Feb 3rd 2011, 21:04:45
Free For All: | immediately |
Alliance: | immediately (round that begins Feb 4th) |
Express: | next round (round that begins Feb 9th) |
Team: | next round (round that begins Feb ~9th) |
Primary: | next round (round that begins March ~4th) |
Tournament: | next round (round that begins March ~4th) |
We decided to change to a system that grants turns, extra random events, or permanent bonuses for countries. If this system does not work out well, we may change it back to the old system or try a whole new approach.
Part of the reason we added back turns after phasing them out was to provide an easy way for FFA players to use their bonuses and to give new or lazy players a way to spend bonus points without worrying about all of the other options. If we balanced the system correctly, many of the permanent bonuses will be more valuable than turns, depending of course on a country's strategy and playing style.
We understand that some players may have devised strategies revolving around the old bonus system. We apologize for not making it clearer that the bonuses would be constantly evolving and for not giving more notice to players about the new bonuses.
Every country still receives 2 points per vote. Hopefully there will be a few more ways to earn bonus points implemented soon. Bonus points expire at the earliest midnight GT time after 48 hours have passed. For example, any bonus points gained during today, February 3rd, would expire one second past February 5th, 23:59:59 GT.
Here is the new set of bonuses:
Turns
Turns are a country's most valuable resource. Gaining extra turns can increase a country's short term and long term growth. The cost of 1 extra turn is 2 bonus points.
Income events
Picking one of the four income events triggers a "boom" event on your country's next turn. These events are a great way to increase short term production.
Building Costs
The building cost bonus is a permanent bonus. Once purchased, the effects will never decay or expire. Investing in lowering building costs makes it cheaper both to construct and destroy buildings.
Defense
Investing in this permanent bonus will increase your country's military defending strength. If a country has a 5% defensive bonus, other countries will need to send 5% more attacking units to successfully attack that country. A country's defensive bonus can be viewed with a normal spy op or with a military spy op.
Luck
Luck is the subtlest of the permanent bonuses. Investing in luck will lead to better explore returns, greater missile production, and lower market times. In addition, lucky countries have a greater chance of getting spy ops against countries with better spy networks and a greater chance of successfully attacking when oversending.
Expenses
This permanent bonus decreases monetary military expenses. Investing in this bonus will decrease the money needed to pay your military units each turn.
Private Market Units
This permanent bonus increases the rate at which units appear for sale on your country's private market.
Resource Decay
This permanent bonus decreases bushel decay and corruption. Whenever a country plays a turn, it loses 0.1% of its bushels due to bushel decay. If a country plays a turn with more than $2,000,000,000 cash on hand, it loses 0.1% of its cash above $2 billion. Investing in this bonus decreases the amount of resources lost to decay.
GDI
Countries in GDI can activate this bonus to zero out GDI costs. However, after activation countries are unable to leave GDI for any reason.
Here are the current costs and effects for ffa and alliance. Please note that we may adjust the costs of these bonuses on other servers because other servers have less turns per round than ffa and alliance.
Extra turn: | 2 points |
Income Event: | 4 points |
Building Costs: | 8 points for a 1.25% reduction |
Defense: | 16 points for a 1% increase |
Luck: | 6 points for a 0.25% increase |
Expenses: | 12 points for a 1.25% reduction |
PM Units | 8 points for a 0.5% increase |
Resource Decay | 6 points for a 2.5% reduction |
Some of the permanent bonuses have a limit which may or may not be achievable with the number of points given out in a set. For example, if a country achieves a 100% reduction in resource decay, it cannot spend any further points towards that bonus.
Please note that a few of the effects of the new system (slightly longer expiration time and adding a defensive bonus field to spy ops) have spilled into the old system.