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Kingdom of Royalty

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Posts posted by Kingdom of Royalty

  1. I haven't had time to fully read this thread, though I thought I would add my comments on it.

    The changes have been implemented too fast, and without warning to players. I cannot understand why tech influence on strength has been lowered, but also made far more important (since it can be destroyed and the 300 cap removed, and aircraft requirements) at the same time?

    I think this has distruped the game balance, I have watched a few wars since these updates and it appears that stronger nations with lots more tech are crushing lower tech nations for no apparant reason, as if this wasn't bad enough before the changes!. Yes, I am not saying cybernations should be peacy, but new/regular players <1500, are not going to be rebuilding if they have been attacked, it takes a few players (who have mediocre trades, and not the best strategy) about 200 days to reach 3,000 infrastucture. This can be reduced to about 1,500 in around 6 days, and it is happening right now. They will have hardly any improvements to speed up recovery, no wonders, and they will certainly not be starting all over again at almost the same rate it took them initially. They will quit the game.

    The aircraft limit is good, however I think it has been raised too drastically, and since nobody was pre-warned about this then they will be stuck without good aircraft for a long time, tech is not something you can buy overnight, it will take at least 1.5 months to get 200tech.. The jumps need to be balanced, to stop people with 200tech more than someone else totally destroying him.

    I really think something needs to be changed ASAP as players are/will be drived away with these changes, and as mentioned in another thread wars have become even more lopsided with these changes.

  2. Intresting.. Based on if it was $4.2 that it would be an extra $7.05 which is pretty good.. vs say around 350*0.02 = $7 for the SSS.. So maybe the Great University would be better..

    Having a quick look though I worked out the modifer would be an extra 100% at most (96% for bank, school, foreign aid, and harbour) are there any more factors which would affect it?

  3. It is Ferepirs guide, if you read at the top of the post I have made it clear it's his :) I also PM'd him beforehand and he said I could post it on here as he had no intentions of doing it himself.. I have updated a few sections on it, and corrected mistakes, I would like to work more on it.. feel free to make suggestions..

  4. I could be doing my maths wrong but in most cases SSS is much better than a stock market, for what it does, if you compare what you could have spent in infra vs SSS, and what you could have spent in infra vs stock market.

    Stock market = $10.00 = $2.8 extra per citizen

    SSS = 2% extra taxes. Most nations should be at least $300.00 per person, so that's $300.00*0.02 = $6 extra per citizen

  5. SSS should be better, you need to do the maths to work out by how much....

    With a university you get +2 happiness for every 1000, so with 2700 tech, that would be (2*2.7) +5.4, that would be an extra $3.024 extra per citizen net (28% tax rate). With 3000tech it would be +6 happiness = $12gross = base $3.36 extra net. Give or take that may equal about $3.50 extra as according to some people happiness is a bit more than 2$ each..

    To work out SSS on the other hand calculate your gross income *0.02, that will give you what you get extra per person. You will probably find the SSS is a fair bit more than the Uni :)

    2nd question - Edit My Nation, next to capital city, click the little icon "move capital city" :)

  6. I like the suggestions though they seem too powerful, some restrictions would need to be put into place. Maybe not a build-time, but something else which realistically limits the amount you can have and to what extent they can be used.

    The trouble with a cruiser is it would be too powerful to have more than 1, however just being able to own one seems pretty boring as everyone would purchase 1 and leave it as that. Hence I thought maybe a build time and also large upkeep costs to stop potential quick-attacks which may arsie (or something like that) and add a degree of strategy...

    If build time does not fit in with the rest of the battle system, what about deploy time then instead? This would be realistic as we know aircraft can attack pretty quick whereas it would take a ship a few days to reach battle.It also costs money to deploy them, which is also realistic with fuel costs and so on. This would be based on the spy idea where once you have purchased the spies, it still costs extra money to attack with the spies.

    If not, tone the navy features down so it is possible to purchase multiple ones so it would be more like the aircraft system..

    I think if the system was based on a mix of the aircraft/spy/military system that would be intresting :)

    Again, just thoughts and ideas :)

  7. just tell me your joking. you're an addict on these forums, giving everybody "tips" yet you do not even use labor camps? blink.gif

    ouch!

    Grow up.

    Rozalia - 8 Million seems a wise amount, you will also find that once passing the 3k mark things seem to speed up quite a bit and you will be getting improvements every few days..

  8. Try this link : Mr Fixits Calculator :)

    Could you post here what it comes up with?

    I would say since you have 1 hospital then it may be roughly 80-90% of what the calculator comes up with, as the 1-2 improvements you will get in the process will easily cancel out any losses..

  9. I think the suggestions in the original post are pretty good, it would give something extra for bigger nations to purchase instead of improvements :)

    The only problem I see though is that some seem improvement-like, and some seem military-like. I'm not sure how that would fit with the current interface/system which the war system is based upon.

    Some general thoughts here, please dont shout at me :) :

    As aircraft in the real world are generally purchased from other countries etc, ships take a long time to build, and so add a different dimension and strategy to the war system. Some ideas:

    Cruiser - (Build time: 20 days): They are fairly expensive to produce, upkeep costs are quite expensive, instead of being deploy-based, make it aircraft-based and they can send 3 "missiles" a day to whomever at war (not cruise missiles, a new "missile" which does less damage). Number of cruisers allowed = Land *0.01 (1 per 50 land)...

    Aircraft Carrier (Build time: 10 days): Adds an extra attack per day, only one deployed per nation at war... Number allowed = 1 per 100 land?

    Submarine: (Build time: 15 days)Used to detect enemy cruisers, submarines per nation, reduces effectiveness/chance of a cruisers missile attack. Max 50 ?

    Destroyers: (Build time: 5 days) Can engage with eachother and also attack mentioned above, different attacks can be used like with the military system (such as attack other destroyers, at will attack on aircraft carrier/cruiser), different strategies can work best in certain situations, for example if opposing nation has little destroyers then attacks on aircraft carrirs are likely, otherwise the best attack method is engage battle with destroyers, and you only are allowed one one attack per day, you therefore have to spend many days reducing the amount of destroyers before you have good chances of sinking an aircraft carrier/cruiser... This will sustain war for a duration of 5 days so thinking in advance is needed.

    Of course most of that probably wouldn't work and would have to be thought out how it would work realistically, but maybe the ideas could be useful..

  10. Personally I would say its never been worth it fooling around, first of all you need to tie money up to pay your bills (otherwise you get $5000 intrest with that if you dont pay every day) and also to maximise the intrest (roughly $100,000 so the 12% = $10,000) and then you have to collect taxes every other day... Mathematically, when you can buy enough infra a day to = an extra $10000 gained (example, you can buy 10 infra per collection (100 citizens), and they make $100 each, then that is 100*100 = $10000, then there is no point doing it.)

    Also, once you have considered the benefits such as if you collected every day, you may get an improvement quicker which will also alter the maths, you want to be using all the money you have, and also if you are young that money you have been saving up could be quickly destroyed in a war, making it useless as it could have been spent investing in infra which would have got you an extra improvement (which cannot be destroyed in war). :)

  11. I was thinking about purchasing one last month, but doing the maths, at that time it didnt make sense to purchase one, I can't see anyone under 3500 infrastructure purchasing one unless they have optimal trades, it would take almost 1/2 of month to save up in some cases. I think you are right about purchasing one at this stage, I am aiming to get one by the end of the month at the moment :)

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