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Old January 22nd, 2008   #31 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

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Wow, very nice. I'm impressed. The design's coming along nicely. I'm anxious to see this finally released. I'll Digg it when we get it out of Alpha/Beta, and maybe we can get a sudden influx of traffic, providing we all get the story going.
I will digg it as well and then spam it on xfire =)
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Old January 22nd, 2008   #32 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Here's an updated list of resources and included bonuses. These bonus values are not set in stone and are basically there to give a genereal idea o about each resource. Ideas for new reosources are need as well (I only 2 for military). Suggestions please!

Resources:

-Infrastructure (Lower building costs and Upkeep)-
1.Lumber: -5% Building Cost, +5% Infra Eff.
2.Stone: -15% Building Maint.
3.Iron: -10% Building Cost
4.Oil: -5% Building Maint., +5% Military Eff.
5.Rubber: +20% More Land When Purchased, +3% Infra Eff.

-Wealth (Adds more to Income)-
1.Gold: +10% Income
2.Silver: +7% Income, -3% Maint. (All)
3.Diamonds/Gems: +1 Happiness, +5% Income

-Research (Contributes to Research Points/Time)-
1.Uranium: -5% Research Time, -3% Research Costs, -20% Cheaper Nukes/Maint.
2.Copper: -10% Research Time
3.Coal: -7% Research Costs

-Happiness (More Population Happiness)-
1.Water: +1 Happiness, -10% Pollution, +5% Healthy
2.Food: +1 Happiness, +10% Pop. Growth, +5% Cheaper Soldiers
3.Sugar: +3 Happiness
4.Clothing: +1 Happiness, +20% Pop. Growth
5.Coffee: +1 Happiness, +5% Infrastrucutre Eff.

-Military (Lower Costs or Eff.)-
1.Aluminum: +10% Military Eff., -5% Maint.
2.Lead: +5% Military Str., -15% Cheaper War Machinery

Bonus Resources:
1.Steel (Iron+Coal): -5% Building Cost
2.Beer (Water+Sugar+Aluminum+Lumber): +3 Happiness
3.Microchips (Copper+Lead+Oil): -3% Research Time
4.Luxury Goods (Gold+Silver+Gems+Copper): +5% Income
5.Fuel Cells (Oil+Coal+Uranium+Lumber): +3% Infra Eff.
6.Tactical Weapons (Lead+Rubber+Oil+Aluminum): +3% Military Strength

EDIT: Changed name of one resource to Fuel Cells.(Thanks Timmy)
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Old January 22nd, 2008   #33 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

No fuel cells as a bonus Gnomester?
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Old January 22nd, 2008   #34 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Actually, that's a better name than Increased Power...
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Old January 22nd, 2008   #35 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

This ressource list looks pretty good and balanced, although it wasn't the way I'd have done it. I gotta ask though, how is this to be distrubuted? Are we thinking along the same lines as cn where each player has a set number of permanent ressources or would it be possible to gain access to new ressources through purchase of landmass or conquest of other nations? We need to make sure that we balance this to the overall structure of the game, as well as within the ressource. If, for instance, you could gain access to new ressources through conquest or purchase of new landmasswe might want to balance the trade benefits to reward non-aggressive behavior.

Perhaps you could gain access to ressources through research too? That might offer some different opportunities as far as where you focus your nations strengths and weaknesses...

Oh, and the clothing ressource should be called something different I think. Silk or cotton perhaps.

Edit: Let me just include this from the other nations thread (I know, selfquote, egomaniac), since I think it's kinda important:
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Just throwing out an idea here. Since this has spread to several threads now and seems to be more than random thoughts. How about creation a sub-section for nations development on gamestrafe. It could go under the programming section perhaps, or the single game. New ideas or new aspects of the game could be posted in individual threads for easy reference, instead of in large ones that quickly become hard to keep track of. For the sake of overview I think we should do this before it gets even harder to keep track of...
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Old January 22nd, 2008   #36 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

I believe that it was originally planned that the player would choose one and the other would be assigned randomly.

Simon will have to confirm that though.
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Old January 22nd, 2008   #37 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

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I believe that it was originally planned that the player would choose one and the other would be assigned randomly.

Simon will have to confirm that though.
That is the basic idea for now. As nothing is written in stone, this is subject to change if there is want to have a different solution for it.
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Old January 22nd, 2008   #38 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

what are the list of "factors" that we have to maintain? taking a look at your list, gnome, i see:
- infrastructure
- land
- income
- pollution
- population
- health
- military

my question is, whats health? and, how does research time factor into the game?

also, are we going to have just 2 initial resources?
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Old January 22nd, 2008   #39 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

2 base resources. You get more through trade, which makes it important to trade. I would say you can only trade X resources, and then get bonuses through buildings, maybe technologies, that allow you to trade more. If you can over time have all resources "natively" by conquering or other upgrades, then interaction betwene players would become superflous for trading at least.

Research time was a basic idea, i think it will not be really in the game. Rather you will have to buy each technology and it costs, depending on the tech level and how many "levels" it takes to research that one thing.

Health, criminal activity and pollution could become factors depending on certain things you do in the game. What and how I have no idea yet, so just assume they do not exist until they are introduced. Or come up with an idea how to use them properly, like what depends on what and incluences which thing.
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Old January 22nd, 2008   #40 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Health is something that is still be debated on adding (correct me if I'm wrong Simon), but the infrastructure will work is not a number that you plug money into, but you will actually buy buildings for you lands. Each building will provide something for your nation. One of these will be some form of a hospital which maintains your population's health. A healthy populations is a happy one.

Research in Nations will be based around a tech tree. Each tech requires a certain amount time to research. For example, the tech 1337 GUNZ will take about 8 hours (real time) to research. Resources will be able to cut down some of that time and make that tech available sooner.
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Quote:
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TheGnome: But you're Asian so I dunno how that will work out for you.
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Old January 22nd, 2008   #41 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

You should also have the ability to put money into your hospital, for "Researching Cures to Disease". If Health is going to be in there, then it shouldn't be a one shot "Build a Hospital and all is well" type of thing.
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Old January 22nd, 2008   #42 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Hospitals have capacities. So if your population grows larger chances are you gonna need more of them
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Old January 23rd, 2008   #43 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

thanks for the info.

what about having variable research times? for higher research leaves that reap stonger bonuses, it would make sense to increase the research time.
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Old January 23rd, 2008   #44 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Sounds about right. The way I envisioned it, that some of the very best techs would take days (literally) to complete researching while the preliminary ones a mere hour. As said before, some resources or buildings could help make that time shorter by shaving some hours off.

I dunno how hard it is to code such a thing, but to me that would bring some form of realism to the game actually having to wait for technology to be researched.

Last edited by TheGnome : January 23rd, 2008 at 07:13 PM.
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Old January 23rd, 2008   #45 (permalink)
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Default Re: GameStrafe Browsergame Nations Development

Although time alone would not make much sense. So you would need some indicators along with it. Maybe we could mint it down to 3 basic products, food, industry and research. depending on what buildings you build, you make more or less in one or another area. Also you can assign citizesn to one or more of these areas, making your population grow, shrink or reaserch go faster/slower. What you guys think?
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