0.915

All captured cities will now initially have their income at 20%. It will will increase by 20% each turn you're holding the city. On foreign territory the initial income is 5%, increasing by 5% every turn. After you reach 100%, the increase will be 1%.

This is done to make the transition more realistic and to make players invest in protecting their cities. Once your city income reaches, for example, 120%, you probably wouldn't want it to reset back to 20% (which will happen if another player takes the city).

While it will now take 4 additional turn for your new city to reach its previous potential, it's now possible to go over 100%, and even cities on foreign territory will bring some income as well.


0.917

The initial income is now 50% for cities on your territory and 10% on foreign territory. The weekly increase is +25% on your territory until 100% and +2% afterwards, up to the total of 150%. Weekly increase on foreign territory is +5%, and the maximum is 50%.

This change should give enough incentive to hold to your cities, while also not crippling players who prefer rapid expansion.

Also in this release: "/pr Nickname" chat command, for talking to members in private channel. Works the same as choosing from the list, but this also allows you to talk to players in other games, for example. Clicking on player's name in the chat now also puts "/pr Nickname" into the message box.

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Comentarii

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Comentarii: 10   Vizitat de: 279 users
30.11.2010 - 09:32
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30.11.2010 - 13:53
Good change. will add more strategy. right now it's just a furious land grab every time.
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30.11.2010 - 14:48
Prediction: it will still be a furious land grab. :) Still, probably a good change.

If I take a city on foreign soil, and only on a later turn take the capital, I presume the increase rate will be 20% from that point?
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30.11.2010 - 17:13
Excellent ideas - The recent changes are putting more of an emphasis on defense, something that I appreciate. I also like reduced income from foreign cities. Will they also produce units (collaborators) at a reduced rate?

Some things that I see coming out of these changes:
1. Guerrilla warfare/slash and burn - you deliberately attack a city without intending to keep it to deprive your enemy of income. If you can press his young men into service at the same time, all the better. I have been looking for better ways to play weak nations and this may be one.
2. More evenly distributed defense of cities to protect income gains.
3. Increased use of defensive lines, again to protect cities.

Here are a few suggestions to continue this trend:
Guns or butter - every unit of population that you don't recruit becomes a 1% increase in income when troops are "refreshed" at the end of every three turns.

Increasing marginal cost - The bigger army you have, the more overhead is created. The biggest and baddest is always the most bloated (the US or former Soviet Union for example). The cost of armies should go up greater than the rate of increase of troops, say a square growth rate instead of linear. Combined with "guns or butter" you have an incentive to keep troop levels low which leads me to my next point:

Stack Limits - can you really have 100 tank divisions in a 1 km radius or 40 bomber squadrons occupying a tiny fraction of the sky? The current ability to concentrate forces makes large scale defense a near impossibility while the new changes make defense even more vital. Putting stack limits into place (20-40 for land units and 10 for sea/air maybe?) would do a lot to even out the defense/offense gap. Also, you could no longer defend a capital with 100+ units meaning that your defensive strategy would have to be more broadly based.

Anyway, thanks for continuing the development of this great game. Good luck!
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01.12.2010 - 03:41
 Ivan (Admin)
Thanks for your post, sinecure. At the moment we're not planning to add unit production to cities on foreign soil. Although they do produce Militia (the collaborators you mentioned!) immediately after being captured.

The idea to translate unused units into revenue is pretty good - although by not buying them out you're already increasing your income We might arrange for them to translate into small population increase instead, which in turn will influence both income and unit production.

It's true that bigger armies should cost increasingly more, but I think we'll keep the finances simple for now. Maybe in the future...

We discussed this early on in the development and decided that we don't want to limit unit stacks. This would just lead to people having to move several stacks side by side - just adding more hassle, with little benefit. As for the realism of that... well, the army icons occupy significantly more than 1 square km - I would say it's closer to 40-50, which definitely allows enough territory for large amounts of troops.

Cheers!
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03.12.2010 - 07:04
Speaking of increasing income, it might be a good idea to reduce the income of armies that are parked in cities; Moving and fighting units use up supply more which cost money. Maybe even add a defense bonus for being "dug in" for infantry or other units. This will further encourage defense as units cost alot to maintain. It could require only one turn or many. It will depend on game balancing with further gameplay from players.

I think stacks are a good idea. Instead of limiting them, why not reduce their efficiency after a certain number of units. This way, we could see a stack of tanks preparing to attack a city with maximum efficiency but vulnerable to counter attacks as they don't have infantry to support them. It could also increase the strategy of stack placement with support lines. Ground, air and naval stacks could be seperate with 50 ground units supported by 20 air units without loss of efficiency: Any more units of their proper category would reduce efficiency. Port cities would suffer more from this thought, maybe split half-air/half naval.

I would like to add another suggestion: Naval ports and airports. These would bring a little income without reinforcements and maybe add range to units parked there for their first turn. A group of bombers parked in an airport could have their range increase moderately for fast response to invasions or faster invasions into enemy territory. This would increase the strategy instead of furious land grabs. Even roads could be implemented between certain cities to increase the movements or ground units moving between those cities, perfect for a stealth ambush.
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23.02.2014 - 02:30
Scris de sinecure, 30.11.2010 at 17:13


Stack Limits - can you really have 100 tank divisions in a 1 km radius or 40 bomber squadrons occupying a tiny fraction of the sky? The current ability to concentrate forces makes large scale defense a near impossibility while the new changes make defense even more vital. Putting stack limits into place (20-40 for land units and 10 for sea/air maybe?) would do a lot to even out the defense/offense gap. Also, you could no longer defend a capital with 100+ units meaning that your defensive strategy would have to be more broadly based.




This is a great idea.
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23.02.2014 - 12:00
AlexMeza
Cont șters
Scris de BroManDude, 23.02.2014 at 02:30

Scris de sinecure, 30.11.2010 at 17:13


Stack Limits - can you really have 100 tank divisions in a 1 km radius or 40 bomber squadrons occupying a tiny fraction of the sky? The current ability to concentrate forces makes large scale defense a near impossibility while the new changes make defense even more vital. Putting stack limits into place (20-40 for land units and 10 for sea/air maybe?) would do a lot to even out the defense/offense gap. Also, you could no longer defend a capital with 100+ units meaning that your defensive strategy would have to be more broadly based.




This is a great idea.


RECORD. NECRO AFTER 4 YEARS
Mfw I thought it was an HTML5 Release..
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23.02.2014 - 21:46
Scris de Guest, 23.02.2014 at 12:00

Scris de BroManDude, 23.02.2014 at 02:30

Scris de sinecure, 30.11.2010 at 17:13


Stack Limits - can you really have 100 tank divisions in a 1 km radius or 40 bomber squadrons occupying a tiny fraction of the sky? The current ability to concentrate forces makes large scale defense a near impossibility while the new changes make defense even more vital. Putting stack limits into place (20-40 for land units and 10 for sea/air maybe?) would do a lot to even out the defense/offense gap. Also, you could no longer defend a capital with 100+ units meaning that your defensive strategy would have to be more broadly based.




This is a great idea.


RECORD. NECRO AFTER 4 YEARS
Mfw I thought it was an HTML5 Release..


I got all excited and everything.
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[img]http://i.imgur.com/4TrCT5Z.png?1[/img]
[img]http://i.imgur.com/JpNbfAX.png[/img]
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24.02.2014 - 07:56
 Cthulhu (Mod)
Locked
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