Popular Post Prefontaine Posted July 7, 2021 Popular Post Share Posted July 7, 2021 (edited) First things first, old content still coming: Thread can be found here Trading Treasures - Currently being worked on. New Project: Research and Development - Should be out in July Gains a net +1 project slots Missiles/Nukes/Defensive Projects rework Nukes kill more improvements An additional Missiles can be purchased and kills additional improvement Dome reduces improvement killed and lowers block rate from 50 -> 30 VDS increased from 20 -> 25 block rate and reduces improvements killed Spies have a chance to kill 2 missiles instead of 1 in a sabotage. Bombardment Naval Attack Allows for killing more improvements Quality of Life Changes Alliances can only have 1 treaty between them Additional Alliance permissions/ranks - Being worked on currently Alliance Trade offers are visible on the main trade screen in different colors Nation search option: Discord Handle Email accounts coming out of Vacation Mode in 48 Hours. Option to hide trade offers of embargoed nations/alliances New Content: Military Combat changes: Ships kill 15% more ships in naval combat When performing bombing runs damage dealt to defending planes reduced by 15% These are only for bombing runs, not dogfights. Dogfight damage remains the same. Spy System Changes: Reserve/Active Duty system Only Active Duty spies may defend spy attacks and perform spy attacks. All new spies purchased default to Reserve Status, not active. Spies in Reserve Status cannot be killed. A player may not move spies from Active Duty to Reserve Status. Spies in Reserve Status cost 50% less upkeep. Tutorial Changes: Removing buying a farm, adding buying food from the market. New players gain resources for completing tutorials as well. Project Building with new player focused project (Resource Production Center). New Project: Government Oversight Agency Improves Domestic Policy Effect by 50% (5% -> 7.5%) (1% -> 1.5% for open markets) Cost: $20,000,000 Food: 200,000 Aluminum: 10,000 Resource Production Center Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 5 cities. (60 resources times 3 resource types is a 180 resources total per day) Cost: $500,000 Food: 1,000 Treasure Lottery: 50% of the Treasures in the game are marked as "Lottery Treasures". A nation can buy a treasure lottery ticket with 1 credit. A player may only have 5 lottery tickets at a given time. Lottery Tickets roll over to the next cycle if not winners. A player may only win 1 Treasure per cycle. If there are more treasures than lottery ticket holds the treasure is dispersed at random to the whole game population. Quality of Life Changes: Alliances will gain the ability to embargo other alliances Individual nations will be able to delete the embargo if they so choose Uniformed resource order listing Better notification system Bloc Option for treaty web between alliances. We're going to utilize a new feedback method. Often if there's one or two changes someone strongly dislikes they downvote the whole OP which can taint popular sections and unpopular sections of changes. I'm going to make several posts AFTER the original post which each bolded section. Please upvote and downvote on any section you like and dislike. Posts of input are also welcome. New content is not set in stone. Suggest changes in this thread. Edited July 7, 2021 by Prefontaine 2 9 5 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) Military Combat changes: Ships kill 15% more ships in naval combat When performing bombing runs damage dealt to defending planes reduced by 15% These are only for bombing runs, not dogfights. Dogfight damage remains the same. Please upvote or downvote if you like/dislike these changes Feedback has been ships don't kill other ships enough and bombing runs kill too many defending planes in addition to the other units/infra they kill. These tweaks are meant to address those issues. Edited July 7, 2021 by Prefontaine 39 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) Spy System Changes: Reserve/Active Duty system Only Active Duty spies may defend spy attacks and perform spy attacks. All new spies purchased default to Reserve Status, not active. Spies in Reserve Status cannot be killed. A player may not move spies from Active Duty to Reserve Status. Spies in Reserve Status cost 50% less upkeep. Please upvote or downvote if you like/dislike these changes This will allow for nations who have had all their spies killed rebuild those spies without getting them zeroed out again every couple days. While they're rebuilding the nation's spies provide no offensive/defense capabilities unless they move them active. Edited July 7, 2021 by Prefontaine 14 47 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) Tutorial Changes: Removing buying a farm, adding buying food from the market. New players gain resources for completing tutorials as well. Project Building with new player focused project (Resource Production Center). Please upvote or downvote if you like/dislike these changes New nations should be purchasing food instead of building farms, these changes address that and will also provide instruction on purchasing a new project that is focused on providing new players resources. Edited July 7, 2021 by Prefontaine 61 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) New Project: Government Oversight Agency Improves Domestic Policy Effect by 50% (5% -> 7.5%) (1% -> 1.5% for open markets) Cost: $20,000,000 Food: 200,000 Aluminum: 10,000 Resource Production Center Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 5 cities. (60 resources times 3 resource types is a 180 resources total per day) Cost: $500,000 Food: 1,000 Please upvote or downvote if you like/dislike these changes Second project is the tutorial project. Edited July 7, 2021 by Prefontaine 24 17 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) Treasure Lottery: 50% of the Treasures in the game are marked as "Lottery Treasures". A nation can buy a treasure lottery ticket with 1 credit. A player may only have 5 lottery tickets at a given time. Lottery Tickets roll over to the next cycle if not winners. A player may only win 1 Treasure per cycle. If there are more treasures than lottery ticket holds the treasure is dispersed at random to the whole game population. Please upvote or downvote if you like/dislike these changes Credits are what keep this game running. This is a method to increase credit usage without dramatically impacting the game as treasures are already random and measures are in place from rich alliances gaining too much from accumulating treasures. Edited July 7, 2021 by Prefontaine 16 45 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted July 7, 2021 Author Popular Post Share Posted July 7, 2021 (edited) Quality of Life Changes: Alliances will gain the ability to embargo other alliances Individual nations will be able to delete the embargo if they so choose Uniformed resource order listing Better notification system Bloc Option for treaty web between alliances. Please upvote or downvote if you like/dislike these changes Edited July 7, 2021 by Prefontaine 1 48 Quote Link to comment Share on other sites More sharing options...
Zoot Posted July 7, 2021 Share Posted July 7, 2021 20 minutes ago, Prefontaine said: Resource Production Center Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 4 cities. (60 resources times 3 resource types is a 180 resources total per day) Cost: $500,000 Food: 1,000 I don't know if it is just me being dumb, but I don't understand what "Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 4 cities" means 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted July 7, 2021 Author Share Posted July 7, 2021 (edited) 3 minutes ago, Zoot said: I don't know if it is just me being dumb, but I don't understand what "Every turn the nation gets 1 raw resource for each raw resource they can mine (except food) for each city they have up to 4 cities" means Lets say you can mine Coal, Lead, and Iron. If you have this project you get 1 of those resources every turn for each city you have, up to 5 cities max. So if you have 3 cities you get 3 coal, lead, and iron, every turn. If you have 14 cities, you cap out at 5, so you only get 5 of each per turn. Edited July 7, 2021 by Prefontaine 1 1 Quote Link to comment Share on other sites More sharing options...
Zoot Posted July 7, 2021 Share Posted July 7, 2021 7 minutes ago, Prefontaine said: Lets say you can mine Coal, Lead, and Iron. If you have this project you get 1 of those resources every turn for each city you have, up to 5 cities max. So if you have 3 cities you get 3 coal, lead, and iron, every turn. If you have 14 cities, you cap out at 5, so you only get 5 of each per turn. Ok, I assume it is a mistake that it says "up to 4 cities" then? It should be 5? Quote Link to comment Share on other sites More sharing options...
Lord Tyrion Posted July 7, 2021 Share Posted July 7, 2021 11 minutes ago, Prefontaine said: Lets say you can mine Coal, Lead, and Iron. If you have this project you get 1 of those resources every turn for each city you have, up to 5 cities max. So if you have 3 cities you get 3 coal, lead, and iron, every turn. If you have 14 cities, you cap out at 5, so you only get 5 of each per turn. Do you have to actually be mining these things in 5 cities, or just have the capability to, due to geography? In 5 cities do I need one mine of each of those three to get that max bonus or do I get them by simply having the project? 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Artifex Posted July 7, 2021 Popular Post Share Posted July 7, 2021 53 minutes ago, Prefontaine said: Dome reduces improvement killed and lowers block rate from 50 -> 30 Absolutely disgusting. Have we ever considered just giving the iron dome, "Ammo?" Like it costs 100 munitions to shoot down a missile? Or for every missile shot at the ID, the chance to shoot down is like 80% but it costs the defending nation 100 munitions every time? Regardless of whether or not the missile is successfully destroyed? 12 4 Quote Love you Link to comment Share on other sites More sharing options...
Prefontaine Posted July 7, 2021 Author Share Posted July 7, 2021 (edited) 10 minutes ago, Lord Tyrion said: Do you have to actually be mining these things in 5 cities, or just have the capability to, due to geography? In 5 cities do I need one mine of each of those three to get that max bonus or do I get them by simply having the project? No. You get the resources simply for having the project based on your nations location. 13 minutes ago, Zoot said: Ok, I assume it is a mistake that it says "up to 4 cities" then? It should be 5? Correct. Edited. Edited July 7, 2021 by Prefontaine 1 1 Quote Link to comment Share on other sites More sharing options...
Popular Post BrythonLexi Posted July 7, 2021 Popular Post Share Posted July 7, 2021 (edited) 59 minutes ago, Prefontaine said: Spy System Changes: Reserve/Active Duty system Only Active Duty spies may defend spy attacks and perform spy attacks. All new spies purchased default to Reserve Status, not active. Spies in Reserve Status cannot be killed. A player may not move spies from Active Duty to Reserve Status. Spies in Reserve Status cost 50% less upkeep. Please upvote or downvote if you like/dislike these changes This will allow for nations who have had all their spies killed rebuild those spies without getting them zeroed out again every couple days. While they're rebuilding the nation's spies provide no offensive/defense capabilities unless they move them active. With how large alliance warchests are, this basically removes the spy ops side of war with no incentive to zero spies - since there is no way to kill a nation's ability to produce spies. In Guns & Roses / GW18, our coalition had spy ops served when we had 20+ spies (10 days without project, 7 with). The war lasted well over that. Hollywood had a significant advantage on all fronts, but they even had us on the spy front as well - though we turned that around a bit closer to the end of the global. Without shooting spies dead, there is no incentive to assassinate spies - just focus on tanks or planes or whatever since spies will be back in a week anyway. A zeroed nation can, thus, fight in perpetuity via spies, off daily bonuses alone. 56 minutes ago, Prefontaine said: Quality of Life Changes: Alliances will gain the ability to embargo other alliances Individual nations will be able to delete the embargo if they so choose Uniformed resource order listing Better notification system Bloc Option for treaty web between alliances. Please upvote or downvote if you like/dislike these changes If its an alliance embargo, I don't see why individual nations should be able to break it. Embargoes are already basically useless - alliance embargoes could fix that, but nations opting out brings us back to square one of uselessness Edited July 7, 2021 by BrythonLexi Detailing spy response more 10 Quote Link to comment Share on other sites More sharing options...
Majima Goro Posted July 7, 2021 Share Posted July 7, 2021 1 hour ago, Prefontaine said: Spy System Changes: Reserve/Active Duty system Only Active Duty spies may defend spy attacks and perform spy attacks. All new spies purchased default to Reserve Status, not active. Spies in Reserve Status cannot be killed. A player may not move spies from Active Duty to Reserve Status. Spies in Reserve Status cost 50% less upkeep. There should a time limit on how long spies can be in Reserve Status say around 10 days. Gives people: 1) Without IA a safe-spy cap of 20. 2) With IA a safe-spy cap of 30 3) With IA+that other new project a safe spy-cap of 40 This would mean spies can still be killed without people maxing them all the time while at the same time giving you something to fight the spy war with. With the way spies work, 20 spies can still kind of kill enemy spies if you coordinate hard enough while at the same time can be zeroed out extremely fast. There can also be a hard cap on how many spies can be in Reserve Status to say 50% capacity for that nation or any pre-defined numbers like 40-45. 3 Quote Link to comment Share on other sites More sharing options...
BrythonLexi Posted July 7, 2021 Share Posted July 7, 2021 1 minute ago, Majima Goro said: There should a time limit on how long spies can be in Reserve Status say around 10 days. Gives people: 1) Without IA a safe-spy cap of 20. 2) With IA a safe-spy cap of 30 3) With IA+that other new project a safe spy-cap of 40 This would mean spies can still be killed without people maxing them all the time while at the same time giving you something to fight the spy war with. With the way spies work, 20 spies can still kind of kill enemy spies if you coordinate hard enough while at the same time can be zeroed out extremely fast. There can also be a hard cap on how many spies can be in Reserve Status to say 50% capacity for that nation or any pre-defined numbers like 40-45. I definitely think a 50% max in reserve cap would do well - so even for established nations, you can have at most 30 safe spies. And it would take around half an average global war to get to the max amount of reserves. Quote Link to comment Share on other sites More sharing options...
Majima Goro Posted July 7, 2021 Share Posted July 7, 2021 Also, can I once again voice my absolute opposition to bombardment? 1 Quote Link to comment Share on other sites More sharing options...
Indger Posted July 7, 2021 Share Posted July 7, 2021 I support all the proposed changes 2 2 Quote Link to comment Share on other sites More sharing options...
Indger Posted July 7, 2021 Share Posted July 7, 2021 1 hour ago, Prefontaine said: Gains a net +1 project slots I didn't understand this.Can somebody explain pls. Quote Link to comment Share on other sites More sharing options...
BrythonLexi Posted July 7, 2021 Share Posted July 7, 2021 6 minutes ago, Indger said: I didn't understand this.Can somebody explain pls. Project adds 2 project slots. One is used by itself, meaning you really get one more slot. 1 Quote Link to comment Share on other sites More sharing options...
Indger Posted July 7, 2021 Share Posted July 7, 2021 Just now, BrythonLexi said: Project adds 2 project slots. One is used by itself, meaning you really get one more slot. Thats cool Quote Link to comment Share on other sites More sharing options...
Popular Post dtc justice Posted July 7, 2021 Popular Post Share Posted July 7, 2021 (edited) I'm completely against a reserve system because it undermines the reward for spending sleepless nights for those coordinating the spy fronts. However if you're doing a reserve, then a cap at like 50% of their max is reasonable, it allows them to get over the initial hurdle but isn't giving them a free pass Others above seem.to be on the same page Edit: Also can we fix the damn issue with how military rebuys are delayed several minutes past the dc itself? They should be the exact same second and if that means we have a dc lasting 1 min then so be it. It can be devastating if you're trying a double buy but you're a sitting duck Also, I'll note that spy vs military counts to the attackers stats, but not the defenders stats. Sheepy said he fixed this when I asked him a couple years back but the change never came through. Edited July 7, 2021 by dtc justice 14 Quote Link to comment Share on other sites More sharing options...
Sweeeeet Ronny D Posted July 7, 2021 Share Posted July 7, 2021 (edited) I still dont understand what problem having a reserve spy system solves. Can someone please explain it to me. Edited July 7, 2021 by Sweeeeet Ronny D 2 1 Quote Link to comment Share on other sites More sharing options...
Sri Lanka 001 Posted July 7, 2021 Share Posted July 7, 2021 bombardment is a huge nerf to pirates, which is already nerfed to havoc when nation score changed from 50 to 100. 1 Quote Link to comment Share on other sites More sharing options...
Majima Goro Posted July 7, 2021 Share Posted July 7, 2021 12 minutes ago, Sweeeeet Ronny D said: I still dont understand what problem having a reserve spy system solves. Can someone please explain it to me. Say you are fighting someone of equal size in numbers(lol) Now they attacked first and took all your spies out. Given spies take 3 weeks to max out for the average poor person who only can afford an IA, it is impossible to reach past 6 spies. The other side keeps spy-wiping everyone every third or fourth day and your side never has a chance to gain back spies at all. What the reserve system does it that any spies you buy get sent into a sleeping force that cannot be assassinated at all. You can keep building spies in the reserve section and then when your coalition is ready, have them come out of the reserve and launch a spy attack on the other coalition to take their spies out, turning the spy war in your favour(till the opposition does the same things as you did) Tl;Dr: This is like beige for spies. 1 Quote Link to comment Share on other sites More sharing options...
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