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BigNastyPSU

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Posts posted by BigNastyPSU

  1. Yeah I'm thinking you are right. When I went to buy more soldiers I only needed like 20 to get back above 20%, since it wasn't in the thousands I think I just didn't notice the change until my pop increased just above the trigger. I understand why admin didn't make an announcement of this as well. I am very happy with this change.

    Thanks dude.

    (This topic can be closed if necessary)

  2. I just noticed that my defending soldiers is now being reported as less than 20% of my population. In the past it has always been soldier efficiency that went into this calc (which my eff is >20%) but now it seems it is actual soldier count. This is one suggestion I had supported in the past so I hope this is a game update that hasn't been announced yet. Anybody else noticing this?

  3. One of my usual customers let his nation get deleted after being nuked THaB so I am looking for 1 person for a long term tech deal to fill his slot.

    Standard deal, 3 mil from you, 100 tech in two batches from me after that. People who prefer to have a reasonably permanent source of tech are preferred as I like to have my slots filled at all times.

    Send me a PM or just send the aid:

    http://www.cybernations.net/nation_drill_d...ation_ID=219935

  4. I'm asking this question because I've asked about 5-6 other people and I am getting conflicting answers.

    I know that 1 happiness = $2 income * modifiers, but when a wonder/event says it adds/subtracts from citizen income, is that before the modifiers, or after. Most of the people I've talked to seem to think it is after, but I doubt it.

    As a first example, lets say the only improvements I have (for simplicity) is a harbor.

    So 1 happiness = $2 * 1.01 = $2.02

    Now lets say I get an event that says either -$4.00 or -2 happiness as my choices. If I choose the happiness, my nation will lose -2*$2.00*1.01 = -$4.04. If I choose the direct citizen income effect, am I going to just lose $4.00 or am I going to lose -$4.00*1.01 = -$4.04? Not that four cents is a big deal, but the difference gets larger as your nation gets more improvement modifiers. I believe both choices would be equal no matter what modifiers you have, but again I've had people tell me otherwise.

    As another example, lets say each point of happiness for my nation is worth $4 (2.00 in improvement modifiers). Its time for me to build my first wonder. My choices are the stock market, or the great temple (ignoring the $5mil cost difference).

    The Great Temple is going to affect my bottom line by 5 hap * $2 * 2.00 = +$20.00.

    The stock market will effect my nation either by +$10.00 or by $10.00*2.00 = +$20.00.

    As far as I can figure out, in my two examples I believe the bold values to be the right effects, but I've had at least 3 people tell me that its the other way around.

    So what IS the deal?

  5. My group is looking for a RELIABLE water/iron trade to finish out our circle. We have lost our water/iron person 3 times in the past 3 weeks. Everybody else is rock solid and has been for awhile.

    This is the 3BR circle, Beer/Fast Food/Construction.

    If you are interested please PM me in game. If you are not aqua and require a little bit of incentive other than being the last piece in an immediately complete trade circle, that can probably be arranged.

    Aluminum - BigNastyPSU

    Spices - MosesDad

    Iron -

    Lumber - Kat Smaller

    Marble - DarthFoamy

    Wheat - MosesDad

    Water -

    Fish - Thor VonMayhem

    Cattle - DarthFoamy

    Pigs - Thor VonMayhem

    Sugar - Kat Smaller

    Uranium - BigNastyPSU

    Bonuses: Construction, Fast Food, Beer

    Initial infrastructure cost: -33%

    Infrastructure upkeep: -21%

    Population increase: 27.5%

    Citizen income increase: $0

    Population happiness increase: 9.5

    Initial land cost: -15%

    Purchased land area increase: 18%

    Natural growth increase: 0%

    Technology cost decrease: 0%

    Environment increase: 10%

    Environment decrease: -1

    Soldier increase: 35%

    Soldier cost decrease: $-3

    Soldier upkeep cost: $-0.5

    Tank cost decrease: -5%

    Tank upkeep cost: -5%

    Aircraft cost decrease: -8%

    Aircraft upkeep: 0%

    Aircraft limit increase: 10

    Cruise missle cost decrease: 0%

    Cruise missle upkeep: 0%

    Nuke cost decrease: 0%

    Nuke upkeep: 0%

  6. Just switch it so you can't have more than 2 events at once. If you get 2 positive, hooray for you, 1 and 1, should be neutral, 2 negative, oh well bad luck, but at list it shouldn't be crippling, unless you get that 2x -$10.00 income or something.

  7. I am beginning to think I should do the same. I am currently testing my luck by paying bills daily, but haven't gotten anything yet. Mebbe I'll do the once every 3 days thing.

    Well this is one good way to decrease server traffic if 90% of the players aren't going to collect/pay bills every day now. I was planning to wait to start swapping, but after 3 bad events, f-it, I doubt I'll be showing up more than once every couple of days, which sucks, I like to be active.

  8. I agree with you to an extent.. But I have to point out a few things:

    These events are random, and they're equally random for everyone. The chances of one person being seriously more unlucky than another person will eventually even out.

    Lots of negative events and not as many positive events isn't a bad thing, it's all to scale. It kinda makes us feel unlucky, but everyone's being affected in the same way.

    And lastly, you could argue that this brings more skill into the game. Collecting and paying bills at the most strategic times.

    Eventually meaning only when the law of large numbers comes into effect. That could be 1000 event occurrences for some people.

    I don't mind the frequency of events, just today when collecting and paying bills, there was a bit more anticipatory anxiety than normal, I like that. I just think they should be cut down in duration.

  9. Hey all, we need one person to fill out our trade ring with Iron/Water. Everybody else is pretty much ready to go, so if you have iron/water this ring can start for you immediately! I'm willing to buy you a harbor if you don't have it. I have an alliance-mate ready to go with the cash.

    Thanks,

    BNPSU

    Aluminum - BigNastyPSU

    Spices - MosesDad

    Iron -

    Lumber - Kat Smaller

    Marble - DarthFoamy

    Wheat - MosesDad

    Water -

    Fish - Thor VonMayhem

    Cattle - DarthFoamy

    Pigs - Thor VonMayhem

    Sugar - Kat Smaller

    Uranium - BigNastyPSU

    Bonuses: Construction, Fast Food, Beer

    Initial infrastructure cost: -33%

    Infrastructure upkeep: -21%

    Population increase: 27.5%

    Citizen income increase: $0

    Population happiness increase: 9.5

    Initial land cost: -15%

    Purchased land area increase: 18%

    Natural growth increase: 0%

    Technology cost decrease: 0%

    Environment increase: 10%

    Environment decrease: -1

    Soldier increase: 35%

    Soldier cost decrease: $-3

    Soldier upkeep cost: $-0.5

    Tank cost decrease: -5%

    Tank upkeep cost: -5%

    Aircraft cost decrease: -8%

    Aircraft upkeep: 0%

    Aircraft limit increase: 10

    Cruise missle cost decrease: 0%

    Cruise missle upkeep: 0%

    Nuke cost decrease: 0%

    Nuke upkeep: 0%

  10. I tested this as well (in fact I am the one who notified ArgonV about it).

    I put my nation at 60% + 1 soldier last night and my environment went up a point. I dismissed a couple of soldiers and it went back down. No other changes. And the number it does use is efficiency not actual.

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