I feel like Solution B seems the best if we need to balance AP in the first place, otherwise, Solution A.
/nullpost
The reason why AP needs to be balanced is because right now people can spam buildings and get a ton of AP which means they can snowball and get even more AP which breaks the purpose of AP.
Darth, I changed my post to put the laboratory somewhere else (it's hard to determine how big the tiles are and thus I was mistaken), but another thing...
Solution B just shifts the problem. People can just spam the AP buildings rather than the factories and still snowball. It does nothing to help and unnecessarily increases the complexity of the game, adding in a new mechanic that will affect planning and strategy when people have already started to enact prior strategies.
Furthermore, keeping everything the same would definitely allow for snowballing and it'd get out of hand real fast and new players would find it impossible to keep up. So Option A is bad.
And Option D is bad too because WE DONT NEED THE AP BUILDING. It's just an uneccesary hassle that solves nothing. WE ONLY NEED THE HARD CAP. The extra building does NOTHING to stop snowballing and adding it in would just be annoying for all of us.
Solution E is out of the question since it would basically require us to completely restart as people have already chosen their city placements with the current mechanics in mind and would have to put their city in another spot if they didn't want to be at a disadvantage.
Thus, it is clear that OPTION C, just adding a hard cap into the game, is the best option. It solves the problem without unneeded complexity and changes, and we don't have to add any new buildings, plus people wouldn't be penalized for any strategic choices they've made thus far. It's just the best choice IMO.
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The King Penguin realizes that an army is actually required to conquer the world. He quacks(??), sending a couple of builders (without opposable thumbs) out.
+2 factories to the sides of the northernmost road
People's Free Commune: Current: 12500F, 2 AP, 1RP (+3500F & +2 AP & +0 RP per turn. Hardcap: 4 [1/4]) - Owner: Nucleep
Holy Order of Tadmur: Current: 5500F, 2 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Boatswain
Lanist Khaganate: Current: 10500F, 2 AP, 1RP (+3500F & +2 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: Jorcool
Equalia: Current: 15000F, 2 AP (+5000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: GreatandPowerfulTrixie
School of Magic: Current: 11000F, 3 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Zyngard
Holy Britannian Empire: Current: 12500F, 2 AP, 1RP (+3500F & +2 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: AppleEater
Penguinavia: Current: 21000F, 2 AP (+8500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Mackerellatorn
Vruesmashea: Current: 16500F, 2 AP (+6000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Blue_Jerry
Blue Shamrock: Current: 4500F, 2 AP (+4000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Pokemad
?: Current: 15000F, 2 AP (+7000F & +2 AP & +0 RP per turn. Hardcap: 5 [0/4]) - Owner: Alfieq
UKSR: Current: 7000F, 2 AP (+4000F & +2 AP & +0 RP per turn. Hardcap: 4 [0/4]) - Owner: HestiaIsR9290X
Alright, poll's closed. After some discussion Solution D has been chosen and shall be put into effect. First of all, the new building:
Power Plant: Generates 2AP/T. Costs 2AP to build.
Factories now no longer generate AP.
And here's how the hardcap works: For every 4 'Industry' (Factories, Ports & Airports) you have your Max. AP per turn goes up by 1. So even if you generate 12AP per turn but have a cap of 6 you only get 6 AP per turn.
The default (What everyone has from the start) hardcap is 4.
If your nation has any factories you can turn them into Power Plants for freeTHIS TURN ONLY. They cannot be converted at any other point in time.
In other news: The first 'Hostile' nation shall arrive next turn.
Action: Replace one Factory into a Power Plant at NW of capital (Dark Red). Build two new roads at the West from an upper Northern road. Lastly, build one new port at SE of capital (Blue).
I'll then send my Infantry to move at East, three times.
The Holy Order of Tadmur converts one of the factories to AP generation, constructs an additional heavy infantry, moves its one heavy infantry back to the capital, and puts 2 AP into the research lab for the second time, completing the research lab.
The Holy Order will be researching the Infrastructure tree.
Rollback Post to RevisionRollBack
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
History Event: The ??? of ??? was grown impatient, and thus needed to get their naval superiority ready while control their watery coastal position beforehand.
Actions: Build a second port right next to a first port (Blue), build two more cities near the coast (Black), a new road near a second newly built city, and finally constructing their first Lander at the first port (Red).
I'll then move my Infantry at East, North, then go East.
Numa is ecstatic at the completion of the Laboratory and proclaims that it will research into bettering the logistics and structure of their civilization. (Holy Order of Tadmur begins researching Infrastructure 1)
He further believes that control over the air is necessary and demands that his jnights tame the dragons to in the northern hills and that construction begin on a massive complex of stables to house the creatures. (Holy Order of Tadmur constructs an airport, shown in red)
He also demands that two new cities be founded as to appease the space needs of the Order's growing population. (Holy Order of Tadmur constructs two cities to the south, shown in blue)
He gives his units orders to protect the capital and the AP generator to the north.
Numa also presides over the ceremony in which the first brigade of mounted knights completed their training. The knights are mounted on the smaller, flightless dragons found in the hills and look as so. (The Holy Order constructs a tank)
Rollback Post to RevisionRollBack
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
The workers build a unit-making factory in the final spot of the island, then build roads across the north, east and south sides of the river (and one tile afterwards). They use their remaining AP to build two cities on the left and right sides of the south road.
Rollback Post to RevisionRollBack
My avatar is a Nuclear Ender-Creeper in SPAAAAAACE! My RP: An Island
Why 'Fire at Will'? Why not Bob, Joe, or anybody else?
Veni, Vidi, Vici Caelus!
What didya expect, the Spanish Inquisition?
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I vote the same.
The reason why AP needs to be balanced is because right now people can spam buildings and get a ton of AP which means they can snowball and get even more AP which breaks the purpose of AP.
ok, it seems as solution B is the best option.
About Me: Hi, my name is April and I am a 20yo trans woman who enjoys anime and gaming. I am currently studying to go into IT. (She/Her)
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More details about specs in bio
Darth, I changed my post to put the laboratory somewhere else (it's hard to determine how big the tiles are and thus I was mistaken), but another thing...
Solution B just shifts the problem. People can just spam the AP buildings rather than the factories and still snowball. It does nothing to help and unnecessarily increases the complexity of the game, adding in a new mechanic that will affect planning and strategy when people have already started to enact prior strategies.
Furthermore, keeping everything the same would definitely allow for snowballing and it'd get out of hand real fast and new players would find it impossible to keep up. So Option A is bad.
And Option D is bad too because WE DONT NEED THE AP BUILDING. It's just an uneccesary hassle that solves nothing. WE ONLY NEED THE HARD CAP. The extra building does NOTHING to stop snowballing and adding it in would just be annoying for all of us.
Solution E is out of the question since it would basically require us to completely restart as people have already chosen their city placements with the current mechanics in mind and would have to put their city in another spot if they didn't want to be at a disadvantage.
Thus, it is clear that OPTION C, just adding a hard cap into the game, is the best option. It solves the problem without unneeded complexity and changes, and we don't have to add any new buildings, plus people wouldn't be penalized for any strategic choices they've made thus far. It's just the best choice IMO.
//nullpost
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
The King Penguin realizes that an army is actually required to conquer the world. He quacks(??), sending a couple of builders (without opposable thumbs) out.
+2 factories to the sides of the northernmost road
+1 city directly under center southernmost road
The School builds a airport or whatever it is directly southwest of the capital, moves the Heavy Infantry one space down, and builds an Infantry
~Turn 4~
People's Free Commune: Current: 12500F, 2 AP, 1RP (+3500F & +2 AP & +0 RP per turn. Hardcap: 4 [1/4]) - Owner: Nucleep
Holy Order of Tadmur: Current: 5500F, 2 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Boatswain
Lanist Khaganate: Current: 10500F, 2 AP, 1RP (+3500F & +2 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: Jorcool
Equalia: Current: 15000F, 2 AP (+5000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: GreatandPowerfulTrixie
School of Magic: Current: 11000F, 3 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Zyngard
Holy Britannian Empire: Current: 12500F, 2 AP, 1RP (+3500F & +2 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: AppleEater
Penguinavia: Current: 21000F, 2 AP (+8500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Mackerellatorn
Vruesmashea: Current: 16500F, 2 AP (+6000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Blue_Jerry
Blue Shamrock: Current: 4500F, 2 AP (+4000F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Pokemad
?: Current: 15000F, 2 AP (+7000F & +2 AP & +0 RP per turn. Hardcap: 5 [0/4]) - Owner: Alfieq
UKSR: Current: 7000F, 2 AP (+4000F & +2 AP & +0 RP per turn. Hardcap: 4 [0/4]) - Owner: HestiaIsR9290X
Alright, poll's closed. After some discussion Solution D has been chosen and shall be put into effect. First of all, the new building:
Power Plant: Generates 2AP/T. Costs 2AP to build.
Factories now no longer generate AP.
And here's how the hardcap works: For every 4 'Industry' (Factories, Ports & Airports) you have your Max. AP per turn goes up by 1. So even if you generate 12AP per turn but have a cap of 6 you only get 6 AP per turn.
The default (What everyone has from the start) hardcap is 4.
If your nation has any factories you can turn them into Power Plants for free THIS TURN ONLY. They cannot be converted at any other point in time.
In other news: The first 'Hostile' nation shall arrive next turn.
[Zoomed-In Map]
Equalia makes some Heavy infantry. A power plant is built, they also change their flag.
Power plant in black.
Flag:
The workers make an airport on the northwest and convert the factory into a power plant.
My avatar is a Nuclear Ender-Creeper in SPAAAAAACE!
My RP: An Island
Why 'Fire at Will'? Why not Bob, Joe, or anybody else?
Veni, Vidi, Vici Caelus!
What didya expect, the Spanish Inquisition?
¿Ðïd ♥ ¥ΩÜ ♪ knòw ™ yóu ☺ çæñ ♂ τypε ▲ Ãll † øf ↔ thi§ ± wîτЋ « ÿöüΓ ♫ k€ЏßØα®d?
Vruesmashia shall perform the following, as shown on this map:
Move the Heavy Infantry to the Capitol.
Extend the road as marked.
Place a Power Plant at the marked tile.
Produce an Infantry at the Factory.
History Event: Nothing too shabby right now.
Action: Replace one Factory into a Power Plant at NW of capital (Dark Red). Build two new roads at the West from an upper Northern road. Lastly, build one new port at SE of capital (Blue).
I'll then send my Infantry to move at East, three times.
The Holy Order of Tadmur converts one of the factories to AP generation, constructs an additional heavy infantry, moves its one heavy infantry back to the capital, and puts 2 AP into the research lab for the second time, completing the research lab.
The Holy Order will be researching the Infrastructure tree.
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
History Event: The Union of Korean Socialist Republics needs to expand it's infrastructure. Kim sees a way this can be done
Actions: A Power Plant will be built 1 tile east to the newly constructed city.
About Me: Hi, my name is April and I am a 20yo trans woman who enjoys anime and gaming. I am currently studying to go into IT. (She/Her)
PCs: Ryzen from the Ashes, Lenovo ThinkPad X250, Acer Verizon M4620G, Apple iMac G4 2002
Phones: Google Pixel 2 XL, ZTE Axon 7 Mini, ZTE Zinger
More details about specs in bio
~Turn 5~
People's Free Commune: Current: 16000F, 4 AP, 1RP (+3500F & +4 AP & +0 RP per turn. Hardcap: 4 [1/4]) - Owner: Nucleep
Holy Order of Tadmur: Current: 9500F, 4 AP, 1RP (+4000F & +4 AP & +1 RP per turn. Hardcap: 4 [3/4]) - Owner: Boatswain
Lanist Khaganate: Current: 10000F, 4 AP, 1RP (+3500F & +4 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: Jorcool
Equalia: Current: 17000F, 4 AP (+5000F & +4 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: GreatandPowerfulTrixie
School of Magic: Current: 11000F, 2 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Zyngard
Holy Britannian Empire: Current: 12500F, 2 AP, 1RP (+3500F & +2 AP & +1 RP per turn. Hardcap: 4 [1/4]) - Owner: AppleEater
Penguinavia: Current: 21000F, 2 AP (+8500F & +2 AP & +0 RP per turn. Hardcap: 4 [3/4]) - Owner: Mackerellatorn
Vruesmashea: Current: 19500F, 4 AP (+6000F & +4 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Blue_Jerry
Blue Shamrock: Current: 6500F, 2 AP (+4500F & +2 AP & +0 RP per turn. Hardcap: 4 [2/4]) - Owner: Pokemad
?: Current: 21000F, 4 AP (+7000F & +4 AP & +0 RP per turn. Hardcap: 5 [0/4]) - Owner: Alfieq
UKSR: Current: 11000F, 4 AP (+4000F & +4 AP & +0 RP per turn. Hardcap: 4 [0/4]) - Owner: HestiaIsR9290X
Hostiles:
Kuromitan Scouting Party: 12 Units
[Zoomed-In Map]
Equalia builds 2 new cities connected by road and an airport. One of their units is moved to the capital. They build a lander.
History Event: The ??? of ??? was grown impatient, and thus needed to get their naval superiority ready while control their watery coastal position beforehand.
Actions: Build a second port right next to a first port (Blue), build two more cities near the coast (Black), a new road near a second newly built city, and finally constructing their first Lander at the first port (Red).
I'll then move my Infantry at East, North, then go East.
History Event: To take advantage of the now growing workforce, The UKSR needs to have 4 new cities to be built.
Actions: Build 4 new cities. All going directly south, each in a line.
About Me: Hi, my name is April and I am a 20yo trans woman who enjoys anime and gaming. I am currently studying to go into IT. (She/Her)
PCs: Ryzen from the Ashes, Lenovo ThinkPad X250, Acer Verizon M4620G, Apple iMac G4 2002
Phones: Google Pixel 2 XL, ZTE Axon 7 Mini, ZTE Zinger
More details about specs in bio
Numa is ecstatic at the completion of the Laboratory and proclaims that it will research into bettering the logistics and structure of their civilization. (Holy Order of Tadmur begins researching Infrastructure 1)
He further believes that control over the air is necessary and demands that his jnights tame the dragons to in the northern hills and that construction begin on a massive complex of stables to house the creatures. (Holy Order of Tadmur constructs an airport, shown in red)
He also demands that two new cities be founded as to appease the space needs of the Order's growing population. (Holy Order of Tadmur constructs two cities to the south, shown in blue)
He gives his units orders to protect the capital and the AP generator to the north.
Numa also presides over the ceremony in which the first brigade of mounted knights completed their training. The knights are mounted on the smaller, flightless dragons found in the hills and look as so. (The Holy Order constructs a tank)
All that is gold does not glitter, Not all those who wander are lost
The old that is strong does not wither, Deep roots are not reached by the frost
From the ashes a fire shall be woken, A light from the shadows shall spring
Renewed shall be the blade that was broken, The crownless again shall be king
Vruesmashea shall perform the following actions, as shown in the image.
Move the Infantry 1 Tile north of the Capitol.
Build a Lab using all AP in the box.
Build a Heavy Infantry at the factory.
The workers build a unit-making factory in the final spot of the island, then build roads across the north, east and south sides of the river (and one tile afterwards). They use their remaining AP to build two cities on the left and right sides of the south road.
My avatar is a Nuclear Ender-Creeper in SPAAAAAACE!
My RP: An Island
Why 'Fire at Will'? Why not Bob, Joe, or anybody else?
Veni, Vidi, Vici Caelus!
What didya expect, the Spanish Inquisition?
¿Ðïd ♥ ¥ΩÜ ♪ knòw ™ yóu ☺ çæñ ♂ τypε ▲ Ãll † øf ↔ thi§ ± wîτЋ « ÿöüΓ ♫ k€ЏßØα®d?