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Azaghul

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Everything posted by Azaghul

  1. An MP is only going to be useful for someone in the middle of a war if they have a large warchest (150 million or more). Otherwise you're only really gonna be able to fight long enough to use up your current nukes. Is it worth it to get nuclear capable? That really depends on your alliance. How safe is it? How much are you using your nuclear stockpile as a deterrent? Would your alliance first strike nuke? For my alliance it's well worth it for our members to get MPs, as we aren't the most well connected, maintain large numbers of nukes to have as a deterrent, and would first strike nuke without a second thought if attacked. For someone in an alliance that isn't well connected, doesn't maintain a lot of nukes, and wouldn't first strike nuke, it wouldn't be very worthwhile.
  2. If you are using your aid slots to buy tech, DRA. If you are using over about 30% of your gross (before tax) income to buy infra, Interstate. Great Temple is better than Great Monument.
  3. 3 points and 13 members away from sanction.
  4. Funny I see this thread the day after I nuke someone who was ghosting my alliance and then sent insults at us for it (I let an alliance mate get the nuke in today.) I can assure you that if MK was ever attacked, you'd see scores of nuclear attacks the next update, and GRL at 5.0 within a matter of days. GATO was effectively ZIed anyway, they should have used nukes and at least done some damage. Same with GPA, though they weren't all ZIed.
  5. Sell tech on all of your aid slots. If you don't know what that is, it's where you sell tech to a large nation for profit, usually 3 million for 100 tech. The only limit is that it uses aid slots and you have to stay at 50 tech or below, as you make money buying tech from 0-50 and selling it. You can make 7-8 million a month if you do it on 5 slots.
  6. A normal economic wonder (+5 happiness) usually increases income by somewhere around 5%. IS cuts your infra bills by 8% netting you about a 2% gain on your income (infra bills are usually about a quarter of income, if you have more infra, bills make up a larger percentage of income, so IS benefits you more, adjust figures accordingly), and you have have to gain about 3% to make it better than a +5 happiness wonder. 3%/8%= 37.5% of income you need to be spending on infra for interstate to be more profitable than a +5 happiness wonder, varying depending on how many eco wonders you currently have (as you get more, each happiness/income wonder gives an incrementally less percentage boost in income) and how much infra you have (the more infra you have, the larger percentage of income you are putting into paying bills and the more worthwhile IS is). Basically, if you aren't going to be spending a third of your income on infra in the next few months, don't buy an IS. This is especially true if you are going to be buying a manhattan project and nukes, which will delay your infra growth by at least a month if not two. If you are going to be buying infra like crazy, get an IS.
  7. They stack. 5 labor camps cut your bills by 50%.
  8. Nice going GPA! Almost at a million infra too.
  9. What MK is doing: 1up1up1up1up
  10. Hmm, what seems to be happening, which would account for MDs seeing to make no difference, is that they are, but the tech multiplier is twice as powerful as for other attacks. 15*1.6 is about 24, and it being doubled would account for why I thought MDs weren't doing anything (they cutting it in half is countering it being double what it should be.) If it's intentional, I support it, as I like tech being more powerful. I'm not sure admin intended it to be like this though.
  11. I'm at war with two nations, and I've noticed the calculations for CM damage seem to be off and producing results that are too high and aren't taking into account. I can post exact numbers for damage done to me from two enemies to show this, and go from memory on my own damage to them. One enemy CMing me, has 0 satellites 2,040.15 tech (might have been higher for the attack), missile defense I have 5 It seems like the calculation should go (10*(1+.204 [for tech])*(1-(5*.1) [for MDs])= 6.02 infra destroyed. Instead they destroyed 7.08 infra. Other enemy CMing me: has 5 satellites, 1,993.65 tech, and I have 5 MDs. Calculation should go: (10*(1+.199365 [for tech])*(1+(5*.1) [for Sats])*(1-(5*.1) [for MDs]) = 9.0 infra destroyed. Instead they destroyed 10.49 infra. My own CM on one guy, he has no MDs and I have no satellites, I have 2,696.6 tech. Calculation should go : (10*(1+.26966 [for tech])) = 12.6966. They have been doing about 13.5 damage if I remember correctly. I could just be remembering wrong though. In any case I played around with it, and it looks like what is happening is extra damage done for having more tech is getting increased by satellites but NOT decreased by defending missile defenses. Doing that for my opponents CMs: first enemy: ([normal damage] 10*.5)+([extra damage from tech] 10*.204)= 7.04 damage (very close, he probably had higher tech at that time) second enemy: ([normal damage] 10*1.5*.5)+([extra damage from tech] 10*.199365*1.5)= 10.49 damage. The equation needs to be changed so that missile defenses also reduce damage taken the opponent having extra tech, rather than just the initial 10 damage.
  12. As long as you don't get suck in a situation where you can't buy the improvements you need to collect (happiness improvements and border walls) or to pay bills (labor camps) or you don't have to collect with border walls, it doesn't hurt you. However if you have to use a collection to pay bills, you'll either be stuck with border walls to collect or without them to pay bills.
  13. Wait till you hit 3999 infra and then get stock market as your first wonder, social security as your second.
  14. This a sign up thread to be a seller in MK's tech program. How it works is our bank sends you 3 million, and you send 50 tech each to two aid targets. For a seller it's almost exactly like participating in a 3x3. The date it takes place will coincide when MK's regular bank cycles, which happen every 10 days, the next on June 6th. You will be PMed in game with a link to a web-page which will tell you who is going to send you money and then who you should send tech too. Basic requirements: - 3 aid slots, open on the day of our next bank cycle - That you understand how to send tech. - That you are active enough to send out both tech payments on the day money is sent. - That you are in an alliance, and one that isn't on the bad side of an alliance war. In order to sign up, please post the following: If you'd like to sell tech in other ways to MK members or set up other tech deals with us, you can visit our tech forum here: http://thecastlehall.com/boards/index.php?board=281.0 If you're a representative from your alliance that would like to give us multiple sellers for this, please contact me. We can set up one of these threads on your forums if you'd like. Azaghul Mushroom Kingdom Baron of Tech
  15. lol, let's not turn this into a RL political debate shall we about the US's environmental record. Anyway I do think that that it doesn't make a lot of sense for realism that nukes hurt environment. It's neither a positive or a negative in most countries that have nukes, and most of the impact is in regards to uranium mining and such which is already accounted for. However for game play purposes it makes sense and probably should stay.
  16. And now with tech increasing damage, 1000 tech is now more valuable.
  17. Even with 4K land and 5K infra I'm much better off with a happiness wonder.
  18. I agree. The environmental bonus from border walls needs to be significantly reduced, to say -.5 or -.25 per border wall. The biggest that this change does to large nations is make GRL hurt them a lot more.
  19. From what I know (not 100% sure it's all right.) Soldier count > 60%= +1 environment Importing coal, oil, or uranium = +1 environment each Nukes = +.1 environment per war head.
  20. Also for those worried about uranium and it's negative environment even though you need it for nukes and paying bills for nukes, keep the trade but just temporarily drop it when you collect.
  21. It hurts environment at >50 or >60% soldiers, which now has an impact.
  22. If it's lowered citizens and income too much, perhaps it should be balanced by something else? Like say make the base citizen for each mile of land is two citizens instead of a fraction of one. That way the value of environment and land would both be increased.
  23. It's a good change. It would be nice if people weren't always thinking only about their own growth or strength but how good a change is for the game. Environment (I'm assuming) will have a meaningful impact now. With it, border walls probably need changing to not affect the environment. Perhaps change the happiness bonus to +3 and take away the environmental bonus. Also what was the change to nukes? The information in the game info page needs updating to reflect this change.
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