1/4/2017
Topic:
Calculation of City Demand
Doctor DreadAdministrator
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Skratti wrote:
How is the demand percentage calculated? Sirius IV | Antink has a Base Metal volume of 584. I'm selling 50 per turn, Demand dropped to 16%, and has now risen to 18%, I think due to the population growth. The ViewScreen states that supplied 100 per turn. I suppose that means that I supplied 100% of the needed goods per turn, leading to the price drop.
I have now stopped selling stuff to see if the demand grows, but it would be perfect if I could just sell each turn the minimum required amount, without having the price fall to such low values...
A demand of 100% means its at its natural price of 100 credits per unit for resources, 250 for components and 500 for services and end products. When demand is below 200% it increases population, over 200% it lowers it. 100% is a happy medium and if every product is at 100% demand then the population of a city rises something like 50% or doubles every week(?) Have to double check that number. And that doesn't apply to the Sol System where the population is regulated
Demand rises at 0.1% a turn. A real time week is about 1000 turns so you should see demand for a product go up 100 points a week naturally.
Is Sol System product demand meets increasing resistance in both directions which caps it off at about 200 and can go as low as 50 naturally. That might loosen up before launch and become more natural like the rest of the galaxy.
The population of the city does not affect the demand, the VOLUME is affected by the population and the volume represents how much product can be bought or sold to that city in a single turn. It is also the amount of product bought or sold that will move the demand by a full 1%. If you sold the maximum you can on a product, the demand should fall 1% a turn every turn, it still goes up 0.1% a turn naturally though.
On small population planets with a 100 volume you can sell 5k of a product and move it 50 points. On a big population city with volume in the 4-5k range. Selling 5k at once will move it 1 point.
If you wanted to keep the demand STEADY, that is, you wan to sell enough to counteract the 0.1% natural demand growth, you should sell 1/10nth of what the volume is showing for that product.(i.e. the volume is 1500, sell 150 a turn)
If you have sold down the demand of a product in a city, you need to move onto another city and sell there. That is the natural mechanic of buying and selling. Try to sell to every city but tone down the amounts so you don't sell it into the ground |
1/4/2017
Topic:
Calculation of City Demand
Doctor DreadAdministrator
|
Skratti wrote:
How is the demand percentage calculated? Sirius IV | Antink has a Base Metal volume of 584. I'm selling 50 per turn, Demand dropped to 16%, and has now risen to 18%, I think due to the population growth. The ViewScreen states that supplied 100 per turn. I suppose that means that I supplied 100% of the needed goods per turn, leading to the price drop.
I have now stopped selling stuff to see if the demand grows, but it would be perfect if I could just sell each turn the minimum required amount, without having the price fall to such low values...
The VOLUME is what is affected by the population. More population the higher the volume. If you sell the volume amount in qty the price will go down a full 1%. The volume is also the maximum anyone can buy or sell in one turn for that product. The demand goes up 0.1% a turn naturally. If you wan to keep the demand steady you can sell1/10nth the volume a turn. This is affecting by all the players selling it at that city also.
If you've sold down the price so low, you need to sell elsewhere. You aren't profitable at all when demand is as low as 50% unless the resource value is very high and/or you have a lot of tech in that product making it cheaper to produce. All the nearby cities are probably at 200% demand. Try selling to every city and tone it don so you don't slam the price in every city. Eventually it will be more profitable to sell to another planet. That's how the game works =) |
1/4/2017
Topic:
Calculation of City Demand
Doctor DreadAdministrator
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The demand on the tier 2 products and above rise at an even slower rate, 1/10nth the normal rate witch is 0.001% a turn until the population hits 2 million. That's 10 points a WEEK. Barring any events that raise it. You should REALLY vote on events in that city that LOWER demand even at the expense of population unless it something you already have sold into the floor.
Trying to sustain an entire city by yourself is terribly difficult, and surely not profitable, that's kind of by design. I'm actually attempting it myself in Musca, but I have a couple of others who are also supplying it. You might be able to supply all the resources, but after that it starts to become a stretch. In the end if you get the population to rise into 2 mill the components will kick in and then at 4 and 5 million the rest will come in, you wont be able to sustain them all. The high demands will overwhelm the lower ones you were able to sell down and the city will start to crash.
I'm considering changing the mechanic so that once the city falls back BELOW 2 million the tier 2 and higher demands start to fall back down to 200 so they become neutral. There is another idea that treats the demand not just as a growth percentage but also as a population limit. So if there are only tier ones in low demand, the population will max out at a pretty low number , probably under 2 million for example. When other demands come down, then the city population limit will increase. The only way to have a huge 50mil population city is to have everything at about 100% demand. That would make it possible for "small towns" to exist without exploding themselves. |
1/4/2017
Topic:
Allowing elections in Sol System
Doctor DreadAdministrator
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We are considering allowing elections for ruler ship in the Sol System. Normally only paid accounts can locate their HQ outside of Sol and Only cities outside of Sol can have elections. If we allow them within Sol then it would still be only paid accounts that can be elected. There is a difference inside Sol however, the Terran Federation will still defend the cities and may even attack you in your own city. Having unlimited free defenders in a highly populated City in Sol system also makes those cities a lot more desirable (perhaps) than establishing a city outside Sol. Elected players also receive income based on the city's population. A population that can't die off and doesn't really need to be maintained by the way. We can't think of a good difference between being elected inside Sol vs outside Sol which makes it more desirable. The resources outside of sol are a lot higher than inside Sol, that is really the only difference outside of elections. We want to know anyone's thoughts on this and any ideas on what the difference or penalty for being elected within Sol might be. |
1/4/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
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We just put in a major change to the way demand and population work. We didn't like the way were making different demand and population growth rules for inside and outside of the Sol System. We really wanted to find a way to make the systems identical while still preserving Sol system as "Stable". The problem we found through the Open Beta is that once a city is formed outside of Sol the players cant supply everything to it and so most of the demand went out of control which caused the population crash and the city to be destroyed. We later implemented a stop on the higher tier product demands until a cities population hit 2,3,5 million respectively. But we didn't like that either. So we have a new mechanic tweak we're implementing across all cities including Sol:
The demand rise for the higher tier products (Components, Services, End Products) Still kicks in at 2,3,5 million population, but if the population in the city goes back below those thresholds, the demand for those higher tier products starts to go DOWN, if they are higher than 200, at the natural rate until they get to 200 and stay there. They will rise normally to 200 if sold down. Events can still move them around but they will come down to 200 if the population isn't high enough to sustain that product tier.
The cities in Sol are NO LONGER RESTRICTED when it comes to demand and population. They operate exactly the same as the outer cities. That means the demand on any product can hit 1000% and population WILL move up and down depending on the demand of products. All cities in Sol no longer have a default population that the system pushes towards. The playing field is now leveled.
Left alone, a small city will have all the raw material demand rise to 1000 while the rest will hover around 200 which will make the population go down. Sol cities still cannot be destroyed and will bottom out at 90k population,.
We have cut the population of all the sol cities in half also. Also, there were some fixes to combat where you couldn't attack structures with "Attack Everyone" because of guild affiliation.
There is also a new event called "War Reparations" which puts aggressive player on trial to be voted on by all the defender corporations that were attacked. The "Winner" of the vote get takes for 5% of their net worth to be distributed among the victims. The planet of Pluto has one of these vents going right now.
We plan to do more events in coming days. We also are considering allowing election in Sol system for paid accounts. |
1/5/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
|
The voting power is based on how much damage you have TAKEN. So if you received a TON of damage from someone (anyone actually), like he took out half your stuff and you counter attacked and did 20% of that, like you took out a couple of structures, when a vote comes you will have far greater vote power. The people who got wrecked the most have the voting power to choose who the guilty party is, or the most guilty.
And in the end its a vote because the system doesn't know who is really "at fault" or what is really going on. On a larger scale event like planet or system wide, there might be a dozen people voting. You can always threaten them before they vote, which is ironic and hilarious at the same time =) |
1/5/2017
Topic:
Allowing elections in Sol System
Doctor DreadAdministrator
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What's NW? |
1/5/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
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ChaChaCharms wrote:
Ha, okay so basically, in Pluto's case, Gaia can either cast a vote and receive 5% of the aggressor's networth; and risk being completely obliterated by the guild, or they can abstain from the vote since he had it coming..
Don't ya love it? I love this game =)
Having the low powered players vote against high powered players is major facet of the system and is kind of a self-balancing mechanic. It's very much like the Twilight Imperium board game where "I don't care how many War Suns and fighters you're about to hit me with, there has been a vote by the other players to end all hostilities in this area and you can't attack this turn". Next turn however there will be a review of who voted for what.
I want to make events where players on a planet can vote against another player to prevent them from doing any industry on a planet, or maybe no buy/sell trading, specific products or categories, temporarily or "voted on again" every week like a law that needs to get vetoed.. Perhaps that's a good candidate for guild events. Through a vote of some sort, only players in a specific guild are allowed to buy/sell to a specific city or planet. The rest will have their orders canceled with an appropriate message.
Can do the same thing with military. Certain units, say large ships, aren't allowed in Mars Space as a law that gets voted on again every week. Maybe by the Planet ruler.
Had this idea to have guilds have an "influence" stat of some kind based on their industry, military or maybe how many "titles" their members hold and at what level. This influence can be spent to initiate or influence votes like this that come up. |
1/5/2017
Topic:
Allowing elections in Sol System
Doctor DreadAdministrator
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I posted this in game and Im doing I t here also:
We are going to be implementing ruler ship elections in Sol in the next day or so. The requirement to be eligible for election is to have your Corp HQ in the city that is up for election and you must also be on a paid account.
Since we need to test out this functionality preferably with real players, we will be giving anyone who has logged into the game within the last 3-4 days a Paid Account Status. This status is only for the Beta Test and not the live launch. This will also allow those corps to re-locate outside of Sol if they choose to.
Once there are 3 or more city rulers on a planet, the system should have a planetary emperor election, and once 3 Planets have rulers, a Start Lord election should show up. |
1/6/2017
Topic:
Allowing elections in Sol System
Doctor DreadAdministrator
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Zip555 wrote:
Being elected was a big reason to leave Sol. This change discourages moving HQ outside Sol, and gives Sol-Govenors too much power. If Sol-goveners just got a title, with no income it would be better
No income and just the title sounds good if we get some ruler ship voted events in place. Perhaps a lot less money, at least half of what you would get outside?
I have this idea of perhaps making a few of the cities in Sol be "hardened" terrain fed cities that cant have elections but allow new cities to pop up in Sol just like the rest of the solar system and those cities can have elections as normal. Generally making the "Safe haven" not be the entire sol system but rather a handful of static starter cities. Those starter cities are the ones the tutorial recommend plays start at |
1/6/2017
Topic:
Before Launch
Doctor DreadAdministrator
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Zip555 wrote:
You need to say something about multiple accounts with the same ip-address
Artifacts section in the guide needs rewriting
The quasi official stance on multiple accounts is that it is "legal" but if you abuse them outside of a couple corporations trading with each other then it goes against the general rule of causing problems for the other players and that can get you in trouble. Officially it might go in as not allowed with the caveat of its only going to be a problem if you draw attention to it.
I haven't looked at the artifact page in some time. Have to update it. |
1/8/2017
Topic:
Before Launch
Doctor DreadAdministrator
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Chojin wrote:
I would suggest 1 account per physical person. If not there will definitely be abuse in a way or another...
There is no way to enforce one account per person especially on a free game. When you try, you end up punishing normal users while the serious hardcore users, the ones that are actually the problem will have ways around it. We tried to make it so you don't gain much advantage from multiple accounts and if there is a powerful group of players in an area you can re-locate |
1/8/2017
Topic:
Allowing elections in Sol System
Doctor DreadAdministrator
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Zip555 wrote:
4 starter cities per sol planet, all other cities are equal (population, demand, govenor) is good, but this implies Terran Federation will not defend them. If the govenor is supposed to police his city/planet, then a 5% tax is good, but if Terran Federation provides defence then any tax seems unjustified. The cities in Sol are likely to be larger than those outside, and their income 10 times bigger, in which case half the tax is much too small a change..
Election for planet govenor, does eveyone on the planet vote, or just the city govenors, based on their city size? edited by Zip555 on 1/8/2017
There wont be any planet elections until there are 3 city rulers on a planet which might happen the day after 3 are elected. Star lord goes in once there are 3 planet rulers |
1/8/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
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Zip555 wrote:
War Reparations - is this triggered by all attacks on another player? If I make 5 attacks against 5 players on a planet, do I just pay one 5%? Is it a licence to fight, I can attack anything on a planet for a week, for a single 5% payment. If my guild supports an attack, does everyone who supplied troops pay 5% If I am attacked, I get 5% from the attacker. If my guild then attacks the original attacker, will they then have to pay 5% edited by Zip555 on 1/8/2017
It looks at ALL attackers who hit another non NPC Corporation in all battles in the "scope" (city planet or system) happening in the last 1000 turns. Whether you hit once for 5 hps or took out three players in 40 attacks, whether you were in a guild or not. If your Corp was on an attacking Corp side of any battle that did any damage to another non-NPC Corp You are on trial.
The defenders are the same way in reverse. ALL defenders in ANY battle where they got hit by another non-NPC corporation in the scope and within 1000 turns is listed as a "victim" voter.
The vote declares only ONE corporation from the ones on trial as "Guilty" That one corporation loses 5% of their net worth. That amount is evenly distributed amongst all the victim-voters. you can potentially have people receiving money from a corp that didn't attack any but one of them. You can also very easily be on both sides of the event, as an attacker and a defender. Guilty corporation doesn't receive any reparation money from what he just handed out.
It is possible to get hit with the event multiple times, especially in different scopes. You attacked one city, but the city planet and system scope events cover the same place and you get voted guilty 3 times. There is some normalizing done so the same events don't happen repeatedly. But you can get hit for 5% 3 times in 3 days over the same fighting
Any "fairness" of the system is dictated by the voting (i.e. same guy getting voted an aggressor 3 times in 3 days) . If they do that to you, hit em again =) edited by DrDread on 1/8/2017 edited by DrDread on 1/8/2017 |
1/8/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
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Zip555 wrote:
"same guy getting voted an aggressor 3 times in 3 days) . If they do that to you, hit em again" and then quit the game.
If I have a 15% fine, then another 15% fine 3 days later, and I loose something in the fighting, I would probably not want to continue.
We could make the event not pull in Aggressors that have already been hit that week, as in been voted guilty. They wouldn't even be a choice. Or maybe even since the last time they had to pay a reparation. So if you got voted guilty and paid today, you wouldn't be included in any other reparations votes for at least 1000 turns from now.
That kind of makes it so you can go ape wild after you get hit with reparations though.
Perhaps something a little more complicated like, once you got hit with a payment, When another vote comes up it wont look at damage done by your corp since the last time you had to pay reparations. Could maybe shorter the timeframe to 500 turns. We'll see how it goes |
1/8/2017
Topic:
Major change to Demand/Pop in Sol
Doctor DreadAdministrator
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Zip555 wrote:
I am sure the defenders will almost always choose to receive 5% of the richest agressor.
So not 5%, if I attack, I risk a fine of 10% of my net worth, or 15% if I attack in a city. If I retaliate against an aggressor then I may have to pay 15%NW, instead of him, so do not shoot back. Seems you do not want any fighting.
"The money is evenly distributed amongst all victims" So if there is a fight anywhere in Sol, I need to make my alt corps shoot each other within 1000 turns, as they will all get the same compenstion as the real victim, is that right? I had planned on a main and 2 alts, maybe I will want more. edited by Zip555 on 1/8/2017 Having multiple accounts is legal, abusing them like that is not =) I don't think the explicit line exists in the terms about multi accounts but it will fall under a general "Anything you do that we deem exploitive is subject to suspension or ban". We can reference multi accounts explicitly to give examples, like that one, which are not legal.
But first.... You would annihilate a guy, then JUST IN CASE a War Reparation events randomly shows up, you would then attack with that same account, your 5 other accounts, or just have units from your 5 other accounts there and attack "everyone" just to get them onto the potential victims list and reduce the actual victims payout to 20% of normal IF a War Reparations event happened? You realize that attacking costs money and so does repairs? It would be a pretty weak "grief" even if it panned out that way and once anyone smells that you did something like that, you would lose all the accounts
The alternative is to spread the funds based on how much damage you have taken. That would be make it almost self defeating to damage yourself enough to reap your own rewards. Have the reward payout be, say, half of what we took also makes that a less viable exploit |
1/9/2017
Topic:
What does upgrade do?
Doctor DreadAdministrator
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ChaChaCharms wrote:
Doc, any thought on placing ships on stand-by/oos?
You mean like mothball so they burn 10% of their upkeep or something?
I was considering making it so, if your ships don't have any orders, or are waiting, they are essentially in that state and are like 20% or 50% of their upkeep. That means when you start to even MOVE that large fleet, the upkeep becomes 5x what is was a minute ago which isn't a terrible idea. Making it essentially cost more to move your stuff around. It makes it sound like transferring goods to another planet even more expensive than it is though. |
1/9/2017
Topic:
What does upgrade do?
Doctor DreadAdministrator
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ChaChaCharms wrote:
My thought is that you can choose to have your ships and military units in service or out of service.. In order to place units into service, it would require XX amount of turns (say maybe 100-200 turns to dissuade abuse) and while out of service, upkeep is say 10-25% of what it would normally be. That way you can still have a large military force at hand when needed but in order to do some damage with it, it will clearly need to be premeditated. It would require Corps to become more aware of their surroundings if they need to issue a call to arms to bring their fleets to fully manned and battle ready.
Ideally, this would be beneficial to large corps, you could potentially have a standing force and multiple replacements in reserve that only need to be brought into service the moment the predecessor is destroyed...
Mmmmm, sounds a little complicated. What happens when you are attacked during mothballs? You could lose your fleet. Can they wakeup instantly?
I'm leaning towards 50% upkeep cost when no orders or maybe an Order to "dock" at a shipyard or base where you sit at 10% upkeep but again what happens when you are attacked? You come right out of mothball? What s the point of the mechanic then except I forced you to go "no orders" at a shipyard. |
1/9/2017
Topic:
Assets - Transporter - Notes: Buy order is missing
Doctor DreadAdministrator
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Looks a like a bug only when you buy in partial amounts. Probably fix that by tomorrow. |
1/9/2017
Topic:
Descrepancy in Population Change In Overview
Doctor DreadAdministrator
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Orexis wrote:
When looking at the overview for Saturn, it shows population dropping at ~3k every time I check, but the population has been rising steadily for some time. I'm wondering if the effects of Events such as fads isn't being taken into account when displaying this value, or if I'm viewing it incorrectly, or if it's just way off?
Thanks
I'm pretty confident your first idea was correct. The events are adjusting the population way up, then they "fall" based on the demand as normal. The "fall" from the demand is what is being picked up on |