I wanted to give some away so it doesn't come as a complete and perhaps negative surprise.
Next round will follow some small storyline which is basically used as an excuse for me to do a few gamechanges.
Player swood gave me the idea for the following:
The round starts after a huge nuclear aftermath. In the beginning only cities with id 1 till 200 will be available. The rest will be nuclear, and that won't be for just a few days.
As the game progresses I will release 3 cities for every person playing. Perhaps more later on in the round. But I'm quite sure that at the moment we have too many cities for the amount of players. And especially in the very beginning, it can hurt the game.
I'll be releasing 'secret' collectibles also that can create just a little extra income or make an army a bit tougher.
I'm also working on a fix so that armies of the same experience have a 1:4 cap, as in the old version. However a well trained army vs a not trained army can ofcourse still cross that cap. Would kinda take the use of training armies away if it didn't.
This round I've been pretty absent. Apologies for that. I had no choice. Already right before the end of the round I lost my job, and crisis has hit hard in Holland so I had to find a new one before running completely out of money(which from now was about a month away). So every spare minute I had went into jobhunting. I'm glad to say it payed off, and now that I finally have a job again(since a few days) I can focus on gewar again.
Did mean we had to do without new features this round. There were only a few bugfixes and a security fix.
It's still almost a month away ofcourse, but thought I'd bring the new game approach of cities next round to the public so players can already think of good game strategies.
I think limiting the number of cities to the number of players playing is one which is overdue and am pleased you've managed to resolve the practicalities - if there is anything you need to drop these into production let me know.
For the new feature
Add the city hall feature which is available in v1.
Unite the barrel of oil used for 2 barrel per five minutes.
For too many cities,it can be solved for lower the city taxes for the begining (5 geos in the begining) and gradually increase the city tax that it has.
For the new idea, it may not be that good as quite a number of players may not adapt the new storyline. Moreover, if someone put his/her homebase in Alaska, Pacific Region, they will get no way to conquer city at all.
For too many cities, it is not really the matter, for some regions, it is a bit too crowded(Spain, nigeria),but for somewhere, there is a bit too sparse(Lativa, China,Phillipines etc...)
The Following User likes this post of cheuk18me94:
I wanted to give some away so it doesn't come as a complete and perhaps negative surprise.
Next round will follow some small storyline which is basically used as an excuse for me to do a few gamechanges.
Player swood gave me the idea for the following:
The round starts after a huge nuclear aftermath. In the beginning only cities with id 1 till 200 will be available. The rest will be nuclear, and that won't be for just a few days.
As the game progresses I will release 3 cities for every person playing. Perhaps more later on in the round. But I'm quite sure that at the moment we have too many cities for the amount of players. And especially in the very beginning, it can hurt the game.
I'll be releasing 'secret' collectibles also that can create just a little extra income or make an army a bit tougher.
I'm also working on a fix so that armies of the same experience have a 1:4 cap, as in the old version. However a well trained army vs a not trained army can ofcourse still cross that cap. Would kinda take the use of training armies away if it didn't.
This round I've been pretty absent. Apologies for that. I had no choice. Already right before the end of the round I lost my job, and crisis has hit hard in Holland so I had to find a new one before running completely out of money(which from now was about a month away). So every spare minute I had went into jobhunting. I'm glad to say it payed off, and now that I finally have a job again(since a few days) I can focus on gewar again.
Did mean we had to do without new features this round. There were only a few bugfixes and a security fix.
It's still almost a month away ofcourse, but thought I'd bring the new game approach of cities next round to the public so players can already think of good game strategies.
LOVE the idea! I guess you will get more in depth later. I don't understand what secret collectables will be. You take a city and it will have a prize? Also how will resource cities be handeled? Is there any way of knowing a cities ID now?
Congrats on the new job Luke, ill drink one to that! Couldn't be hard though...just say "I manage the most addictive multiplayer multinational game ever!"
Luke (slightly off topic kill when read) can you start an other thread with your thoughts how the changes introduced for this round worked. Would live to hear your views first before everyone else argues.
That is going to cause some huge confusion to new players and all the stubborn ones who do not read forum. Going to need to put some thought into presentation and flow.
Also keep in mind people joining weeks in, and their experience.
Sad we never could get buying geos added.
A few more issues to discus later, but it is a new use of and old idea and we need to do something so let's give it a try and see.
__________________ Starbuck..."The FIRST Player in GEWar History to ever attack EVERY GEWar city is here by Given The First Attack Star Now called the Starbuck Award" - Jokosr
I think you need a storyboard, presented in the hombase tab, keeping everyone advised of where we are in the story. Could be kinmd of whimsical in nature. That way newbies know what is going on. Ie " the zombies of london england have banded together to form a militia, to protect against the expected onslaught of invading warm-blooders."
I'm not good in stories . I actually meant to keep that at a minimum and as I said just use it as an 'excuse' for the new gamechanges, so those don't feel out of place. As in, one doesn't 'need' to know them to play, but they are an extra.
If players however think it could be fun and an addition, then I'm willing to expand but would need help... for I repeat: I'm not good in stories .