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> Resource Proposal Thread, Post all (Bonus) Resource Suggestions here.
lonewolfe2015
post Sep 16 2009, 07:51 PM
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QUOTE (EViL0nE @ Sep 16 2009, 08:46 AM) *
You are correct. Hence the suggestion to change the way things are currently. Nation/ruler names have logistical reasons for not being changed, I'm sure. Resources, in my opinion, are static to create another dimension of gameplay, to do the best with the hand you're dealt and to stop people from constantly rerolling their resources as new players until they fit in the "perfect trade circle". My suggestion seeks to allow for some movement in the resources without affecting either of the points i stated for making them static. Using a long reset time and making it cost prohibitive for brand new players, while only letting you reroll 1 resource at a time, still forces you to work with your hand, still prevents the "perfect trade circle" dilemna of everyone having exactly the same thing while not leaving anyone stuck permenantly handicap with poor resources.


Well, my point was that the code doesn't allow for them to change. Otherwise we'd definitely have a suggestion thread to made such an idea practical.

In my understanding, we'd have to reset the game in order for nations to have the capability to change fields that are deemed "locked"


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QUOTE (Manwe)
This thread is hopeless. It has been derailed countless times and contains enough flamebaiting to start a forest fire.
In Reponse to NPO's choice to not accept surrender terms before he locked it.
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EViL0nE
post Sep 16 2009, 09:04 PM
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QUOTE (lonewolfe2015 @ Sep 16 2009, 09:51 PM) *
Well, my point was that the code doesn't allow for them to change. Otherwise we'd definitely have a suggestion thread to made such an idea practical.

In my understanding, we'd have to reset the game in order for nations to have the capability to change fields that are deemed "locked"

I would say that's crap and would challenge anyone to show me any code snippets that can't be modified to allow a database field to be changeable.
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lonewolfe2015
post Sep 18 2009, 08:48 AM
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QUOTE (EViL0nE @ Sep 16 2009, 11:04 PM) *
I would say that's crap and would challenge anyone to show me any code snippets that can't be modified to allow a database field to be changeable.


Just ask Loichel I guess, admin is too busy to talk to ya bout it but he knows the game codes pretty well, I'm sure he could explain it to you via a proper PM.


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QUOTE (Manwe)
This thread is hopeless. It has been derailed countless times and contains enough flamebaiting to start a forest fire.
In Reponse to NPO's choice to not accept surrender terms before he locked it.
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EViL0nE
post Sep 18 2009, 05:39 PM
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QUOTE (lonewolfe2015 @ Sep 18 2009, 10:48 AM) *
Just ask Loichel I guess, admin is too busy to talk to ya bout it but he knows the game codes pretty well, I'm sure he could explain it to you via a proper PM.

I know database coding pretty well and unless Admin is a completely incompetent buffoon (and I don't think he is), there's no reason beyond "i don't want to" that would stop resources from being rerollable.
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Akamu
post Oct 30 2009, 11:12 AM
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I tried posting this in a new thread but the "almighty" mods told me to post it here.
We need to either eradicate wine or hopefully change it.
CURRENT
Increases population happiness by +3.
SUGGESTED
Increases population happiness by +1.5, further increases by population happiness +2 with the bonus resource beer.

New Bonus Resource:
Great Traders
Increases population income by +$1.50, and decreases the expiration time required for foreign aid by 3 days for both aids incoming and outgoing for both nations. Requires Affluent Population, a foreign ministry, and a harbor.

This post has been edited by Akamu: Oct 30 2009, 12:02 PM
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OberstKrieger
post Oct 30 2009, 12:02 PM
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QUOTE (Akamu @ Oct 30 2009, 01:12 PM) *
I tried posting this in a new thread but the "almighty" mods told me to post it here.
We need to either eradicate wine or hopefully change it.
CURRENT
Increases population happiness by +3.
SUGGESTED
Increases population happiness by +1.5, further increases by population happiness +2 with the bonus resource beer.

New Bonus Resource:
Great Traders
Increases population income by +$1.50, and decreases the expiration time required for foreign aid by 3 days. Requires Affluent Population, a foreign ministry, and a harbor.

I agree, at least with the Bonus Resource. Wine and Furs have long been looked down upon as low resources without much benefit, and those with the two have found difficulty finding trading partners because, frankly, no one really wishes to trade with them. This would improve their benefits and make them more appealing for trading.

I have neither resource but I do like this idea.


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xenon
post Oct 30 2009, 01:55 PM
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QUOTE (Akamu @ Oct 30 2009, 01:12 PM) *
I tried posting this in a new thread but the "almighty" mods told me to post it here.
We need to either eradicate wine or hopefully change it.
CURRENT
Increases population happiness by +3.
SUGGESTED
Increases population happiness by +1.5, further increases by population happiness +2 with the bonus resource beer.

New Bonus Resource:
Great Traders
Increases population income by +$1.50, and decreases the expiration time required for foreign aid by 3 days for both aids incoming and outgoing for both nations. Requires Affluent Population, a foreign ministry, and a harbor.

I agree with the wine, but the bonus is overkill.
if you have a 3x3, and it works out the everyone has an offer with someone that has the BR, then the people doing it would benefit 30% more than currently.


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Akamu
post Oct 30 2009, 01:57 PM
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QUOTE (Akamu @ Oct 30 2009, 01:12 PM) *
I tried posting this in a new thread but the "almighty" mods told me to post it here.
We need to either eradicate wine or hopefully change it.
CURRENT
Increases population happiness by +3.
SUGGESTED
Increases population happiness by +1.5, further increases by population happiness +2 with the bonus resource beer.

New Bonus Resource:
Great Traders
Increases population income by +$1.50, and decreases the expiration time required for foreign aid by 3 days for both aids incoming and outgoing for both nations. Requires Affluent Population, a foreign ministry, and a harbor.

Change to Great Traders
[Option 2]
Great Traders
Increases population income by +$1.50, and increases the amount of foreign aid of tech, money, and troops that can be sent by 10% without the requirement of wonders or the other person having to own a wonder/this resource. Requires Affluent Population, a foreign ministry, and a harbor. Obsoletes FAC.

This post has been edited by Akamu: Oct 30 2009, 01:59 PM
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OberstKrieger
post Oct 30 2009, 06:16 PM
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QUOTE (Akamu @ Oct 30 2009, 03:57 PM) *
Change to Great Traders
[Option 2]
Great Traders
Increases population income by +$1.50, and increases the amount of foreign aid of tech, money, and troops that can be sent by 10% without the requirement of wonders or the other person having to own a wonder/this resource. Requires Affluent Population, a foreign ministry, and a harbor. Obsoletes FAC.

I would say that this is far better than the original idea. Certainly not overwhelmingly powerful but a nice benefit, a better way to round out Fur and Wines.


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Eden Taylor
post Oct 30 2009, 08:32 PM
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QUOTE (OberstKrieger @ Oct 30 2009, 07:16 PM) *
I would say that this is far better than the original idea. Certainly not overwhelmingly powerful but a nice benefit, a better way to round out Fur and Wines.


Why would someone bother posting a suggestion that would "obsolete" a wonder who's gradual adjustment suggests an unwillingness to delete its existence and a desire for it to become relevant?
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Akamu
post Oct 30 2009, 09:35 PM
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FAC has always been a !@#$%* wonder to a degree as at certain point, the players who can afford the wonders would not trade amongst themselves anyway. Plus, it would be good for both newbies and experienced alike to have a resource that does a wonder job without the other person needing any requirement.
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Eden Taylor
post Nov 1 2009, 08:04 AM
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QUOTE (Akamu @ Oct 30 2009, 09:35 PM) *
FAC has always been a !@#$%* wonder to a degree as at certain point, the players who can afford the wonders would not trade amongst themselves anyway. Plus, it would be good for both newbies and experienced alike to have a resource that does a wonder job without the other person needing any requirement.


I don't see why, but if you'd like to explain perhaps I could see what you mean?
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xenon
post Nov 1 2009, 02:36 PM
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QUOTE (Akamu @ Oct 30 2009, 02:57 PM) *
Change to Great Traders
[Option 2]
Great Traders
Increases population income by +$1.50, and increases the amount of foreign aid of tech, money, and troops that can be sent by 10% without the requirement of wonders or the other person having to own a wonder/this resource. Requires Affluent Population, a foreign ministry, and a harbor. Obsoletes FAC.


How about this:

Increases population income by +$1.50, when you accept foreign aid, 10% of the tech, money, and soldiers received is generated by the game and given to you as a "bonus". Requires Affluent Population, a foreign ministry, and a harbor.


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Eden Taylor
post Nov 1 2009, 11:18 PM
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QUOTE (xenon @ Nov 1 2009, 02:36 PM) *
How about this:

Increases population income by +$1.50, when you accept foreign aid, 10% of the tech, money, and soldiers received is generated by the game and given to you as a "bonus". Requires Affluent Population, a foreign ministry, and a harbor.


Because we need a new way to literally create money aside from collecting taxes? That said, I like it because it could speed up the acquisition of tech, whereas the FAC can't as of yet.
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MOOFER
post Nov 2 2009, 12:12 AM
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QUOTE (Akamu @ Oct 30 2009, 02:57 PM) *
Change to Great Traders
[Option 2]
Great Traders
Increases population income by +$1.50, and increases the amount of foreign aid of tech, money, and troops that can be sent by 10% without the requirement of wonders or the other person having to own a wonder/this resource. Requires Affluent Population, a foreign ministry, and a harbor. Obsoletes FAC.


I'd rather see the FAC inproved because larger nations need a way to send more cash around. Even for me, 3 mil is 10 infra or 20 land a day (with a bit left over). I like to original requirement that FA is dec by 3 days. it may screw up 3x3 but I'm sure someone will figure out a way to make tech trades like that just as fast and simple. to this original suggestion, I would add the FAC (or other foreign wonder as a requirment). the 3 day dec would be too great to warrant only improvement status.

QUOTE (xenon @ Nov 1 2009, 03:36 PM) *
How about this:

Increases population income by +$1.50, when you accept foreign aid, 10% of the tech, money, and soldiers received is generated by the game and given to you as a "bonus". Requires Affluent Population, a foreign ministry, and a harbor.


10% is way way too high. All of a sudden a small nation who gets a 3mil sign on bonus gets 3.3? If it was 2% or 3% then I could see it. Call it a trade tariff.
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xenon
post Nov 2 2009, 04:37 PM
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QUOTE (MOOFER @ Nov 2 2009, 01:12 AM) *
10% is way way too high. All of a sudden a small nation who gets a 3mil sign on bonus gets 3.3? If it was 2% or 3% then I could see it. Call it a trade tariff.


Well think about it like this:

1. People would want the resource, this would make wine and furs more popular
2. It would be an extra 300,000, and/or 200 soldiers, and/or 5 tech, I can see how the extra 300,000 could benefit a small nation, but, it still isn't that much, and to be reduced would make the tech part useless.
3. On a similar note to point 2, a small nation would be switching over to buying by the time the extra 300,000's would start to make a difference in the long term, if someone is doing 5 3M/100 1x1x1's then this would mean that every 30 days they get an extra 1.2M. That really isn't overkill.
4. Now think about it from the end of a buyer that has it. if they are in...
5 1x1x1's: every 30 days they get an extra 25 tech (like 0.83 per day)
1 3x3 and 2 1x1x1's: every 30 days they get an extra 50 tech (like 1.67 per day)
2 3x3's (DRA): every 30 days they get an extra 60 tech. (like 2.00 per day)

Is this really too much?

If so, think of 5%:

3M=3.15M
2K Soldiers=2.1K
50 tech= 2.5

so:
a buyer would get:
5 1x1x1's: every 30 days they get an extra 12.5 tech (like 0.42 per day)
1 3x3 and 2 1x1x1's: every 30 days they get an extra 25 tech (like 0.83 per day)
2 3x3's (DRA): every 30 days they get an extra 30 tech. (like 1.00 per day)

Doesn't that seem kinda low?


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Auctor
post Nov 2 2009, 05:56 PM
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that would massively overpower AP sets, and they are already one of the best in the game.


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Taishaku
post Nov 6 2009, 12:16 AM
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Time to make my occasional pitch.

1) Nerf Water (or buff Land) to +20 Population Density to Unhappiness

Beer is way too good in general.

2) Buff Scholars to $1.50 income per bonus resource

This was Syzygy's suggestion. I find it has a lot of merit. It makes almost makes 8 BR worthwhile.

3) Split Affluent Population (into Fur Wine Fish Coal) and Fine Jewelry (into Silver Gold Gems)

This makes the resources a bit more flexible if you are stuck with one of the resources to complete either.
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Alicia
post Nov 7 2009, 03:03 AM
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QUOTE (Auctor @ Nov 3 2009, 12:56 PM) *
that would massively overpower AP sets, and they are already one of the best in the game.


Until it comes time to buy infrastructure.


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MrNiice
post Nov 14 2009, 12:21 PM
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I celebration for the newly discovered water on the moon. Admin should add Lunar Water.

Mined from Lunar surface. +3 happiness if nation has Water, +$3 citizen income if nation has Beer, + $3 citizen income if nation has Affluent Population.
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