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Greaps Game profile

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Oct 31st 2019, 11:19:35

Hey, I haven't played the game other than a couple of express rounds in the last 15 years, what is alliance like. What are clans like? What sort of time commitment and coordination is expected. Whats the game play like? How are things organized?

Greaps Game profile

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30

Sep 12th 2016, 17:45:30

Originally posted by the Temple:
Originally posted by Greaps:
Instead of 1 hit, 1 retal ( and no other attack options ) it should be 2-3 hits per 12 or 24 hours. It help change the whole run no defense get hit early wait and last two days pump jets and retal garbage.


Boohoo.

Buy more turrets.


It's not a boohoo I just don't like the game for encouraging this, if more hits between countries were allowed before opening up all attack types people would have less of a "free" pass. Anyone can still ruin their reset just to retal excessivly still, so for those who like that style of play its still available.

My objection is to the 2 hits = all attacks available, I feel it ought to be more, how many I don't know. Just more. Lets have a string of attacks and retals lead to war, not just two attacks separated by 1000 turns.

Greaps Game profile

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Sep 12th 2016, 14:16:42

Good job everyone in the top ten. .

Edited By: Greaps on Sep 12th 2016, 14:20:49

Greaps Game profile

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Sep 12th 2016, 0:59:25

2 attacks opening up full war- suicider potential in my opinion seems like to littl agression, increase it to 4+ hits for instance, and people will be forced to consider whether or not to attack more than once or if they want to retal harder or not.

Instead of 1:1 retals, we might see more combinations of how people handle attacks made on them. I know that late game retals are generally jet pumped planned strikes and generally made just because they count on 1:1 and or else full war. Jet pumping wouldn't be as safe if you can just be retaled back again. It just makes the exchange more thoughful, rather than 1 hit and done.


Greaps Game profile

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Sep 12th 2016, 0:20:23

It might just be my opinion, but it creates a stagnant, unhealthy environment for the real players when the game culture is to not hit real players since they will get a "free" retal at a much much much later and more costly date. It encourages people to just avoid humans and farm bots. While I know allowing more attacks exchanged without accessing special attacks will not solve bot farming, I think It may encourage more player verse player interactions.

Greaps Game profile

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Sep 11th 2016, 13:33:43

I think more risk for pumping jets the last day and retalling hit from days ago is needed. If the rule was 2-3 hits opens up all attack options, people would have to calculate if they should or shouldn't retal 1:1, or do more..

The same people who play risky and like to multi-tap will still be liable to being killed later, but those just net gaining, making single taps, or even double taps ( although new etiquette would decide if that's wise or now) regain a little leverage. And the late game changes some. More attacking is encouraged.

Greaps Game profile

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Sep 11th 2016, 12:59:08

Instead of 1 hit, 1 retal ( and no other attack options ) it should be 2-3 hits per 12 or 24 hours. It help change the whole run no defense get hit early wait and last two days pump jets and retal garbage.

Greaps Game profile

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Sep 6th 2016, 12:13:29

Military Bases fit into a particular strategy called "Military Base Reseller" nearly exclusively played as a Theocracy. The goal is to have the lowest possible private market unit costs, you buy there and sell on public for profit. You don't play many turns unless you are attacking to gain land and increase private market size.

To play this strategy you need to have a large stockpile of cash on hand before you begin, (enough to rebuild, and buy out your entire privat market of troops, tanks, turrets, and jets. So it's played late set as a transition. Usually what is done, is you play as a theocracy techer, building only construction sites and research labs. Build up a strong buildings per turn, 80-100, play techer to a desirable land size, more land means a larger private market.

Greaps Game profile

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Sep 5th 2016, 14:31:25

Yeah that is my point on why this change would improve the game. The math isn't a challenge it just wastes time most of the time. Have the option to turn calculator on and off for those who enjoy doing the same equation dozens and dozens of times. I don't think it takes anything away from the game, but it would make it more appealing to casuals while not affecting the game experience for the hardcores.

I do greatly appreciate your time reading my suggestions here.

Thanks

Edited By: Greaps on Sep 5th 2016, 14:36:39
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Greaps Game profile

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Sep 5th 2016, 13:33:37

I would just like to see farmer get a slightly stronger net earning potential it seems a little weak in respect to there strategies. Maybe increase private market price by +1 and see the effects over a set or two of express. But I do agree and like the idea of pushing public market play.

Greaps Game profile

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Sep 5th 2016, 13:29:18

I would like to suggest the game automatically calculates and lists within advisory and spy op information the targets total offense and defense(with all bonus applied). Additionally War Room could have an new value for how many offense points are selected to attack that changes as you increases or remove units from the attack force and assumes tech and country bonus. This would make attacking much faster and easier for new players. And for the experienced player im not sure that it would make the game less fun.

Greaps Game profile

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Sep 4th 2016, 11:59:40

Hi, I'm in express, I have about a $1billion of food to sell, and 2 billion cash on hand. We have 12 hours remaining till reset. I'm a cashier.
When would you begin to buy military? What prices dictate which troops to buy first? I'f selling excess tech off for more military how much do I have to sell the tech at to be worth it.

Edited By: Greaps on Sep 4th 2016, 12:03:57
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Greaps Game profile

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Sep 1st 2016, 1:32:39

hh

Greaps Game profile

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Aug 24th 2016, 20:52:16

yes

Greaps Game profile

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Aug 22nd 2016, 23:05:43

Bushel prices on the sellers private market are set relatively low? Many years ago this games predecessor had a sellers private market price of 42. Most of the core strategies seem very similar now to then, why is it that the sellers private market price needs to be so low? Perhaps its in balance, it jsut seems on my server express that farmers don't make it. My suggestion would be increase it too 38-40$

Greaps Game profile

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Aug 19th 2016, 11:50:09

store turns

Greaps Game profile

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Aug 11th 2016, 22:24:50

s

Greaps Game profile

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Aug 4th 2016, 17:00:08

bonus

Greaps Game profile

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Feb 21st 2015, 23:32:52

Hi, playing a demo cashier and have +183% science in business and residential. I feel like im throwing money away trying to get to 188% each. Does this ever compete with REP's +20% PCI?

Greaps Game profile

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Feb 17th 2015, 0:45:41

well done

Greaps Game profile

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Feb 11th 2015, 11:32:03

hi

Greaps Game profile

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Feb 9th 2015, 9:05:15

1

Greaps Game profile

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Feb 4th 2015, 21:48:38

Interesting, thanks for the advise, I already committed to a CI, doing well , getting the feel for the game. Thinking of growing to 6-8k acres playing pure CI gathering a sizable stockpiles and maxing out Military tech and converting to TMBR.

Greaps Game profile

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Feb 4th 2015, 11:56:12

Is there a rule that prevents exploring every turn, do you need a certain % of land built to continue in a bulk explore?

Greaps Game profile

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Feb 3rd 2015, 16:23:57

I like the idea seems like it could be abused though.

Greaps Game profile

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Feb 3rd 2015, 15:36:14

What are the one time income bonus worth?

Greaps Game profile

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Feb 3rd 2015, 3:21:44

Hi, im playing a CI, and am at turn 44, I have 40 Indies, and 40 CS's and am private market selling turrets every turn. I have not explored.

My thought is to build 30 more Indies 2 turns, then build more CS's up to 60. Then explore and build indies till oop, only selling enough to finance building. Does this sound right? Or is there a better way?

Greaps Game profile

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Feb 3rd 2015, 2:40:45

I stumbled upon an older thread about new unit suggestions and I thought that these daily bonus points might be a good way of introducing them. Examples - none of which are balanced, these are broader ideas... Points, and bonuses all subject to balance.

It would be interesting if we had two sets of bonus points, one for net gaining as most are currently structured and a second non competing tactical bonus list. We would need two types of bonus points awarded, they could be colored GREEN are ECON, and RED are Tactical. Example being click to vote and are awarded, 2 Green and 1 Red point. Cannot use both green and red points to buy more green. Developers decided throughout the set how evenly distributed green and red points are, at times more greens, other times more reds, or just make it a predictable constant.

Example RED Point List: (Tactical) (remember points and bonus are not even close to balanced, its just an idea list)

General Offensive and Defensive:
6 points - Radar Facility's +0.5% Defense (Permanent) (Max 20% or some other number)
4 points - Bombers +0.5% Offense (Permanent) (Max 20%, or some other number, I do feel it would need to be cheaper than defense)
4 points - Stealth Technology -1% offense unit losses and -1% defensive unit losses (Permanent) ( Max - 30% or some other number)
4 points - Fortification +1% Land Gains -1% Land Losses (Permanent) (Max +25% -25%, or some other number)


Offensive:
1 points - Operation Rolling Thunder, +10% offense on next 1 attacks. (Limit 1 cannot be stacked, not permanent)
1 points - Operation Overlord, +25% Land Gains on the next 1 attacks. (Limit 1, cannot be stacked, not permanent)

Defensive: (Obvious strategical obstetrical for warring, and protection late game from rogue suicides)
1 points - Project Defender - Increases SDI Technology effectiveness 1.5%( Permanent max +75% )
1 points - Operation Red Dragon, -50% Civilian, -50% infrastructure losses on next Chemical or Nuclear Attack. (Limit 50)
1 points - Operation Starvation, +50% Enemy Tank Losses and -25% Defensive Tank Losses when Defending against AB (Limit 50)
1 points - Operation Search and Destroy +50% Enemy Troop Losses and -25% Defensive Troop Losses when defending GS (Limit 50)

(All Tactical advantages can be viewed when spied on)

Example Green Point List:
Current in game list but minus defense bonus.

Plenty of other operations names / bonus could be conjured up.

Don't take it the wrong way that I am new to forums, just excited how much the game has improved since I last played.



Edited By: Greaps on Feb 3rd 2015, 2:46:04
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Greaps Game profile

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Feb 2nd 2015, 19:11:43

There are currently 43 countries in game B the Tournament server. Is this typical or should I expect many more as time goes on?

Seems like it would be impossible to attack for land.

Greaps Game profile

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Feb 1st 2015, 18:29:04

Hi, I am very excited to see this game alive and well after all these years! I was a big Earth 2025 fan back in the late 90's and early 2000's. I played Indy's, Techer, MBR, Casher, and Farmer before so I have the fundamentals down. I am signed up for Tournament, and want to go play INDY to get my feet wet. What I am unsure of is the protection strategy, and different benchmarks there after. There once were build orders, turn by turn to optimism this phase. And then generalized benchmarks there after such as bulk explore to xyz acres. Or at this land size it is now best to SS instead of explore.

I had them darn near memorized in the past, but looking at it now it feels so foreign. So I need a little guidance on protection strategy.