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Thorr

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Posts posted by Thorr

  1. +Zeke+ some cannot do that. At day 1 how can you not pay bills and collect taxes every day. I couldn't imagine what it would be like right now being under 2000 infrastructure trying to build up to do 20 day swaps and being attacked by noobs all at the same time. I know someone who just recreated his nation and has already been attacked twice by rogues who the alliance can't really defend him from because the low strength. And since everyone is now encouraged to be inactive you can't find people online to attack anyone.

    I told several a rogue attacked to several of our weak nations and nothing ever happened. I sent the person being attacked aid and threatened the rogue and he surrendered luckily but he was the second rogue to attack that person.

    Also inactivity means people are holding onto more cash which gives rogues more reasons to attack.

  2. Seems they removed the big events that was positive. Are you sure it is still in there?

    Hurricanes and tornadoes do not happen every week. With the rate of 10 percent twice daily you should get an event every week if being active.

    Also disasters can benefit as much as they can hurt by producing more jobs. US is a large country not a small one and they don't get 52 events a year.

    I do understand making paying bills produce events as older nations wasn't getting any events as they tend to collect taxes every 10 days or longer. Thus only new nations seemed to get events. Better solution would of been changing it from collecting taxes making events to paying bills making events not both. Just my opinion. Also limiting events to 3 and making it so nations under 2000 infra can't get an event. They need to grow still which require them to be active every single day. Or any of the other ideas I have thrown out.

  3. The person I was talking too took a minus 2 to happiness instead of -10 % land. The lost in land is very insignifigant even with his 11,237 miles.

    I am not sure but the lost in land should reduce your citizen count by the .2 or by the .5 per mile x modifiers. The game is very buggy with land and modifiers may not work on it. Can't be sure but it has always seemed inaccurate but even at maximum modifiers and at some 25000 miles of land a 10 percent loss is barely equivalent to just a 1 happiness loss. Not to mention a 2 happiness loss.

    tldr

    O ya baby should of choosen to loose land.

  4. The idea is simple. Every nation has a 10 percent chance of getting an event as is. Each time they get an event it always is opposite of the last event. How often they get event is on them by how often they collect taxes and pay bills. But if they started with a bad event then the next has to be a good event.

    Realistic? No, but it would make it more fair and not discourage everyone who gets all bad events. Some bad events are really that bad and I see some good events aren't really that good. Thus there will still be a bit of anxiety about the next event. I am going to get a bad one I hope it isn't a really bad one. Oh I am due a good event let me keep collecting taxes and paying bills and I sure hope it is a really good one.

  5. Yeah you get your land back. I had the event on whether to lose 2 happiness or 10% land, and I chose to lose the happiness.

    That wonder made me about 650k :awesome:

    The 2.00 in the wonder and the extra .3 citizen per mile was part of the 650k and 10 percent land verses 2 happiness with as much land as you have, it probably would still be better to choose loosing land. 1124 miles x .5 is only 562 people x modifiers. A 2 happiness loss for me is 425k while 562 people with modifiers making it around 800 is only 120,000. I know you can't make more per person than me. But 2 happiness loss is also less of a loss for you than me as you have less people. I still can't imagine it is less than 250,000 which means your loosing the extra 130,000 or more.

    Land will never compete financially with happiness or citizen % increases. Even at 17000 infra with the right wonders and trades it is better to buy infra than land even with the ADP. You have to have land to keep citizen and soldiers from over crowding of course.

    IE

    I get 150 per citizen I have 180,000 citizens.

    I need nearly 20000 land for 10 % to compete with just 1 happiness. Also need 25000 miles of land for 10 percent land to compete with 1 % citizen boost. To buy that much land is too costly for the benefit of .5 citizen per mile. It would be better to reach 20,000 to 25,000 infra. Somewhere in there with all the wonders the bills start getting to be too much, that is until more wonders reducing bills are created.

  6. They don't happen as often as they are happening in game unless you are a huge country. Older nations maybe understandable to have many events but I sure do have to say young nations are going to struggle dealing with these events. It is even more devastating to them as they don't have 100 happiness like I do. A 3 happiness loss is only 3 percent of my happiness. It is possibly half the happiness a new nation has. I hear you can get 8 events. A week old nation with 8 events that hit him for 3 happiness wouldn't make a dime when collecting taxes. He may actually have to pay money to collect. Don't know if the game works that way.

    My 3 bad events won't really hurt me and I will work around them as I am an old nation more than capable of doing so.

  7. ouch 8 events with neg 3 happiness could devastate someone if they was unlucky enough to get all really bad ones.

    So noone has seen any really good events? The best so far is 1 happiness!

    Another note young nations almost need to collect taxes every day and pay bills every day so you could really be hurting new players chances at this game.

  8. At the least, I agree the length of time events affect your nation should be decreased with the new mix. 10-15 days would be ideal. Not too much, not ridiculously low.

    With a 20 day collection you can skip right over top this and never see the effect if prepared. So reducing the length won't work but making it hard to get several quickly would. Either do it by transactions or by days. Changing it so that day is 0 percent chance to get another event then the next day is a 1 percent then the next is 2 percent etc. If you last 10 days without an event you are back to 10 percent chance of an event.

    Is there a max amount of events you can have ? That could solve it also. 3 Events max per nation.

  9. The events do hurt and saving up so you can start doing several day bill payments and several day tax collecting is going to be the most logical way to go. Downside is Today I payed bills got an event then collected taxes and got another event. I would think that needs fixing. Something along the line of once you get an event you jump to 0 percent chance of an event until you perform an action then 1 then 2 then 3 then 4 then 5 then 6 then 7 then 8 then 9 then 10 percent. If you paid bills say 6 times and collected taxes 4 times and got lucky enough to not get an event then you would be back to 10 percent chance.

    Shortening the events can make them not effect you at all. IE the event is 15 days you wait 16 days to collect taxes. Anyways I will be collecting taxes in 11 days then waiting 20 days when these events die off to collect again.

  10. Random Chance is a very bad thing for this game. It takes the skill and smarts out of the game and makes luck too much of a factor. Someones nation should be based off their knowledge about the gaming and ability to put it into practice not whether or not they got screwed by chance. The problem with saying "We're locked into resources so there is no harm in locking us into wonders." is that there is a problem with locking us into resources! Admin has done alot to help negate this problem but creating another one like it is just foolish. Forcing people to choose to go for either military or economy is fine but give them that choice.

    -Veritas

    Yes the super wonder is the only good idea yet.

    This super wonder should be something like buying infra cheaper or buying land cheaper or increases the amount of tech you have by 25 percent(since the amount of tech now does have a good military use). These things require you to spend into something for it to help your nation thus requires a commitment.

    There may be another use of one of these and like it is said two months in between tearing it down and rebuilding a new one. Each may require something different IE need 1000 tech to get the tech super wonder.

    The only thing is this won't stop the need for new wonders.

  11. To be fair, like I said, this used to be true, but apparently is no longer.

    It is soldier efficiency. Which soldier efficiency is always higher than soldier count. But if soldier efficiency is 60 percent or higher than citizen count you damage your environment. I already stated a while back that with enough resources the pentagon and other items you can have the minimum soldiers to keep your nation from going anarchy and almost reach the 60 percent efficiency that would hurt your environment by one.

    Noone seemed to care, so it isn't fixed and thus it isn't 60 percent soldiers count that affects environment. Most people if they have a simple 40 percent soldier count will surpass the point that they now have a hit to the environment.

  12. It will vary according to your nation. Each nation has different boost from different things. 1 happiness for me is more damage than using a borderwall to clean my environment so I prefer Democracy that is until I get the new wonder ADP which makes land more effective and so I may need to use Monarchy and an extra border wall.

  13. Well, let's look at some math based on having the 5 resource build (the best build for his starting pair of Aluminum/Rubber) and 50 tech:

    at 500 infrstructure:

    * With the Labor Camps upkeep bills are $22.42 a point or $11,210 meaning the camps are saving $11,210 a day

    * The camps are costing $10,000 a day in upkeep costs and $29,050 a day in lost income for total losses of $39,050.

    * Profits minus losses equals ($11,210 - $39,050) -$27,840 lost every day keeping the Labor Camps

    at 1000 infrstructure:

    * With the Labor Camps upkeep bills are $49.67 a point or $49,670 meaning the camps are saving $49,670 a day

    * The camps are costing $10,000 a day in upkeep costs and $58,100 a day in lost income for total losses of $68,100.

    * Profits minus losses equals ($49,670- $68,100) -$18,430 lost every day keeping the Labor Camps

    at 1500 infrstructure:

    * With the Labor Camps upkeep bills are $71.31 a point or $106,965 meaning the camps are saving $106,965 a day

    * The camps are costing $10,000 a day in upkeep costs and $89,700 a day in lost income for total losses of $99,700.

    * Profits minus losses equals ($106,965 - $99,700) a $7,265 gain every day keeping the Labor Camps

    So by the time he reaches the point of having 1500 infrastructure, the Labor Camps will be turning a profit which will continue to grow as he adds more infrastructure.

    So it all comes down to whether he has a means of dealing with the short term losses the camps will cause because in the long term he'll benefit greatly by retaining the camps.

    Camps cost is 15000 upkeep I thought. His benefits will start to show at 2000 infra true if he has the best resources he can have 40k citizens around 3500 infra. If he does tons of tech deals or gets 3 million at least every 10 days then he can be up to 3500 to 4000 infra in no time. It all comes down to if he will get help rebuilding which I don't know seeing how the pirates haven't the best rep unless they managed to rebuild. I know I won't tech deal with them if people are going to attack them.

  14. Unless he has someone pushing him up in infra giving him 3 to 15 million every 10 days they will hurt his income and you don't need them until you have 40k citizens anyways as they don't help you much until 4000 infra. So he will have the 40k citizens already by the time he has the need for the labor camps. Now if he had a bunch of other smaller improvements then he should keep them like 5 satellites 5 missle defense etc that would require him to have some 60 to 70k citizens. Then yes keeping the labor camps would be better in the long run.

    At first he will be loosing 100s of thousands of dollars. 5 happiness is x 4.15 x tax rate x citizens. so 20.75 x .28 x 3000 citizens means he looses 17430 at less than 300 infra (he should be getting at least 10 per infra plus the initial 150 extras) and infra up keep savings then is maybe 8000 so every day he looses approx 10000 plus the 15000 upkeep cost of 5 improvements so 25000 per day.

    If you do the math it isn't going to hurt if he drops the LC until he gets back to 40000 citizens. It will help him more than hurt him. The only exception if someone pumps 3 million into his nation every 10 days.

  15. Because I wouldn't have to worry about others near me having nukes until they bought the MP. I can afford it easily while some above me can but some below me are going to have a bit more difficulty. There is some 2800 nations inside my attack range. Most all below me since only 300 are near my infra.

    I would only have to worry about 300 to 500 nations so I could focuse on growing if all needed the MP. I also don't see the top 5 percent that hard to reach. There are some nations with only 4000ish infra in the top 5 percent. Now if it gets to where all the top 5 percent has 14000 infra that would be hard.

  16. :blink: This is just simply not true. 99% of the time, the Stock Market should be the first wonder.

    However, for his nation, buying a SSS could be his first wonder since his average gross income is over $290. Even still, he can buy a stock market a couple days earlier due to the $10M difference in price, giving him less time before his next wonder, and he could put the extra $10M into spies, which he needs.

    SSS was better for me at first it varies according to your citizen income and his is low so I would have to say stock market maybe better.

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