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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10/18/2018 - Starting Beige Time

It looks like the starting Beige time wasn't 48 turns like intended, but instead 168 turns (3.5 days on the test server.) This is just a heads up acknowledging that and pointing it out for anyone who hasn't realized it yet.

Posted by Alex 10/18/2018 12:38 am      

07/10/2018 - Testing Changes

Okay, here are the changes we're testing, in brief as it's late and I'm going to bed soon.

A New Player Bonus has been added. It's related to a previous suggestion on the forums, it's a 100% bonus for brand new players (with 1 city) that decreases by 10% with each new city, to no bonus at 11 cities. It's a bonus to Gross Income.

The Revenue page has been improved (at the top) to be clearer about bonuses and penalties and how your income is affected.

Colors have been considerably changed, and are now Color Trade Blocs which are groups of nations banded together to mutually benefit economically. Each color has a calculated bonus that gets updated every turn and is based on the average net daily revenue (monetary net income) of all nations on the color, divided by the total number of nations on the color. So you want a lot of big economic powerhouses on your color, and not a lot of small nations to maximize your bonus. Small nations, of course, want to jump ship to where they can get the biggest bonus. It's a flag $ amount each turn (not a percent bonus) so it won't matter too much to large nations, but it could be a big help for small growing nations.

Each color now has a name associated with it, to reflect it's status as a trade bloc. I randomly generated some names, but you now also have the ability to vote collectively and choose a new name (with a majority.) There's a link to the voting page on the Edit page.

To get the Color Trade Bloc bonus, you must be on the same color as your alliance. Gray has no bonus, Beige has a constant $50,000 bonus. You can't change the names of the Gray and Beige color blocs.

You should be able to choose and upload whatever custom nation flag you want on the Edit page.

I think that's it, I may have missed something. Check out #the-test-server on Discord if you have questions (please read the Pinned messages there first.)

Posted by Alex 07/10/2018 02:52 am      

01/23/2018 - Overview of War Changes

Here's a quick overview of the War Changes we're testing here on the test server.

I have redesigned the UI of each war page to be more user friendly. There's probably some things broken that will need to be fixed just in the UI alone.

The introduction of War Types: There are 3 types: Ordinary, Raid, and Attrition. Ordinary wars do 50% less damage and 50% less loot than wars did previously. Raid wars do 100% loot and 25% damage, and Attrition wars do 100% damage and 25% loot. War type is decided upon declaration; the defender in a given war has at least 50% of both damage and loot and matches the opponent if it is offensively a Raid or Attrition war. So, for example, in a Raid war the defender will do 50% damage and 100% loot back to the aggressor.

The damage and loot done by beiging has been reduced. Damage is reduced to a base 4% (affected by War Types) and loot has been reduced (for the case of money) to 10% (resources are staying at 10%, so it is 10% for both money and resources looted.)

Fortify has been changed. It no longer offers any additional Resistance in wars, but now causes your opponent to take 25% more casualties when attacking while you are Fortified. It has also been reduced to 3 MAPs in cost.

The Bounty system is introduced, whereby you can post Bounties on other nations. You can read about this on the Bounties page. Bounties cannot be posted until a nation is at least 3 days old. Bounties cannot be claimed unless the war was declared after the Bounty was posted.

Ground Battles, Airstrikes, and Naval Battles now offer some detailed battle reports after the fact related to rolls and the method behind determining battle outcomes.

Posted by Alex 01/23/2018 04:53 am      

01/23/2018 - Winning Wars Loot Change

After some deliberation, the new loot %s for winning a war and going to be set at 10% / 10% for Money and Resources. This should be more intuitive, having the same number for both, and keep raiding a viable game strategy.

Posted by Alex 01/23/2018 03:09 am      

12/27/2017 - Testing War Changes

I am working on some war changes related to the introduction of the Bounty system. Due to the nature of the system, Fortify must be nerfed so as not to reduce resistance; otherwise Bounties could never be effective as the target could pick and choose who defeated them. Fortify has been reduced to 3 MAPs in cost, and increases opponent's casualties by 25% instead of 10%.

Because Fortify is nerfed and people cannot choose to not lose a war, Beige damage and loot has been reduced to 4% Infra damage, 10% Money loot, and 4% Resource loot. These are then affected by War Types, so for example, a Raid war would destroy 1% Infra and steal 10% money and 4% resource loot. An Attrition war would destroy 4% Infra and steal 2.5% money and 1% resources. Ordinary wars would destroy 2% Infra and steal 5% money and 2% resources.

You also cannot claim a Bounty unless you declared the war after the Bounty was posted. This is to prevent abuse as well, by placing bounties on someone who is about to lose a war in an effort to transfer cash.

I am working on some detailed war reports. This is currently available for Ground Battles, and will be available for other battle types soon.

Posted by Alex 12/27/2017 10:50 pm