Changelog

I try to record all updates to the game here. Each changelog post should have a relevant forum post, so head there for discussion: Announcements

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07/02/2020 - Beige Reintroduced for Testing

I've reintroduced Beige onto the test server with some changes for bug testing. Please try out all of these scenarios to ensure they are working properly, and if you run into any bugs please open a ticket on Discord.


Aggressors will no longer receive Beige time if they lose the (offensive) war. Only defenders are eligible for Beige time.

Losing a war only adds 20 turns of Beige time, instead of 24 (2 days) previously. 20 turns x 3 defensive wars = 5 days of Beige time.

All wars will end in a Victory/Loss when they expire, determined by Resistance remaining. In the case of a tie, the victory is awarded to the defender. Expired wars will not cause % infrastructure damage or loot, but will result in Beige time for the defender if they lose the war.

When on Beige, nations will automatically accept peace offers if sent by other nations in active wars.

Nations will not be able to leave Beige at will if they have more than 12 turns of Beige time left. (This does not apply to new nations' 14 days starting Beige time.) Additionally you will have to change your color before declaring war, i.e. declaring a war will not automatically kick you to Gray if you are beige, it will just be prevented in the first place. The 60 turn color change timer applies as well, so even if you have less than 12 turns of Beige remaining you may not be able to leave early if you have already changed your Color Trade Bloc in the past 5 days.


These changes ought to, in theory, reduce the perverse incentives that previously existed with Beige and make it less rewarding for the "beige-ee."

Additionally, Tanks' steel cost has been reduced to 0.5 Steel for bug testing.

Posted by Alex 07/02/2020 03:29 am      

05/10/2020 - Changes Implemented to Test Server

Changes To Mining:

  • Bauxite and Iron Mines increased form 6 mines max to 10 mines max
  • Coal and Oil Mines reduced from 12 mines to 10 mines max
  • Uranium Mines increased from 3 mines to 5 mines max

I know there was a suggestion which was strongly supported in which the bonus for having max mines should be increased from 50% to 75%. We agreed that this is a good idea. However both changes might be a bit much at once. The bonus increase will therefor be kept in the back pock and looked at over the next two months.

New Projects:

National Recycling Initiative
Requirements:
Center for Civil Engineering Project

Cash: $10,000,000
Food: 100,000

Effect: Recycling Centers pollution reduction is increased from 70 to 75. Maximum Recycling Centers per city is increased from 3 to 4.

Green Technologies
Requirements:
City Planning Project, Space Program Project

Cash: $100,000,000
Food: 250,000
Aluminum: 10,000
Iron: 10,000
Steel: 10,000

Effect: Pollution caused from refining resources is reduced by 25%. Pollution from farms is reduced by 50%. Subways pollution reduction is increased from 45 to 70. Upkeep from resource production is reduced by 10%

Pirate Economy
Requirements:
Propaganda Bureau Project. Must have a combination of at least 50 "Wars Won" and/or "Wars Lost".

Cash: $10,000,00
Munitions: 10,000
Aluminum: 10,000
Gas: 10,000
Steel: 10,000

Effect: Increase maximum offensive war slots from 5 to 6.

Telecommunication Satellite:
Requirements:
City Planning Project, Space Program Project, International Trade Center Project

Cash: $300,000,000
Uranium: 10,000
Aluminum: 10,000
Iron: 10,000
Oil: 10,000

Effect: Commerce is increased in all cities by 2%. Maximum Commerce rates are increased by 10% in each city from 115% to 125%.

Posted by Alex 05/10/2020 09:01 pm      

04/02/2020 - Bugs

I know there are going to be a lot of bugs with this tournament, which is both why it's so short and also why we're having it in the first place. I'd like to thoroughly test everything so that we can get all of these bugs fixed. If you run into any issues, please report them here: https://forum.politicsandwar.com/index.php?/topic/26729-test-server-bugs-report-here/

Posted by Alex 04/02/2020 05:18 pm      

04/01/2020 - War System Changes in Preparation for Tournament

Hey loyal testers,

I've put in place some changes to the war system in preparation for a new test server tournament. If it goes well, I'll move these war system changes into the live server.

Before we can have a tournament, there are still a number of test-server specific bugs to be worked out. Please use this thread to report bugs to me: https://forum.politicsandwar.com/index.php?/topic/26729-test-server-bugs-report-here/

Here is a list of changes that I have come up with and implemented (also listed below): https://forum.politicsandwar.com/index.php?/topic/28493-war-changes-for-testing-on-test-server/

Also, note that while I have made these changes mechanically, I didn't update the test/descriptions everywhere out of laziness.

  • Changing the Nation Score Formula
    • Increasing the Score per City from 50 to 100 (after City #1)
    • Adding a base +10 Score to everyone
    • Changing Military Unit Score to be closer in-line with actual value
      • Soldiers: 0.0005 -> 0.0004 each
      • Tanks: 0.05 -> 0.009 each
      • Aircraft: 0.5 -> 0.2 each
      • Ships: 2 -> 0.75 each
      • Capping Score from Missiles and Nuclear Weapons at 50 each
  • Increasing the un-raidable limit from $100,000 to $1,000,000 for all nations
  • Changing conventional unit rebuys to be 1/4 across the board
    • Soldiers: 750 / 3,000
    • Tanks: 50 / 200
    • Aircraft: 5 / 20
    • Ships: 1 / 4 (Drydocks per city will go from 3 -> 5)
  • Changing Ground Control so that when you have it your Tanks destroy Aircraft in subsequent successful Ground Battles
  • Nerf Airstrikes ability to destroy Tanks

In summary, these are essentially all changes that I would like to see made to the game. Before making them real changes though, it makes sense to try them out on the test server. This will give everyone a chance to experience the changes themselves, rather than just throwing out "I hate this" type comments without really considering them.

In terms of adjusting military unit rebuys and scores, I used this table to come up with values. Because Cities will be worth 100 score, and with a 1/4 daily rebuy you can rebuild 1/2 of your military in any given double-buy, it makes sense to me that a full city's worth of units ought to be worth half the score that a city gives. I've set the scores up to be that way, and weighted them approximately based on how valuable each unit type is (e.g. Aircraft are worth the most comparatively.)

image.png.9f6a56eb6e98b500267a535fbc0ab629.png

Posted by Alex 04/01/2020 10:14 pm      

05/04/2019 - Updates for Testing!

Hi everyone! Exciting times. I have new updates for you to test!


Increase Daily Login Bonus

https://forum.politicsandwar.com/index.php?/topic/25439-increasing-the-daily-login-bonus/

Implement City Planning Projects

https://forum.politicsandwar.com/index.php?/topic/25428-city-discount-project/

Create ability to regenerate API key (1 Credit)

Available on Account page.

Refactor city population growth formula

https://forum.politicsandwar.com/index.php?/topic/25453-refactor-city-population-growth-as-a-function-of-city-age/

Remove minimum 2 character leader title requirement

You can now leave this blank on the Edit Nation page.

Posted by Alex 05/04/2019 09:08 pm