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Auk Game profile

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Apr 3rd 2024, 19:58:14

BUMP.

This library can be used to fix this bug here as well:
https://www.earthempires.com/...cters-in-their-name-52548
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Auk Game profile

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Apr 3rd 2024, 19:54:44

For example, when attempting to quote ツ, you'd get something like this:
https://www.earthempires.com/...ogus-reports-49401#960056

Edited By: Slagpit on Apr 4th 2024, 6:09:35
See Original Post
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Auk Game profile

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Mar 28th 2024, 17:09:26

Originally posted by MrEd:
I think the gameplay is fine the way it is. I think ads on Facebook and Instagram would bring in plenty of new players. I've recruited players through Facebook. I even made a private Facebook group for my clan members - where NO game sensitive information is ever shared but it makes recruiting brand new players easy- just invite Facebook friends to the group and if they're interested they can join the game. I'm one man doing it. If other clans all did the same we could probably see a minimum of a few hundred extra players by years end. If game developers ran an ad for a few months on those platforms then perhaps a few thousand.

That doesn't address the problem with being unable to retain players. Sure it adds players, but I doubt they'll stick around.

Unless this game is made to be a bit more fun to lose, such as,
1. To lose land/buildings and quickly recover land/buildings in as many turns;
2. Dealing damage is balanced by the amount of effort it takes to do damage (put as much effort as it takes to produce assets); and
3. With the significant reduction in construction cost/turns, and military expenses/food consumption

I don't see any hope of being able to keep players in Alliance in its current form.
Originally posted by Drow:
Another thought.
Whilst war is indeed a part of the game, what we often saw happen was clans who would simply bulldoze a tag set in and set out, with no diplomacy, rhyme or reason, simply because they "didn't like" that tag. That doesn't keep players either. No one wants to play and get killed every single set because a group of other clans (and it was regularly coalitions) think its funny to do so.

Now, I'm not talking recent history, but going back way back, just to be clear.

True. 🙂

Edited By: Auk on Mar 28th 2024, 17:57:57
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Auk Game profile

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Mar 21st 2024, 20:01:17

I believe the biggest issue is that there is virtually no way to retain the chances of finishing in rank 1 after winning a war. Just by participating in a war whether you wanted to or not is an instant game over.

Another issue is the lack of strategy balance. Players suggesting rotating buffs/nerfs is a symptom to this kind of issue. For the past 12 rounds, or two years, the only thing that finishes in rank 1 was a Fascist before converting over to Theocracy. One exception being a Tyranny which looks like a techer. https://eestats.lafamiglia-ee.eu/alliance/oldranks For the past 12 rounds, check rank #1 country's history.

There is no compelling reason for most countries to buy anything other than jets while playing with almost no army.

The expenses are too high to justify the cost for defense. It's sad to buy defense only to still get rekt anyway. I'm not saying that 0 defense is good, but right now, a serious attempt at defense is not a good use of money if one is serious about finishing in rank 1.

Building a country takes effort; griefing virtually effortless. There is no good way to recover from griefing, you're basically out of the race if someone kicks down your proverbial sand castle. It'd be nice to be able to rebuild faster and cheaper. As of now, construction is expensive and consumes too many turns.

1. I agree that external tools have contributed to the negative experience.
2. Killing within seconds is something that can be done even without a bot. Tools didn't enable this.
3. I agree that killing should take longer. Defense in this game is somewhat a joke.
4. I like the idea of rotating buffs/nerfs, but I believe the market condition should influence this more. As of now, we're lacking balance. Farmers can store with less penalties compared to other strategies which makes farming very powerful. It's difficult for Industrial communists to finish better than other strategies.
5. I like the idea of adding more random elements to the game.

A friend of mine said it best: In general, people don't like the idea of spending weeks building up something only to have it gone in a flash.

Edited By: Auk on Mar 21st 2024, 20:09:46
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Mar 13th 2024, 22:13:13

̶ ̶B̶o̶n̶u̶s̶!̶ ̶
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Mar 6th 2024, 18:00:13

Bonus.
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Mar 3rd 2024, 6:19:08

BONUS!
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Feb 23rd 2024, 9:51:38

Bonus!
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Feb 8th 2024, 15:42:38

The earthquakes wouldn't be so bad if it weren't for the fact that it costs a lot of money to reconstruct the buildings they destroy. It's a big deal when we're above 100,000+ acres.

Construction IMO is too much. Especially since the change that lead to many players being able to obtain 40,000+ acres of land with ease. The game was never adjusted to deal with countries this large.
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Jan 29th 2024, 17:40:00

Bonus!
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Jan 21st 2024, 20:25:51

BONUS!
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Jan 16th 2024, 18:59:46

Thank you Mr. Gainsboro for working on EEStats to get it up and running again.
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Jan 14th 2024, 11:34:07

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Jan 6th 2024, 14:41:58

Bonus ^_^
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Dec 28th 2023, 23:58:52

Bonus!
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Auk Game profile

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Dec 24th 2023, 22:12:49

Adding a starting amount of construction sites would speed up the game towards getting to the more exciting parts, but it retains the griefer friendly nature of spending a month to build a country only to have it practically destroyed in mere seconds.

I don't mind that. Starting cash can also be increased, along with food.

Alternatively, how about getting rid of CS altogether and then allow for the acres of land to determine construction speed?

This approach can be a start towards returning to the days where players primarily grabbed land from other players. With no construction sites, building a nice country would be less time consuming, and less griefer friendly. I've played many games that does this, it's actually nice.

Edited By: Auk on Dec 25th 2023, 1:21:39
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Dec 18th 2023, 22:01:15

Originally posted by BEM684:
As I've said before, the only real solution is to grow the player base, and several players have been outspoken against that idea because "one time we tried and it backfired". They're like cancer patients refusing to take chemotherapy because it's unpleasant... you can follow the analogy to the natural conclusion.


1. Who said "one time we tried and it backfired"?
2. If you're going to reply, can you at least address some of the concerns raised in this thread, such as: "How would you or anyone here address the above 5 problems?". https://www.earthempires.com/...s-and-input-52239#1024769
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Dec 17th 2023, 23:51:57

"My" oil :(
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Auk Game profile

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Dec 4th 2023, 2:19:44

Originally posted by Cathankins:
Advertising and game recruitment is your biggest issue. You need new players and that would solve most of these issues I imagine.

The problem with this game is not the amount of players we have, it's the fact that this game doesn't accommodate towards how most of us play.

We can get more players, but I doubt they'll stick around for long.

The problems are:
1. It takes a lot of time and turns to build a nice country, but all of that can be destroyed in a flash with way less time and turns in comparison;
2. If one were to participate in any war, they're virtually guaranteed to not finish in top 10 with a good score;
3. The prize/loot is not enough for the victors of war to continue and compete for rank #1 finish;
4. No other option to resolve a dispute that doesn't involve giving land, allow retaliation, or to conquer the enemy; and
5. With an imbalance of strategies, or playing style (e.g. war) it makes playing other strategies less valuable, and it makes producing certain resources less valuable (e.g. war related tech, tanks).

War is yet another option to deal with a dispute and can function as leverage in diplomacy. If the problems were solved, I imagine the war clans here would make this game more interesting.

Imagine the netters as royalties/nobles who would rather not engage in a war. The war dogs would be of any class including the royalties, but they primarily take on the role of champions insurers, risky gamblers/stock traders and mercenaries of course who takes on any bet they see valuable, intervene and fight win their way to the top while dealing with competing war clans. I imagine such arrangements can be made where a netting clan can sponsor a war clan with a boatload of funds in hopes it'll lead to mutual beneficial outcome.

How would you or anyone here address the above 5 problems?

Edited By: Auk on Dec 4th 2023, 2:25:31
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Auk Game profile

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Dec 2nd 2023, 19:49:50

I believe option #3 with 72 hours is good. There should be an actual war or it'll be disappointing. It also deals with suiciders who can't be bothered to put a greater effort towards destroying countries by starting their own clan and recruit.

I imagine some folks thinks 3 days is laughable, especially if not rewarding enough. I'd be open to making wars a minimum of 2 weeks instead of 72 hours so that there's enough time to enjoy the missile exchange and so on. The option to surrender already provides a war-ending condition so that it doesn't drag on for too long.

Edited By: Auk on Dec 2nd 2023, 19:54:05
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Nov 26th 2023, 23:27:25

Bonus!
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Nov 14th 2023, 15:59:13

Bonus.
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Auk Game profile

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Nov 9th 2023, 5:36:39

Hello. I believe in the near future, it'd be better to:

1. Stick to just UTC. I imagine this was organized before November 5th, so as of now, the American Eastern time is no longer 4 hours behind UTC; now 8pm US Eastern is 1:00am UTC.
2. If multiple timezones are mentioned, then the full date and time has to be published for each timezone to mitigate against this very problem.
3. Use a countdown app. https://www.timeanddate.com/countdown/create I prefer to set "Location of Event" to UTC which the game appears to use.

Edited By: Auk on Nov 9th 2023, 5:50:19
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Nov 8th 2023, 17:13:32

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Auk Game profile

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Oct 30th 2023, 4:27:49

BONUS!
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Auk Game profile

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Oct 28th 2023, 16:55:08

BONUS!
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Auk Game profile

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Oct 25th 2023, 3:30:04

There is a returning player who wishes to play. Unfortunately, they're unable to sign up because of the problem described below.

Upon filling out Sign Up the form:
- https://earthempires.com/register
- https://www.earthempires.com/register
- https://slagpit.earthempires.com/register

The user is met with an HTTP Error 500. This is regardless of which address the user attempts to register from.


This page isn’t working
earthempires.com is currently unable to handle this request.
HTTP ERROR 500


I've also tried to sign up, and as a result, got the same error message.
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Oct 20th 2023, 13:04:00

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Oct 12th 2023, 3:08:40

Originally posted by BlackHole:

I kinda think Taker is pissed at me anyway. He attacked me on team for some reason last set when everyone else was ganging up on me. I sent him an inquiry message, but never heard back. Seemed weird to me because we were on great terms when we teamed up with LaF in the war a few sets back.

It's possible that he isn't mad and the relations are just different for that server. I wouldn't assume being on good terms in one server would transfer over to other servers. It's possible to be allies in one server, but enemies in another.
Person1: I've sent you the cash you need to fund your turns.
Person2: Thanks, hit me up if you need more military units.
Person2: You bastard, I just got finished building up my army.
Person1: That's what happens when your spy ratio is non-existent.
Person2: Your parking lot is so gorgeous by the way.
Person1: Ah, thank you. I had mines unsolicitedly done just now by a certain mate of mines. I wish I can take credit for such an innovative parking lot marking design. ⭐⭐⭐⭐⭐, would recommend.
Person1: They were so nice to do it all free of charge, When I get turns, I'll have to pay em back.
Person2: Nah, there's no need. I would not worry about it. It's their pleasure to serve after all. :)
Person1: I insist. It'd be a disgrace to my name if I do not return such a generous favor. :)
Person1: Oh, by the way, the suicider has switched over to jets, so you might not want to sell too much of your turrets, lol.
Person2: Great, now we have another suicider.
Person1: Great, I can refer them to a certain friend who can build marvelous parking lots in record time ;)
Person2: Yes, please do. ;)

Your frenemy :D

Edited By: Auk on Oct 12th 2023, 3:12:52
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Oct 6th 2023, 3:38:03

Doug for moderator? Certainly. +1. I too believe that he would make a nice addition to the team.
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