Shodemofi
Jun 9 2008, 11:52 PM
Maybe there's a good reason coding-wise, while the max infra purchase is 10, but if there isn't I really don't see a point to it. What point does that serve? It simply makes it more annoying to buy infrastructure. If keeping a cap of some sort is necessary, then it should at least be raised to 50 or something.
Introvert
Jun 12 2008, 06:10 PM
0 infra nation.
15m in aid.
No infra buying caps.
Insta-30k infra nation.
--Intro
Hyperion321
Jun 12 2008, 06:30 PM
QUOTE (Introvert @ Jun 13 2008, 12:30 AM)

0 infra nation.
15m in aid.
No infra buying caps.
Insta-30k infra nation.
--Intro
this. the cap is needed so the price can be raised accordingly.
Santo Ri
Jun 12 2008, 06:39 PM
LynnCreed
Jun 12 2008, 08:09 PM
infra buying needs a cap as much as tech-buying does. you take away caps and young nations will get extremely strong extremely fast.
Clarinch
Jun 12 2008, 09:07 PM
Couldn't you just put in a desired amount, and have the game calculate for the price inflation by increments of 10?
Darth Bane
Jun 12 2008, 09:11 PM
that might be really hard to code
Iamrecognized
Jun 12 2008, 09:31 PM
There is at least one CN calculator that does it though.
Magicman657
Jun 12 2008, 09:33 PM
You'd swear people have never heard of formulas before. The price formula is NOT AN ISSUE. It isn't that hard to make the game calculate how much it would cost to buy 1000 infra in 10 infra intervals.
15 mil of aid would do just as much good after this change as it would already do now. NO DIFFERENCE.
I am sick and tired of people using this argument without thinking.
thedestro
Jun 12 2008, 10:00 PM
How did this get through Philo?

Not to rag on you

, best suggestion Moderator
Iamrecognized
Jun 12 2008, 10:02 PM
I was actually wondering that too. Maybe it was just for lulz.
evilgm
Jun 12 2008, 10:02 PM
I see no reason why a formula couldn't be enacted that would allow you to buy everything at once and adjust the price as necessary. I am in favor of this idea. When I buy infra, I normally do it in 1K+ amounts. This would be a huge time saver to me.
Iamrecognized
Jun 12 2008, 10:11 PM
Even so it only takes a few minutes at most...
LeVentNoir
Jun 12 2008, 10:19 PM
All you need is the purchase price formula, because when intergrated it will give the correct price, then it would evaluate the definite integrals from the initial infra to the final.
V The King
Jun 12 2008, 10:26 PM
Why not raise the infra purchase cap gradually? Per instance, the base cap would be 10. After specific infrastructure barriers are crossed, the cap is increased. An example could be...
1,000 - 1,999 infra: 15
2,000 - 2,999: 20
3,000 - 4,999: 30
5,000 - 7,999: 40
8,000 - 14,999: 60
And so on. The patterns I've used were rather random, but its aim is to get my point across, rather than giving exact values.
Iamrecognized
Jun 12 2008, 10:27 PM
QUOTE (LeVentNoir @ Jun 12 2008, 09:39 PM)

All you need is the purchase price formula, because when intergrated it will give the correct price, then it would evaluate the definite integrals from the initial infra to the final.
I seriously doubt it would need calculus.
thedestro
Jun 12 2008, 10:28 PM
V King-
That would give the current bigger nations too strong of an advantage.
Iamrecognized
Jun 12 2008, 10:36 PM
QUOTE (thedestro @ Jun 12 2008, 09:48 PM)

V King-
That would give the current bigger nations too strong of an advantage.
Maybe an increase to about 15, gradually would not be TOO bad. Anything more than that would be a problem though.
Edit: Maybe a wonder that lets you build more infra at a time, 1 level per 1000 tech, up to a maximum of 5000 tech.
Magicman657
Jun 12 2008, 10:55 PM
QUOTE (Iamrecognized @ Jun 13 2008, 12:56 AM)

Maybe an increase to about 15, gradually would not be TOO bad. Anything more than that would be a problem though.
Edit: Maybe a wonder that lets you build more infra at a time, 1 level per 1000 tech, up to a maximum of 5000 tech.
No. No wonder should be required for something that should already be implemented naturally.
The only change this makes is saving people a few minutes of clicking and causing them to send less queries to the CN server. It doesn't require any more/less money than before, it's just a convenience to both the users and the server.
Iamrecognized
Jun 12 2008, 11:02 PM
I meant the wonder would make it so you can, if you have 5000 tech, buy 15 levels at the same price.
uaciaut
Jun 13 2008, 02:10 AM
QUOTE (Iamrecognized @ Jun 13 2008, 08:22 AM)

I meant the wonder would make it so you can, if you have 5000 tech, buy 15 levels at the same price.
This is a decent idea actually (i mean 10k tech would let you buy 20 at a time, wouldn't be that huge)
I think that's what the new agricultural wonder should do with land too really, since currently it's only worthwhile for the 10k+ land nations and it's not really encouraging land purchase much as no one will spend 30mil on the wonder plus a few hundred million on land when they can buy another economical wonder
(DAC)Syzygy
Jun 13 2008, 05:10 AM
wow, the thread is a quite cool example of the power of imagination.
That "buy 10 levels at once" vs "buy 1 level at once" *advantage* is soooooo soooooooo soooooooooooooo far overrated. Its one of the greatest myths in the game ever.
Nation has 1,000 infra (5BG Trade setup), buys up to 3,000 infra [2000 infra purchase at once]
1infra-steps: $37,295,379.95
10infra-steps: $37,212,275.41
Total saving: $83,104.54 = 0.2229% of the total purchase price.
Same goes for all the other trade setups or infra ranges, since for both ways the price increases equally. A difference in price of 0.22percent is *nothing* anyone need to care for, so if you buy it in 1infra packs or 10infra packs really is *no issue* for anyone (price wise).
But, and here comes the suggestion factor into play: It is a GREAT difference for the server if you have to update the database 1time, 100times or 1000times (and refresh the pages etc)... So, that being said, it is TOTALLY easy to calculate what infra would cost, based on 1step-increases or even 10step-increases and do the update *at once*. Its most basic math and frees a LOT of server resources and traffic.
Formula: (endinfra-startinfra)/2*(2*(startinfra*infracostmod+500)+infracostmod*(endinfra-startinfra-1)) * (nations total infracost modifiers)
Example: (3000-1000)/2*(2*(1000*25+500)+25*(3000-1000-1)) * 0.36935525
= 2000/2 * (2*(25500) + 25*(1999)) * 0.36935525
= 1000 * (51000 + 49975) * 0.36935525
= $37,295,646.36875 <- total price for 2,000 infra WITH price increases based on 1 purchased infra per step.
uaciaut
Jun 13 2008, 11:23 AM
I thought the formula was current price of infra per unit* ammount purchased (hence the ammount of people worrying that buying 2000 infra at it's initial cost would be very cheap)
imatt15
Jun 13 2008, 02:43 PM
What Syzygy said. I don't really understand why this hasn't already been implemented. For the server especially...
ender land
Jun 13 2008, 08:34 PM
QUOTE ((DAC)Syzygy @ Jun 13 2008, 06:30 AM)

That "buy 10 levels at once" vs "buy 1 level at once" *advantage* is soooooo soooooooo soooooooooooooo far overrated. Its one of the greatest myths in the game ever.
Oh c'mon, you don't think that being able to buy 1000 infra in only 100 actions is not better than 1000 actions? That's a huge advantage

(DAC)Syzygy
Jun 14 2008, 05:21 AM
yeah, but only 'click-wise'. financial it does not make a noticable difference
Delta1212
Jun 14 2008, 07:04 AM
Yeah, it really is very simple math. I have an infra calculator I made on my RL calculator that does it.
Lord Emares
Jun 15 2008, 05:18 AM
QUOTE (Lord Emares @ May 4 2008, 11:02 PM)

The answer lies in javascript (so all of the hard work is done client side - teh javascript could even be encrypted and still be run by browsers so that users couldn't get the exact formula straight from the code)
Note: all values below were obtained from the
Nation Building GuideCODE
function CalcInfraCost(event)
{
var InfraAmount = "the amount of infra you have right now"; // sent from the server
var AmountBuying = "the amount you are buying"; // input by the user
if (AmountBuying >= 10000){
AmountBuying = 9999.99;
div7.value = 9999.99;
}
var AmtBuyingCopy = AmountBuying;
var InfraReduction = "all the stuff that reduces the initial cost of infra";
var Cost = 0;
while (AmountBuying > 0){
var K;
if (InfraAmount < 20) {K = 1;}
else if (InfraAmount < 100){K = 12;}
else if (InfraAmount < 200){K = 15;}
else if (InfraAmount < 1000){K = 20;}
else if (InfraAmount < 3000){K = 25;}
else if (InfraAmount < 4000){K = 30;}
else if (InfraAmount < 5000){K = 40;}
else if (InfraAmount < 8000){K = 60;}
else {K = 70;}
var tmpAmount = (AmountBuying > 10) ? 10 : AmountBuying;
Cost += (500+InfraAmount*K) * InfraReduction * tmpAmount;
AmountBuying -= 10;
InfraAmount += 10;
}
// insert cost into the display
}
darth plagueis
Jun 24 2008, 08:21 PM
I like this idea and it would make buying infra a whole lot quicker and easier.
JoshuaR
Jun 25 2008, 10:22 PM
I can attest that it would not be difficult to code this in. Also, Starcraftmazter would not have hit the action limit when he was trying to ZI himself, had this been in place.
Denniswerf
Jun 26 2008, 10:26 AM
QUOTE (Magicman657 @ Jun 13 2008, 05:33 AM)

You'd swear people have never heard of formulas before. The price formula is NOT AN ISSUE. It isn't that hard to make the game calculate how much it would cost to buy 1000 infra in 10 infra intervals.
15 mil of aid would do just as much good after this change as it would already do now. NO DIFFERENCE.
I am sick and tired of people using this argument without thinking.
There are some 'buts' though
-> removing the 10cap and make the game count the price of the infra (like on the mrfixit website) will save reloads of the pages, which means less pressure on the servers
-> less clicking means less income from adds (or does CN only get paid for the ads when people click on them? Or also for showing them?)
-> its possible you make a mistake, blowing all your money while you only intented to buy 100 infra instead of 200 infra (mistakes hurt more)
-> it makes it very easy to switch recources for a short period. Just borrow some infrareducers for 2 minutes and you have full discount and you can spend all your money on the infra
Seerow
Jun 26 2008, 01:15 PM
QUOTE (Denniswerf @ Jun 26 2008, 12:26 PM)

There are some 'buts' though
-> removing the 10cap and make the game count the price of the infra (like on the mrfixit website) will save reloads of the pages, which means less pressure on the servers
This is a good thing.
QUOTE
-> less clicking means less income from adds (or does CN only get paid for the ads when people click on them? Or also for showing them?)
This is probably the only good argument I see against it. The question is does this generate enough extra add revenue to make it worth the extra convenience? Only Admin would know.
QUOTE
-> its possible you make a mistake, blowing all your money while you only intented to buy 100 infra instead of 200 infra (mistakes hurt more)
Double check before you purchase.
QUOTE
-> it makes it very easy to switch recources for a short period. Just borrow some infrareducers for 2 minutes and you have full discount and you can spend all your money on the infra
This is already the case, you just have to click more to do the same thing.
Luxornv
Jun 26 2008, 03:15 PM
The game would be too easy if the cap were removed; the cap should stay. If the limit on the purchase screen is removed though, the game should still buy in blocks of 10 and adjust the price accordingly.
Seerow
Jun 26 2008, 03:44 PM
QUOTE (Luxornv @ Jun 26 2008, 05:15 PM)

The game would be too easy if the cap were removed; the cap should stay. If the limit on the purchase screen is removed though, the game should still buy in blocks of 10 and adjust the price accordingly.
That's pretty much exactly what's being suggested...
Egwaterboy61
Jun 26 2008, 09:04 PM
Currently, having to buy infra in packs of 10 is a hasel, but not to big of a deal. While the negatives on this are few, I think it would be just easier to keep it the same. No matter what its takes 5 min, hardly a big time waster.
(DAC)Syzygy
Jun 27 2008, 06:59 AM
QUOTE (Seerow @ Jun 26 2008, 09:15 PM)

This is probably the only good argument I see against it. The question is does this generate enough extra add revenue to make it worth the extra convenience? Only Admin would know.
I have worked for companies who sold website ads before. If they pay for generated "views" (not clicks) and there is a mechanism in the game which forces a user to basically re-load the same page over and over, this would very very very likely not be counted as unique views.
Anyway, it is highly unlikely that a company these days pays for non-unique views at all. The Internet-Boom is over, usually you get only a fixed amount of cash (rather small, depending on your website quality and unique hits stats) + additional cash for clicks and in some cases additional cash for purchased stuff when the buyer was redirected from your website.
There is not a logical argument not to implement it (imho), it would decrease server load and traffic a LOT.
kswiss2783
Jun 27 2008, 08:21 AM
Without reading the entire thread, you sort of need to only buy in blocks of 10 so you can purchase military and improvements along the way so you don't anarchy yourself or lose out on an improvement that would lower the price in infra.
Lord Emares
Jun 27 2008, 10:52 AM
Pretty much all of my points have been made already

but i'll make em anyways
QUOTE (Denniswerf @ Jun 26 2008, 05:26 PM)

There are some 'buts' though
-> removing the 10cap and make the game count the price of the infra (like on the mrfixit website) will save reloads of the pages, which means less pressure on the servers
Less pressure on the server = excellent
QUOTE (Denniswerf @ Jun 26 2008, 05:26 PM)

-> less clicking means less income from adds (or does CN only get paid for the ads when people click on them? Or also for showing them?)
i'd imagine CN gets paid from a combination of actual clicks on its adds and a set fee by the advertisers. But i would not imagine that they get paid on views, particularly non unique ones as has already been mentioned.
QUOTE (Denniswerf @ Jun 26 2008, 05:26 PM)

-> its possible you make a mistake, blowing all your money while you only intented to buy 100 infra instead of 200 infra (mistakes hurt more)
user error is user error, the game should not need to check any more than it does right now. Plus nations blowing more of their money is something admin wants to happen...
QUOTE (Denniswerf @ Jun 26 2008, 05:26 PM)

-> it makes it very easy to switch recources for a short period. Just borrow some infrareducers for 2 minutes and you have full discount and you can spend all your money on the infra
You can already do this...
QUOTE (kswiss2783 @ Jun 27 2008, 03:21 PM)

Without reading the entire thread, you sort of need to only buy in blocks of 10 so you can purchase military and improvements along the way so you don't anarchy yourself or lose out on an improvement that would lower the price in infra.
No you don't... Blocks of 100 give you roughly 1000 citizens (plus some change) with modifiers and stuff...also giving users the chance to make yet more mistakes and thus make actions in game require some actual thought before you perform them is a good thing...
Zoli
Jun 27 2008, 04:32 PM
People all say it's to avoid fast growth of new nations. But people keep complaining that a new nation has no chance to reach the top ranks.
Solution: raise the cap to 15 and it will give some fair advantage to new nations!
darth plagueis
Jun 27 2008, 05:55 PM
QUOTE (Zoli @ Jun 27 2008, 03:32 PM)

People all say it's to avoid fast growth of new nations. But people keep complaining that a new nation has no chance to reach the top ranks.
Solution: raise the cap to 15 and it will give some fair advantage to new nations!

The price will still go up in intervals of 10. But now instead of buying 10 infra ten times, you have to buy 100 infra one time.
Lord Emares
Jun 28 2008, 07:08 AM
QUOTE (Zoli @ Jun 27 2008, 11:32 PM)

People all say it's to avoid fast growth of new nations. But people keep complaining that a new nation has no chance to reach the top ranks.
Solution: raise the cap to 15 and it will give some fair advantage to new nations!

Except that it wouldn't because the bigger nations would be able to do exactly the same...and do it faster....
(DAC)Syzygy
Jun 28 2008, 07:23 AM
well the main point why newer nations have it *that* hard to go up the ranks is totally artificial: 30days to wait for a new wonder. If someone would start *now*, he is ~15 wonders behind and no matter how good and perfect he plays, how skillful he is or whatnot - he can never catch up because the 30days waiting time.
The Infra-Purchase Cap has nothing to do with it, as already said, there are easy ways to calcualate the exact price for each level including the increase for each level, but let the user buy *all at once*, which would save the server soooo much traffic and load.
Jinnai
Jun 28 2008, 09:14 AM
QUOTE (Lord Emares @ Jun 28 2008, 01:08 PM)

Except that it wouldn't because the bigger nations would be able to do exactly the same...and do it faster....
Well they still could catch up theoretically with dev aid a lot.
maxfiles
Jun 30 2008, 08:33 PM
All the points are valid..
now for the admin to weigh in on this.
Denniswerf
Oct 10 2009, 03:45 AM
Today I was talking to some guy in my alliance again who had to buy 1000 infrastructure... He asked why he had to buy in blocks of 10 infrastructure.... He didn't understand why it's not possible to buy in larger numbers.
I couldn't answer him so I went searching and found this topic. Any way the admin can look to this again?
Even in tournament you can buy 50 infra at the same time. Isn't it time that its possible to buy infra in large numbers? Since more and more money is comming into this game, more and more infra will be bought. And less page loads means less work for the server
Concerning the code stuff: it shouldn't be to hard I guess. Even online calculators like www.cn-utilities.com have this implemented
It would be nice if admin were to make a box in which you enter the ammount of infrastructure you want to buy and then the game calculates how much it costs and if you want to buy...
HHAYD
Oct 10 2009, 06:53 AM
QUOTE (Lord Emares @ Jun 28 2008, 08:08 AM)

Except that it wouldn't because the bigger nations would be able to do exactly the same...and do it faster....
Then inflate the infra prices on the higher levels, then you would have top level players whining about their growth slowing down.
o ya baby
Oct 10 2009, 07:13 AM
QUOTE (HHAYD @ Oct 10 2009, 08:53 AM)

Then inflate the infra prices on the higher levels, then you would have top level players whining about their growth slowing down.
No one on top buys infrastructure that has any sense after a certain point.
lonewolfe2015
Oct 10 2009, 09:53 AM
QUOTE (Denniswerf @ Oct 10 2009, 05:45 AM)

Today I was talking to some guy in my alliance again who had to buy 1000 infrastructure... He asked why he had to buy in blocks of 10 infrastructure.... He didn't understand why it's not possible to buy in larger numbers.
I couldn't answer him so I went searching and found this topic. Any way the admin can look to this again?
Even in tournament you can buy 50 infra at the same time. Isn't it time that its possible to buy infra in large numbers? Since more and more money is comming into this game, more and more infra will be bought. And less page loads means less work for the server
Concerning the code stuff: it shouldn't be to hard I guess. Even online calculators like www.cn-utilities.com have this implemented
It would be nice if admin were to make a box in which you enter the ammount of infrastructure you want to buy and then the game calculates how much it costs and if you want to buy...
Just live with it I think, it's become a staple to the game. I had to buy 3k infra in blocks of 10 at once before... thankfully that was right after the actions limit was raised to 1500.
HHAYD
Oct 10 2009, 10:10 AM
QUOTE (o ya baby @ Oct 10 2009, 08:13 AM)

No one on top buys infrastructure that has any sense after a certain point.
I am assuming that the infra's upkeep starts to increase faster than the amount of money infra brings in, correct?
If so, then redo the infra upkeep formula so it would never cost more in upkeep than in taxes.
Seerow
Oct 10 2009, 10:14 AM
QUOTE (HHAYD @ Oct 10 2009, 12:10 PM)

I am assuming that the infra's upkeep starts to increase faster than the amount of money infra brings in, correct?
If so, then redo the infra upkeep formula so it would never cost more in upkeep than in taxes.
There's no real need. Every time admin adds something at the endgame, a new eco wonder or whatever, the maximum infrastructure that is profitable goes up. I'm pretty sure even the moon/mars wonders increased the maximum profitable infra by a thousand or so, assuming you're buying them despite being that big and them costing a ridiculous amount. (Of course once they expire you're now losing that advantage, so you have to see if it will way itself off before the wonder expires, making the calculations significantly harder.
Also, it's always fun to see a thread you posted in over a year ago, and had completely forgotten about.
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