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Killjoy

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Everything posted by Killjoy

  1. Don't you mean you need two buyers? If so, I will buy. http://www.cybernations.net/nation_drill_d...Nation_ID=91621
  2. On the other hand, what of a nation willing to forgo a day or two of taxes because they are buying a wonder at day 21 or 22? Should they not receive the benefits? What about labor camps? Basically, as I understand it, you are suggesting that whatever the tax collection would have been on day 20 should be the amount collected on any day after day 20. I understand that this affects war strategy, but also consider the impact of your suggestion (which could be implemented a number of different ways) on economic strategy.
  3. My circle broke up recently, so I'd like to get into a new one ASAP, I'd be happy to sit in C until I fills out. Thanks for the effort.
  4. Nation Ruler: KillJoy Nation Link: http://www.cybernations.net/nation_drill_d...Nation_ID=91621 Resources: Lumber, Spices Which set and circle do you want to be in? Set I, circle I looks better than the other two that need lumber/spices, though the lead/uranium set would be ok in a pinch. Are there any specific wild card resources that you want? Uranium, Fish or gems If you are not in Maroon, will you be able to move when the circle is complete? Yes.
  5. This is the vital question. The value of the lunar resources seem like they are skewed heavily toward a trade set. If you are a FF/Beer/Construction nation with uranium, here are your likely values: Radon +$6 Calcium +$3 Silicon +$0 Titanium +$0 If the resources are random and can never be selected, your expected value is an increase in income of $2.25/day, not even close to a good return on a $300m+ item. Related somewhat: are all space wonders affected by their proximity to the hotspot? Can all therefore be moved?
  6. No, it's just that every nation has a different combination of resources, infrastructure and land. Perhaps instead of snark you could provide a useful answer. Wait, I forgot, this is the internet. Nevermind. All below will affect your citizens:infra ratio: Resources: Cattle - Increases number of citizens +5% Fish - Increases number of citizens +8% Pigs - Increases population +3.5% Spices - Increases the purchased land area of a nation by 8% Sugar - Increases the purchased land area of a nation by 5%, increases number of citizens +3% Wheat - Increases the purchased land area of a nation by 5% and increases number of citizens +8% Affluent Population - Increases population +5% Improvements: Border Walls - Decreases citizen count -2% Clinic - Increases population count by 2% Hospital - Increases population count by 6% Wonders: Disaster Relief Agency - Increases population +3% National Environment Office - Increases population +3%, National Research Lab - Increases population +5% Universal Health Care - Increases population +3% Governments w/ +5% land: Capitalist Communist Monarchy Republic Totalitarian Transitional So again, there are myriad permutations, probably thousands of actual in-game ratios depending on resources, government, etc.
  7. Thanks. Of course this increases the complexity of the calculations I need to make. But I'm not about to complain about the first positive event I've gotten in six months.
  8. I also received this event today and I'm wondering, is the environment bonus calculated AFTER everything else is considered? That is, my environment is 6.0, basically as low as possible. Would this lower it to 5.0, or have no effect because I'm already as low as I can be?
  9. Until two days ago I was -$10 from three events. Now I'm "only" -$6, praying that I won't get another event before I collect taxes.
  10. Indeed, I've only gotten six bad, and I'm currently dealing with three negative events, -$10 income total. Now, when I see the 'new events to respond to' notice, I fill with dread. Not a good change. Maybe some limiting of the total effect of events, both positive and negative. So you couldn't be more than +/-$x or x% pop decline/increase. Bottom line is that the change sucks. I wonder what my nation looks like when it's not under a negative event, as it hasn't happened since they have been reenabled.
  11. Actually, that would be more realistic, as government choices are seldom made with a full understanding of the consequences. Of course if the outcomes were standardized it would not take long for the optimal choice for each event to be posted, on the wiki or in alliance forums. This could be resolved using some randomness, using the event I received today, for example: Counterfeiters raided the national mint last night and stole your nation’s precious printing plates. They are now printing large amounts of counterfeit money. Option 2: Devote military resources to counterfeit detection. Citizen income -$3.00. Instead, this could yield a range of results, for example: Your military was successful in capturing the counterfeiters, Income -$1 to Your military operations to capture the counterfeiters have greatly slowed commercial traffic in your nation. Income -$4. Just as an example. Also, it seems the ration of postive events to negative events has changed, making negative events more frequent, though that could just be that all the events I've gotten in the last six months have been negative. Yet another good reason to collect taxes infrequently.
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