The Titan Posted April 16 Share Posted April 16 In no particular order, this is what's currently in the works: Update cavalry/warriors They will each consume 1 capacity Warrior offensive strength 1, defensive strength 5 Cavalry offensive strength 5, defensive strength 1 Deleting units will now kill said population Trash/Sewage See this thread Advisors Economic, military, populace, education and foreign advisors Advisors live for 30 days (60 turns), you can recruit an advisor that has a specific strength, and they will provide bonuses to your kingdom (ie +1% defensive strength, -2% building cost, -5% water consumption, etc) Wonders Imperial Bank Sets a hard $1,000,000 / 25k of each resource that becomes unraidable in your kingdom. If you have less than that, you don't lose any loot Training Grounds +1 offensive strength for cavalry, +1 defensive strength for warriors Reservoir Water well costs halved Water well production +25% Food stockpiles Farm costs halved Farm production +25% Projects Projects last for a number of days and provide a buff during that period, for example Irrigation Project Water consumption +10% Food production +10% Infrastructure Services Building cost -2.5% Food consumption + 5% QoL Universalize kingdom listings Add "keep me logged in" button Ability to edit your kingdom/leader name Confirmation before leaving or joining alliances Ability to delete messages Ability to reply to messages and see send messages Cosmetic Custom leader titles Messages with WYSIWYG edito Community Fully document formulas, buildings and mechanics on the wiki Add an API for alliance recruitment messages In-game player ads Long-term Global event: pandemic A global pandemic has broken out, how you handle the outbreak in your kingdom? Global event: ice age The world has frozen over, water and food production is near minimum, our population is shrinking, how will we survive? Front-end fixes Better mobile responsiveness Perhaps mobile app? 8 Link to comment Share on other sites More sharing options...
Autumn Alsainn Posted April 16 Share Posted April 16 Only thing I have to say is that deleting units killing pop seems pretty unnecessary. It's already been proven that even someone with growth policy can taken down and suppressed, purely by unit casualties alone (and the occasional housing), all this would really achieve in my eyes is making any sort of fluid strategy in regards to unit composition essentially impossible, As it would be suicidal. Otherwise, all of this looks very good! Link to comment Share on other sites More sharing options...
Autumn Alsainn Posted April 16 Share Posted April 16 (edited) Also the forums keep double posting on me - even when I only click the submit once. Edited April 16 by Autumn Alsainn Link to comment Share on other sites More sharing options...
Yuki Posted April 16 Share Posted April 16 Confirmation before leaving an alliance? What kind of idiot needs that? 1 Link to comment Share on other sites More sharing options...
Roberts Robertine Posted April 16 Share Posted April 16 Looking good! Link to comment Share on other sites More sharing options...
PYRO9K Posted April 16 Share Posted April 16 (edited) Still planning to add the alliance id argument to the kingdoms API endpoint? Edited April 16 by PYRO9K Link to comment Share on other sites More sharing options...
Roberts Robertine Posted April 17 Share Posted April 17 17 hours ago, The Titan said: Imperial Bank Sets a hard $1,000,000 / 25k of each resource that becomes unraidable in your kingdom. If you have less than that, you don't lose any loot Should this instead be a variable like X number of turns worth of income? So it can age up as nations do? $1m was a lot of money when we were making $30k a turn, but the new economic updates/schools can put you on 100k+ per turn pretty easily so $1m is only a week's worth of income for a "small" (one month old) nation. I could see this becoming irrelevant very quickly just based on how long nationsims usually run for. 3 Link to comment Share on other sites More sharing options...
Sir Scarfalot Posted April 30 Share Posted April 30 On 4/17/2024 at 6:21 AM, Roberts Robertine said: Should this instead be a variable like X number of turns worth of income? So it can age up as nations do? $1m was a lot of money when we were making $30k a turn, but the new economic updates/schools can put you on 100k+ per turn pretty easily so $1m is only a week's worth of income for a "small" (one month old) nation. I could see this becoming irrelevant very quickly just based on how long nationsims usually run for. I must wholeheartedly agree, especially without alliance banks we will need real ways of preventing snowballing ending the game outright. 1 Link to comment Share on other sites More sharing options...
Gladiator Posted May 1 Share Posted May 1 Would also recommend adding a vacation mode that prevents you from being attacked for however long you set it to. Otherwise this looks great! 1 Link to comment Share on other sites More sharing options...
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