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Apr 22nd 2010, 17:52:49

farmers currently don't sell food mid set really.... so it won't affect a farmers income

if "everybody knows" that the market will crash as soon as somebody dumps many techers & early destockers will
1) try to diversify
2) try to dump first

#1 will result in a lower bushel price
#2 will result in bushel peak being lowered and drawn out;

late stockers will
1) try to hold on as long as possible without buying
2) still buy bushels

these will result in a lower bushel price, but perhaps a protracted peak


The long and short of it is this:
1) total volume of supply will remain similar when integrated over the bushel peak
2) total volume of demand will remain similar when integrated over the bushel peak

the actual shape of the bushel peak will probably change; but if the volumes of both supply and demand are the same... your peak may move or shift, but there should still be a bushel peak to some extent.



The *real* change, imho, will be the ability of demo's (and other people with lots of cash hanging around) to play the market.

Say you're a demo farmer; you put a standing order at $40 and sell your bushels at $41; you do this a few times, essentially "stocking" at $41and picking up anything below that; this buffers the bushel market, and in theory makes the demo reseller a viable strat, as you actually can pick up everything below a certain price, and then resell it a bit higher;

repeat x many goods and NP

nobody does that now because if your 300M bushels sold you'd be SOL; in this case though, you'd be perfectly fine, you'd have come away with lots of cash, which you can convert into any good you want now.... if the bushel market has gone crazy, fine, buy oil....
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Apr 22nd 2010, 17:37:55

err my intention was to do what's in express... maybe i'll make a new thread at some point that actually points out the rules of that, and what i would expect as implications
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Apr 22nd 2010, 16:46:57

It is all automated :) we added a gap so people wouldn't burn out lol...

and yea, it was meant to keep it on a weekly rotation approximately, though that i think got slightly altered when we extended the sets....
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Apr 22nd 2010, 16:45:02

it's only corruption on $ over 2B

so if you have 2,000,001,000 then you should have corruption of $1

if you have 3B you should have corruption of 1M

and yea, the point was mainly so that you could buy/sell as much as you want, but it'd still encourage people to throw their money into the market;

basically, to increase liquidity by allowing people to buy/sell with all their money, and also, in fact, encouraging them to buy/sell with all their money...
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Apr 22nd 2010, 16:37:38

i really don't think it'll affect things much... sure it'll allow more rapid selling of goods and whatnot

tbh i think the biggest effect would be felt by demo (techer/casher/farmer)'s playing the market
take a demo farmer or demo casher
stock your bushels $1 or 2 above current price
set SO's....
resell your entire bushel stockpile several times on the way up the peak, and down even
just on $1 or $2 margins with good SO's you could increase the value the entire time
incidentally that would also serve as a massive buffer to the market volumes
that in and of itself would flatten the bushel price
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Apr 22nd 2010, 16:24:31

well, i think, RaTS, that that would only happen once before people modified their behaviour to avoid that situation... like if "only the first person wins" then.... how would you modify your behaviour? dump ridiculously early? but then that would essentially flatten and drop the peak... so really then it wouldn't be the first person... you'd just have a flattened peak imho
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Apr 22nd 2010, 5:23:01

i think we could do full destocks in one day fine without affecting things too much... it'd only take once or twice for that to happen before people would adapt to it imho

i think you'd probably see more full-scale conversion of stock from bushels to oil actually

try to avoid one peak and ride out onto another
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Apr 22nd 2010, 5:17:45

hmmm

my handwriting is unreadable in fast-skimming, so good handwriting conversion was a 100% must for me...
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Apr 22nd 2010, 4:36:09

i really don't think it would do that though pang... because if you had that, there wouldn't be a food bubble anyway i would think....
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Apr 22nd 2010, 4:28:53

what navisis said ;)
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Apr 21st 2010, 18:30:08

err can somebody give me a link to whatever you guys are talking about, i haven't noticed anything on this....

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Apr 21st 2010, 15:59:18

if you don't want to handwrite on it, just get an EEE PC
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Apr 21st 2010, 6:53:24

we've definitely been thinking about this one
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Apr 20th 2010, 22:37:08

i have an HP tablet, unfortunately it was much less useful than i thought it would be... OneNote which i used on it was not very good at handwriting -> text recognition, and could basically do no math at alll

if they ever make one that can do GOOD handwriting -> text + math then maybe i could recommend them, otherwise i'd say stick with a normal laptop and learn latex =/
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Apr 20th 2010, 22:35:11

nuk's was pretty good yea
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Apr 20th 2010, 22:32:07

i only started playing E2025 in 2001
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Apr 20th 2010, 22:30:55

this is true...
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Apr 20th 2010, 17:53:46

of alliance... has like 0% of the board activity

but i suppose there's no politics and stuff
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Apr 20th 2010, 17:15:25

right, snupi was the one :)
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Apr 20th 2010, 5:51:04

( i thought it was old.earthgraphs.com or something, but apparently not)
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Apr 20th 2010, 5:50:19

and who runs it again? i don't remember... and how do i get in touch with them? :)
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Apr 19th 2010, 18:28:53

Sat Feb 27 16:26:29
Hello all,

We'd like to announce the following changes that will come into affect as the servers reset:




Military Expenses Change:

We have reduced the nw multiplier of military expenses from (1+NW/40M) to (1+NW/200M); we did this based on the finishing networths being significantly more than the divisor in recent resets.




Food Consumption Change:

Military unit have had their food consumptions increased by a little less than 3x and population consumption has been rounded up:

-> Troops, Jets and Turrets eat 0.001 bushels per turn (up from 0.00042)
-> Tanks eat 0.003 a turn (up from 0.0012)
-> Spies eat 0.005 a turn (up from 0.00180)
-> Pop eats 0.030 a turn (up from 0.02756)

This is mainly because significant quantities of military had little effect on food consumption before.




Spy Changes:

Non-Harmful spyops (spy, alliance spy, market spy, military spy) are no longer affected by Spy DR (diminishing returns), nor do they contribute to spy DR. We added this basically because, as non-harmful ops, they should not need to be diminished, as they do no harm.



Missle Counts:

You may now have a maximum of 1 missile per 250 A instead of 1 per 200A; there is, as always, a minimum of 10 on that cap.




Tech Changes:

The maximums of a few techs have been increased:

Business Max: 175% -> 180%
Residential Max: 175% -> 180%
Agricultural Max: 220% -> 230%
Industrial Max: 140% -> 160%

The main change here is the industrial change, which is being done in the hope of extending the viability of indies further into the reset.



Thanks, and please post your thoughts and comments; as always we can adjust any of these changes if people identify any flaws in our changes or logic :)


- qzjul, Pangaea, Slagpit, and the rest of the Earth Empires Staff

Edited By: qzjul on Jan 30th 2014, 22:26:04
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Apr 19th 2010, 18:28:25

Sun Feb 28 03:45:29
Hello All,

We'd like to announce the following government changes, that we've been debating over the last couple months. Hopefully you'll find some of them interesting :)


Fascism:
Oil bonus will be +75% (up from +50%)

This is basically to improve oilers, obviously, and put some market pressure on non-fasc from holding their own rigs.


Communism:
New Bonus: +35% Market Sale Size

This basically means that you can sell 25%*1.35 = 33.75% of your goods in one sale; this is intended to extend the viability of commie indy further into the set without the need for double or triple selling.


Theocracy
Tech 'bonus' will be reduced to -35% (from -50%)
New Bonus: +50% Maximum Population

This was basically intended to make theo good for something other than just a TMBR finish (reverting the tech bonus); specifically thinking about war, this increases the SDI significantly, and gives a countering pop bonus against CM's. Possible casher strat? It also should increase the competitiveness of TTR vs Tyr Techer


Democracy
'New' Bonus: +10% Maximum Technology

We've decided to reinstate the max technology bonus to diversify democracy again.


As always, please feel free to post your thoughts and comments :)

qzjul, Pangaea, Slagpit, and the rest of the Earth Empires Staff

Edited By: qzjul on Jan 30th 2014, 22:26:29
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Apr 19th 2010, 18:26:55

After much deliberation, considering various options, Slagpit, Pangaea and I have decided upon implementation of two ideas by Slagpit and myself;

1) Gaining of 50% buildings grabbed; Building -> land "conversion".

Basic idea:

Originally, if there were two countries, A and B, with 10kA each fully built, and a 1kA grab was made by A on B; A would gain 1kA with presumably 1k of B's buildings (in theory, i'm not sure we coded that bit write to start);

Thus you would end with 11k and 9k, fully built; 20k land, 20k buildings, 40k "total" (in theory).

In this new implementation:
A grabs B for 1kA; he gets 500 of the buildings, which are tacked on as extra land, and 500 buildings are destroyed; hence you end up with 11.5kA w/ 10k built, and 9k fully built; 20.5kA, 19.5k buildings, 40k "total".

So the land+buildings total remains constant, however buildings are "converted" to land.

CS:
------
CS, however are not grabbed, so there will be slight discrepancies from this, BUT CS *will* now be destroyed in the grab at a rate randomly from (1/5th to 1/15th) of the Land Grabbed percentage; (ie if it rolls 1/5th and you grabbed 15% of their land, it will destroy 3% of their CS; if you grabbed 5% of their land and it rolled 1/15, it will destroy 0.33% of their CS).


This change is primarily to make land-grabbing LAND POSITIVE; before, if alliance A hit alliance B, and Land:Land retals were made, after numerous hits, the *AVERAGE* land between the two would stay the same, with many buildings & jets having been destroyed; hence it was land neutral; this discourages land-grabbing. Being land positive will mean that at least one side will benefit, even with Land:Land retals. Ideally this would return us to some sort of beneficial land-exchange, of the sort we haven't seen since 2001...

The 50% building destruction, and CS destruction was implemented in the hope that land trading between two individuals would be detrimental enough to discourage the practice.




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

And now for the second idea...


2) Reduction of damage to smaller opponents; aka "hidden ghost acres".

Basic idea:

There has been alot of bottomfeeding in the last... decade almost? in this game. We realize bottomfeeding is probably not going to go away, yet we recognize the detrimental effect it has upon smaller players, especially new players. Some have gone so far as to say it's what's been preventing new players from joining.

Our intention is to reduce the amount of damage being done to smaller players; this will do two things: it will allow the player to keep playing more easily; and also, by reducing the damage, allow more of the small players to remain viable targets, thus spreading damage out more evenly.


The basic implementation is thus: When you attack a target that is smaller than you, the amount they lose is the amount you gain times (1+target_nw/attacker_nw)/2, while not reducing the amount the attacker gets (EXCLUDING THE ABOVE BUILDING BONUS).

ie. DEFENDER LOSSES = ATTACER GAINS*min(1,(1+target_nw/attacker_nw)/2)

Thus if you attack an opponent larger than you, they lose exactly what you get. In theory, if somebody was 0 nw and you could attack them, they'd lose 50% of what you grabbed.





Now, to give an example of the two combined;


Country A
1000 land
1000 buildings
10k nw

Country B
1000 land
1000 buildings
10k nw

we'll ASSUME 10% gains FOR MATHEMATICAL CLARITY (this is not a realistic percentage)

A --> B for 100A
100*(1+1/1)/2 = 100
A sees news that they captured 100A and 50 buildings, and destroyed 50 buildings;
B sees news saying A took 100A and 50 buildings and destroyed 50 buildings
News reports 100A grab

Country A
1150 Land
1050 Buildings
some NW

Country B
900 Land
900 Buildings



Scenario II:

Country A
1000 land
1000 buildings
10k nw

Country B
1000 land
1000 buildings
1k nw (1/10th that of A)

we'll ASSUME 10% gains FOR MATHEMATICAL CLARITY (this is not a realistic percentage)

A --> B for 100A
now... 100*(1+1/10)/2 = 55A
A sees news that they captured 100A and 50 buildings, and destroyed 5 buildings;

B sees news saying A took 55A and 50 buildings and destroyed 5 buildings
News reports 100A grab

Country A
1150 land
1050 buildings
--- nw

Country B
945 land
940 buildings
--- nw




The minimum, however, remains a 10A grab, and that is ALSO the minimum on the reduced damage; this averts impossible land kills and such things; Thus if you attack them for 13A, they will still lose 10A, you'll grab something like 3-6 buildings, and the rest will be destroyed.




These changes will be rolled into all servers as they reset.


Thanks! Feel free to post comments here; hopefully you understand the goals we are trying to achieve, and hopefully these will work towards those goals :) We'll see in the upcoming sets, Council, Alliance, and Express; (though I personally look forward to Council the most).



Thanks


qzjul, and the rest of the Earth Empires team!

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

Please note the CS loss has since been adjusted downwards somewhat

Edited By: qzjul on Aug 23rd 2013, 18:16:30
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Apr 19th 2010, 18:12:57

fixed
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Apr 19th 2010, 18:09:37

bah that's another type of link needing fixing
lol

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Apr 19th 2010, 17:20:58

i'm not a huge fan of quiche =/
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Apr 19th 2010, 17:00:55

they should cache.....
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Apr 18th 2010, 23:24:53

=/
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Apr 18th 2010, 16:20:14

=(
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Apr 18th 2010, 6:14:08

we'd need to write or rind a good bbcode parser....
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Apr 17th 2010, 22:26:25

o.O

we need somebody to write one then :) heh
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Apr 16th 2010, 18:02:16

atm i don't believe success or failure affects the DR rate
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Apr 16th 2010, 17:55:43

you can use pre and /pre in [] to make it work better


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++:******#**++++::::::.......::::::::++++*****######@@WWWWWWW@WWWWWWWWW@@@#@#::.:++++::::::::
+++*********+++:::::::.......:::..::::++++*****#####WWWWWWWWWWWWWWWWWW@@@@#@#.::::+++::::::::
++**********+++:::::::.......:::.::::+++++*****#####@@WWWWWWWWWWWWWWWW@@@@#@#.:::::+:::::::::
**+*#*******+++:::::::.......:::.::::++++******#####@@WWWWWWWW@WWWWWWW@@@@@@+:.::::+:::::::::

Edited By: qzjul on Apr 16th 2010, 17:59:54
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Apr 15th 2010, 20:59:15

2) i believe was in large part due to the fact the passenger notices stuff on the road too and can react... ie pause their conversation in horror at their impending doom! :)
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Apr 15th 2010, 20:55:06

lol @ reasons for drinking decreasing

security risk me ? perhaps if i accidentally bump the power button.... or get my monitor cables tangled around the server's power bar again =/
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Apr 15th 2010, 20:50:09

though it shouldn't really happen for zero spies, but i dunno entirely
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Apr 15th 2010, 20:49:33

there is diminishing returns for spyop success... and it's exponential essentially, so the more you do the harder it will be to spy... the first 10 or 20 are usually not to bad, beyond that becomes increasingly difficult
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qzjul Game profile

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Apr 15th 2010, 8:41:50

errr no we don't
they're all hashed
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qzjul Game profile

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Apr 15th 2010, 1:51:39

i'd go for something like a steak over pizza...

/me has made steak at midnight within the past couple weeks...
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qzjul Game profile

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Apr 15th 2010, 1:38:26

lol... i'd say we've had a few changes, at least when compared to earth2025 over the last decade....
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qzjul Game profile

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Apr 14th 2010, 23:09:49

sometime soon :) it's on the list to be done...
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qzjul Game profile

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Apr 14th 2010, 15:48:05

kk
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qzjul Game profile

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Apr 14th 2010, 5:08:59

is this the right forum to contact this person? i dunno who that is... just that they have an API key and haven't gotten ahold of me :) please in-site me :)
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qzjul Game profile

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Apr 12th 2010, 15:38:26

the highlights also depend on you having a decent monitor with the contrast and stuff set properly...

it can be a problem on some mac's that people set it for "better contrast" and basically push colours closer to black or white... had somebody in evo's forums who couldn't see the difference between the highlighting of row1 /row2 style.... or sticky1/sticky2

http://evolution2025.com/publicforum.php
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