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Lodev

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  • Nation Name
    Flanders
  • Resource 1
    Furs
  • Resource 2
    Spices

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Newbie (1/14)

  1. Hello, I had an amount of citizens stored in moon base from when I had 4999.99 infrastructure. Now I have around 1000 infra. My moon base effectiviness was 50% so I wanted to move it to be 100% to have MORE citizens again. However, instead of moving for $78K, I pressed the other option "store more citizens" for $780K, which not only cost more, but also REDUCED my amount of citizens! I would never never want to do that, and simply misclicked, because it made it seem as if that is the option that would give me more citizens again. Can this please be undone? This is a very crucial amount of citizens, and in no way did it show that this would reduce the amount :( Thanks!
  2. [quote name='Hegemon Rob' timestamp='1344912577' post='3021763'] It would shake things up and get everyone excited about the game again. [/quote] It might be very interesting and exciting. But it's also very risky, it could ruin the game...
  3. [quote name='Nova Blue' timestamp='1316266587' post='2802208'] I'd say those chances are 100%. --Mags [/quote] Yeah, indeed, it's amazing!! Well, it was a few days more than 10
  4. I think I have an event once a month, or slightly more.
  5. [quote name='Dexios' timestamp='1314161279' post='2787503'] But unless this deeply flawed resource system gets fixed within 10 days or so, it seems very likely that I'll be heading off to delete my current nation and re-roll. Ugh [/quote] It hasn't been fixed for the 4 years I played this game. What do you think the chances are it will suddenly get fixed during the next 10 days?! My own proposal for a simple fix is to have everyone keep their two resources, but allow trading independently with each resource. So you have double the amount of trade partners, but you trade for only one resource of each trade partner. That way bad combinations of resources are no longer something that holds people back from trading with you.
  6. I used to think when the Game Update Log changed, there was a new feature. But in the meantime I already know that there's 90% chance that if the Game Update Log changed, it'll just be something about the tournament edition. And today was no exception. Why are there no updates to the regular game?
  7. Those maths are pretty close nfrastructure Bill $741,970.07
  8. I bought two things at the same time: Interstate System and 150 Infrastructure. Before this I had: *) 2,421.82 Infrastructure *) No Interstate system *) Daily Bill: AROUND 780K or so, could as well have been 760K After this I have: *) 2,571.82 Infrastructure *) Interstate system *) Daily Bill: $795,445.07 How does the math of the Interstate System work? It reduces infrastructure cost by 8%. 8% of what is this, when combined with labor camps? Also, I think I'm off WORSE than before. Before this, my income - expenses was better than now. So more infrastructure means less net income to me, even if an Interstate System is added? Is that possible?
  9. You're already saying it yourself, that karma isn't perfect and incompetent. How long before this "imperfect and incompetent" top-faction is also destroyed with some wars, called "evil" and replaced by the next whatever they come up with? Everyone is still humans. Nobody is going to stay in the top and keep everyone happy forever. So enjoy it while it lasts, until you're going to be the one called evil. But maybe you're just going to switch to the next new thing by then. Now that would be weak.
  10. Wow you put my nation in a chart. *clap clap*. I don't really care about your math with days since refusal of terms etc... I'm not really playing CN currently. I don't think there's any correlation between things my nation does, and dates you publish whatever terms. There's more correlation between things my nation does, and dates where I felt like "let's click collect tax in CN today" during a bored moment.
  11. I see no problem if people could change resources (e.g. once every month). The system would automatically balance itself then! People will automatically choose a variety of different resources instead of all the same, because they will need to if they want to trade each other. Less popular resources will be picked by less people, but still by those who need it or want to provide it for the needy trade circles. The amount of each resource chosen by people will also make it obvious to developers which ones need to be rebalanced, unlike now where some people are given a bad combination while others are lucky without it being visible.
  12. Hi, Currently in my nation, it's at a point where losing a trade means that the income and bills are almost identical, so that there's almost no income if 1 trade disappears. When doing trades, they'll stay for a while and then someone will cancel it again. I find this not so enjoyable, gameplay-wise. People cancel a trade, need to find a new one, someone finally accepts, but a few days later another trade, or even the same one is canceled again, etc... I do like the idea of the somewhat trading-card like system that this trading in CN is, but not really the current implementation. Do you guys generally enjoy the trading system or not? Could it be improved? Would CN be open to suggestions for improved trade system? One suggestion I have that could help a bit with having more flexibility, would be that you have two separate trade circles for each of your two resources (each separate one having 3 or 4 single resources from another guy's two resources), so that with a bad combination of your two fixed resources you can still make people happy with one of your two resources. That would also make it more trading-card game like (if it was ever intended to resemble that). i think that with this, less canceled trades would occur, because a trade partner isn't stuck to your two resources and is more likely to have a reason for keeping a trade with one resource.
  13. what's up with those events? EVERY time I do something, I get an event, and always a bad one. Note how the two last events are both today. One for paying the bills, one for getting the taxes. It said there would be a 10% chance everytime you pay bills or collect taxes. However I don't buy that, if I get it 3 times in a row. Also, what's up with every event being a bad one? If this continues at this rate, my nation isn't going to be able to survive, with all these reduced incomes for a month, and they just keep coming!
  14. That is exactly the problem of the resources of my nation, they aren't related to the same bonus at all, there are good trade sets in which 1 of my resources takes part in, and other good ones where the other takes part in, but none at all where both resources are part of. Yeah you can figure out good combinations of resources, but it'll be easier to achieve if people like trading with your resources. A solution, which could also make trading more like a trading card game, would be that you can trade independently for each resource. You could make trades for your 1 resource in exchange for 1 other resource of another nation, and the same for the other resource. So you have'd 4 + 4 or 5 + 5 trades, for still the same amount of total resources as now, but without the bad luck if your two resources are unrelated: a person is never stuck with BOTH your resources if they're an unfortunate combination.
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