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Locke's Corner

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Changes in TE

Locke

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You're probably aware of these changes by now if you've been reading the OWF, but I'll list them again for your convenience:

1) You can purchase up to 100 levels of infras and land at a time instead of 50.

2) Nations start out with $5 million startup funds instead of $1 million.

3) Wars last for 5 days instead of 7 days.

4) Nations can change their native resources once every 7 days for free. You can change them immediately after creating your nation instead of having to reroll. Trades get automatically updated to reflect a nation's resource change, so if you're trading for Sugar and Cattle and your trade partner changes to Rubber and Oil now you get Rubber and Oil. (magnificent or chaotic, depends on how you coordinate)

5) Added peak infrastructure and peak land purchased. If your land or infrastructure fall below your peak levels (minus 100 so that you can't cheat) then the purchase cost to replace it is reduced by 50%.

6) Global Radiation Level will be based off of the last 15 days rather than 30 days.

7) The techmod has been increased from 0.01% to 0.1%.

8) The Manhattan Project wonder cost has been increased from $2 million to $5 million.

9) The donation bonus amounts have been doubled.

My favorite change is, without a doubt, the ability to change resources. I haven't had to use it myself since I got lucky this round, but to be able to just get 6 people together and be able to make a circle without the hassle of finding 6 specific people is the most refreshing change I've seen admin put into either game. I'm putting off buying anything until my 1 week ani, but when I do I suspect I'll appreciate the 5 mil startup money and the peak infra rebuild bonus.

So what are your favorites? Will they significantly alter the way you play? Do you intend to donate now that the bonus is greater?



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I'm liking that resource selection feature myself, but the increase in purchase limits for infra and land are pretty helpful too.

Also no, I don't intend to donate because I'm poor.

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The resourse swapping tool is the best thing admin has trialled in my 2 years here.

Normally a trade circle can take weeks to organise and fall just as quick. With the new system I had a trade circle up and going in 30 mins with the help of some friends on IRC.

Its a little chaotic if your not organised but if you take control of the swapping and get people all together it takes out a lot of the stress of trades. I really hope admin applies this to SE mode soon.

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CN doesn't take a whole lot of effort from the average player. Log on and pay your bills/collect taxes, buy some infra and tech, send a few aid offers and log off. Finding and maintaining a trade circle is one of the few things that takes some effort from players. I just think that removing that responsibility will make an already rather boring game just that much more boring. Of course, this is only my opinion.

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CN doesn't take a whole lot of effort from the average player. Log on and pay your bills/collect taxes, buy some infra and tech, send a few aid offers and log off. Finding and maintaining a trade circle is one of the few things that takes some effort from some players. I just think that removing that responsibility will make an already rather boring game just that much more boring. Of course, this is only my opinion.

That's the key word you missed there imo. Basically depending on which resources you are arbitrarily assigned on day 1, when you can be fully expected to not really understand the benefits/disadvantages of having one resource or another, you can be permanently crippled or permanently on easy street just by chance. I have known many who have quit this game over trade-related conflicts and most had traditionally undesirable resources. I, on the other hand, got lucky with my first nation and had pigs/sugar and have been lucky with subsequent rerolling efforts so that I have never really had a problem.

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I agree with mrcalkin, ive seen it happen a lot by the time a player realises they have dodgy resourses they have been playing for months and figure its too late or worse still try and reroll and get disolusioned. Ive seen guys reroll nations over a year old after long term frustrations with their set and that just sucks. Maybe Admin could make it that you can only change your set once a month or something so we dont develop crazy swapping systems for paying bills and collecting taxes. I dont know, i still think it would be dam handy.

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That's the key word you missed there imo. Basically depending on which resources you are arbitrarily assigned on day 1, when you can be fully expected to not really understand the benefits/disadvantages of having one resource or another, you can be permanently crippled or permanently on easy street just by chance. I have known many who have quit this game over trade-related conflicts and most had traditionally undesirable resources. I, on the other hand, got lucky with my first nation and had pigs/sugar and have been lucky with subsequent rerolling efforts so that I have never really had a problem.

Yea, I can understand the benefits in that way, but I still don't think that the ability to change your resources is the answer. I just think that it would create more problems. Maybe some new BR's that make the 'less desirable' resources more desirable would be a better solution. I could be wrong and this new addition (if it comes to SE) could be the saving grace for what seems to be a slowly dying game. If this is the case I'd gladly eat my words.

I guess I'm basically basing my opinion on my own experiences. My first nation had oil and sugar and I tried for months to find a trade circle without luck. However, those months of trying helped me to learn the game and to meet lots of cool people, and even piss off a few others with my constant PM's about trade circles. That nation got pounded during Karma. That along with my inablility to find a circle made me want to reroll. I got lucky with my reroll and got Fish and Uranium and have never had a problem finding trades since. I guess my point is that all the effort I had put into finding a trade set is really what turned me into the active CN'er that I am.

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Yeah, by far, I love the resource change option. It actually makes so much sense as a 'tournament' game. CN:SE is a simulation game, TE is a tournament game. It shouldn't depend on luck, but rather skilled coordination.

Me and a few other Gay Rollers were quite good at building trade rings last round, which showed with our high ANS at the end of the round. But it was so so so so annoying and frustrating. A lot of people quit TE because they don't want to go with the rerolling or salvaging trades. Just too much effort.

For SE, well, I hope trades get a similar treatment. Regardless of any changes to trades, there are still some trade sets that are far superior to others. The typical 8BR, for example, consists of all the worst resources in the game. Yes, it's counterbalanced by giving you so many bonus resources. But there are still 'perfect' trade sets which give such a huge edge over the competition.

Heh, on TE donations, I think they were already strong enough. It's just balanced to cope with the new changes; I don't think donations would make more of a difference than they did before.

The peak infra changes might mean that wars would be delayed till mid-late game. An early war would hurt all involved alliances in the long run. It's also a flag runner, casualty chaser, and decoy's dream; they can get nuked over and over, but sprint back to the position they used to be.

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