Popular Post Prefontaine Posted January 18, 2023 Popular Post Share Posted January 18, 2023 (edited) First things first! The two major updates are being worked on by the coding staff, first are Beige changes and a general war overhaul most of which is outlined in that thread. There are some changes back from 2021 threads that are being included in this as well now that the improvement destruction system has been changed to accommodate for the changes to missiles/nukes and the VDS/Dome tweaks from 2021 which can be found about 2/3rds down in the OP of that thread. After that moves to testing, Perks will be next on the agenda for a major new content addition. The target for perks to be released is Spring of 2023. Once Perks are complete work on the next section of new content will begin with commodities. Note, the numbers in there aren't what will be in the final product, it's more about the concept. In between these we plan on continuing to make adjustments on existing content and smaller, less code intensive changes and additions while continuing to work on QoL changes. Now, lets get to the changes.: Reminder that this is the public feedback phase of content. Just because it's listed below doesn't mean it's definitely coming out as listed. Nations Leaving Vacation Mode will be automatically given a 12 turn (1 day) beige timer. This will allow for nations returning to not have the be around around at the exact turn their timer ends. Allows them to join an alliance and such should they need to as well. Spy Counts and Spy Odds will no longer be hidden or ambiguous. Players, through bots and API data have been able to calculate spy odds and counts with the current system. To allow all players, even those without bots, to play on an even field and reduce the API request and data scraping, this information will now be provided. Spy counts will be visible to all players. When performing a spy attack, odds will be shown rounded to the nearest percent. When a nation completes a bounty objective against another nation, but is blockaded, that player will still gain the bounty. The bounty will be in be deposited into the nation once that nation no longer has any active wars. This is to allow players to still earn bounties while blockaded, but prevents a nation from being able to exploit the bounty system to aid a blockaded nation still at war. Changes to Urban Planning and Advanced Urban Planning: These projects will have two different payment options. The first is the already existing one and the second option is outlined below with a focus on raw resources instead of food. Thus, if there is a spike in food prices the alternative option may be cheaper. If raw prices spike, the food option may be cheaper. This way players can balance cost options and more diversely spread out varied resource demands. Urban Planning Second Payment Option Coal 20,000 Oil: 20,000 Iron: 20,000 Bauxite: 20,000 Lead: 20,000 Advanced Urban Planning Second Payment Option Aluminum: 40,000 Uranium: 20,000 Coal: 30,000 Oil: 30,000 Iron: 30,000 Bauxite: 30,000 Lead: 30,000 Ammo: 40,000 Alternative Payment Option Removed. Changes to Pirate Economy Project: Pirate Economy now provides a 5% bonus to loot from ground attacks. New Project: Advanced Pirate Economy Requirements: Nation has won or lost 100 combined wars. Requirements: Nation has Pirate Economy Cost: $50,000,000 Aluminum: 20,000 Ammo: 40,000 Gas: 20,000 Effect: Nation has an additional offensive war slot. Nation gains 5% more loot from ground attacks. Nation gains 1.1x modifier to their loot (edit from feedback) from defeating a nation and the defeated nations alliance bank. New Project: Bureau of Domestic Affairs Requirements: Requires Government Support Agency Cost: $20,000,000 Food: 100,000 Aluminum: 10,000 Gas: 10,000 Steel: 10,000 Oil: 10,000 Coal: 10,000 Iron: 10,000 Effect: Timer for changing Domestic Policy reduced to 1 turn. Change to Resource Production Center. Renamed -> Activity Center Effect: Daily Log In Bonus increased by $500,000. If there is any daily log in streak above 1, Daily Log In Bonus increased by $1,000,000. This amount is separate from any other modifiers. Still has a City Cap of 15, and will turn off above 15 cities. Edited January 31, 2023 by Prefontaine 31 3 Quote Link to comment Share on other sites More sharing options...
Postumus Posted January 27, 2023 Share Posted January 27, 2023 I like the update! 2 Quote Link to comment Share on other sites More sharing options...
Velyni Vas Posted January 27, 2023 Share Posted January 27, 2023 What is Bureau of Domestic Affairs? 1 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2023 Author Share Posted January 27, 2023 Just now, Velyni Vas said: What is Bureau of Domestic Affairs? My Copy and Pasting missed the last line. Been edited. Quote Link to comment Share on other sites More sharing options...
Pascal Posted January 27, 2023 Share Posted January 27, 2023 (edited) On 1/18/2023 at 4:56 PM, Prefontaine said: Nation gains 1% more loot from defeating a nation and the defeated nations alliance bank. "1% more loot from the defeated nation's alliance bank" = 2% instead of 1% or 1.01% instead of 1% ? The former would be completely broken. Also making UP & AUP twice as cheap lmbo 🙏 Edited January 27, 2023 by Pascal 1 1 Quote Link to comment Share on other sites More sharing options...
Codename V Posted January 27, 2023 Share Posted January 27, 2023 So pirate economy lost the slot? And to get it I have to buy a 2nd project now? Lmao Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2023 Author Share Posted January 27, 2023 (edited) 14 minutes ago, Codename V said: So pirate economy lost the slot? And to get it I have to buy a 2nd project now? Lmao Scratch this. OP edited. Edited January 27, 2023 by Prefontaine Quote Link to comment Share on other sites More sharing options...
KindaEpicMoah Posted January 27, 2023 Share Posted January 27, 2023 Just now, Prefontaine said: Pirate Econ provides a slot and a 5% ground attack loot bonus. Advance Pirate Econ provides a slot, 5% ground attack loot bonus, and a 1% loot bonus to defeated nations and banks. If you were going to loot 4% of a bank/player you would now loot 5% instead. Nothing was taken away from Pirate Econ, something was simply added. So now nations can have up to 7 wars declared at once? Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2023 Author Share Posted January 27, 2023 Just now, KindaEpicMoah said: So now nations can have up to 7 wars declared at once? If they have both Pirate Projects, yes. 2 Quote Link to comment Share on other sites More sharing options...
Popular Post Lucianus Posted January 27, 2023 Popular Post Share Posted January 27, 2023 Interesting update. On Advanced Pirate Economy, it says you get +1% loot on both nation and alliance banks. So if a c3 raids, and wins, from someone in TKR, for example, that c3 normally would get 0.02% of the alliance bank, roughly. Would that be 1.02% or +5100%, for a c3 raiding someone from TKR? But if that same c3 raided and won from someone in a smaller alliance, let's say Eclipses training AA Apollo, that c3 would gain 0.4% of the alliance bank (roughly), and with this change it would be 1.4%. That results in an increase of 350%. You can see this is a huge change and not really balanced. Same is for attrition, ordinary or raid wars. In attrition, you loot 2.5% of a nation, but with this it would be 3.5%, so an increase of 40%. But for ordinary, it would be 6% instead of 5%, so an increase of 20% and for raid it would be 11% instead of 10%, so an increase of 10%. Instead of a vast +1% on everything, which is a bit unbalanced, could it be +10% beige loot (or +5% or +15% or any other number), both from nations and AA's, instead of giving just as much extra loot regardless of whether it's an attrition or a raid war. 1 1 13 Quote Link to comment Share on other sites More sharing options...
Kalachthefirst Posted January 27, 2023 Share Posted January 27, 2023 I support these changes, other than the VM part cuz I am a selfish pirate unwilling to wait 12 turns 1 Quote Link to comment Share on other sites More sharing options...
Popular Post Prefontaine Posted January 27, 2023 Author Popular Post Share Posted January 27, 2023 (edited) 1 minute ago, Lucianus said: Interesting update. On Advanced Pirate Economy, it says you get +1% loot on both nation and alliance banks. So if a c3 raids, and wins, from someone in TKR, for example, that c3 normally would get 0.02% of the alliance bank, roughly. Would that be 1.02% or +5100%, for a c3 raiding someone from TKR? But if that same c3 raided and won from someone in a smaller alliance, let's say Eclipses training AA Apollo, that c3 would gain 0.4% of the alliance bank (roughly), and with this change it would be 1.4%. That results in an increase of 350%. You can see this is a huge change and not really balanced. Same is for attrition, ordinary or raid wars. In attrition, you loot 2.5% of a nation, but with this it would be 3.5%, so an increase of 40%. But for ordinary, it would be 6% instead of 5%, so an increase of 20% and for raid it would be 11% instead of 10%, so an increase of 10%. Instead of a vast +1% on everything, which is a bit unbalanced, could it be +10% beige loot (or +5% or +15% or any other number), both from nations and AA's, instead of giving just as much extra loot regardless of whether it's an attrition or a raid war. Alright. Echoing comments from discord. Editing the OP with a 10% modifier on the loot percentage. If a player would loot 1% of a banks loot it's a 1.1x modifier. If they were going to loot 10M they instead loot 11M. Edited January 27, 2023 by Prefontaine 11 Quote Link to comment Share on other sites More sharing options...
Indger Posted January 27, 2023 Share Posted January 27, 2023 I like these new projects Quote Link to comment Share on other sites More sharing options...
Kyubnyan Posted January 27, 2023 Share Posted January 27, 2023 (edited) I'm wondering what the rationale behind implementing both commodities and perks is. They seem to fulfill the same purpose at least when it comes to their results albeit with different methods of getting those results. I'm not totally against having both, just not sure what the purpose is. It would make a lot more sense to me if the econ perks were scrapped and replaced by commodities since there is so much overlap. Edited January 27, 2023 by Kyubnyan 1 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...
MasterChief Posted January 27, 2023 Share Posted January 27, 2023 When is the UP AUP update? Quote Link to comment Share on other sites More sharing options...
Popular Post Canbec Posted January 27, 2023 Popular Post Share Posted January 27, 2023 (edited) 1 hour ago, Lucianus said: Interesting update. On Advanced Pirate Economy, it says you get +1% loot on both nation and alliance banks. So if a c3 raids, and wins, from someone in TKR, for example, that c3 normally would get 0.02% of the alliance bank, roughly. Would that be 1.02% or +5100%, for a c3 raiding someone from TKR? Hi Rose. Should I be worried? Sincerely, TKR Edited January 27, 2023 by Canbec 8 Quote Link to comment Share on other sites More sharing options...
zigbigadorlou Posted January 27, 2023 Share Posted January 27, 2023 1 hour ago, Kyubnyan said: I'm wondering what the rationale behind implementing both commodities and perks is. They seem to fulfill the same purpose at least when it comes to their results albeit with different methods of getting those results. I'm not totally against having both, just not sure what the purpose is. It would make a lot more sense to me if the econ perks were scrapped and replaced by commodities since there is so much overlap. We have to have commodities to fulfill @MinesomeMC's dream of having W A T E R 1 hour ago, MasterChief said: When is the UP AUP update? You should know better by now than to ask "when" haha. 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...
im317 Posted January 27, 2023 Share Posted January 27, 2023 2 hours ago, Kyubnyan said: I'm wondering what the rationale behind implementing both commodities and perks is. They seem to fulfill the same purpose at least when it comes to their results albeit with different methods of getting those results. I'm not totally against having both, just not sure what the purpose is. It would make a lot more sense to me if the econ perks were scrapped and replaced by commodities since there is so much overlap. yeah we should just scrap commodities and be done with it Quote Link to comment Share on other sites More sharing options...
KindaEpicMoah Posted January 27, 2023 Share Posted January 27, 2023 It feels like the raws alternative for CP/ACP feels a little too cheap no? At the moment, CP costs about 300m with market prices, and the raws option costs $220m, so even if you'd account for raws prices rising and food prices lowering, the raws option would likely still remain significantly better since no one who already has CP is going to be buying it and you're relying entirely on new players to purchase the project and drive prices up. This could probably be fixed by slightly increasing the resource usage of the non-food option, maybe by like 20-25%. I haven't done the math for ACP so it's possible that the two options are much closer together on that one and this is only a CP problem. Quote Link to comment Share on other sites More sharing options...
Johnson Boris Posted January 27, 2023 Share Posted January 27, 2023 (edited) On 1/18/2023 at 3:56 PM, Prefontaine said: The VM update is fantastic, I love it. Just a straight improvement. Spies I don't rlly care about. I like promoting bounties, I think they are a cool idea. I love the changes to UP and AUP and I've been wanting exactly that, which I hope helps balance the market and the low tier. The pirate economy change may benefit me, but it is honestly a pretty weird one. I am not sure whether I like it... Adding projects with multiple not super connected effects isn't awesome Advanced PE sounds interesting. The problem is that the number of nations that will really find it to be a secure profitable investment will not be that large. I think we would much more benefit from a project that just only has the loot modifier. Plus adding even more offensive war slots I don't think is the way. I absolutely love this Bureau of Domestic Affairs project. Not that I think everyone will get it, but it is the type of project that really makes sense and adds depth to the project list. The type of project that is very hard to tell just how worth it it is. I absolutely love it and I hope it arrives as soon as possible. Also, maybe make it a little cheaper, but it is my favourite proposal. Thank you for working on making this game better:)) Edited January 27, 2023 by Johnson Boris Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2023 Author Share Posted January 27, 2023 44 minutes ago, zigbigadorlou said: We have to have commodities to fulfill @MinesomeMC's dream of having W A T E R I removed that from the list. 2 hours ago, MasterChief said: When is the UP AUP update? A week after we've final approval form Alex. @Village I saw what you said in discord. 😘 1 1 Quote Link to comment Share on other sites More sharing options...
Prefontaine Posted January 27, 2023 Author Share Posted January 27, 2023 16 minutes ago, KindaEpicMoah said: It feels like the raws alternative for CP/ACP feels a little too cheap no? At the moment, CP costs about 300m with market prices, and the raws option costs $220m, so even if you'd account for raws prices rising and food prices lowering, the raws option would likely still remain significantly better since no one who already has CP is going to be buying it and you're relying entirely on new players to purchase the project and drive prices up. This could probably be fixed by slightly increasing the resource usage of the non-food option, maybe by like 20-25%. I haven't done the math for ACP so it's possible that the two options are much closer together on that one and this is only a CP problem. Well if there are suddenly a cheaper alternative, prices will start to rise as more demand for this resources occur while demand for the others decreases and possibly causes a dip in price. Lets say one raises 40M and the other falls 40M over all, we'd be right in the middle then. There should be some adjustment by the market due to shifting demand. Quote Link to comment Share on other sites More sharing options...
KindaEpicMoah Posted January 27, 2023 Share Posted January 27, 2023 (edited) 2 hours ago, Prefontaine said: Lets say one raises 40M and the other falls 40M over all, we'd be right in the middle then. There should be some adjustment by the market due to shifting demand. That's true, and I think it's fair to assume that there will be some change in market values due to shifting demand, but will it be significant enough to outweigh the fact that the alternative option for CP is 3/4 as expensive as the current option? I don't know how many people buy CP per month, so I can't really say for sure, but I don't imagine the demand would be incredibly significant considering that it'd be only new players who get to the point where they can afford changing the price. Old players don't need to buy it, and most new players will get to the point where they can get rpc but not to the point where they can afford CP. Maybe I'm wrong though, I'd love to see the numbers on this. Also adding onto what Ketya said below me, it usually takes a very long time for the impact of projects to be felt upon market prices. Even though RPC was added back in March of 2022, prices didn't start to decline until around November. Even if the project is added, RPC will continue to produce more raw resources (despite the nerf), significantly offsetting how much the price of raws will go up (if it'll even go up at all). 2 hours ago, Johnson Boris said: Advanced PE sounds interesting. The problem is that the number of nations that will really find it to be a secure profitable investment will not be that large. I think we would much more benefit from a project that just only has the loot modifier. Plus adding even more offensive war slots I don't think is the way. Pirate economy is unironically one of the best project in the game because of the additional offensive war slot it gives. I think most people who bought PE would buy advanced PE even if it only gave just 1 more offensive slot, because it's just that useful. But can we get a better name for the project instead of just calling the second tier project "advanced"? Edited January 27, 2023 by KindaEpicMoah Quote Link to comment Share on other sites More sharing options...
MBaku Posted January 27, 2023 Share Posted January 27, 2023 I think there should be a project after propaganda bureau that boosts daily buy and/or max troops 1 Quote Link to comment Share on other sites More sharing options...
Ketya Posted January 27, 2023 Share Posted January 27, 2023 Good update! would have been even better to (1) boost advanced pirate Econ benefits a bit more (e.g. 1.2 multiplier instead of 1.1, and boosting other changes) (2) increase the raws needed for those projects. Pnw trade market doesn’t come across as elastic as that post suggests where prices change that rapidly. Kinns owns the market 😂 2 Quote Link to comment Share on other sites More sharing options...
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