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 Offense Perks - Total: 20

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Unit Offense - Kills buffed by 10% total for non-soldiers and 15% for soldiers.
Applies to Soldiers, Tanks, Planes, and Ships. All done separately.

  • Tier 1 - Selected units deal 1.5% more casualties.
    • Soldiers deal 2.5% more casualties
  • Tier 2 - Selected units deal 1.5% more casualties.
    • Soldiers deal 2.5% more casualties
  • Tier 3 - Selected units deal 1.5% more casualties.
    • Soldiers deal 2.5% more casualties 
    • Requires at least one of the following kill/casualty quotas met 
      • 500,000 Soldiers lost or killed combined.
      • 20,000 Tanks lost or killed combined.
      • 5,000 Planes lost or killed combined.
      • 500 Ships lost or killed combined.
    • Requires Propaganda Bureau
  • Tier 4 - Selected units deal 2.5% more casualties.
    • Soldiers deal 3.5% more casualties
    • Requires at least one of the following kill/casualty quotas met 
      • 1,000,000 Soldiers lost or killed combined
      • 50,000 Tanks lost or killed combined.
      • 10,000 Planes lost or killed combined.
      • 1,000 Ships lost or killed combined.
  • Tier 5 - 1200 turns (100 days) - Selected units deal 3% more casualties.
    • Soldiers deal 4% more casualties
    • Requires at least one of the following kill/casualty quotas met 
      • 2,500,000 Soldiers lost or killed combined
      • 200,000 Tanks lost or killed combined.
      • 25,000 Planes lost or killed combined.
      • 2,500 Ships lost or killed combined.
    • Requires Space Program

 

Defensive Perks - Total: 20

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Unit Defense – Losses reduced by 10% total for non-soldiers and 15% for soldiers.
Applies to Soldiers, Tanks, Planes, and Ships. All done separately.

  • Tier 1 - Selected units take 1.5% less casualties.
    • Soldiers take 2.5% Less casualties
  • Tier 2 - Selected units take 1.5% less casualties.
    • Soldiers take 2.5% Less casualties
  • Tier 3 - Selected units take 1.5% less casualties.
    • Soldiers take 2.5% Less casualties 
    • Requires at least one of the following kill/casualty quotas met 
      • 500,000 Soldiers lost or killed
      • 20,000 Tanks lost or killed.
      • 5,000 Planes lost or killed.
      • 500 Ships lost or killed.
    • Requires Propaganda Bureau
  • Tier 4 - Selected units take 2.5% less casualties.
    • Soldiers take 3.5% Less casualties
    • Requires at least one of the following kill/casualty quotas met 
      • 1,000,000 Soldiers lost or killed
      • 50,000 Tanks lost or killed.
      • 10,000 Planes lost or killed.
      • 1,000 Ships lost or killed.
  • Tier 5 - Selected units take 3% less casualties.
    • Soldiers take 4% Less casualties
    • Requires at least one of the following kill/casualty quotas met 
      • 2,500,000 Soldiers lost or killed
      • 200,000 Tanks lost or killed.
      • 25,000 Planes lost or killed.
      • 2,500 Ships lost or killed.
    • Requires Space Program 

 

Econ Perks - Total: 40

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Revenue - Total Bonus +7% Revenue after 221 days.

  • Tier 1 - 84 turns (7 days) - Increase National Tax Revenue by 1%
  • Tier 2 - 168 turns (14 days) - Increase National Tax Revenue by 1%
  • Tier 3 - 360 turns (30 days) - Increase National Tax Revenue by 1%
    • Requires International Trade Center
  • Tier 4 - 720 turns (60 days) - Increase National Tax Revenue by 1.5%
    • Requires Urban Planning
  • Tier 5 - 1200 turns (100 days) - Increase National Tax Revenue by 2.5%
    • Requires Advanced Urban Planning

Raw Resource - +12% of a single raw resource per resource selected
Applies to Coal, Oil, Bauxite, Iron, Lead, and Uranium. All done separately.

  • Tier 1 - Increase selected raw resource production by 2%
  • Tier 2 - Increase selected raw resource production by 2%
  • Tier 3 - Increase selected raw resource production by 2%
  • Tier 4 - Increase selected raw resource production by 2.5%
    • Requires Urban Planning
  • Tier 5 - Increase selected raw resource production by 3.5%
    • Requires Advanced Engineering Corps


Food Production - Total Bonus +7% 

  • Tier 1 - Increase food production by 1%
  • Tier 2 - Increase food production by 1%
  • Tier 3 - Increase food production by 1%
    • Requires Mass Irrigation 
  • Tier 4 - 360 turns (30 days) - Increase food production by 1.5%
    • Requires Recycling Initiative
  • Tier 5 - 600 turns (50 days) - Increase food production by 2.5%
    • Requires Arable Land Agency

 

Universal Perks - Total: 40

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Infrastructure and Land - 10% reduction in cost for Infrastructure and Land

  • Tier 1 - Infrastructure and Land costs 1% Less
  • Tier 2 - Infrastructure and Land costs 1.5% Less
  • Tier 3 - Infrastructure and Land costs 2% Less
    • Requires Center for Civil Engineering
  • Tier 4 - Infrastructure and Land costs 2.5% Less
    • Requires Arable Land Agency
  • Tier 5 - Infrastructure and Land costs 3% Less
    • Requires Advanced Engineering Corps


Missiles and Nukes

  • Tier 1 - Missiles and Nukes cost 5% less to purchase and upkeep.
  • Tier 2 - Missiles and Nukes destroy 5% more infrastructure.
  • Tier 3 - Missiles and Nukes destroy 5% more infrastructure.
    • Requires having launched or eaten 50 nukes or missiles combined. 
  • Tier 4 - Can purchase an additional Missile OR Nuke each day.
    • Requires Space Program
  • Tier 5 - Missiles and Nukes destroy 1 more non-military, non-power plant improvement each
    • Requires Having Launched or Eaten 100 nukes or missiles combined.

Spies

  • Tier 1 - Spies cost 5% less to purchase and upkeep.
  • Tier 2 - Sabotaging Soldiers, Tanks, Planes, Ships kills 5% more units. 
  • Tier 3 - You may train an additional spy every day.
    • Requires Intelligence Agency 
  • Tier 4 - Spy ops performed against your nation are 5% more likely to fail, and 5% more like to reveal the source. 
    • Requires having 250 spies Lost OR Captured combined. 
  • Tier 5 - Can perform an additional offensive spy attack every day.
    • Requires Spy Satellite


Unit Purchasing -10% increase in daily purchase rates for selected unit type.
Applies to Soldiers, Tanks, Planes, and Ships. All done separately. Bonus applied independently of Propaganda bonus. The bonuses for each are based off of the daily limit, not modified daily limits.

  • Tier 1 - 84 turns (7 days) - Daily Purchase caps for selected unit increased by 1%
  • Tier 2 - 168 turns (14 days) - Daily Purchase caps for selected units increased by 1.5%
  • Tier 3 - 360 turns (30 days) - Daily Purchase caps for selected units increased by 2%
    • Requires at least one of the following kill/casualty quotas met 
      • 500,000 Soldiers lost or killed combined.
      • 20,000 Tanks lost or killed combined.
      • 5,000 Planes lost or killed combined.
    • 1,000 Ships lost or killed combined.
    • Requires Propaganda Bureau 
  • Tier 4 - 720 turns (60 days) - Daily Purchase caps for selected units increased by 2.5%
    • Requires at least one of the following kill/casualty quotas met 
      • 1,000,000 Soldiers lost or killed combined.
      • 50,000 Tanks lost or killed combined.
      • 10,000 Planes lost or killed combined.
      • 2,000 Ships lost or killed combined.
  • Tier 5 - 1200 turns (100 days) - Daily Purchase caps for selected units increased by 3%
    • Requires at least one of the following kill/casualty quotas met 
      • 2,500,000 Soldiers lost or killed combined.
      • 200,000 Tanks lost or killed combined.
      • 25,000 Planes lost or killed combined.
      • 5,000 Ships lost or killed combined.
    • Requires Space Program

Raiding

  • Tier 1 - Increases loot gained from nations with 60 turns or more of inactivity by 2.5%
  • Tier 2 - Increases loot gained from nations with 60 turns or more of inactivity by 2.5%
  • Tier 3 - Increases loot gained from nations with 60 turns or more of inactivity by 3%
    • Requires total 50 wars won or lost combined
  • Tier 4 - Increases loot gained from nations with 60 turns or more of inactivity by 5%
  • Tier 5 - Increases loot gained from nations with 60 turns or more of inactivity by 7%
    • Requires total 100 wars won or lost combined

 

Open Perks - Total: 5

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These perks can be accessed by anyone without effecting perk totals. They do not require Perk Points to activate. Once they are completed they auto activate.


Pollution - 100 pollution index reduction per city. 

  • Tier 1 - Pollution index in each city reduced by 10
  • Tier 2 - Pollution index in each city reduced by 15
  • Tier 3 - Pollution index in each city reduced by 20
    • Requires Recycling Initiative 
  • Tier 4 - Pollution index in each city reduced by 25
  • Tier 5 - Pollution index in each city reduced by 30
    • Requires Green Technologies

 

  •  
Edited by Prefontaine
  • Upvote 4

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Just now, Shiho Nishizumi said:

Interesting idea. Does the FPR simply reset all prioritizations, or does it also reset perk progress?

Just all assigned perks. It wouldn't interrupt research progress. 
EDIT: The RP changes the prioritizations, it also wouldn't interrupt progress.

Edited by Prefontaine
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Questions for the community:

Should perks be visible? Should only your alliance be able to see what perks a nation has? Should they be able to see all research, active, both? Should intel spy ops give info on perks of a target nation?

  • Like 1

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I like the increased customization. Perks have been something I've wanted to be looked at again for years. :D

Humans cannot create anything out of nothingness. Humans cannot accomplish anything without holding onto something. After all, humans are not gods.

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5 hours ago, Prefontaine said:

 snip

I'd like to point out the requirements for Tier 4 are too easy. I wouldn't call myself an actively warring nation, but even I am eligible for those tiers. Making them harder to get would make them have more of a factor in wars, otherwise everyone could have them and that would make the perk inconsequential 

  • Upvote 6

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I disagree with those that say that perk requirements should be higher. They seem like a fun extra thing to give your nation more personality. It is for this reason that I think all perks should be public, I want to laugh at those that pick the pixelhugger perks and respect those that go for the less optimal but more fun/pixelburning of the perks. These perks could work as a further reflection of the priorities of the player picking them.

 

My only fear is that it may be broken. A clear example would be the fact that it is the exact same percentage for the units lost and units destroyed perks. This makes me feel like people will always go for either one, the superior one (or get the same unit for both). I hope the perks are made in a way that not everyone picks exactly the same ones. I hope most of them are arguably the best one and that your decision will depend on the way you play. I know this is a lot to ask, but otherwise this update would be quite inconsequential. It would just be an extra thing members would have to do to get lower infra costs or whatever perk ends up being the superior one.

Edited by Johnson Boris
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The main restrictions to getting the perks is supposed to be time. The additional requirements aren't meant to be super-restrictive. If anything we question should the higher requirement projects be included.

Edited by Prefontaine

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8 hours ago, Prefontaine said:

The main restrictions to getting the perks is supposed to be time. The additional requirements aren't meant to be super-restrictive. If anything we question should the higher requirement projects be included.

But why though? I understand the need to appeal to casual players who don't want to spend their time grinding for the higher tier perks, but the lower tier perks already serve this function, and there is hardly any long term goal to work towards in the end-game besides the arbitrary goals that you set for yourself that have no meaning. Giving players something to grind for during wars that will give them a marginal benefit over other players would incentivize more players to be competitive/active, and making a mechanic locked behind age does the exact opposite of that. 

 

And like Krampus said, when everyone has a perk, it's not special anymore. 

Edited by KindaEpicMoah
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Adding on to open perks, I think that open perks have the potential to help keep players active by adding a prestige system along with more open perks. resetting all your open perks to gain a prestige bonus and/or a badge that showcases your current prestige level would encourage players/alliances to try different aspects of the game that they normally wouldn't do (a perk for stealing a treasure, winning 10 wars against nations with more cities, and etc). Moving the requirements that some of the tier perks have to open perks would help with that as well. Overall, I think the game would be more interesting if alliances/nations have a way to grow besides waiting it out or full-time raiding, I think this suggestion would give birth to a system that's easy to learn, but hard to master.

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21 minutes ago, darkblade said:

Adding on to open perks, I think that open perks have the potential to help keep players active by adding a prestige system along with more open perks. resetting all your open perks to gain a prestige bonus and/or a badge that showcases your current prestige level would encourage players/alliances to try different aspects of the game that they normally wouldn't do (a perk for stealing a treasure, winning 10 wars against nations with more cities, and etc). Moving the requirements that some of the tier perks have to open perks would help with that as well. Overall, I think the game would be more interesting if alliances/nations have a way to grow besides waiting it out or full-time raiding, I think this suggestion would give birth to a system that's easy to learn, but hard to master.

This I like.

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Additional Full Perk Resets can be purchased for 2 credits each seems too cheap, let say you have have a perk build the prioritize Economy, then a Global war start, you spend 50 million (2 perks to get full reset of perks, and then put them all in Offensive, Defensive, and after the war you reset and put them back into the Econ as the bonus from econ during peace and the extra damage/defense in war more than makes it worth it at higher tiers so that would likely become the meta if the cost is kept at 2 credits, maybe the reset cost could be dependent on city or number of perks unlocked so it makes it more of a choice between having better combat vs better non combat bonus instead of getting the best of both at the cost of only having to reset perks twice.

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On 12/16/2022 at 4:37 AM, Prefontaine said:

Questions for the community:

Should perks be visible? Should only your alliance be able to see what perks a nation has? Should they be able to see all research, active, both? Should intel spy ops give info on perks of a target nation?

No they shouldn’t be visible. I’m still upset about having exact military numbers visible. Good idea. I actually like this. 

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Also wondering if tanks get a buff to aircraft destroyed or only ground units.

Humans cannot create anything out of nothingness. Humans cannot accomplish anything without holding onto something. After all, humans are not gods.

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On 12/19/2022 at 11:59 AM, Fafnir said:

My concern with this is that we might end up with a false choice where there are multiple options but one of them is clearly the best.

I mean.... Have my take on this. (Note I personally would do this if 100% efficiency was my goal, though I plan on doing something else that is a little psychotic).

Wars ->
First Priority into Offence, (T5 Tanks, T5 Planes, T5 Ships (Only if Superiority rework goes live, else Infantry).
Second into Defence, (T5 Tanks, T5 Planes).
Third into Universal, (T5 Planes, T1 Spies).
Fourth into Econ, (T3 Revenue).

No war - below 1650 Infra ->
First Priority into Econ, (T5 Resource, T5 Resource, T5 Resource).
Second into Offence, (T5 Planes, T5 Ships).
Third into Universal, (T5 Land and Infra, T1 Spies).
Fourth into Defence, (T3 Planes).

No war - Above 1650 Infra ->
First Priority into Econ, (T5 Revenue, T5 Resource, T5 Resource).
Second into Offence, (T5 Planes, T5 Ships).
Third into Universal, (T5 Land and Infra, T1 Spies).
Fourth into Defence, (T3 Planes).

No war - Above 4.5k-5.5k Land Per City ->
First Priority into Econ, (T5 Revenue, T5 Food, T5 Resource).
Second into Offence, (T5 Planes, T5 Ships).
Third into Universal, (T5 Land and Infra, T1 Spies).
Fourth into Defence, (T3 Planes).


Edit:

I guess you could make a build with Econ/War quick switchable as well. But even then....

Edited by Aria Serielye
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