8/13/2017
Topic:
Still working on Orbital Megastructures
Aywanez
|
Yes, that would be awesome. |
8/13/2017
Topic:
Product sorting
Aywanez
|
When sorting the Assets Overview by Lvl/Qty, products and items are sorted by... err I don't what they are sorted by, I was going to say name (because they are vaguely alphabetical and all of the same name are grouped together,) but they are not sorted strictly by alphabet (F.e: Basic Metals comes before Basic Chemicals and Cotton seems to be dead last.) Units and structures are sorted by level as intended. |
8/13/2017
Topic:
List on canceling unit in contarcts is wrong
Aywanez
|
When canceling a selection of Military unit when creating a contract, the product list is displayed instated of the unit list.
Steps to reproduce:
0. Make sure you have a unit. Make sure your corporation is at least level 2. 1. Go to Corporate/contracts 2. Click Create Contract 3. Choose Type of Trade "sell to another corporation" 4. Choose anything from Availability 5. Choose Asset To Trade "List My Military Units" 6. Pick any Unit. 7. Click Cancel Selection
Result: A list of Products (stacks)
Expected result: A list of military units. |
8/14/2017
Topic:
Add Industrial effect on population
Aywanez
|
Well this is the first time I ever heard of it being an issue (even though, yes, I also thought it was weird.) I was not here for the betas, though. |
8/14/2017
Topic:
Still working on Orbital Megastructures
Aywanez
|
I like the idea where the owner of the spaceport gets to set his own buy/sell prices (10%-1000% demand) and people only trade with her. The level would represent maximum volume of trade (like in a city) from 100 at level 1 to 12000 at level 10 (like a giant distribution center) or maybe up that a bit. Plus free storage for the owners stacks. Note that unlike the warp gate this is just a convenience building (there are always cities and contracts to sell to instead) so the owner is not likely to get away with unexpected price hikes more than once, thus I am willing to trust them with setting their own prices (between 0.1x and 10x) edited by Aywanez on 8/14/2017 |
8/14/2017
Topic:
Options for "Raiding" Items/Artifacts
Aywanez
|
+1. Though artifacts are, of course, 100 ton spheres of alien metal, and are likely not that hard to find |
8/18/2017
Topic:
Chireno Accords: Discussion
Aywanez
|
Votes for:
- Aywanez Incorporated
- WeylandYutani Corp
- nynoxaff
- Titan Industrial
- Honeypot Farms
- Circlejerk Ind
Votes againt:
- Azura Consortium
- Wolfspell Corp
Abstained (count as against):
- Ironcrown Imperium (refused to vote, on the grounds that the vote was illegal)
- QR Inceptions
- Ni Corp
- Melbourne
Proposal passes with 6 votes out of 11 required on 08/16/17 at 04:51 PM (turn 13412) edited by Aywanez on 8/18/2017 |
8/18/2017
Topic:
Chireno Accords
Aywanez
|
The following are the Chireno Accords:
- Article 1: Timing.
- 1.1 Corporations already on site must bring themselves into compliance by 100 turns after this agreement is voted in (In other words by turn 13412)
- 1.2 Newly arriving corporations must bring themselves into compliance within 100 turns of arriving (but not before turn mentioned in 1.1)
- Article 2: Restrictions
- 2.1 Any single corporation is limited to a single level 10 (or below) research center in Ridgely.
- 2.2 Every guild may maintain a maximum of 3 research centers in Ridgely.
- 2.2.1 Corporations with HQ located in Naertho do not count to this limit.
- 2.2.1 Please decide among yourselves who will keep them- the guild is held collectively responsible for this.
- 2.3 No two alts may both maintain a research center in Ridgely. Not even if they are in the same guild.
- Article 3: Economic Contribution
- 3.1 No contribution will be required
- Article 4: Enforcement
- 4.1 Non-complying corporations will be warned by a representative decided upon in article 5, and asked to temporarily shut down their research center until they can bring themselves in compliance with article 2.
- 4.2 Corporations refusing to comply with the rules within 100 turns after being warned will have their assets in Ridgely destroyed by forces decribed in section 5.5.
- 4.3 Corporation violating the rules for the 3rd time in 30 IRL days will not be warned, nor will the representative wait the prescribed period from section 4.2
- 4.4 Corporation violating rules 5.6 and 5.7 (attacking others) will not be warned and their assets may be destroyed.
- 4.4.1 Should an agreement be reached between the attacker and all of the attacked to resolve the issue peacefully, the Reperentative must not destroy the attackers assets.
- Article 5: Management
- 5.1 Corporations present in Ridgely will pick up a Representative from among themselves to enforce these rules.
- 5.1.1 Corporations are considered "present in Ridegely" if they maintain an active research center (except where it goes against Article 2) or HQ in Riddgely.
- 5.1.2 Corporations are explicitly not considered "present" if they are, at the time, violating Article 2.
- 5.2 A corporation present in Ridegely may nominate itself for the representative position.
- 5.2.1. A corporation nominated for representative postition may withdraw its nomination voulanatrily at any time, and will lose Representative status if they have it.
- 5.3 A corporation present in Ridegely may support a nominated representative.
- 5.3.1 Every corporation present in Ridegely has one vote regardless of how many HQs, research centers and/or other buildings they have.
- 5.3.2 A corporation may support as many or as few nominated representatives as it wishes.
- 5.4 A nominated representative supported by the most corporations becomes the Representative.
- 5.4.1 If two or more corporations are supported by an equal amount of votes, larger than that for any other nominees, they are both considered Representatives together.
- 5.5 It is the representatives role to enforce these rules (see artcile 4,) they may however enlist help from other corporations.
- 5.5.1 Statement of intent: While it is everyones moral duty to help, there is no penalty for refusing to help the Representative (unless otherwise stated in the accords.)
- 5.5.2 When enlisting help, the Representative must use clear language to specify who is being attacked and why.
- 5.6. No corporation other than the Representative, or corporations enlisted through sestion 5.5 for this particular attack, may attack assets in Naertho system belonging a corporation "present in Ridgely".
- 5.7 The Representative may not attack corporations that have not violated these rules in Ridgely.
- 5.7.1 Any corporation that has been demonstrated to have violated rule 5.7 is ineligible to be a Representative for 30 IRL days since the last offense. Their status as nominated representative, if they have it, is rescinded for the duration.
- 5.7.2 A corporation is considered to have been the Representative for the purpose of these rules, including but not limited to sections 5.5 and 5.6, until their offense was brought up (or until it was lost through other means, unrelated to subsection 5.7.1.)
Disucssions and past versions of this document (neither of which currently exist) can been viewed here
|
8/18/2017
Topic:
Perhaps its time to tweak Geo Boosters
Aywanez
|
If I can make a suggestion, the current multiplicative system makes geotechnicals either useless or priceless (depdning on existing city size.) with a very narrow belt of middle ground. Why not make it more additive? Like instead of giving a multiplier of 1.0001 (+1‰) every turn, why not make it give a multiplier of 1.00001 (+1‱) but then also add 200 people to each population group (this will match the current, overpowered, system at population of 2 million people) |
8/18/2017
Topic:
We pushed Orbital Megastructures for Testing
Aywanez
|
Hutton wrote:
I'll reiterate another proposal I had that offices like Mayor or Emperor get a pool of military logistics to go with them. The office holder can transfer units into that logistics pool, but if they lose the office the units go to their successor. That way you can end up with assets like starbases or fleets that essentially belong to the planetary government. That right there is a plus-good proposal. |
8/18/2017
Topic:
Unread topic bugs: forum edition
Aywanez
|
I'm not sure if this is the right place to submit it, but "unread topics" on the forum behaves really weirdly. (I guess I could mail it to Jitbit Software instead...)
1. If you haven't visited the forum for some time (I think a week. maybe half of a week?) it will tell you that you have 30 unread topics. Not all of them, just 30. 2. When you read a topic, the indicator will not change, until you click it (the indicator, not the topic). 3. Not so much a bug, as feature request: when I click on an unread topic, I expect to be taken to the first unread message (That is how PHPBB worked, it's how SMF works, and even semi-forum stuff like Facebook.) Instead I always get the first message of the thread. edited by Aywanez on 8/18/2017 |
8/18/2017
Topic:
Unread topic bug: Comms
Aywanez
|
When you post a message in one of the threads in Comms, it will tell you that that thread has a new message. From you. The situation made even more funny, because after posting the message, the page you are transferred to is that same thread (so not only do you know what the message was, but you have in fact read it.) |
8/18/2017
Topic:
Perhaps its time to tweak Geo Boosters
Aywanez
|
Doctor Dread wrote:
they are just mean to accelerate the existing growth. Its something you can put on top of an already thriving city , not bring it back from the toilet. See, that right there is what makes them volatile. Purchasing and using a geo-booster on your city makes the poor poorer and the rich richer. It doesn't matter what the boost is, that just determines at what size one becomes the other. If geo-boosters made small cities bigger, but was relatively little help to megapolia, it would have a stabilizing influence instead. Just something to think about.
Doctor Dread wrote:
I can't allow geo boosters, or any population boosting structure to make a city prosperous past the average 200 demand threshold or it will break the game. If you can make a city have all 500 demand and still be going UP in population its going to ruin the game. Well, let's see. a 500 demand city loses 3‱ of its population every turn, so if you want 500 to be the break even point for a triple-boosted city (you said in some places that you did, and in others you didn't, but for the moment we will assume you do) a boost should give 1‱ per boost. Roughly 1/10th of what it gives now. That is a massive nerf, and people will be upset. Rightly upset.
I do like the idea you had about geoboosts increasing growth and decreasing decline, depending on which is happening. Well, at any rate, I like it a lot more than the pop-multiplier we have now. One problem I have with it, is that while the alt-boost is useful for a demand 10% city and really useful for an 999% demand one, has no effect at all on demand 200% city, theoretically the most common city there would be if the system stopped being such a crazy oscillator. But it is a matter of opinion. edited by Aywanez on 8/18/2017 |
8/22/2017
Topic:
Spaceport
Aywanez
|
Doctor Dread wrote:
Vulpex wrote:
Some fun numbers...
Right now on earth per turn the maximum potential sales is about 15 billion - if you were to sell to every city every single item they demand.
The actual sales per turn right now is actually approximately 1 billion only (1/15th of what is needed to meet demand) - but that does mean that each lvl 10 spaceport will be providing a grand total of 100 million per tick give or take. That's 14.5 billion per day. A cash cow if I ever saw one. For comparison a lvl 10 spaceport in Gulyaev II would provide something in the order of 5-7 million per tick. So yes spaceports around earth are going to be silly profitable.
... What if you raid the spaceport, you get the profits? =) edited by DrDread on 8/21/2017 How did you get that from his message? Or do you mean that is a planned feature? |
8/22/2017
Topic:
It is possible to buy items at demand prices
Aywanez
|
See contract No 4594 Cities do not have demand for items, so it is entirely unclear what the price should even be. Basically this should not be allowed by the game. |
8/22/2017
Topic:
Spaceport
Aywanez
|
Why not make it a permanent option? Instead of a specific good, steal credits equal to power (or more likely 100 x power, credits equal to power are not worth the fleet upkeep) but no more than the money that location earns that turn. Most locations just sell loose products to a city, but a spaceport would be where you really could really clean up. This would also not replace regular raids, as most goods (even tier 1) can be sold for more than 100 credits. That is if you manage to get away with them. edited by Aywanez on 8/22/2017 |
8/23/2017
Topic:
Product sorting
Aywanez
|
I'm sorry I was unclear in my bug report. There are 3 parts: The view is Assets and inside it Overview the sorting is requested by the Lvl/Qty column but products actually get sorted by alphabet. This still happens. |
8/23/2017
Topic:
Product sorting
Aywanez
|
Yes and no. Products get sorted alphabetically, but they don't have levels- they have quantities. However yes, it is the same button. Also fleets are sorted alphabetically and items are sorted by type (but NOT alphabetically) |
8/23/2017
Topic:
Perhaps its time to tweak Geo Boosters
Aywanez
|
100 demand is not normal profits- its subsistence. It costs 100 credits to produce 1 piece of raw materials (in an idealized situation where there are no cost penalties or value bonuses) which means if you sell it at 100% you get no profit. No profit means no expansion, no expansion means no surplus raws, no Rae's means no components, no components means no products. Total economic collapse. |
8/24/2017
Topic:
Perhaps its time to tweak Geo Boosters
Aywanez
|
Vulpex wrote:
base cost for me right now making basic metals is 39/unit. Woah. Let's drill down on this bit of info. How are you calculating this? Or, if this isn't a tricky statistical lie, how did you swing it? Vulpex wrote:
I end up paying north of 150 per unit This I believe. But it is after penalties, so the previous question is still interesting to me. Vulpex wrote:
Take any synthetics - they require 20 raw materials to make 10 end products. End product is valued at 750 (100%). Cost breakdown: 3000 in raw materials give you 10 synthetics - so 300 credits invested per unit produced.
You seem to have missed a step or two there. Vulpex, edited by Aywanez for brevity wrote:
tier 3 products make you tons of cash Yes, but you aren't going to be making any, because if you feed your city raws, you will have no money. And if you don't feed it, the city will die, and you will have no markets. |