Apr 21st 2021, 2:06:39
The next round of Express will bring ingame allies back to the server. Only defense and intel allies will be available. This is an experiment designed to add more diplomacy to the game and to foster a bit more of a community. If it doesn't work out well due to the short rounds of Express then it will be removed. I would like to remind players that all of the anti-collusion rules are still in effect. For example, ingame allies should not team up to do a kill run on a player that has grabbed one of them.
The NPC code will be upgraded to the latest version. Some of the more notable changes are listed below.
* NPC countries will not ally up with other countries on non-clan servers (Express).
* Techers aim for 60 bpt instead of 65 bpt and grow in a more reasonable fashion. They will no longer stop at 5k acres.
* NPC countries have gained the ability to recall goods, recall tech, and to check recent market history.
* NPC countries will sometimes pick sell prices based on market average prices instead of current prices.
* The possible range of sell prices has been reduced. For example, if an NPC priced on a current price of $100 troops, previously it could have picked a price somewhere around $70-$130. Now the range is somewhere around $80-$120.
* Farmers are more likely to sell bushels on their private market when they get into trouble. However, they still sell on the public market more often than a human player would.
* Countries with the Democracy government are able to recycle bushels at any point in the reset instead of only during destocking. However, they will only do so for food prices that are less than the average price. That limit is there to hopefully prevent food buyouts due to recycling.
* Techers and indies now pick their production percentages in a more sophisticated way. For example, previously an indy would set the highest price good (after factoring in production) to 100% - spy. Now, there are five different production algorithms for techers and indies. A country picks an algorithm at the start of the set. Current choices:
1) Produce goods based on current market prices
2) Produce goods based on average market prices over some time period
3) Produce goods based on high market prices over some time period
4) Produce goods based on total sales over some time period
5) Produce goods randomly
Personally I like number 4 the best, but it seems to lead to a positive feedback loop so not many countries will use it.
* Countries have the ability to stockpile if they get too much cash on hand. They will attempt to buy whatever preserves the most value out of the following choices: tech, food, and military. A country will not buy something if it produces it, so a techer wouldn't stockpile tech. For Express there probably won't be a lot of stockpiling due to the short nature of the set and the large number of defends experienced by NPC countries.
* The destocking process is more market based. Some particulars:
** While destocking, techers are able to sell tech at market prices up until a few hours are left in the set. Previously, they would always dump tech at $1000 once they started destocking.
** Bushels can be sold based on market prices instead of at $37.
** Military resell prices are based more often on market conditions.
** Military purchasing price limits are more driven by market conditions. In general, a country will be eager to spend excess cash on military goods that are priced below short term average prices.
The NPC code will be upgraded to the latest version. Some of the more notable changes are listed below.
* NPC countries will not ally up with other countries on non-clan servers (Express).
* Techers aim for 60 bpt instead of 65 bpt and grow in a more reasonable fashion. They will no longer stop at 5k acres.
* NPC countries have gained the ability to recall goods, recall tech, and to check recent market history.
* NPC countries will sometimes pick sell prices based on market average prices instead of current prices.
* The possible range of sell prices has been reduced. For example, if an NPC priced on a current price of $100 troops, previously it could have picked a price somewhere around $70-$130. Now the range is somewhere around $80-$120.
* Farmers are more likely to sell bushels on their private market when they get into trouble. However, they still sell on the public market more often than a human player would.
* Countries with the Democracy government are able to recycle bushels at any point in the reset instead of only during destocking. However, they will only do so for food prices that are less than the average price. That limit is there to hopefully prevent food buyouts due to recycling.
* Techers and indies now pick their production percentages in a more sophisticated way. For example, previously an indy would set the highest price good (after factoring in production) to 100% - spy. Now, there are five different production algorithms for techers and indies. A country picks an algorithm at the start of the set. Current choices:
1) Produce goods based on current market prices
2) Produce goods based on average market prices over some time period
3) Produce goods based on high market prices over some time period
4) Produce goods based on total sales over some time period
5) Produce goods randomly
Personally I like number 4 the best, but it seems to lead to a positive feedback loop so not many countries will use it.
* Countries have the ability to stockpile if they get too much cash on hand. They will attempt to buy whatever preserves the most value out of the following choices: tech, food, and military. A country will not buy something if it produces it, so a techer wouldn't stockpile tech. For Express there probably won't be a lot of stockpiling due to the short nature of the set and the large number of defends experienced by NPC countries.
* The destocking process is more market based. Some particulars:
** While destocking, techers are able to sell tech at market prices up until a few hours are left in the set. Previously, they would always dump tech at $1000 once they started destocking.
** Bushels can be sold based on market prices instead of at $37.
** Military resell prices are based more often on market conditions.
** Military purchasing price limits are more driven by market conditions. In general, a country will be eager to spend excess cash on military goods that are priced below short term average prices.