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Tuesday, July 2, 2013 - 06:35 pm 1. War level rules have been slightly relaxed. Until now, on 4 worlds, you could start a war against a country with a president if that country was in war level 3 or higher (this remains unchanged) and if the difference in the war level was 0 to 2. The difference is now 0 to 3. This means that there is more flexibility and more choice when going to war and more countries can participate. Countries with war level 1 and 2 will see no difference and cannot be attacked. Fearless Blue remains unchanged. There is protection for countries in war levels 1 and 2 and all others can fight or get war protection. 2. Immediate orders are now always delivered immediately. Immediate orders are delivered at a price hike of 40% above market, and quality is of course taken into account. The total value of immediate orders is about 20% of the spending space and orders can be placed if the spending space allows. This means that immediate orders should not be huge and should be used to solve a serious shortage problem that is damaging the country economically or during war when materials might be needed urgently. 3. The maximal number of fortifications in a country is increased to 150. During war and in peace time, each fortification represents 0.33 points in the war index. In the near future, military bases will also count as part of the war index, reducing the war index weight of fortifications and replacing part of the war index by the number of military bases in the country. 4. When orders are cancelled, the spending space is now restored. 5. CEOs can reduce cash in their corporations, down to the level of 30B, this was 60B. Numbers in Simcountry are lower now and there is no reason for such a high amount in the corporations. 6. When nationalizing corporations, rules apply that are the same as when building new corporations. 7. Small changes in the way new corporations are supplied, make sure that no products enter the market out of nowhere. All products corporations receive during setup, are ordered on the market. This was not done correctly before and caused some unintended addition of some products. The same applies to C3 countries that are receiving fortifications in their initial setup. 8. The score page is corrected. There was an error in the "Population sales" penalty on that page. It is now corrected. The score computation was done correctly. The score can now increase by 20 points if the country has a space center. 9. The defense indexes are slightly updated, with Fortifications, and military bases weighing a little more on these indexes. As a result, defense indexes may increase a bit, and the score too. The differences are small. 10. The requirements for game levels: The war index requirements have increased a bit. Players should have a high war index, especially when they are not in war. Economic players are unaffected by this change. The defensive index requirements are being increased for all game levels >3. The requirement is a choice between the defensive index OR the war level. War level requirements remain unchanged. If your war level is as required, you do not need to worry about the defensive index.
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Tuesday, July 2, 2013 - 06:55 pm AWESOME!!! No complaints from me +1 for everything
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Tuesday, July 2, 2013 - 07:31 pm I try to build defensive fortifications but get the message "You do not need more than 100 Fortifications!" I hope this isn't because of the color of my world. WG demands more freedoms!
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Tuesday, July 2, 2013 - 07:44 pm Got the same message as neat2own 'You do not need more than 100 Fortifications!' on KB And Andy, did something about the Prices Change? Air Transport on KB dropped from 493 to 464 without any changes on the demand/supply sides, also some other products Prices changed without a Change in the demand/supply
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Tuesday, July 2, 2013 - 08:30 pm Great Job Andy! +1
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Tuesday, July 2, 2013 - 10:42 pm Borg, I got the same message when ordering fortifications. It seems that the update did not come through. I will make sure it does first thing in the morning. Several products that are in a chronic short supply, were changed by several percentage points. Production was increased a bit, the price reduced a bit. Corporate profitability also increased but it takes time (days), to work through in the profit and market values. The supply of such products increased obviously. Market fluctuations can be larger than the production increase which was very small. The products include Factory maintenance, services, oil and one or two more. Then also several types of ammo that are showing very large shortages while production is low per corporation. These changes will help stabilize the market. The changes will not cause any oversupply and in all thee products, demand outstripped supply by a factor of 2 to 1 and a change of several percentage points did not change much. If indeed this change will reduce the number of red alerts we get when product shortages become too high, we will be happy about it and may do it again.
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Tuesday, July 2, 2013 - 11:12 pm Wait, so just by having a Space Center increases your score? Amazing!
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Wednesday, July 3, 2013 - 02:25 am It appears that the changes have just made my enterprise unprofitable. I hope it balances out.
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Wednesday, July 3, 2013 - 03:21 am 4. When orders are cancelled, the spending space is now restored. right on!
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Wednesday, July 3, 2013 - 07:09 am now u get less money when taking c3s and you want everyone too buy more forts and more cost to protect them
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Wednesday, July 3, 2013 - 08:20 am Andy Stephen brings a valid point on C3. Is there any chance of the GM increasing C3 cash levels to 1.5T per war level again? i just took a war level 9 on LU. I used about 30K anti air missiles and EASILY 75K mid range missiles. For both at BASE cost its 2T in anti air missiles and 4T in mid range. Thats 6T in just ammo, not to mentioned every thing else that as been use. You can check the logs in Melichor on LU and see even with 450 fighting Q units i still took good losses and used alot of ammo. 12 Stealth wings do alot of damage. Im not asking for something crazy, but if the GM good relook into the costs with warring it be helpful. war level 11 was made when you could buy higher Q more easily and spend levels where higher. Like i said a revision on income gainned or the C3 strength themselves would be most welcome.
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Wednesday, July 3, 2013 - 10:38 am Pricing of all products are declining across the game. This is taking place for a long time and the amounts should have been cut by 2. In addition, there is now a growing market for Fortifications and these are being sold in all these countries. (No complaints received about it). The decline in pricing of weapons and ammunition is substantial and continuing. The decline in the pricing and the change in the immediate orders may have triggered a decline in profits of corporations but that is a short term issue. Once the cheaper raw materials kick in, profits will increase beyond previous levels.
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Wednesday, July 3, 2013 - 10:42 am The fortification issue is resolved. 150 Fortifications max. Having a space center adds 20 points to the score, having 150 Fortifications will probably add 40 points, and increasing.
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Wednesday, July 3, 2013 - 01:58 pm Yes, I'd imagine that it's just a matter of using up the previous supplies which were bought at a higher price. Thanks.
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Wednesday, July 3, 2013 - 02:31 pm Thank You
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Wednesday, July 3, 2013 - 04:01 pm Ooooooooooh I must go out and buy my pink fortications now and a space center where I can store my shoes!!!!
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Wednesday, July 3, 2013 - 07:25 pm I think with declining prices, a case can be made to lower the cash rewards of C3s. This income was already out of balance with any other method.
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Wednesday, July 3, 2013 - 07:30 pm Nooooooooooooooooooooooo!!!!!!!!!!!! I need cash rewards!!!! Big ones!!!!!! I gots needs! *Covers Andy's eyes!!! Dun look!
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Wednesday, July 3, 2013 - 11:31 pm Hey andy what happend on fb. Profits jumped up then fell in one week. It was a gain of 120b then it dropped 130b. Also I have not built a single corp in some of my countries in a few weeks yet my workers are now seeing shortages of over 200k in some professions. I was in chat and jack was having the same peoblems.
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Thursday, July 4, 2013 - 03:02 am Maybe maintenance and fixed costs should also drop? If prices are dropping, than it would make sense that those costs would also be reduced.
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Thursday, July 4, 2013 - 07:41 am Right when i think that i get to know this game something happened https://sim05.simcountry.com/cgi-bin/cgi2nova?SN_ADDRESS=wwwCountry&SN_METHOD=w3graph&miTable=cntrhist&miKey=701&miColumn=vCmainProfit
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Thursday, July 4, 2013 - 10:58 am The profitability of corporations will increase and we expect country and enterprise profits to become higher. The quick delivery of immediate orders might have caused a one time increase in deliveries. if you have a specific case you want us to look into, you need to provide exact data, names etc. It is now about 10 game months after the change and most older materials are used. Profitability will increase.
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Thursday, July 4, 2013 - 01:35 pm Thanks for your attention. Here are a small sample: Lynkon FMU in the Democratic Union of Bezoret Lynkon Services in the Democratic Union of Niponina Both of these corporations are run by Lynkon Enterprises. Other corporations had a similar and severe drop around 12 months ago.
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Thursday, July 4, 2013 - 02:04 pm We explained what is going on. I will check these corporations.
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Thursday, July 4, 2013 - 02:18 pm Thanks. Sorry to be a nuisance.
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Thursday, July 4, 2013 - 04:07 pm You help us when you complain about a specific problem. sometime we discover errors. In this case, the FMU corporation had major fluctuations before the change of the immediate orders. Profit is already increasing a bit and will increase more. The services corporation and some more but not many corporations on all the worlds, are now selling smaller amounts of immediate orders and the price they receive can average lower. The drop in immediate orders was very steep but the numbers will start to increase again. The number of immediate orders coming to your corporations is unstable. sometimes there are none, and sometimes many. If there is a huge product shortage, the chance is higher you get some. Keep watching your corporations, and you will see profits increasing beyond previous levels. Country and enterprise income will increase. In countries, mainly corporate income will increase while tax income will remain unchanged or even decline. the economy will depend a little more on income from corporations rather than on taxes on the population. We can look at the numbers again in 2 or 3 days.
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Thursday, July 4, 2013 - 06:03 pm I don't like in this game: For each corps to have it profitable you have to create contract for high quality service and high quality tech service and put all other products order on 120 and it will make more income that corp that use all RM on 200 quality. If you don't do that your corps will just drain your money it is not important how good countries stats are or anything else. And when you building more and more corps you should start earning real money but if you don't do that up you will just lose trillions. i lost the will for setting this, and also losing will to playing game One suggestion Add booster for corp quality for example Booster will increase corp Quality of the Product for 30 in next 1 game year. Or something like that.
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Friday, July 5, 2013 - 05:01 am Thanks Andy, it appears that the situation is gradually improving. Enterprise is now turning a small profit again.
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Saturday, July 6, 2013 - 06:24 am Andy The GM wants FB to be able to supply the other worlds with strategic bombers to make aircraft maintenance units. Which i can understand and agree with your logic on that. But the only problem here is that the corp itself only makes 1 stealth bomber a year meaning it would take DOZENS if not 100+ corps to be able to make even single planetary market. Id like to propose to the GM of increasing the corporations production to 2-3 planes a year. On the sole fact that that's the ONLY world in which we can make them. Looking @ the costs i figure 1bomber a year = 10B a year @ 120Q 2bombers a year should be around 6B 3bombers a year should be around 4B. Really this wouln't do any real harm to the economy of the bombers market, but it would allow players to make more and be able to seem to many players and allow others to open new corps without the fear of shortage. Also a stealth bomber corp only makes 2 bombers a year. Can the GM looking to doubling these productions in order to allow us to trade these weapons more frequently. The demand among players is there but production is MUCH to low to allow markets to thrive
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Saturday, July 6, 2013 - 06:51 am i dont agree that the c3 raiding cash is to high...to even set up a halfway dececnt defense it cost lots of cash, to maintain a decent defense it definetly takes raiding because i think many would agree that our own countries cant make enough profit to defend it self and have any money left over to invest or expand, unless you have over a 70 mil pop counry or so. but even that is getting harder to do. so saying we need to make less dosent sound right to me because that would mean to maintain the same defense i would have to raid even more. i would ask that you readjust to the raid values of last week when war level 6 made 6T it would be much appreciated by me
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Saturday, July 6, 2013 - 08:26 am It is a question of what is intended. Is it meant for raiding to be the undisputed master of generating cash? In an environment where the costs of all products have been forced down, is it supposed to be that raiding's purchasing power shall increase by virtue of its income remaining the same? Indeed, purchasing the necessary weapons and ammo for defense can be quite costly but these needs are shared by all countries. Should raiding be the primary requisite to obtain and maintain the military to defend yourself or should players who achieve creating successful economies generate similar funds for their defense? I would favor an account raiding limit per world. Say no more than four cash awards from raiding per world per real week. I like it for these reasons: 1. It would act to make economies more important and somewhat balance country/CEO income with raiding. Raiding would still hold a considerable place in the game in generating cash. 2. It would reward raising war levels. War level 3 would cap at 2.7 * 4=10.8T but war level 6 would cap at 5.4 * 4=21.6T/week. 3. It makes a base level of raiding income more accessible to more players over further reductions to C3 award amounts.
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Saturday, July 6, 2013 - 08:41 am Aries you talking on a point that's proven to be to costly ALREADY. The issue isn;t limiting it but rather the overhead cost. I just PROVED to you that it costs 2T in anti air missiles ALONE. Why don't you war and count all those mid range, all those weapons YOU lose then tell me with an honest answer that income isn't high enough. My problem isnt that i want to make an econ based on warring, I've NEVER stated that fact remember who trained you and PRIDES himself on production, I've proven that economies make more then warring, so before throwing out a load of bullshit have facts to back it up. My Problem with the income is that its not enough to even compensate the cost of the war. War level 11 was added when you could buy 370 with no problem and weapons had a bit more strength. My problem is that C3 MAGICALLY POOF weapons and ammo from no where, and they are of such a high Q that players have to spend a ton to even compete. Not to mention they preform MORE attacks then even a player. As i stated the ONLY reason i wanted income increased was because of this fact. If the GM where to revise the Q and amount of units in these wars id have no problem with the reduction. But as it stands its MUCH to costly to war. Over a dozen vets have stated it costs ALOT 45K Anti air @ 300Q = 1.9T 100K Mid Range @ 300Q = 6.7T Thats 8.6T, even if you cut that in HALF thats still 4.3T and your making just under 10T. Count all the weapons lost, the ammo for tanks/artillery, ect. Your lucky to break even. Moving up the war levels should come with some reward. It gives small score boost and a one time offer of GC thats it. An easier compensation instead of cash would be pop. Instead of giving a cash increase what about a pop increase? 1M people per war level? War level 11= 10T cash and a 25M pop nation. that be WAY worth the cost of moving up even worth long term warring. Get some cash and maybe a few million pop. Thats something we can all agree that be worth moving up the war levels right?
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Saturday, July 6, 2013 - 12:15 pm some of us prefer the war game over the econ game...i wouldnt play this game if all i could do was wait around for my econ to pruduce enough money to war lol .....and 4 wars a week BORING and not for me.
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Saturday, July 6, 2013 - 03:18 pm Lol now posts are being deleted
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Saturday, July 6, 2013 - 03:21 pm Find another problem I forgot about, 1 Cant mass delete messages. 2 Cant buy or sell shares from portfolio page can only do them from corp page.
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Saturday, July 6, 2013 - 04:14 pm 1. I do raid. I have to. Anyone who wants to poke their head above war level 2 requires the income only raiding can provide. 2. Facts to back up economy vs. raiding. Melichor total monthly income ~155B If all 7 of your countries made such income ~1.1T Two days of generating econ income vs. 20 minutes of raiding (defeating one war level 9 C3). 2.2T (econ 2 days) vs. 9T Costs have been omitted but I would bet that the profit margin favors raiding. Still interested to see your full raiding cost analysis. Melichor monthly cost ~150B. Net income ~5B/month 3. You have a problem with C3s magically generating a military but they also magically generate cash as well when defeated. The amount of cash they generate is also very considerable. Consider: Melichor's corps employ nearly 81 million hard working citizens. In a game months time, they produce goods and services worth $680B. In a game years time (two real days) they produce just over $8T which could be considered Melichor's GDP. This entire year's production can be purchased from the cash award of one level 9 C3. This would be like the United States raiding a country with the population of Bolivia and acquiring the cash to pay back half of the national debt. 4. Raiding is already the source of the fastest population gain outside of buying it with gold coins Train high tech execs Trade for llws ??? Profit 5. 4 C3 cash awards/world/month. Find yourself on 4 worlds, that is 16 awards. Maybe diminishing returns could be the answer if one enjoys raiding C3s that much or we could just consider lowering raiding cash altogether. Limiting the number of awards was just an idea but the imbalance compared to econ is real. Some people like the war game and some spend real time working on their economy and that is ok but the rewards should be comparable.
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Saturday, July 6, 2013 - 05:12 pm Alright. I finished a raid to figure my costs. I went air which is generally regarded as more expensive. I counted all ammo used and all weapons lost. This is against a war level 6 C3. I used: fighter missiles 5313 * 329 qua * 14.87m = $260B precision bombers 266 * 444 qua * 434.16m = $513B precision bombs 5878 * 315 qua * 14.61m = $271B total weapons and ammo = $1044B Cash reward of C3 = $5.4T Cash from destroyed corps = $400B Cash value of transferred products = $100B Total reward: $5.9T Net gain $5.9T - $1.05T = $4.85T I also plan to transfer about 300k llws from this country and give about 22k high tech execs in return. Not bad for about 15 minutes work.
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Saturday, July 6, 2013 - 06:22 pm war level 6 is MUCH different then the higher war levels aries. The difference between war level 11 and 6 is HUGE. Below i provided charts. The difference between war level 6-11 is that you have 4times as much interceptors and double the Q difference. Garrisons gain 2.5times there Q, instead of 1-120Q strealth bomber you have 30-450Q units and instead of a single attack they counter attack 2per time. Why dont you redo the math and see what kind of profit you make. Also you used ONLY fighters/bombers no tanks or anything? The C3 Army at War Level 6 Units Quality LR Land Division: 2 160 Land Defense Division: 4 200 Small Supply Unit: 6 160 Large Supply Unit: 6 160 Defensive Helicopter Wings: 8 220 Interceptor Wings: 15 220 Air Force Attack Unit: 1 160 Attack and Bombing Wing: 2 160 1 response CA Stealth Bomber Wing: 1 120 Garrisons at all targets: Many 200 The C3 Army at War Level 11 Units Quality LR Land Division: 2 200 Land Defense Division: 5 400 Small Supply Unit: 8 300 Large Supply Unit: 8 200 Defensive Helicopter Wings: 15 400 Interceptor Wings: 60 400 Air Force Attack Unit: 1 200 Attack and Bombing Wing: 2 200 2 responses Stealth Bomber Wing: 30 450 Garrisons at all targets: Many 500
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Saturday, July 6, 2013 - 06:34 pm Heres how i see it. total weapons and ammo = $1044B Double that because the Q of weapons doubled... Now multiply that by 4 because there's 4 times as much weapons. 1044(base) * 2(Q effect) * 4(unit increase)= 8,352T Plus dont forget i didnt include the lose weapons becuase of the double attack stealth bomber wings. and in the upper war levels you need ground troops so also didnt factor those in 8,352T of 9.9T Ya thats pretty good money NOT going to lie, im sure those stealth wont suck up the left over money, you know the GLORIOUS 1.6T i could make
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Saturday, July 6, 2013 - 07:35 pm Yes, I used only fighters and bombers on the attack. I will admit, I forgot my interceptors had to deal with the stealth bombers costing me 34 of those worth $43.5B though I also understated the cash from the destroyed corps that makes up their cost along with their ammo. I also went on to take a second C3 netting me more than $9T after expenses from the two raids. Edit: To the penny, I removed $11944.884B from the two countries before expenses. You can do better than figuring your costs as some straight multiple of mine. I counted up my costs, lets see yours.
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Saturday, July 6, 2013 - 08:52 pm I will take a c3 tonight and give cost evaluations
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Saturday, July 6, 2013 - 10:33 pm I didn't know there was a restriction to buy population when your a free member :/
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Saturday, July 6, 2013 - 11:09 pm Yeah, it's the reason why I became a premium member. EDIT: One of the reasons, actually.
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Saturday, July 6, 2013 - 11:17 pm Oh. I don't like it! I won a award and I want to use the rest of the GCs on population! And what are the other reasons? You want to rule the world? :P
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Sunday, July 7, 2013 - 12:19 pm .
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Sunday, July 7, 2013 - 12:33 pm War level 11 gives 9.9T income My settings where as follows, to keep the theme of what you did i used an air attack like you did. -Bomber wings 320Q fighters 3missiles(300Q) per attack(300planes) over 60attacks = 2.4T bombers 5bombs(300Q) per attack(100bombers) over 60attacks = 1.3T 45per attack losses(350Q/180M market price) over 60attacks = 1.7T 45per attack losses(350Q/324M base price) over 60attacks = 3T Total cost 5.4T/6.7T(this is JUST the cost to clear 60wings of interceptors and nothing else) -clear the garrisons 350bombers per attack to clear the garrisons times that by 50garrisons. Total cost is 77B per/3.8T total -Destorying the target 150bombers per attack = 33B per target/1.65T total TOTAL OVERHEAD COSTS = 10.85T(low side) ----THIS DOES NOT INCLUDE ANY AMMO OR LOSSES DUE TO STEALTH BOMBER WINGS COUNTER ATTACKS------ Although it takes 350fighter's per attack to clear a single bomber wing. There's 30 in total and during this time the game auto counter attacks with 2 attacks per 1 player attack. Additional added cost of ammo to clear stealth bombers = 1.45T 10.85T basic war costs + 1.45T stealth bomber removal = 12.3T Again this DOES NOT INCLUDE!!! Any weapons lost for clearing the garrisons and this does not include any weapons lost due to stealth bomber counter attacks... Ya i spend 12.3T and i make 9.9T Thanks Aries i mean the 11T that i WAS making was SOOOOO much better, I'm just swimming in the cash and benefits of the upper war levels
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Sunday, July 7, 2013 - 04:01 pm First. My data was gathered by collecting the exact numbers of weapons and ammo before I attacked the C3. I then counted what was missing after without resupply. This is the way to know what is used. Easiest way is to disband your supply units. Second. Your ammo use is overstated. I am sure you know that your unit stops using ammo when it is no longer effective against its target (generally when the opposing unit is destroyed). It does not use full ammo each attack. Third. Make sure you add up corp cash. Fourth. State the world this was done on. I will take a look.
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Sunday, July 7, 2013 - 07:44 pm #1 What part of STEALTH BOMBER COUNTER ATTACKS did you not understand. Theres 30units and they double attack meaning in the end after they are clear them all there's 60 attacks of so.(not counting those that happen before the airforce is down). Do you have ANY clue how much work it is to count the extra weapons and units? Also those are base numbers. If you didn't notice i happily included the amount of ammo each attack used per weapons, those aren't there for your health. I provided the number for reference then tallied the actual ammo used(in cash value). #2 The ammo isn't overstated in fact sometimes it took more then one attack. It would only do 90% or so and i should have to use 10-20 more bombers but i didn't count that ammo because i was to lazy.( i did this war at 3-4AM.(you should feel special because i wanted to go to bed but stay up to prove a point) #3 The country had 13 corps before the war. But this is a really stupid argument even if it had 20 corps at 40B that's 800B in cash. Still not even making a dent in the losses that one would incur. #4 FB and ill send the nation to your LU inbox so you can see for yourself. Wouldn't this be easier FOR YOU, to move up the war levels and test this for yourself? I mean if your that skilled apparently and the profits that good why should someone of your talents be at such a low war level
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Sunday, July 7, 2013 - 10:49 pm I look forward to your message with the raid info.
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