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Thomas Game profile

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1763

Jun 21st 2014, 20:23:51

What is max ghost acre % for a Dict anyways?

Marshal Game profile

Member
32,589

Jun 21st 2014, 21:55:17

33%.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Thomas Game profile

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1763

Jun 22nd 2014, 1:58:09

Wrong

bstrong86 Game profile

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2482

Jun 22nd 2014, 11:39:07

Whys that wrong?
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Marshal Game profile

Member
32,589

Jun 22nd 2014, 11:47:41

that's what ingame says.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

Marshal Game profile

Member
32,589

Jun 24th 2014, 22:37:36

after warring 20 days i gotta say that new restart rule sux especially on given cs's, on 2nd restart cs amount drops to very low (on 1st restart it drops from 300+ to ~70) so 2 restarts after that cs amount can drop to 0 or ~2 unless player gains readiness by building cs's but that's away from getting production up (especially if both bushels and money income are negative).
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

h2orich Game profile

Member
2245

Jun 26th 2014, 3:28:37

Originally posted by qzjul:

4) Ghost acres cap based on units sent

- In each attack, you will be limited to a maximum 1 Ghost Acre (type I) per (your_land/20) units sent.


Makes no sense to attack someone and gain 0 ghost acres because they have 0 defence.

If your purpose is to stop land-trading, set this rule to be applied only to countries above 10k land.

I'm speaking for people who play express and primary, we should not be penalised for finding targets with extremely low defence at the start of each set.

blid

Member
EE Patron
9319

Jun 26th 2014, 4:04:01

get this... h2o... is RIGHT.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

h2orich Game profile

Member
2245

Jun 26th 2014, 4:52:03

Originally posted by qzjul:

- Example V: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 100k units, get 8000A + 25A ghosts (because 100000/4000 = 25)

- Example VI: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 12M units, get 8000A + 3000A ghosts (because 12000000/4000 = 3000)

- Example VII: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 20M units, get 8000A + normal ghosts (because 20000000/4000 = 5000 and you can't get that many ghosts from this grab)

- Reasoning for this change: Makes land trading slightly more expensive, cracks down on obvious abuse; should boost military kept on hand, thus reducing suiciders; may boost troop market slightly.


Still abusable.

Lets just look at Example VI. Attacking someone at 80k with 12M units, you said units so yea it can be 12m troops. So when country A PSes all his troops out(left with no turrets no tanks), the another land-trader, Country B sends 12M units of troops too(just to get that 3,000 ghost acres) and the defender does not lose any military because its all out on a PS(Food consumption cuts down by alot too). then the Country A land-trades again by PSing all his 12m troops onto Country B.

To sum it up,
People will still land-trade, but uses all troops instead of jets and turrets since its the cheapest and if you send them ALL out, you have much lesser food consumption level and you do not lose any military while the other guy hits you back.

Osso Game profile

Member
164

Jun 26th 2014, 21:01:19

I don't think the purpose is to stop landtrading, so much as it is to make it less powerful.

Also, to the earlier questions on ghost acres % for dict: Dict's get a 33% bonus to the 43% ghost acres that other govs get. 0.43*1.33 = 0.5719, so Dict's get 57.19% ghost acres, compared to other governments 43%.

Easy way to calc units to be sent to gain max ghost acres:

0.068*(0.5719 for Dict, 0.43 for others)*(1 for SS, 1.5 for PS)*(1.2 for Tyr, 1 for others)*MStrat%*DefendersLand*YourLand/20

In practice, the amount of units you need to send will be slightly lower than this due to the defender having CS and possibly unbuilt acres, and due to NW not being matched to exactly 95%, but it's a quick calc to be sure that you are sending enough units to guarantee full ghost acres.

Edited By: Osso on Jun 27th 2014, 20:27:01
See Original Post
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Thomas Game profile

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1763

Jun 30th 2014, 1:06:29

So it all matters on the units sent, not Jets, correct? So I could send 1m Troops instead of 1m Jets and get same Ghost returns?

h2orich Game profile

Member
2245

Jul 2nd 2014, 8:38:45

So are we going to do anything about the ghost acres gained thing?

TroyTiger Game profile

Member
857

Jul 14th 2014, 3:36:42

.....
still no reply...


and I must repeat after playing this reset with the max DR thing, I know for sure it has ruined this game.
SUCKS!

qzjul Game profile

Administrator
Game Development
10,263

Jul 14th 2014, 4:54:19

Originally posted by Thomas:
So it all matters on the units sent, not Jets, correct? So I could send 1m Troops instead of 1m Jets and get same Ghost returns?


Yes

Originally posted by h2orich:
So are we going to do anything about the ghost acres gained thing?


Which thing?
Originally posted by TroyTiger:
.....
still no reply...


and I must repeat after playing this reset with the max DR thing, I know for sure it has ruined this game.
SUCKS!


What do you want me to reply to?
Finally did the signature thing.

Warster Game profile

Game Moderator
Primary, Express, Tourney, & FFA
4172

Jul 14th 2014, 5:10:01

I think it's to the question,

What's wrong with having 100k-350k countries?
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Marshal Game profile

Member
32,589

Jul 14th 2014, 14:26:33

who can play 100k+ countries in 1 day?
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

tellarion Game profile

Member
3906

Jul 14th 2014, 16:31:52

I think the change has done what it's supposed to do, although some of the biggest traders were absent this set. Trading is still strong, and it requires a bit more work than it used to. But now it's definitely capped lower than before, and it's reflected in average land levels as well.

Speaking from my own experience this set, the units sent requirement definitely ramps up appropriately, imo. It was never a big deal until around 30-40k, and then it ramped up quickly. Especially with oil prices the way they were :P

qzjul Game profile

Administrator
Game Development
10,263

Jul 15th 2014, 16:06:16

Originally posted by tellarion:
I think the change has done what it's supposed to do, although some of the biggest traders were absent this set. Trading is still strong, and it requires a bit more work than it used to. But now it's definitely capped lower than before, and it's reflected in average land levels as well.

Speaking from my own experience this set, the units sent requirement definitely ramps up appropriately, imo. It was never a big deal until around 30-40k, and then it ramped up quickly. Especially with oil prices the way they were :P


Good stuff :) Anybody else have good constructive thoughts like this? =D
Finally did the signature thing.

Souly Game profile

Member
257

Nov 7th 2014, 16:41:19

Originally posted by Osso:
I don't think the purpose is to stop landtrading, so much as it is to make it less powerful.

Also, to the earlier questions on ghost acres % for dict: Dict's get a 33% bonus to the 43% ghost acres that other govs get. 0.43*1.33 = 0.5719, so Dict's get 57.19% ghost acres, compared to other governments 43%.

Easy way to calc units to be sent to gain max ghost acres:

0.068*(0.5719 for Dict, 0.43 for others)*(1 for SS, 1.5 for PS)*(1.2 for Tyr, 1 for others)*MStrat%*DefendersLand*YourLand/20

In practice, the amount of units you need to send will be slightly lower than this due to the defender having CS and possibly unbuilt acres, and due to NW not being matched to exactly 95%, but it's a quick calc to be sure that you are sending enough units to guarantee full ghost acres.


if you are using this Formula you also have to devide by 10 if th final result is in the 10's of millions instead of just millions and also add a little extra units just to be safe :)))

Celphi Game profile

Member
EE Patron
6220

Apr 24th 2015, 23:51:36

Originally posted by qzjul:
Hi All,

I apologize for the delay in this announcement; I was climbing a mountain and missed the reset day...

Changes for servers, as of rounds starting in June (including FFA & Alliance)

A) Fast DR will be *removed completely* (FFA didn't have FastDR).
- Basically, the reasons we implemented FastDR were better solved by the restart bonus


B) Changeset 16:

1) Restart Bonus tweaks:
- Base percentage kept will drop to 20% for non-FFA servers (from 40%), with the addition of 0.06% per defend (of *THAT* country - not all countries all round) remaining the same
- The percentage of goods ON MARKET that are kept will be calculated separately with a base of 50% + 0.06% per defend (of *THAT* country - not all countries all round)

2) Removing the additional relative nw damage penalty from change set #10 (1b) ( http://www.earthempires.com/...resets-changeset-10-25801 )
- This is the cube root of relative nw damage change
- We're removing this because it's kindof made unnecessary by subesequent changes to the nw/nw curve

3) BR building loss is being reduced by half; CS loss by 60%
- This will bring GS & BR a bit more into line, and also further distinguish AB from BR

4) Ghost acres cap based on units sent

- In each attack, you will be limited to a maximum 1 Ghost Acre (type I) per (your_land/20) units sent.
- Example I: You are 20k Acres; Land/20 = 1000; thus, for every 1000 units sent, you can get 1 Ghost acre.
You attack somebody who is 20kA with 200k units, get 2000A + 200A ghosts (because 200k/1000 = 200)

- Example II: You are 20k Acres; Land/20 = 1000; thus, for every 1000 units sent, you can get 1 Ghost acre.
You attack somebody who is 20kA with 2M units, get 2000A + normal ghosts (because 2M/1000 = 2000 ghosts, and you can't get 2000A ghosts from this grab)

- Example III: You are 100 Acres; Land/20 = 5; thus, for every 5 units sent, you can get 1 Ghost acre.
You attack somebody who is 400A with 50 units, get 40A + 10A ghosts (because 50/5 = 10)

- Example IV: You are 100 Acres; Land/20 = 5; thus, for every 5 units sent, you can get 1 Ghost acre.
You attack somebody who is 400A with 500 units, get 40A + normal ghosts (because 500/5 = 100, and you can't get 100A ghosts from this grab)

- Example V: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 100k units, get 8000A + 25A ghosts (because 100000/4000 = 25)

- Example VI: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 12M units, get 8000A + 3000A ghosts (because 12000000/4000 = 3000)

- Example VII: You are 80k Acres; Land/20 = 4000; thus, for every 4000 units sent, you can get 1 Ghost acre.
You attack somebody who is 80k with 20M units, get 8000A + normal ghosts (because 20000000/4000 = 5000 and you can't get that many ghosts from this grab)


- Reasoning for this change: Makes land trading slightly more expensive, cracks down on obvious abuse; should boost military kept on hand, thus reducing suiciders; may boost troop market slightly.




C) Logout Bonus change which I will post separately


--------------------


As usual, please leave your comments and concerns below!

I apologize for the unusual delay from the start of the round before putting these in, I was on top of a mountain when the reset happened.

As for why we're putting them in when the reset is already started, my experience with trying to do development after changes that aren't already live for two months was annoying at best -- need feedback sooner than later. Also, none of these changes affect early play, so it should be as though nothing happened :) They should also not greatly affect strategies and plans. If they do, I apologize, but it's much better than the alternative of waiting 2 months for changes to roll in.

Regards,

- qzjul & the EE Dev Team


Can you explain what the *true* maxes are? I see examples, but there's really no clarification of what the max ghost acres are. You give the limits but you don't give the maxes. Example #2, #4, #7 do not outline what the maxes would be for those scenarios.
Resistance is futile. You will be assimilated.

enshula Game profile

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EE Patron
2510

Apr 26th 2015, 13:04:28

he just means there wernt that many ghosts to get so you didnt lose any by not sending enough

qzjul Game profile

Administrator
Game Development
10,263

Apr 27th 2015, 15:58:10

Ah, you'd have to see the other post on ghosts acres... two different types...
Finally did the signature thing.

Mido19872006 Game profile

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Oct 27th 2015, 4:37:57

اه

Mido19872006 Game profile

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Nov 30th 2015, 20:20:41

hi

Stryke Game profile

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2068

Jun 7th 2016, 7:40:56

Yep, you're out of here.
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Originally posted by kemo:
this dudes either a great troll or a seriously stupid fluff. the kind that takes the pepsi challenge and chooses jiff