Simcountry is a multiplayer Internet game in which you are the president, commander in chief, and industrial leader. You have to make the tough decisions about cutting or raising taxes, how to allocate the federal budget, what kind of infrastructure you want, etc..
  Enter the Game

W3C - Game News oct. 25,2020

Topics: General: W3C - Game News oct. 25,2020

Andy

Sunday, October 25, 2020 - 10:30 am Click here to edit this post
Cash gifts to beginners

Cash gifts to beginners are now increased to 400B.
players receive either a population gift or a cash gift when they login, up to twice a day.

there is a maximum of 60 such gifts depending on login frequency.

New players can now receive up to 12T in cash.

Natural resources

We advise players, and especially new players, to build natural resources corporations.
These corporations are very profitable and may become even more so.
even if your population cannot sustain another natural resource corporation, it makes sense to close a corporation that is turning a low profit (let alone a loss), and use the work force for another natural resources corporation.


Cost of maintaining the army

the cost declined again. it is mainly the defensive ammunition but other elements declined too, including the cost of maintenance products.

changes will kick in day by day, depending on country stocks of products.

Nuclear weapons increase in price as was suggested by players here and some other weapons may also see a slight price increase.

Population in free member countries and C3 countries

The population will now increase at a higher pace and may reach a level of 18-20 Millions.
This is intended, also with more cash, to give new players and better start position.

Land forces

The function of land forces is slightly updated.
we have said before that we intend to diversify the functionality of land forces. The first step in now introduced.

For details, we refer to the weapons document which is updated automatically to the current capabilities of weapons.

Lord Mndz

Sunday, October 25, 2020 - 05:50 pm Click here to edit this post
Hi Andy,

can you be more specific regarding land forces? It is very hard to notice any changes just reading the documentation.

all else - great work!

The_Wicked_Lady

Monday, October 26, 2020 - 04:11 am Click here to edit this post
Thank you, my Son. Remember, your Mom LOVES you! Thank you for all your hard work and effort.

Andy

Monday, October 26, 2020 - 09:00 am Click here to edit this post
In general, tanks are becoming the major force in land units, that will enable them to fight other land forces.
Artillery will be used to attack missile batteries that are part of land forces.

Jeeps and armored vehicles will be armed with hand held missiles. These missiles will become more usable, allowing them to attack airplanes and helicopters.
They will not be very powerful but able to destroy some airplanes attacking land forces.

we will update some names of weapons and ammunition when the functionality is fully in place.

for details I refer to the weapons document that shows the percentage chances these weapons will hit their targets.

E O

Monday, October 26, 2020 - 08:24 pm Click here to edit this post

Quote:

New players can now receive up to 12T in cash.




That's a great change! I'm not sure what the number was before, but this number sounds good to me. I think this will help make the game extra interesting for new players, as they now will have more "money to burn." That's awesome.

Reducing costs of army is also good. I hope there are players who this helps allow to keep a standing army.

A related comment - the biggest challenge I have in managing my armies is that there's no easy way to calculate how much ammo I passively burn each month. I don't really want to sit down with a calculator and multiply each of the 10 or so ammo types that I'm spending each month in each country by quantities, price, and qualities to figure it out, and I don't believe this information is included in the finance report. If I'm mistaken, my apologies. It's not a huge deal, but for me, that's the part I have the most trouble managing effectively right now. This is not an urgent thing, but having a way to see an estimate on passive ammo burn costs per month would also be helpful.

Brief feedback about you referring players to the documentation: I understand why you do it, but there are very few players who sit down and spend time looking through what percentage chance something has of hitting each of the other 20 things it can shoot at and then really understand what that means. I used to be a fairly big war player, and I almost NEVER looked there. I tested stuff out based off tactics other players used and just looked at results. There are very players who actually even understand basic war concepts to begin with these days. There is a almost no chance anyone has memorized what percentages a tank previously had of hitting and destroying a jeep, for example.

Your second answer (giving more specifics about what has changed with jeeps, armored vehicles and tanks) is significantly more helpful to your players, and helps us learn how the changes are intended to impact the game so we can test them out. Thanks for making your clarification there.

From the sounds of it, you're working on making ground weapons more impactful, which I hope can improve the game, and therefore, I'm all for it.

John Galt

Monday, October 26, 2020 - 10:20 pm Click here to edit this post
You can find that information in Financial statement page under the spending tab.

E O

Monday, October 26, 2020 - 10:48 pm Click here to edit this post
Thanks, John. The more you know.

I still would like to see that information included in the monthly profit/losses tab. One country I have says I'm making a monthly profit of over 50b on multiple different screens including the main landing page for the country, but if you include the ammo usage (that I tally by hand), I'm losing over 30b a month. An aggregate would be much more helpful as well, as I have to manually add up about 15 types of ammos costs to see what's going on in each country. This doesn't include other monthly spending on things like services, shows, etc.

The fact that I'm losing money there is intentional. The part I'd like to see changed is the part where I can tell how much I'm losing or gaining per month in one place without having to use a calculator. That's the number that actually matters to your bottom line.

John Galt

Wednesday, October 28, 2020 - 07:06 pm Click here to edit this post
Ammo use is included in defence budget. It is averaged out though so on months where you make bulk purchases of ammo and supplies and maintenance you will see a loss despite a positive profit.

Lord Mndz

Wednesday, October 28, 2020 - 08:39 pm Click here to edit this post
Andy,

it took me 5 minutes to check and Defensive batteries are still 14 times stronger than artillery and 10 times stronger than tanks. In this scenario tanks would not be able to fight garrisons.

I think tanks should have advantage as they need to fight not only defensive missiles but also tanks, jeeps, light artillery etc. If you increase damage to 60% and hit rate to 20% that would be much closer.

tanks

E O

Wednesday, October 28, 2020 - 08:42 pm Click here to edit this post
Interesting.

The financial statement doesn't include consumption by the population though, right? Just government spending.

John Galt

Wednesday, October 28, 2020 - 10:20 pm Click here to edit this post
I don't believe it does. The country gets the money though from population spending. You can see it in the cash log.

E O

Wednesday, October 28, 2020 - 11:29 pm Click here to edit this post
Got it. Thanks for clearing that up for me. I guess you can play a long time and know nothing about parts of the game or certain indices.

I'll have to look more carefully and see why my countries lose money if I turn order strategies off despite posting profits. It could be I just buy hospitals and schools at a rate that outstrips the profits.

E O

Thursday, October 29, 2020 - 01:15 am Click here to edit this post
My apologies, Andy. Seems my proposal was made because I didn't understand the finance page well. Either I never spent enough time looking closely enough to understand portions of it, or you've made improvements since I played last.

Either way, thanks! I'll bow out of this thread now. :)

Andy

Friday, October 30, 2020 - 03:33 pm Click here to edit this post
Thanks for suggestions made here.
we are making incremental changes.

cannot make large changes and do not want to pull the rug too hard.

E O

Monday, November 9, 2020 - 08:22 pm Click here to edit this post
Regarding this, John, Mndz, Andy, anyone know if the costs listed in the financial index factor in quality of ammo purchased?

Lord Mndz

Monday, November 9, 2020 - 08:42 pm Click here to edit this post
yes, all costs factor quality.

E O

Monday, November 9, 2020 - 08:59 pm Click here to edit this post
excellent. thanks!


Add a Message