Nations Forum
New Sandbox Round 27 replies
Okay, to help me with data collection that is a bit more true, I have removed the alliances from the sandbox just to avoid having certain people playing before others and ruining the ability to play "normally."
I will be monitoring the statistics of individual nations and asking that you post your feedback of how hard or easy it was to run your nation with the current research changes. Did you find it easier to play without the 25% rule? Did you manage to keep oil and food in the green?
Thank you for your participation :)
~Tarsonis21
I will be monitoring the statistics of individual nations and asking that you post your feedback of how hard or easy it was to run your nation with the current research changes. Did you find it easier to play without the 25% rule? Did you manage to keep oil and food in the green?
Thank you for your participation :)
~Tarsonis21
*Recalls Researching 4 esp for money and ended up with -1 funds*
Thanks :)
Thanks :)
My researches were
322/0/104/104/201/134/163/8/0/108 (the 8 medical was supposed to be 8 industrial but I mis-clicked =P)
Land was only at 97
Finishing nation was...
Funds: $175,007 Pop: 60,083 (99%) Food: 92,116 (MAXED) Oil: 80,856 (MAXED) Turns: 1/5475
Getting started initially was pretty tough. I couldn't research in 4s all the time. But after I got to about 50 land it was smooth sailings. Then I moved to 97 and didn't have to worry all the way until the end of the turns.
If the market were usable I would have finished with higher tech, less land, and less agriculture and refinery. Also less residential and industrial. The market would play a huge role. I also would have more than likely been able to research in 4s the entire time.
322/0/104/104/201/134/163/8/0/108 (the 8 medical was supposed to be 8 industrial but I mis-clicked =P)
Land was only at 97
Finishing nation was...
Funds: $175,007 Pop: 60,083 (99%) Food: 92,116 (MAXED) Oil: 80,856 (MAXED) Turns: 1/5475
Getting started initially was pretty tough. I couldn't research in 4s all the time. But after I got to about 50 land it was smooth sailings. Then I moved to 97 and didn't have to worry all the way until the end of the turns.
If the market were usable I would have finished with higher tech, less land, and less agriculture and refinery. Also less residential and industrial. The market would play a huge role. I also would have more than likely been able to research in 4s the entire time.
Funds: $6,512 Pop: 1,821 (73%) Food: 5,518 (MAXED) Oil: 5,896 (MAXED) Turns: 4931/5475
Type Cost Turns Have Research
Military $4,070 5 17
Weapons $4,077 6 17
Offence $3,051 - $25 per turn 8 5
Defence $1,374 - $25 per turn 8 1
Residential $558 2 17
Agriculture (MAXED) $798 4 6
Industrial $2,933 5 17
Medical $2,798 4 17
Espionage $2,155 5 17
Refinery (MAXED) $1,139 3 5
Land: 4
....i am unable to research anything even though i can afford it. i keep getting a message saying that i should try researching agri/ref but when i try to, it wont let me.
my only option that i see would be to bank turns and maybe explore for land. right now im stuck though in terms of researching. a bug or mistake?
You want to move your land up faster AK. At the beginning of the rounds you are forced to do ag, ref, mili, and purchase military to explore land to allow you to research more ag/ref. But after you get stable income (about 80-90 land) You are able to just do military and others. Instead of a 25% rule, now there is a rule where your ag and ref added together has to be a small percentage of your total researches.
Ak, that's because your food oil is positive. You cant research agri ref when ur food oil is maxed and positive. But you need agri ref to supply the rest of your researches. No bug there.
Type Cost Turns Have Research
Military $307,047 5 296
Weapons $61,503 6 117
Offence $91,503 - $25 per turn 8 88
Defence $96,731 - $25 per turn 8 92
Residential $1,149 2 32
Agriculture (51%) $8,820 4 80
Industrial $56,058 5 140
Medical $25,023 4 92
Espionage $383 5 1
Refinery (52%) $16,254 3 88
Funds: $204,897 Pop: 73,617 (99%) Food: 26,846 (51%) Oil: 30,197 (52%) Turns: 0/5475
[Added at 03/26/2008 12:53:49 by BmXbrigade]
land was 119
sal want im saying is...even though i have the funds to research basically everything, i am unable to as it tells me "your nations is lacking blah blah blah...perhaps you should research some agri/ref." thats what the message pretty much tells me when i try to research ANYTHING. now when i try doing agri/ref(i know im already full but im acting on what the previous message told me) it says i am at my max.
i would be forced to bank my turns and i GUESS(cause im not sure), explore for land. now why would how much land you have cause a restriction on ALL your researches?!
in other words i am unable to research period. i think thats a bug/mistake/error...w/e you want to call it. either way i think it needs to be looked at.
Are you at max military?
~Tarsonis21
~Tarsonis21
im maxed out at everything. i am playing 1 set instead of the normal 4(for techie purposes) and the same message keeps appearing for EVERY type of research other then agri/ref(another message pops up saying im maxed out)...
"You currently have too little support for your nation, and Military isn't the answer!
Try balancing out your Agriculture and Refinery researched/developed."
There is a new implemented rule in nations that requires you to have a minimal amount of agri and refinery in order to be able to research anything else.
These are your researches
Type Cost Turns Have Research
Military $4,070 5 17
Weapons $4,077 6 17
Offence $3,051 - $25 per turn 8 5
Defence $1,374 - $25 per turn 8 1
Residential $558 2 17
Agriculture (MAXED) $798 4 6
Industrial $2,933 5 17
Medical $2,798 4 17
Espionage $2,155 5 17
Refinery (MAXED) $1,139 3 5
Land: 4
You can probably still get off/def, but it will damage your nation. Obviously, you didnt carefully read my previous post as I said, it is not a bug. You cant research anything because you dont have agri ref and you cant research agri ref because your food/oil is maxed and positive. That's because of a mistake of yours which was to not get agri/ref first. Again, not a bug.
These are your researches
Type Cost Turns Have Research
Military $4,070 5 17
Weapons $4,077 6 17
Offence $3,051 - $25 per turn 8 5
Defence $1,374 - $25 per turn 8 1
Residential $558 2 17
Agriculture (MAXED) $798 4 6
Industrial $2,933 5 17
Medical $2,798 4 17
Espionage $2,155 5 17
Refinery (MAXED) $1,139 3 5
Land: 4
You can probably still get off/def, but it will damage your nation. Obviously, you didnt carefully read my previous post as I said, it is not a bug. You cant research anything because you dont have agri ref and you cant research agri ref because your food/oil is maxed and positive. That's because of a mistake of yours which was to not get agri/ref first. Again, not a bug.
sal...i CANT research ANYTHING! that includes offence/defence. my mistake? the whole point of the sandbox version is to make mistakes.
again, i am unable to do anything...cant explore(not enough funds) and i cant research anything.
Funds: $1,792,123 Pop: 92,943 (99%) Food: 78,232 (MAXED) Oil: 86,305 (MAXED) Turns: 5/5475
Type Cost Turns Have Research
Military $528,547 5 396
Weapons $2,838 6 12
Offence $136,203 - $25 per turn 8 112
Defence $133,936 - $25 per turn 8 112
Residential $288 2 8
Agriculture (MAXED) $12,559 4 101
Industrial $31,933 5 100
Medical $5,610 4 32
Espionage $300 5 0
Refinery (MAXED) $29,370 3 128
Land 150
Type Cost Turns Have Research
Military $528,547 5 396
Weapons $2,838 6 12
Offence $136,203 - $25 per turn 8 112
Defence $133,936 - $25 per turn 8 112
Residential $288 2 8
Agriculture (MAXED) $12,559 4 101
Industrial $31,933 5 100
Medical $5,610 4 32
Espionage $300 5 0
Refinery (MAXED) $29,370 3 128
Land 150
Funds: $277,402 Pop: 85,322 (91%) Food: 85,494 (MAXED) Oil: 0 (0%) Turns: 0/5475
Military $371,443 5 328
Weapons $2,838 6 12
Offence $157,356 - $25 per turn 8 122
Defence $152,592 - $25 per turn 8 121
Residential $5,253 2 92
Agriculture (MAXED) $13,346 4 105
Industrial $31,933 5 100
Medical $7,443 4 40
Espionage $749 5 5
Refinery (0%) $23,667 3 112
I did find it a little bit easier to research under the new settings. I never ran into the bug of not able to research but it did happen the last time( due to lack of land in the last 1000 turns)
Military $371,443 5 328
Weapons $2,838 6 12
Offence $157,356 - $25 per turn 8 122
Defence $152,592 - $25 per turn 8 121
Residential $5,253 2 92
Agriculture (MAXED) $13,346 4 105
Industrial $31,933 5 100
Medical $7,443 4 40
Espionage $749 5 5
Refinery (0%) $23,667 3 112
I did find it a little bit easier to research under the new settings. I never ran into the bug of not able to research but it did happen the last time( due to lack of land in the last 1000 turns)
1. Pic of bring back classic nations! 121.27
Someone beat my score!
Someone beat my score!
Starting the round is too easy. I was able to research in 4's all the time and never had any difficulties. The reasons for that are
1. The amount of military you can buy per research is too high.
2. There's no 25% rule. You can pick a cheap research (I did industrial) and do it massively, while in the regular nations you'd have to do some of the expensive things, or get other cheap things that you don't really need, which would hurt your nation.
Perhaps it would be a little harder with techies, but still seems too easy.
I didn't run into the agri/ref restriction at all. I was very sure I would, so I kind of limited myself to what to research.
Being able to go mass-military if you have the money is weird. This makes not only espionage, but also weaps/resid completely useless.
1. The amount of military you can buy per research is too high.
2. There's no 25% rule. You can pick a cheap research (I did industrial) and do it massively, while in the regular nations you'd have to do some of the expensive things, or get other cheap things that you don't really need, which would hurt your nation.
Perhaps it would be a little harder with techies, but still seems too easy.
I didn't run into the agri/ref restriction at all. I was very sure I would, so I kind of limited myself to what to research.
Being able to go mass-military if you have the money is weird. This makes not only espionage, but also weaps/resid completely useless.
^what BC said is true.
With market, VIPs will have an advantage that cannot be matched by users at all. They can go mili/agr/ref only which is completely sick.
And AK, i said you "probably can research off/def" but i wasnt certain. Obviously, yout cant reasearch off/def because your nation isnt strong enough to support it. I suggest you ask tar to reset your nation and start by getting agri ref.
With market, VIPs will have an advantage that cannot be matched by users at all. They can go mili/agr/ref only which is completely sick.
And AK, i said you "probably can research off/def" but i wasnt certain. Obviously, yout cant reasearch off/def because your nation isnt strong enough to support it. I suggest you ask tar to reset your nation and start by getting agri ref.
Funds: $70,884,516 Pop: 123,943 (99%) Food: 105,119 (MAXED) Oil: 116,516 (MAXED) Turns: 3/5475
Type Research
Military 108
Weapons 104
Offence 132
Defence 128
Residential 4
Agriculture 157
Industrial 108
Medical 48
Espionage 0
Refinery 172
Land 200
Maybe I did a bit more land than I should...
I didn't even break 100 tech!
Type Research
Military 108
Weapons 104
Offence 132
Defence 128
Residential 4
Agriculture 157
Industrial 108
Medical 48
Espionage 0
Refinery 172
Land 200
Maybe I did a bit more land than I should...
I didn't even break 100 tech!
I disagree with BC’s starting point – I think it would be about the same as normal nations if you had tec partners.
And VIP’s would have a massive advantage with this system.
And VIP’s would have a massive advantage with this system.
Funds: $10,858,463 Pop: 77,443 (99%) Food: 20,807 (57%) Oil: 67,211 (MAXED) Turns: 4/5475
oops >.>'
Weapons $1,180 6 4
Offence $211,671 - $25 per turn 8 145
Defence $205,650 - $25 per turn 8 144
Residential $100 2 0
Agriculture (57%) $5,337 4 56
Industrial $49,408 5 130
Medical $6,728 4 37
Espionage $1,057 5 8
Refinery (MAXED) $20,727 3 103
Land 125
oops >.>'
[Added at 03/27/2008 01:11:08 by Oracle]
Military $363,061 5 324 Weapons $1,180 6 4
Offence $211,671 - $25 per turn 8 145
Defence $205,650 - $25 per turn 8 144
Residential $100 2 0
Agriculture (57%) $5,337 4 56
Industrial $49,408 5 130
Medical $6,728 4 37
Espionage $1,057 5 8
Refinery (MAXED) $20,727 3 103
Land 125
sal-
Not only that, but with lands being .03 tech, users will have a harder time "making up base".
Not only that, but with lands being .03 tech, users will have a harder time "making up base".
right - you can't keep land being worth so little!
The sandbox is for testing, it doesn't mean that all, most, some, or any changes will even be put into the live game. I don't need you to post your research points on this thread, I can look at that myself. What I need to know is did you have any trouble playing? Do you think that new players would be able to figure it out faster? What tweaks do you suggest? etc..
Thank you for your participation.
~Tarsonis21
Thank you for your participation.
~Tarsonis21
If land is to have such a little value, there has to be a way for users to compete with VIPs without necesserly being on the exact same game lvl.
As for researches, I think the agri/ref support idea is great, but there still needs to be a % restriction. Maybe not 25%, but at least put one.
Offence, defense and weapons need to play a much bigger role in attacking.
My biggest and possibly best idea would be to make nations possible to play in different manners without having to suffer tech losses.
So far, military gives you the highest tech value. But if off/def/weap play a bigger role in attacking, having them give same tech value could give us the possibility to make "War Nations" as opposed to "Peaceful Nations" who's only purpose is to gain tech and sit down. Then again, having indus give the same tech value and medic/esp give new tweaks in the game, we could also make Bank Nations, Supportive Nations, Spying Nations.
I know this may change the whole concept of the game, but that's the reason we're making Nations 2. Just imagine finally having a purpose of being in a clan. Clan leaders could now really make strategies without hurting some members in tech. Some would be banks, some would be spies, others would attack, while support nations would help their players going for the win.
Right now, the only purpose of a clan is to have ppl give you funds and protection on a very basic level. No elaboration and most of the time, attackers/cash farms end up with crappy tech.
All in all, I think giving same tech value to everything AND add tweaks to some researches would greatly benefit the gameplay.
As for researches, I think the agri/ref support idea is great, but there still needs to be a % restriction. Maybe not 25%, but at least put one.
Offence, defense and weapons need to play a much bigger role in attacking.
My biggest and possibly best idea would be to make nations possible to play in different manners without having to suffer tech losses.
So far, military gives you the highest tech value. But if off/def/weap play a bigger role in attacking, having them give same tech value could give us the possibility to make "War Nations" as opposed to "Peaceful Nations" who's only purpose is to gain tech and sit down. Then again, having indus give the same tech value and medic/esp give new tweaks in the game, we could also make Bank Nations, Supportive Nations, Spying Nations.
I know this may change the whole concept of the game, but that's the reason we're making Nations 2. Just imagine finally having a purpose of being in a clan. Clan leaders could now really make strategies without hurting some members in tech. Some would be banks, some would be spies, others would attack, while support nations would help their players going for the win.
Right now, the only purpose of a clan is to have ppl give you funds and protection on a very basic level. No elaboration and most of the time, attackers/cash farms end up with crappy tech.
All in all, I think giving same tech value to everything AND add tweaks to some researches would greatly benefit the gameplay.
100% agree with Sal. It would make the game more fun and it would add ALOT more strategy especially during war-time. Right now the whole round is monotonous/kind of boring until the last 10 minutes when people are massing.
Funds: $73,106,439 Pop: 136,558 (99%) Food: 82,109 (89%) Oil: 0 (0%) Turns: 0/5475
Type Cost Turns Have Research
Military $127,216 5 182
Weapons $10,587 6 37
Offence $98,357 - $25 per turn 8 92
Defence $96,731 - $25 per turn 8 92
Residential $9,538 2 132
Agriculture (89%) $21,476 4 141
Industrial $56,058 5 140
Medical $13,043 4 60
Espionage $7,001 5 44
Refinery (0%) $41,248 3 157
Land 221
Type Cost Turns Have Research
Military $127,216 5 182
Weapons $10,587 6 37
Offence $98,357 - $25 per turn 8 92
Defence $96,731 - $25 per turn 8 92
Residential $9,538 2 132
Agriculture (89%) $21,476 4 141
Industrial $56,058 5 140
Medical $13,043 4 60
Espionage $7,001 5 44
Refinery (0%) $41,248 3 157
Land 221
Type Cost Turns Have Research
Military $269,899 5 276
Weapons $129,617 6 180
Offence $23,181 - $25 per turn 8 35
Defence $20,244 - $25 per turn 8 32
Residential $6,923 2 109
Agriculture (MAXED) $15,844 4 117
Industrial $24,132 5 84
Medical $1,504 4 8
Espionage $29,539 5 112
Refinery (MAXED) $21,364 3 105
102 land
Military $269,899 5 276
Weapons $129,617 6 180
Offence $23,181 - $25 per turn 8 35
Defence $20,244 - $25 per turn 8 32
Residential $6,923 2 109
Agriculture (MAXED) $15,844 4 117
Industrial $24,132 5 84
Medical $1,504 4 8
Espionage $29,539 5 112
Refinery (MAXED) $21,364 3 105
102 land
I think some of you didnt bother reading tar's post where he clearly stated he didnt need your researches as he is monitoring everything u are doing.