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dantzig Game profile

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528

Dec 8th 2010, 17:48:12

Which bonuses are lame, which are OP, and when would it be best to use each one? I've added my comments but would love to see a good discussion of this.


2 points
2 Turn Bonus
For the first round the bonuses are available, a 2 turn bonus option will also exist. In future rounds, this will no longer exist.
--This one seems to trump most of the others currently but is only temporary.


1 point
+10% Per Capita Income
Increase your country's per capita income for 10 turns.


1 point
+10% Food Production
Increase your country's food production for 11 turns.
--why does food get a 11 turn bonus when other strats only get 10?


1 point
+10% Industrial Production
Increase your country's industrial production for 12 turns.
--and why 12 for indy?


2 points
+10% Base Explore Rate
Increase your country's explore rate for 10 turns.
(Max: 3)
--why is this limited to only 3 uses? or does it only stack 3 times? it seems very expensive for the effect: you could get +20% to production for 10/11/12 turns instead!


1 point
-25% Food Consumption
Decrease your country's expenses for 3 turns.
--seems lame compared to the other since food costs are usually so low. guess this might be helpful in an emergency situation where you need to play some turns but don't have enough money to buy the required food? maybe this should decrease ALL expenses by 25% for 3 turns?


1 point
+10% Tech Production
Increase your country's tech production for 10 turns.
--this might be slightly OP compared to the other production bonuses since techers can make a lot more money per turn teched than other strats' per turn production. it all evens out because techers don't produce any tech when spying/attacking/building/selling goods. this slight buff to techers might be intended by the admins?


1 point
+10% Oil Production
Increase your country's oil production for 10 turns.


1 point
+10% Attack Strength
Increase your country's attack strength for 30 turns or 10 attacks.
(Max: 4)
--seems OP without a defensive counterpart. e.g. "+10% defensive strength: increase your country's defensive strength by 10% for 100 turns or 12 hours" again, max 4 uses per set or 40% boost at one time?


1 point
+10% Population Growth
Increase your country's population growth for 10 turns.
--why choose this over +10% production? maybe when you're trying to recover from being GS'd to almost nothing? in that case, the rate at which you regain people is already incredibly low so +10% doesn't help much (e.g. +10% on 60 ppl is only 6 more ppl/turn!). a 100% boost would help a little more.


1 point
+10% Spy Power
Increase your country's spy effectiveness for 10 turns.
(Max: 4)
--does this work for offensive and defense spy power? if so, can I pop the bonus right before logging out and have +10-40% spy str until I play 10 turns the next day?


1 point
-10% Building Cost
Decrease your country's building cost for 10 turns.
--starting out, the cost of building one turn can be more than production for one turn so this could be very helpful. however, it will likely not be as helpful in mid/end game.

Edited By: dantzig on Dec 13th 2010, 17:15:21. Reason: completely revised
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