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Lord Emares

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Everything posted by Lord Emares

  1. peace mode nations already have their income severely reduced...so no i would not support this if the rest of the system stays as is
  2. i had taken the income modifiers into account...but i did not know that "no response" took effect until you chose an option...i'd thought that the no response only took effect after the update, not as soon as you got the event At least it should imo
  3. I recently got an event and both options appear to be affecting me (in addition one event is affecting me in the opposite way to what it should be). I got an event today when paying bills: I selected option 1 However my Avg. Gross Income Per Individual Per Day increased from $318.99 to $324.99 which is an increase of $6 after modifiers. If the event was working properly i should have lost $3 per person or $6.23 per person after modifiers. I'm assuming the aign was input wrong when the event was coded which means that i should have gained $6.23 after modifiers...not $6 after modifiers as environment does not affect $ amounts added (or removed) to your citizens income, at least thats my understanding of it anyway. My nation: http://www.cybernations.net/nation_drill_d...ation_ID=197861 Another nation in my alliance has reported an odd happening when he got an event: He chose option 2. However his Avg. Gross Income Per Individual Per Day changed from $248.26 to $258.43. A change of $10.17. The only way i can work out this happening is he gained both 1.5 happiness and + $3 citizen income. His nation: http://www.cybernations.net/nation_drill_d...ation_ID=200996
  4. considering it says damages i'd be leaning on the side of it causes moar damage to everything that can be killed/pillaged/destroyed in battle...except maybe money...
  5. After a certain stage the -5% init infra cost that capitalist gives is worth more than the +1 happiness of democracy
  6. you have 66... see here: http://forums.cybernations.net/index.php?showtopic=22694
  7. I can't look at your nation right now but i'd imagine a good chunk of the income you are missing is from trades Also pay bills with LC's up and collect with them down. If you have any GC's up make sure that they too are down. You should be getting circa 2 mill just from the improvement swap. You should also be netting about 3-4 mill per day if you get the right trades set up.
  8. One problem with this is that it introduces an artificial tech barrier that one can never cross and that every nation above that barrier is brought down to. For example 3500 tech nation over 10 days they lose 1% of their tech every day Tech @ End of Day 1: 3465 Tech @ End Day 2: 3430.35 Tech @ End Day 3: 3396.0465 Tech @ End Day 4: 3362.0860 Tech @ End Day 5: 3328.4652 Tech @ End Day 6: 3295.1805 Tech @ End Day 7: 3262.2287 Tech @ End Day 8: 3229.6064 Tech @ End Day 9: 3197.3104 Tech @ End Day 10: 3165.3373 Thats a total loss of 334.6627 tech over 10 days. The absolute most any nation can import in 10 days is 300 tech, and thats assuming they don't send any money out. This effectively kills tech in the game as eventually every nation will be at the same level unless they mass buy tech in game, which would destroy their money reserves...eventually making it not worth it to buy over the barrier...
  9. you need to clear it with moderation first... Thread here: http://forums.cybernations.net/index.php?showtopic=14
  10. Wine is a good resource in that set for people without nukes who have stopped growing... But the FJ AP set is a very good set too.
  11. A better set would be [beer/Construction/Fast Food] with Fish & Wine Initial infrastructure cost: -33% Infrastructure upkeep: -18% Population increase: 27.5% Citizen income increase: $0 Population happiness increase: 12.5 Initial land cost: -15% Purchased land area increase: 18% Natural growth increase: 0% Technology cost decrease: 0%
  12. every level of environment above 1 = -0.5 stars so 4-1 = 3 points = 3*-0.5 = -1.5 stars
  13. the only nations i could find which has the nation name "K land" were the following: Nation Name: K Land Ruler: Kellen AA: Deck of Cards Link: http://www.cybernations.net/nation_drill_d...ation_ID=111668 Nation Name: K _Land Ruler: KsterK AA: Global United Nations Link: http://www.cybernations.net/nation_drill_d...ation_ID=151243 Nation Name: KLand Ruler: KFed I AA: None Link: http://www.cybernations.net/nation_drill_d...ation_ID=223802
  14. you can also do it the other way around Get a defeat alert from someone Militarize up Get attacked by someone with 2 ground attacks
  15. if($improvementisnotlast) { echo "$improvementname, " } else { echo "$improvement name." } or use regex to change the last comma to a full stop This should work: String $nationimpafterparse = Regex.Replace($nationimpbeforeparse, '/Improvements.+?:.+?(, \n)/s', \.);
  16. Just wondering something here: Lets say a nation is against 3 opponents Can each of those three opponents fire a nuke at him on each of the days they are war with him (bar the first 24 hours) for a total of 6*3 = 18 nukes in total being sent against a nation or can a nation only be nuked once per day?
  17. aye but the nations who were in the top 5% only due to the fact that they maxed out their militaries took quite a significant drop depending on how big they are
  18. gotta ask this. How much NS did those nuclear nations lose due to the impact on their inflated military? Did they lose more than they gained with the change to nukes? Old NS due to tanks, military and nukes: Tanks Deployed * .75 + Tanks Defending * 1 + Actual Military * .10 +Nuclear Purchased * 50 New NS due to tanks, military and nukes: Tanks Deployed * .15 + Tanks Defending * .20 + Actual Military * .02 + ((Nuclear Purchased^2)*10 Nation with standing army of 10,000 soldiers, 1000 tanks and 0 nukes Old NS of military aspects: 0 + 1000 + 1000 + 0 = 2000 New NS of military aspects: 0 + 200 + 200 + 0 = 400 Total Loss: 1600 NS Nation with standing army of 20,000 soldiers, 2000 tanks and 0 nukes Old NS of military aspects: 0 + 2000 + 2000 + 0 = 4000 New NS of military aspects: 0 + 400 + 400 + 0 = 800 Total Loss: 3200 NS Nation with standing army of 30,000 soldiers, 3000 tanks and 0 nukes Old NS of military aspects: 0 + 3000 + 3000 + 0 = 6000 New NS of military aspects: 0 + 600 + 600 + 0 = 1200 Total Loss: 4800 NS Nation with standing army of 50,000 soldiers, 5000 tanks and 20 nukes Old NS of military aspects: 0 + 5000 + 5000 + 1000 = 11000 New NS of military aspects: 0 + 1000 + 1000 + 4000 = 6000 Total Loss: 5000 NS Nation with standing army of 100,000 soldiers, 10,000 tanks and 25 nukes Old NS of military aspects: 0 + 10000 + 10000 + 1250 = 21250 New NS of military aspects: 0 + 2000 + 2000 + 6400 = 10400 Total Loss: 10850 NS So the bigger nations actually lost more NS than the smaller nations, thus lowering the 5% barrier and making it easier for smaller nations to get into the top 5%
  19. Its happened again. Cleared my internet cache the error is still appearing /***Screenie removed***/
  20. i'd suggest getting a few very similar nations finding what features they have that are different then mess about with manipulating those values until you hit the combo that gives you x...
  21. maybe they have but they don't want to give away all their hard work for free to someone who is not in their alliance...
  22. you take lots and lots of data points and reverse engineer the formula
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