Jump to content

Game Development Thread - July


Recommended Posts

  • Prefontaine pinned, featured and locked this topic
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

  • Upvote 1
Link to comment
Share on other sites

Posted (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 by Prefontaine
  • Thanks 1
  • Upvote 1

Always keep your foes confused. If they are never sure who you are or what you want, they cannot know what you are like to do next.
Sometimes the best way to baffle them is to make moves that have no purpose, or even seem to work against you.

scSqPGJ.gif

It's like I'm reading a book and it's a book I deeply love. I'm reading it slowly now so the words are really far apart and the spaces between the words are almost infinite. I can still feel the words of the story, but it's in this endless space between the words I find myself now It's a place that's not of the physical. It's where everything else is. This is where I am now, and who I am.

 

Link to comment
Share on other sites

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? 

Link to comment
Share on other sites

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?

  • Upvote 1
Link to comment
Share on other sites

Posted (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 by Prefontaine
  • Like 1
  • Thanks 1

Always keep your foes confused. If they are never sure who you are or what you want, they cannot know what you are like to do next.
Sometimes the best way to baffle them is to make moves that have no purpose, or even seem to work against you.

scSqPGJ.gif

It's like I'm reading a book and it's a book I deeply love. I'm reading it slowly now so the words are really far apart and the spaces between the words are almost infinite. I can still feel the words of the story, but it's in this endless space between the words I find myself now It's a place that's not of the physical. It's where everything else is. This is where I am now, and who I am.

 

Link to comment
Share on other sites

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.

  • Upvote 3
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

I support all the proposed changes

  • Upvote 2
  • Downvote 2

indgertkr2.png

Legal Disclaimer:

My opinions do not necessarily reflect of the opinions of my alliance, allies, enemies or neutrals.

 

Link to comment
Share on other sites

1 hour ago, Prefontaine said:

Gains a net +1 project slots

I didn't understand this.Can somebody explain pls.

indgertkr2.png

Legal Disclaimer:

My opinions do not necessarily reflect of the opinions of my alliance, allies, enemies or neutrals.

 

Link to comment
Share on other sites

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.

  • Like 1
Link to comment
Share on other sites

Just now, BrythonLexi said:

Project adds 2 project slots.  One is used by itself, meaning you really get one more slot.

Thats cool

indgertkr2.png

Legal Disclaimer:

My opinions do not necessarily reflect of the opinions of my alliance, allies, enemies or neutrals.

 

Link to comment
Share on other sites

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.

  • Upvote 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.