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Nov 18th 2024, 22:41:05

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Nov 6th 2024, 16:46:20

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Oct 31st 2024, 14:27:54

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Oct 24th 2024, 14:44:29

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Oct 12th 2024, 23:53:54

Grats Raski, and good job everyone! Pretty much all the normal strats are messed up with the new changes so we are all figuring the new normal!
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Oct 7th 2024, 12:07:55

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Oct 3rd 2024, 5:03:27

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Sep 16th 2024, 23:54:15

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Sep 14th 2024, 2:31:13

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Sep 7th 2024, 4:00:53

Raz dude, we probably only have 20 players in all of FFA. Of those, only 4-5 are try hards. You have barely been active for the last year, so it is pretty hard for you to be the judge of how active others should be :P
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Sep 7th 2024, 3:57:08

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Sep 1st 2024, 21:15:21

There is some bug with landgrabs with Dict government in 1a. In a PS you are getting significantly fewer buildings then in an SS (even though you still get a 50% increase in empty land). Here are the raw attack

9/1/2024 15:49:02 Gormtrooper (#47) Mercs Johnny Hawkins (#103) SS 168 Acres / + 128 Acres
9/1/2024 15:48:39 Gormtrooper (#47) Mercs Johnny Hawkins (#103) PS 310 Acres / + 149 Acres

The PS hit first, and I got (I believe) 78 acres with buildings on it, the SS hit second (target was formerly fresh) and I gained about 110 buildings.

I tried this on 3 different countries with the same result of far less buildings captured. I believe the dict ghost acre bonus is subtracted on a PS (instead of added) somehow.

The buildings I gained initially should have been 78/0.67*1.33 = around 155 using straight math to convert the +30% bonus to -30% penalty. which is about a 50% increase on the amount SS gave.
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Aug 30th 2024, 23:35:11

I suspect the bots went down again
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Aug 26th 2024, 21:52:25

Sounds good!
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Aug 26th 2024, 20:36:11

Bots are down, I believe around 6-8 hours ago.
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Aug 22nd 2024, 2:32:34

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Aug 21st 2024, 2:56:46

If you just want to do your thing, NBK works!
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Aug 12th 2024, 19:25:24

Congrats on LOC for putting up a large country, when tech is more expensive to buy than tanks, the market tends to fold!

I suspect that we will have to not all go techers this upcoming set, lol.
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Aug 6th 2024, 19:33:03

The bots stopped working on August 5th, they are down again. Almost no market interactions of any type took place (buying, selling, etc)
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Aug 4th 2024, 22:39:23

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Jul 26th 2024, 1:43:31

Can you check on the bots Slag, they may be down or just not buying. Stuff isnt moving at all really, but it may just be they reached the limit of what they are buying tech wise atm.
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Jul 24th 2024, 0:11:29

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Jul 19th 2024, 19:51:12

Originally posted by Slagpit:
You should see the following general market trends on a server without any big wars:

1) Tech prices will get very high quickly and will slowly fall over the round
2) Food prices start cheap, will peak in the middle, and will slowly fall for the rest of the round
3) Military prices bottom out in the middle of the round and will rise in the end of the round.

That's just based on how the game is designed. The bots have good fundamentals and follow supply and demand principles when interacting with the public market so that's what you should expect with the latest style of bots.

You guys are saying stuff like the market prices are wrong. If they are wrong then you can resell and make a profit, right? Food is expensive right now because there is high demand. If I forced the bots to sell food for $40 then the public market would be empty of food for any reasonable price. There was $7.3 B spent on troops over the last 24 hours compared to $280 B spent on food. Without any major wars, I would expect food to be very expensive and for military to be very cheap for this time of the round. I'm also told that human players don't often pick CI. Why are low military prices a problem then? I'm also told that farmer is a very common strategy for humans. Why are high food prices a problem then?

For FFA it is very easy to change the number of bots. That is a setting that is specific for each server. It is also possible to change the strategy makeup of the bots. If you guys like to farm rainbows and don't like how the bots "mess up" the market then I can add more rainbows to the server. That's no problem. But so far we aren't communicating that well and I still don't quite understand what the problem is.


I completely missed this post, sorry Slagpit. You are 100% correct that we are failing to communicate, we are just used to a certain trend, and have doubled down on that, as it works with the way FFA was setup. Basically there are a few points on how ffa is played that differs from 1a.

-Wars are short, one side always blindsides another side, and with only a few exceptions, one side is dead after a few thousand missiles. Military prices do not tend to spike unless over brief periods (Usually I am the only one other then bots buying military for most of the sets).
-Most players play techer or oiler/farmer, when you are trying to run a large amount of countries without micromanaging each one, it is a lot easier to run either of the above two. One you just get land, the other you get your land fast and tech. I have done cashers a few times, but techer income is triple typically. Im ok with tech selling for less and other play styles become more useful.
-Prices on market are almost solely controlled by bots as the main supplier, and the main purchaser, so changing anything with bots completely changes everything that we tend to expect. 1a the market is player run, as the bots are all farmed into submission. Most people arent willing to do that with 16 countries. I am damn efficient at it, and I have a tough time.

Ways that this can be improved from both of our perspectives.
-Random PS attacks from bots on player countries. Forces players to keep a minimum amount of defense at all times in every country, also makes military consumed without a war present. If an attack succeeds, perfect, if it fails, no problem, the militaries are consumed either way.
-A higher fluctuation in sell price on stuff the bots put on the market, this will make market crashes a bit slower as prices are more spread out, rather then making a wall at one point.
-Remove decreasing explore rates, with bots being free land, explore is completely useless after around 8k acres, might as well buff it, bring more cash to the table on explore cashers and farmers that FFA players like to run. I would go as far as removing it, and making one of the bonus lines to increasing the rate on top of that. Making it possible to make a super explore country. (Building costs will be the breaking point, but it would be fun to balance that).
-Player run Indys are not very successful passed a certain point, the chance to military expenses helped this, but not by enough. I think that increase private market sell price of turrets will also add to the variety of country styles players will run.

The more valid strats the better, I think everything will balance itself after that. Right now though we need players to run stuff other then techers (And I am guilty of that this set).

As for the statement that a demo can make a lot of money with the current market, the answer is no. Since you made that post, prices have crashed below 2/3 of whatt it was that the time (Which is why no one had SOs up for it). Food I had an SO up for 65 for the last week. Most of the food is put on within $10 of the highest price, but I am not willing to go that high. The cost is high if even one person decides to dump and I would lose money too. Right now I suspect in the main techs bots buy, the production made by players is double the market. The issue isnt the players, it is just the change to the bots, that the players could not possibly predict how it would affect the FFA market, so I suspect a lot of low NW finishes this round.
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Jul 16th 2024, 17:05:32

I agree, no sense being negative. Things are just different, which is fun learning a new way to play the system. Agri was the one tech that massively spiked up in sales, which is sort of ironic, seeing how massive of a food shortage we have going on at the moment.

All in all, it is tougher to sell tech atm, with a guaranteed sell price for Agri is at 2300 now. Bus and Res 2750 (2900 sorta sells). Techers did always make too much money before, so I just view this as a bit of a nerf that assists other builds and strats.

If I could request anything, it would be to increase the private market sale price (especially on commies) of turrets. If the price was increased by 50% Indy builds could be a bit more self sufficient passed a certain size.
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Jul 14th 2024, 18:58:21

Slagpit, I have pretty much mastered buying stuff and reselling using standing orders. Just look at the #1 country for just about any set for the last 3 years. The reason why I do not have standing orders for any of those techs, is because the price has been going down faster then you can sell what you buy. In the last 10 days the price went from around 7500 per unit, to 3k maybe sells. Right now with the price continuing to decline, I lose all the profits I make when the price falls and I have stock on hand.

I can try for Bushels (Didnt have enough cash on hand to work it), however trying to resell all the other stuff with the prices of tech falling faster then I was selling, meant that my cash flow was not good enough to keep a price stable. I threw around 80b into the market to try to stabilise it, but the bots went down a couple times, and each time resulted in the price falling by a large amount. (Player provided tech wasnt selling, and prices fell with no bots to buy. When bots got back on, they started selling at the crashed price).

Even jets which should have been easy to maintain, was difficult as the price hopped around too much, so sometimes I wouldnt be able to resell for days, and the expense of carrying them was as high as the profit.
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Jul 13th 2024, 23:05:50

One thing I would love, is if the bots did get jets, and did random PS's on players. It would force everyone to stock some turrets, and would also make a lot more consumable military units, which will open up resellers, and Indy strats again. Our NWs wouldnt be as good as previously, but it would be a lot more fun.
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Jul 13th 2024, 14:22:11

Slag, Bug is correct. In FFA most players tend to run techers or oilers. It is not worth running Indy since the only military resource that tends to be consumed is jets, and there is a hard limit on how many players need. Casher is something a few people do, and now with the food price going all whack, maybe next set we will see a lot of farmers. But right now, unless the bot is doing the same strat you are, it wont be grabbed.

What is the DR level of the monarchies that are techers, how many times have they been hit? I think that is a truer representation of the targets players go for.

I don't mind the changes, it makes the game harder in a different way, but I did prefer the bots the way they were before. Everytime there is a major price swing in items for a short time period (especially when bots go down for a bit), all the bots are smarter and change their prices to match the new price and double down. This just makes the market swing really hard, and it needs hundreds of billions to make it swing back, where before it was just a spike or drop in price that would average out in short order.

I think the amount of bots is fine, and the programming of bots is fine too, we just gotta get used to how they now act.
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Jul 11th 2024, 2:20:58

To answer the DR question, since the bots werent buying for a while, many of my countries werent attacking. Also previously, indy bots only had half the land built, while techer bots had very low land, so those targets were never worth grabbing. I wouldnt mind an indy build if that has been resolved (Ill do a couple ops later and check)
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Jul 11th 2024, 2:20:58

To answer the DR question, since the bots werent buying for a while, many of my countries werent attacking. Also previously, indy bots only had half the land built, while techer bots had very low land, so those targets were never worth grabbing. I wouldnt mind an indy build if that has been resolved (Ill do a couple ops later and check)
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Jul 10th 2024, 13:12:24

Aye, they went down yesterday evening. I meant to post.
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Jul 4th 2024, 5:35:45

@Troy, there are less bots producing food (Which typically in ffa, are the only food producers). Once some people started going full out and either needing it for military or for stocking, the bot production was falling temporarily short.
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Jun 30th 2024, 1:03:53

Working great!
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Jun 29th 2024, 15:35:31

They stop buying stuff as soon as they go down, but players still buy stuff, so that is a bit harder to tell. You can definitively tell when all sales to the market stop, but since it takes 3-5 hours for stuff to hit the market, you cant really tell until the 6 hour mark ish from that.
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Jun 29th 2024, 12:33:12

Bots are broken now, I think they went down late last night.
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Jun 25th 2024, 15:05:24

The range at which they are posting stuff seems more linear then previous. It could also be the lower quantity of bots is changing the way the market is flowing. Stuff is being bought and sold, so none of the symptoms of the mass amounts of bots being broken are apparent however.
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Jun 23rd 2024, 16:19:53

They are working ok, just the programming changed. I believe they are programmed to put goods on at around the average price, rather then mostly random now.
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Jun 19th 2024, 20:02:48

Could you send me the log as well for a "Rainbow"/"Techer" bot (A random monarchy one that techs). It would help me figure out what happened near the end of the set!
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Jun 19th 2024, 19:58:21

Much appreciated, I will take a look through it.
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Jun 19th 2024, 4:10:48

Bots ceased their purchasing activities almost entirely within the last 2-3 days of the set. This happens most sets, and I have to poke some mods to start them up again. Usually Indy and Business will raise right near the end of set, or at least be steady. This last set, purchases almost stopped. Most player controlled market spaces which were used, were techs the bots dont use. The bots tend to stop buying res tech almost completely for the last 10 days (starting about 3 sets ago ish), but there was always a shortage of bus and indy. Nothing is really broken, it is just different. Once the market starts going I can tell a bit more.
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Jun 19th 2024, 1:47:43

The market crashes caught me offguard too. Usually just a couple techs crash, this time with the bot switchover, they all crashed. I had planned for 13b if everything went perfect, 12b if market trend was just slowly decreasing. As it was, it was, I had around 700m tech, about 1/3 expected to be easily sellable.
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Jun 18th 2024, 1:03:01

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Jun 8th 2024, 0:47:34

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Jun 2nd 2024, 20:04:22

I filled a few of em, I didnt put any real blocks on though.
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May 31st 2024, 1:54:39

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May 27th 2024, 15:36:13

Ive screwed that up before as well, I get it where Troy was coming from. If you use a SO and someone realises an SO was changed, they can intercept the shipment. Best if you do it last minute.
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May 20th 2024, 13:50:30

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May 14th 2024, 20:30:11

Screenshot it please, and inbox me the link.
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May 10th 2024, 2:50:59

The one thing I can guarantee you, is it isnt random. Judging from your numbers, that makes sense. It sounds like you have 200k res tech total, so you are lowering a massive portion of an already low percentage. Selling 1/4 when at max barely matters, you lose 4%. Selling 1/4 when you are 1/2 of max lowers you by like 10-15%.
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May 9th 2024, 22:14:48

Any amount of tech sold will cause you to lose pop. How much % of pop are you losing? Even my techers are losing 30k+ a turn, a casher or theo would lose much more if they are reselling.
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May 9th 2024, 1:03:26

You put res tech on the market (as soon as it hits the market, it no longer counts as your tech). The turn after you place it, you lose pop for a bit.
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