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Fronin

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  • Leader Name
    Fronin
  • Nation Name
    Slaventia
  • Nation ID
    25481

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  1. https://en.wikipedia.org/wiki/Jevons_paradox Here's a suggestion. Make wars less expensive. This will cause more wars and more resource consumption, if you want to fight deflation. Fight deflation even more by reducing money looted in war, this will cause nations to be able to build more military units while at war. (like make soldiers and tank purchases cost no money) It is not intuitive, but it might be worth trying improving the economy by making things easier rather than more difficult.
  2. The game mechanics aren't that good at the moment.
  3. a good way to increase prices is to remove cash costs for purchasing military units
  4. Give everyone one free nuclear weapon.
  5. SIMPLE! Have no buy limits. EVERYONE WILL BE PURCHASING RESOURCES AND DOING FIRST STRIKES! But there will be no problem with it, BECAUSE THE ENEMY CAN INSTANTLY RECOVER.
  6. Nuclear weapons use should disable fortify for future use. Or just threaten your enemy with nuclear weapons to prevent prolonging a war.
  7. i block ads, but I did give alex $40 so it all evens out
  8. It makes sense. Otherwise aircraft are overpowered, allows for rich nations to recover when being rolled.
  9. Privacy Badger blocks some of these hosts by default http://static2.wikia.nocookie.net http://images1.wikia.nocookie.net i97.servimg.com I can override privacy badger, but you should know
  10. Fronin

    Typo

    I suggest dynamically getting current year instead of having a static output of 2016. otherwise you fail fizzbuzz
  11. A 12 hour delete timer would work.
  12. Positive Factors: Population Density ((256 - Your Population Density) >> 4), Base Amount (+25), Every National Project (+5) note: >> is right shift, so binary division. Negative Factors: if out of food (+25), unable to pay expenses (+20), Net Income is Negative (+10), pollution ((total pollution / total cities) >> 3) , losing a war (+5), offensive slots occupied (+5 per slot) Total = Positive Factors + Negative Factors Approval Rating = Positive Factors / Total
  13. Okay, it does change. Very very little each turn, by about a tenth.
  14. I don't understand it. It doesn't seem to change. And random nations have either 0% or 100% approval rating when apparently they aren't much different.
  15. There should be a limit on moving resources, called transport capacity. It should be 2,000 units per city per player per day. It is otherwise unrealistic that millions of tonnes of resources can be moved to and fro between nations of two cities or less.
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