Popular Post Prefontaine Posted December 15, 2022 Popular Post Share Posted December 15, 2022 (edited) What are perks? Perks are time based unlocks that provide nation benefits. Every nation is provided with the same number of perk slots to allocate researched perks. Players will need to decide what perk archetypes that want to prioritize and this choice will determine the number of active perks a player may have at any given time for that archetype. Perks are broken down into 5 Archetype: Offensive Defensive Econ Universal Open** Open perks are the only perk archetype that have unlimited slots. Effectively any number of open perks that are researched can be active. The other four archetypes will need to be assigned a priority level which determine the number of active perks a player may have active. First Priority: 15 Second Priority: 10 Third Priority Level: 6 Fourth Priority Level: 3 To change your priority levels players will be granted 2 free Re-Prioritizations [RP]. If a player has 0 RPs, 150 days afterwards the final RP was spend that player will gain 1 RP. Additionally, 3 credits can be spent to purchase a RP which will have a have a Full Perk Reset [FPR] as well. How long does it take to unlock perks? Perks are unlocked in a research path through time. If you want to research the 3rd tier of a research path, you must have researched tier 1 and 2 first. Some tiers have additional pre-requisites. Perks will typically follow the below time path unless otherwise stated Timer unlock schedule (Full path = 125 Days): Tier 1 – 60 turns (5 days) Tier 2 – 120 turns (10 days) Tier 3 – 240 turns (20 days) Tier 4 – 360 turns (30 days) Tier 5 – 720 turns (60 days) Once a perk has started to be researched it can be stopped at any time, however all time spent towards that perk will be removed. Perks can be purchased with credits at the rate of 2 x Perk Tier. So tier 2 perks cost 4 credits, tier 5 would cost 10. Activating Perks To have a perk active on your perk tree, you need all prior perks to support it. To have the tier 4 perk working, the tier 1-3 perks also need to be slotted. You cannot just have tier 5 perks active in a tree. Whenever a perk has finished being research you gain 2 Perk Points [PP]. You can never have more than 4 PPs at any given time. Researched Perks are either active (affecting your nation) or inactive (not affecting your nation), it takes 1 PP to move a perk from active to inactive or inactive to active. Players will all be given 2 FPR (full perk reset) which allows them to clear all active perks and gain Perk Points equal to the total number of perks they have researched, or the total number of perk slots (34), whichever amount is lower. Additional Full Perk Resets can be purchased for 2 credits each. Open Perks do not provide any PPs, but instead automatically activate once completed. Edited December 15, 2022 by Prefontaine 34 4 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted December 15, 2022 Author Share Posted December 15, 2022 (edited)  Offense Perks - Total: 20 Quote  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 Quote  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 Quote  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 Quote  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 Quote  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 December 15, 2022 by Prefontaine 4 Quote Link to comment Share on other sites More sharing options...
Shiho Nishizumi Posted December 15, 2022 Share Posted December 15, 2022 Interesting idea. Does the FPR simply reset all prioritizations, or does it also reset perk progress? Quote  Link to comment Share on other sites More sharing options...
Prefontaine Posted December 15, 2022 Author Share Posted December 15, 2022 (edited) 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 December 15, 2022 by Prefontaine 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted December 15, 2022 Author Share Posted December 15, 2022 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? 1 Quote Link to comment Share on other sites More sharing options...
Kyubnyan Posted December 15, 2022 Share Posted December 15, 2022 I like the increased customization. Perks have been something I've wanted to be looked at again for years. Quote Humans cannot create anything out of nothingness. Humans cannot accomplish anything without holding onto something. After all, humans are not gods. Link to comment Share on other sites More sharing options...
Popular Post Hwan Posted December 15, 2022 Popular Post Share Posted December 15, 2022 1 hour ago, 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? I think they should be revealable with a spy op, otherwise only alliance gov should be able to see perks and research, the way warchests can be seen. 18 Quote Link to comment Share on other sites More sharing options...
Krampus Posted December 15, 2022 Share Posted December 15, 2022 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 6 Quote Inform Zigbir I have forgotten how to edit the signature field Please remind me how to do it post haste! Link to comment Share on other sites More sharing options...
Johnson Boris Posted December 15, 2022 Share Posted December 15, 2022 Just thank you for working on developing the game. Please have the update by earlier than 2024 5 Quote Link to comment Share on other sites More sharing options...
Ramona Posted December 15, 2022 Share Posted December 15, 2022 Good stuff, though I'd probably say 4x aircraft requirement, 3x tank and 6x soldier requirement. Because those requirements are pretty low. 1 Quote  Link to comment Share on other sites More sharing options...
Velyni Vas Posted December 15, 2022 Share Posted December 15, 2022 Good stuff. I like where this is headed. Quote  Link to comment Share on other sites More sharing options...
Johnson Boris Posted December 15, 2022 Share Posted December 15, 2022 (edited) 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. Â 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 December 15, 2022 by Johnson Boris Quote Link to comment Share on other sites More sharing options...
Tartarus Posted December 16, 2022 Share Posted December 16, 2022 One of the best possible implementations in recent times 2 Quote Link to comment Share on other sites More sharing options...
Natonito Posted December 16, 2022 Share Posted December 16, 2022 I'm not sure how implementation of this would go but I like the customization options and the way that it allows players to show their playing style to greater effect. 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted December 16, 2022 Author Share Posted December 16, 2022 (edited) 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 December 16, 2022 by Prefontaine Quote Link to comment Share on other sites More sharing options...
KindaEpicMoah Posted December 16, 2022 Share Posted December 16, 2022 (edited) 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 December 16, 2022 by KindaEpicMoah 4 Quote Link to comment Share on other sites More sharing options...
Charles Bolivar Posted December 17, 2022 Share Posted December 17, 2022 (edited) The defensive perks? Do they only work when I am being attacked,or do they also work when I am attacking resulting in less casualties incurred during my attacks on a target? Edited December 17, 2022 by Charles Bolivar Quote Link to comment Share on other sites More sharing options...
Kit Posted December 17, 2022 Share Posted December 17, 2022 hmmm ok i liek Quote Link to comment Share on other sites More sharing options...
darkblade Posted December 17, 2022 Share Posted December 17, 2022 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. 5 Quote Link to comment Share on other sites More sharing options...
Hes_A_Dictator Posted December 17, 2022 Share Posted December 17, 2022 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. Quote Link to comment Share on other sites More sharing options...
Borga Posted December 17, 2022 Share Posted December 17, 2022 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. Quote Link to comment Share on other sites More sharing options...
Arln Posted December 18, 2022 Share Posted December 18, 2022 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. 1 Quote          Link to comment Share on other sites More sharing options...
Kyubnyan Posted December 18, 2022 Share Posted December 18, 2022 Also wondering if tanks get a buff to aircraft destroyed or only ground units. Quote Humans cannot create anything out of nothingness. Humans cannot accomplish anything without holding onto something. After all, humans are not gods. Link to comment Share on other sites More sharing options...
Fafnir Posted December 19, 2022 Share Posted December 19, 2022 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. 2 Quote Link to comment Share on other sites More sharing options...
Aria Serielye Posted December 20, 2022 Share Posted December 20, 2022 (edited) 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 December 20, 2022 by Aria Serielye Quote Link to comment Share on other sites More sharing options...
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