself said: i get your point, but that still doesn't feel like enough, no? even if you're in beige, you'll still get spied. with 3 operations against you per day, enemies can use 1 op to kill off your 10 spies, and maybe even the extra you have retrained. the odds of you being able to rebuild and come out with a decent chunk of spies again is astronomically low, especially if you're up against a competent opponent. I think you're missing the new spy system. The spies you build go into an undeployed status after being built. While undeployed they cannot be killed, they don't defended you, and they cost less upkeep. Once you've built up as many spies (up to your max) as you want, you can move them all to active status where they function as normal. Effectively you can rebuild to max spies without risk of losing the spies your rebuilding. 2 Quote Link to comment Share on other sites More sharing options...
Dryad Posted August 17, 2020 Share Posted August 17, 2020 Can you get rid of terraforming after getting advanced engineering or do you have to keep the requirement fulfilled? i assume almost everyone will want a 5% reduction in infra cost but won't care much about land if at all. 1 Quote Link to comment Share on other sites More sharing options...
epsteindidntkillhimself Posted August 17, 2020 Share Posted August 17, 2020 5 minutes ago, Prefontaine said: 1) It would have to be wars won + wars lost. Problem with wars fought is me and some buddies could just sit around in do nothing wars that expire to get the project slot. That would be slot filling, sure, but I don't think we want to push Alex regarding slot filling right now.. For.. Reasons. 2) I wouldn't say it's 100% for smaller nations due the benefit for land reduction is low. I do get the project struggle for newer, or smaller players. I'm more in the corner of adding new methods to gain project slots. Alex wasn't too big on the idea the first time I pitched that, but we got a few out of the deal. If I keep steadily sprinkling them in maybe he won't notice >.> I think you're missing the new spy system. The spies you build go into an undeployed status after being built. While undeployed they cannot be killed, they don't defended you, and they cost less upkeep. Once you've built up as many spies (up to your max) as you want, you can move them all to active status where they function as normal. Effectively you can rebuild to max spies without risk of losing the spies your rebuilding. ah, so there's no cap on the undeployed spies? that's fair, my bad for missing that part. Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 2 minutes ago, epsteindidntkillhimself said: ah, so there's no cap on the undeployed spies? that's fair, my bad for missing that part. There is a cap on undeployed spies. You can have 5 more than max, and if you have projects you can have some bonuses above that. I think I might've left out the spy sat bonus on this one but the dev group isn't 100% on that one anyway. Basically it goes like this: All Nations can build an additional 5 reserve spies above the max All nations with the CIA project can build an additional 5 reserve spies (10 total) above the max All nations with the spy sat project can build an additional 5 reserve spies (15 total) above the max. You spy count is equal to your undeployed and active duty spies combined. Some examples: You have no spy projects, your max spies is 50. You have 50 active duty spies and 5 undeployed spies. You cannot build any more spies at this time. You have no spy projects, your max spies is 50. You have 10 active spies, 30 undeployed spies. You can buy 15 more spies at this time (obviously not at once). You have CIA project. Your max spies is 60. You have 5 active spies. You have 0 undeployed spies. You can buy 65 more spies at this time. You have CIA project. Your max spies is 60. You have 60 active spies. You have 0 undeployed spies. You can build 10 more spies at this time. (they can't leave undeployed status though cus your active are at max) Make sense? 12 minutes ago, Dryad said: Can you get rid of terraforming after getting advanced engineering or do you have to keep the requirement fulfilled? i assume almost everyone will want a 5% reduction in infra cost but won't care much about land if at all. I would say you have to maintain the requirement for the project to function. A pop-up should be added for deleting projects that have requirements to indicate such. Thanks for bringing this up. Quote Link to comment Share on other sites More sharing options...
Roger Posted August 17, 2020 Share Posted August 17, 2020 No new logo Also why should alliance trades be shown to everyone Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 1 minute ago, Roger said: Also why should alliance trades be shown to everyone They're not. When you look at global trades, any available alliance trades will also be viable to you. This way you can prioritize selling to your alliance mates, or allies, etc... 1 Quote Link to comment Share on other sites More sharing options...
lightside Posted August 17, 2020 Share Posted August 17, 2020 I like most of the things here. Though I really do think spy recruitment should be buffed rather then more complicated work arounds. 3 week from 0 to 60 spy’s is just too long of a rebuild time. Quote Link to comment Share on other sites More sharing options...
KiWilliam Posted August 17, 2020 Share Posted August 17, 2020 Rapid Expansion? Not the final frontier or Homestead Act (Homesteading)? 1 1 Quote Link to comment Share on other sites More sharing options...
Roger Posted August 17, 2020 Share Posted August 17, 2020 1 hour ago, Prefontaine said: They're not. When you look at global trades, any available alliance trades will also be viable to you. This way you can prioritize selling to your alliance mates, or allies, etc... And the part 1 of my question the logo part most important part Quote Link to comment Share on other sites More sharing options...
Ramona Posted August 17, 2020 Share Posted August 17, 2020 Always wanted a way to trade within your own alliance on the market, good job. 👍 Quote Link to comment Share on other sites More sharing options...
Raphael Posted August 17, 2020 Share Posted August 17, 2020 7 hours ago, KiWilliam said: Rapid Expansion? Not the final frontier or Homestead Act (Homesteading)? My first thought was the naming conventions on most of these need to be re-thought 2 Quote Link to comment Share on other sites More sharing options...
Popular Post Gudea Posted August 17, 2020 Popular Post Share Posted August 17, 2020 I just woke up, @Prefontaine, so bear with. Just a random thought that jumped into my head....let's call it a 'Project Stack'. Instead of adding project slots due to wars won, have the game system 'stack' the associated planners in 1 slot, instead of 2 or 3. Examples: If a player buys all 3 satellite projects, the game could 'stack' the 3 Satellite Projects in 1 slot. The player will be 'rewarded' with 2 extra slots for having 'collected' all the satellite projects. Same-same with the Civil Engineering, Advanced Civil Engineering, and Terra-Forming Projects - all would be 'stacked' in 1 slot, opening 2 extra slots. Same-same for City Planner and Advanced City Planner - both 'stacked' in 1 slot, opens 1 extra slot. Selling a project that's part of a 'stack' of 3 or more projects, a player would need an extra slot or slots open for the remaining project(s) to 'unstack' into separate slots again, due to the loss of the 'stacking bonus' involving the extra project slot or slots. I don't see how wars won equate with project slots....seems that's kinda like a 'random' idea. Project slots equate with number of cities and infra, even though I have the 200 wars won. Good ideas from you an' the rest of the Orbis Think-Tank herd! 10 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted August 17, 2020 Author Share Posted August 17, 2020 1 hour ago, Gudea said: I don't see how wars won equate with project slots....seems that's kinda like a 'random' idea. Project slots equate with number of cities and infra, even though I have the 200 wars won. I'm not dismissing the rest of the post, just thinking about it. To address the quoted part, raiders typically don't have high infra numbers, this will allow players with that play style to earn some project slots. 4 1 Quote Link to comment Share on other sites More sharing options...
im317 Posted August 17, 2020 Share Posted August 17, 2020 the vast majority of the wars i fought predate the wars won and wars lost stats being added. did those wars get saved anywhere or are they gone forever? losing out on project slots because my fighting was done before the game kept track of them would be annoying. and at my infra levels it would be cheaper to buy more infra to open up project slots then to fight new wars to open slots and then rebuy infra. especially since losing infra would reduce the number of project slots available to me. Quote Link to comment Share on other sites More sharing options...
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