Popular Post Prefontaine Posted January 27, 2021 Popular Post Share Posted January 27, 2021 (edited) Commodities Every nation generates two different Commodities in their nation. There are 25 total different Commodities. Every nation starts with 1 Commodities swap which will allow for an instant change for a single Commodity. If a nation has less than or equal to 100 days since being founded and uses their free Commodities swap, that Commodities swap will return 15 days (180 turns) after being used for free. Any nation with more than 100 days since being founded that uses their free Commodities swap will have their free Commodities swap return after 60 days (720 turns). Commodities swap timers can be reduced to 0 turns for 2 credits. Every nation is allowed one default shipping routes. Which allow access to the other nations Commodities resources creating a total of 4 Commodities resources. A low cost project will be introduced which allows for an additional shipping route creating a total of 6 Commodities resources. A higher cost project will be introduced which allows for an additional shipping route creating a total of 8 Commodities resources. Commodities effects do not stack. Food Base Cattle - Increase Food output by 2%, bonus ceases if radiation levels are above 50%Fertilizer - Increase Food output by 2.5% but in Winter Season drops to .5%Fish - Reduces food usage by 5%Bananas - Increases food output by 0.5%. Reduces disease by 0.5% per city. Reduces food usage by 2% Monetary Base Spices - Increase Monetary Revenue by 1%.Diamonds - Adds $25,000 per turn in revenue ($300,000 per day, in comparison 50k color bonus is $600,000)Gold - Adds $20,000 per turn in revenue ($240,000 per day, in comparison 50k color bonus is $600,000)Tea - Increase Monetary Revenue by 1%Ivory - Increases Monetary Revenue by 2% but raises crime by 0.5% City Base Coffee - Increase Commerce (and the commerce cap) by 1% in all citiesCitrus - Decreases Disease in all cities by 2%Silver - Decreases Crime in all cities by 2%Glass - Reduces pollution by 25 in each city.Cotton - Increases population by 0.5%Furs - Increases population by 0.5%Copper - Decreases Power Improvements daily cost, resource, and purchase use by 5%Titanium - Decreases infra cost by 5%Soil - Decreases land cost by 5% Military Base Silicon - Decrease Missile/Nuke upkeep and monetary purchase costs by 2.5%Rubber - Decrease Tank/Plane upkeep and monetary purchase costs by 2.5%Stone - Decrease Ship upkeep and monetary purchase costs by cost by 5%Dyes - Decrease Soldier upkeep (including food) and purchase costs by 5%Salt - Reduces radiation effect on food by 15%Skulls - 2% loot boost if average infra greater than 1k, 5% loot boost if average infra less than or equal to 1kRuby - Bonus can never be reduced below 100k or increased above 1000k. Whenever you win a war gain your ruby bonus. When you win a war it's bonus is increased by 25k. When you lose a war it's bonus is decreased by 10k. The projects will also be listed in another thread coming soon. Logistics Center Effect: Opens an additional trade route for Commodities Cost Cash: $5,000,000 Food: 25,000 Uranium: 5,000 Aluminum: 5,000 World Trade Organization Effect: Opens an additional trade route for Commodities Requirements: International Trade Center, Logistics Center, Space Program Cost Cash: $20,000,000 Food: 250,000 Uranium: 15,000 Aluminum: 10,000 Gasoline: 10,000 Edited March 10, 2021 by Prefontaine 3 47 26 Quote Link to comment Share on other sites More sharing options...
Polar Bear ArcticExplorer Posted January 27, 2021 Share Posted January 27, 2021 Time to prepare the popcorn! 2 Quote Link to comment Share on other sites More sharing options...
Toutatis Posted January 27, 2021 Share Posted January 27, 2021 I like the idea! 1 Quote Link to comment Share on other sites More sharing options...
Popular Post zigbigadorlou Posted January 27, 2021 Popular Post Share Posted January 27, 2021 19 minutes ago, Prefontaine said: Ivory - Increases Monetary Revenue by 2% but raises crime by 2% Is this a reference to poaching? 11 Quote Hey Krampus, the signature edit is under account settings. Actually, here's the link. https://forum.politicsandwar.com/index.php?/settings/signature/ Link to comment Share on other sites More sharing options...
Popular Post The Titan Posted January 27, 2021 Popular Post Share Posted January 27, 2021 Finally, a good idea. Question: Does this replace treasures, or will treasures continue as is? 7 Quote Peace in our time Link to comment Share on other sites More sharing options...
DaBigBawss Posted January 27, 2021 Share Posted January 27, 2021 Nothing for manufacturing or for raw improvements. But the core concept I think I can get behind. Quote "Oh you're that meme guy from RON." -Random RON reader in a random discord server Link to comment Share on other sites More sharing options...
Popular Post The Titan Posted January 27, 2021 Popular Post Share Posted January 27, 2021 Of course it was @Changeupwho downvoted, lel 7 Quote Peace in our time Link to comment Share on other sites More sharing options...
Changeup Posted January 27, 2021 Share Posted January 27, 2021 2 minutes ago, Lord Vader said: Of course it was @Changeupwho downvoted, lel It's a replica of a CyberNations system that doesn't work great there and seems rather useless here. 5 Quote Link to comment Share on other sites More sharing options...
The Titan Posted January 27, 2021 Share Posted January 27, 2021 (edited) 2 minutes ago, Changeup said: It's a replica of a CyberNations system that doesn't work great there and seems rather useless here. As someone who plays CyberNations ~~for reasons I don't know why~~ I disagree with the fact that it doesn't work. It just takes time to really master it. Quote Cyber Nations, A Nation Simulation Game Edited January 27, 2021 by Lord Vader 4 Quote Peace in our time Link to comment Share on other sites More sharing options...
Changeup Posted January 27, 2021 Share Posted January 27, 2021 1 minute ago, Lord Vader said: As someone who plays CyberNations ~~for reasons I don't know why~~ I disagree with the fact that it doesn't work. It just takes time to really master it. It works, but it's high maintenance and works poorly. It isn't needed here, and adding functionality to mostly cosmetic things would actually be a much better use of time. 3 Quote Link to comment Share on other sites More sharing options...
Aqua-Corpsman Posted January 27, 2021 Share Posted January 27, 2021 Y'know, I actually had this idea a while back as well. I think consumer goods can add a lot of dynamic to the game. Nevermind the fact that it would make the book that I am writing about PnW from a Citizen's perspective a bit more interesting...hehe...... 4 minutes ago, Changeup said: Adding functionality to mostly cosmetic things would actually be a much better use of time. This is a fair point though. I think treasures need to be revamped and updated, because in their current state they suck. Also I would like different government types to have different bonuses and have policies that more directly effect gameplay. It'd add more dynamic and strategy to the game. 2 Quote To whom it may concern, I do not represent The Immortals unless explicitly stated (ergo, never.)<--- I hardly use the forums anymore, add me on discord. Link to comment Share on other sites More sharing options...
Zygon Posted January 27, 2021 Share Posted January 27, 2021 If you dare bring me back to the dark ages of Cybernations that’d be truly tragic and be the beginning of the end. 2 2 Quote Link to comment Share on other sites More sharing options...
Alice Kryze Posted January 27, 2021 Share Posted January 27, 2021 It’s definitely interesting. It’s a lot to learn so it probably won’t be to helpful to the average player and I already know that people will find some very powerful consumer good pairs. Quote Your fav goth Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2021 Author Share Posted January 27, 2021 24 minutes ago, Lord Vader said: Question: Does this replace treasures, or will treasures continue as is? No change to treasures. I've got a treasure trade mechanic in the works for the next mega large update thread. I wanted to keep that thread separate from this one however. The other thread will hopefully be up next week. 24 minutes ago, DaBigBawss said: Nothing for manufacturing or for raw improvements. But the core concept I think I can get behind. Room to expand. We're avoiding touching resource production at the moment. But it's definitely a possibility down the road. 28 minutes ago, zigbigadorlou said: Is this a reference to poaching? Yes. 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Leopold von Habsburg Posted January 27, 2021 Popular Post Share Posted January 27, 2021 10 minutes ago, Zygon said: If you dare bring me back to the dark ages of Cybernations that’d be truly tragic and be the beginning of the end. Trade circles in PnW, I might have to consider my departure date from this game. Nothing good will come from this. 9 Quote Link to comment Share on other sites More sharing options...
Aqua-Corpsman Posted January 27, 2021 Share Posted January 27, 2021 3 minutes ago, Leopold von Habsburg said: Trade circles in PnW, I might have to consider my departure date from this game. Nothing good will come from this. says the "venture capitalist" smh. Quote To whom it may concern, I do not represent The Immortals unless explicitly stated (ergo, never.)<--- I hardly use the forums anymore, add me on discord. Link to comment Share on other sites More sharing options...
Leopold von Habsburg Posted January 27, 2021 Share Posted January 27, 2021 Just now, Aqua-Corpsman said: says the "venture capitalist" smh. Don't try to prop up a system that doesnt work, that's just common sense. Quote Link to comment Share on other sites More sharing options...
Aqua-Corpsman Posted January 27, 2021 Share Posted January 27, 2021 Just now, Leopold von Habsburg said: Don't try to prop up a system that doesnt work, that's just common sense. How do you know it doesn't work? We haven't even tried it lmao. Let them implement it on the test server and we can go from there. 1 Quote To whom it may concern, I do not represent The Immortals unless explicitly stated (ergo, never.)<--- I hardly use the forums anymore, add me on discord. Link to comment Share on other sites More sharing options...
Popular Post Zei-Sakura Alsainn Posted January 27, 2021 Popular Post Share Posted January 27, 2021 My largest complaint with this is it's, pretty pointless? As in it's not really worth the time to pay attention to it unless you're roleplaying but let's be honest who does that anymore in this game. At best, if you removed the non stackability of them, and I took on every monetary resource, it'd be about 1.6m extra per day. Sounds great, but remember my current DNR is 35-37m depending on the season, you're talking about a 4.4% increase there. That is absolutely not even close to the same galaxy as game breaking and it's only just big enough to care any about. This of course assumes these resources work the way I think they do, I applied them to my gross monetary income before expenses. If I stacked all the food ones, as a nation with 4k land and the project, and in summer right now, so I'm using those numbers, that's an extra 6k food a day! Big whoop? I already spit out over 100k after my own consumption, an increase of 6% to that does... What? It does change anything noticably for me at all. 1% extra commerce? Eh? It'd get me to 115 I guess? Ok? The extra population is more effort then I'm willing to use right now to calculate but might wind up being something? The land and infra reduction ones are the only actual ones I'd have any real interest in as it stands, and the rest are irrelevant unless you're a whale running 4k infra with every manu and ran out of hospital spaces lol. Similarly the military ones are... Pretty useless. The only two good ones are both great news for raiders, irrelevant to everyone else. Extra 1% per day, who cares? 1500 soldiers, not even 5 planes, and I'm up here at c28 well above the game average. Reduced upkeep, I'm at max planes rn and even including the cost of my tanks atm it's a WHOPPING... 35k. Per day of course, not turn. Reduced radiation sounds nice until you realize the only time it'll ever really matter is when it's guaranteed to go over 100 anyway - during a global. Helps a bit during rebuild I guess? Eh? Soldier upkeep and recruitment? They're already cheap as hell lol. So I guess the tl;dr of my thoughts here is: who the hell cares? It's not good, it's also not bad, it's just not enough to seriously change or affect anything. The only way they do anything even slightly noticeable is taking an entire category on and aggregating the bonuses - which you can't do anyway. And even if you could, the only one that'd actually be a particular improvement worth bothering with those projects for would be the monetary ones, which id fill up and then slap on the infra and land cost ones. Re reading I think the anti stacking is actually about like stacking 8 ivories for example. So void that part if so, but even if that is the case your new problem is that the monetary one is the only one thats actually worth a damn and so everybody will be using essentially the same stuff, with most of those resources going ignored and used by no one but silly noobs. I assume the preference is to have a diversity of relevant choices. 1 6 Quote Link to comment Share on other sites More sharing options...
Popular Post DaBigBawss Posted January 27, 2021 Popular Post Share Posted January 27, 2021 37 minutes ago, Lord Vader said: Of course it was @Changeupwho downvoted, lel 10 Quote "Oh you're that meme guy from RON." -Random RON reader in a random discord server Link to comment Share on other sites More sharing options...
Avatar Korra Sato Posted January 27, 2021 Share Posted January 27, 2021 Not that anyone cares, but the way I would change this system is everyone gets one commodity, that they can trade with other nations whenever they want. Bump them all up by a lot (like instead of a 1% commerce rate increase, make it a 5% or something, and do that to all of them). Then, get rid of the less expensive project, and make the more expensive project increase the rate of the commodity (so using the commerce rate example, it takes it from 5% to 10% or something like that) [By the way, these are just ball park numbers, I'm just saying overall increase the impact of a commodity]. Obviously we would have to change what commodities are out there, but this has a couple of benefits to the game. Firstly, this will actually have an impact on the game. Secondly, it will allow nations to better choose what kind of nation they are. (i.e. whale, raider, balanced, etc.) this gives them the ability to double down on what kind of nation they are, or moderate what kind of nation they are. Thirdly, it increases the amount of interaction that nations have with each other, as nations would have to find nations to trade with (with more details than your regular trade interaction). Lastly, this is going to help alliances choose what kind of alliance they are. For example, aargh and mythic might want all players to have the raiding commodity, but other alliances might want to split up their alliance by commodity to better benefit the game. This also leads to more nations choosing for themselves what role they have in an alliance. Those are my two cents on it . [none of the above statements reflect the beliefs of my alliance nor are they endorsed by my alliance, government, or members. They are simply what I think would benefit the game] 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Utter Nutter Posted January 27, 2021 Popular Post Share Posted January 27, 2021 I actually like this change. Another layer to the complexity of the game without affecting the actual gameplay. 7 3 Quote Link to comment Share on other sites More sharing options...
zigbigadorlou Posted January 27, 2021 Share Posted January 27, 2021 50 minutes ago, Prefontaine said: Room to expand. We're avoiding touching resource production at the moment. But it's definitely a possibility down the road. So are the posted values up to negotiation after testing? 2 Quote Hey Krampus, the signature edit is under account settings. Actually, here's the link. https://forum.politicsandwar.com/index.php?/settings/signature/ Link to comment Share on other sites More sharing options...
Utter Nutter Posted January 27, 2021 Share Posted January 27, 2021 2 minutes ago, Avatar Korra Sato said: so using the commerce rate example, it takes it from 5% to 10% or something like that this would be largely beneficial to whales with an already inflated income. You add the chance to add 10% extra commerce and you will see some nations making 5 to 10m more than they did before. 1% benefit is enough to make a difference without destroying the base game. 1 2 Quote Link to comment Share on other sites More sharing options...
Wendell Posted January 27, 2021 Share Posted January 27, 2021 41 minutes ago, DaBigBawss said: You have me cracking up my family is looking at me. 😂😂 2 Quote Link to comment Share on other sites More sharing options...
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